Method, system, and program

The method addresses the complexity in game device and content management by dynamically associating game content with user terminals, enabling easy access and control while maintaining content ownership.

JP2025087348APending Publication Date: 2025-06-10NINTENDO CO LTD
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Patent Information

Application Number
JP2023201940
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-29
Publication Date
2025-06-10

AI Technical Summary

Technical Problem

The increasing complexity in relationships among game devices, user accounts, and game contents due to diversified possession modes, such as multiple devices per user and shared devices among users, makes it difficult for users to determine which user can play which game content on which device.

Method used

A method where a first account is associated with game content and multiple terminals, and the game content is dynamically associated with any one of the terminals selected from those associated with the account. This allows the game content to be played by any account associated with the terminal it is linked to, while restricting play to that terminal and not others.

Benefits of technology

This solution simplifies the understanding of which game device can play desired game content, allowing users to easily manage and play their game content across multiple devices while maintaining content ownership and access control.

✦ Generated by Eureka AI based on patent content.

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Abstract

To easily allow users to understand which user, which game content, and with which game device the user can play a game.SOLUTION: A method includes the steps of: relating an account to game content; relating each multiple terminals to an account; changeably relating one terminal selected from multiple terminals in which game content and an account are related for each game content acquired by the account; and allowing game content to be played by any account including accounts related to a terminal by one terminal to which game content is related, and restricting play in a terminal other than one terminal from among multiple terminals.SELECTED DRAWING: Figure 8
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Description

Technical Field

[0001] The present disclosure relates to a method, a system, and a program.

Background Art

[0002] Patent Document 1 (Japanese Unexamined Patent Application Publication No. 2016-66321) discloses a system in which content stored in a server is downloaded to a game device.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Conventionally, as a mode of possessing a game device, a mode in which one user possesses one game device has been frequently seen. However, recently, the modes of possessing game devices have diversified, and cases in which one user possesses and uses a plurality of game devices and cases in which one game device is shared among a plurality of users have been increasing.

[0005] In such a situation, the relationships among the game devices, the accounts introduced in the game devices, and the game contents purchased by each account become complicated, and it may be difficult for users to grasp which user can play which game content on which game device.

Means for Solving the Problems

[0006] (Configuration 1) A method according to an embodiment is a method executed by one or more processors, the method including: associating a first account with game content acquired by the first account via a network; associating the first account with each of a plurality of terminals each capable of associating one or more accounts; for each game content acquired by the first account, associating the game content with any one of the plurality of terminals selected from among the plurality of terminals associated with the first account in a changeable manner; enabling the game content to be played by any account including the account associated with the one terminal associated with the game content on the one terminal, and restricting play on terminals other than one of the plurality of terminals.

[0007] (Configuration 2) In Configuration 1, one terminal associated with game content is configured to enable the game content to be played by any account including the account associated with the terminal, regardless of whether the terminal is online or offline.

[0008] (Configuration 3) Configuration 1 or Configuration 2 includes a step of canceling the association between one terminal and game content.

[0009] (Configuration 4) In any of Configurations 1 to 3, the method includes a step of re-associating, in a changeable manner, game content whose association with one terminal has been canceled with any one of the plurality of terminals selected from among the plurality of terminals associated with the first account.

[0010] (Configuration 5) Any of Configurations 1 to 4 further includes a step of registering, as registered terminals of the first account, no more than a predetermined number of terminals capable of associating with game content among the plurality of terminals associated with the first account.

[0011] (Configuration 6) In Configuration 5, each of the plurality of terminals can be registered as a registered terminal for different accounts.

[0012] (Configuration 7) In Configuration 5 or Configuration 6, it further includes a step of determining whether any one of the plurality of terminals is located within a predetermined range from a terminal that has been registered as a registered terminal for the first account, and the registering step includes an additional registering step of registering the one terminal as a registered terminal when it is determined in the determining step that one terminal is within the predetermined range from the registered terminal.

[0013] (Configuration 8) In Configuration 7, it further includes a step of determining whether a terminal different from the registered terminal is located within a predetermined range from a terminal that has been registered as a registered terminal for the first account. When it is determined that a terminal different from the registered terminal is within the predetermined range from the registered terminal, it further includes a step of making the game content temporarily playable on the terminal different from the registered terminal and restricting play on terminals other than the terminal different from the registered terminal.

[0014] (Configuration 9) In Configuration 8, each of the plurality of accounts can belong to a finite number of accounts, and each of the plurality of accounts can belong to a group where each can belong to only one of them. The terminal different from the registered terminal on which the game content is made temporarily playable is a terminal associated with an account belonging to the same group as the group to which the first account associated with the game content belongs.

[0015] (Configuration 10) In Configuration 8, it further includes a step of making the game content not associated with any terminal based on the end of temporary use.

[0016] (Configuration 11) In any of the configurations from Configuration 1 to Configuration 10, in response to an input by the first account, regardless of whether one terminal associated with the first account is associated with game content, if the game content is associated with the first account, it further includes a step of enabling the first account to play the game content on the terminal associated with the first account.

[0017] (Configuration 12) In Configuration 11, if the game content is being played on any of the terminals associated with the first account, it further includes a step of restricting play from other terminals.

[0018] (Configuration 13) In any of the configurations from Configuration 1 to Configuration 12, on any one of the multiple terminals associated with the first account, it further includes a step of visibly differentiating the multiple game contents associated with the first account into game content associated with the terminal and non - related game content not associated with the terminal.

[0019] (Configuration 14) In Configuration 13, the non - related game content is displayed in a non - distinguishable manner as to whether it is associated with any one of the multiple terminals associated with the first account or not associated with any terminal.

[0020] (Configuration 15) A system according to an embodiment is a system including a server that manages a first account and a plurality of terminals each capable of associating one or more accounts. The server performs a process of associating the first account with game content acquired by the first account via a network, a process of associating each of the plurality of terminals with the first account, for each game content acquired by the first account, a process of associating the game content with any one terminal selected from among the plurality of terminals associated with the first account in a changeable manner, a process of enabling the game content to be played by any account including the account associated with the one terminal with which the game content is associated on the one terminal with which the game content is associated, and a process of restricting play on terminals other than one terminal among the plurality of terminals.

[0021] (Configuration 16) A program according to an embodiment causes a processor communicable with a plurality of terminals each capable of associating one or more accounts to perform a step of associating a first account with game content acquired by the first account via a network, a step of associating each of the plurality of terminals each capable of associating one or more accounts with the first account, for each game content acquired by the first account, a step of associating the game content with any one terminal selected from among the plurality of terminals associated with the first account in a changeable manner, a step of enabling the game content to be played by any account including the account associated with the one terminal with which the game content is associated on the one terminal with which the game content is associated, and a step of restricting play on terminals other than one terminal among the plurality of terminals.

Advantages of the Invention

[0022] According to the present disclosure, a mechanism for easily allowing a user to understand a game device capable of playing desired game content can be realized.

Brief Description of the Drawings

[0023]

Figure 1

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Embodiments for Carrying Out the Invention

[0024] We will explain this embodiment in detail with reference to the drawings. For the same or corresponding parts in the drawings, the same reference numerals are used and their explanations will not be repeated.

[0025] <Embodiment 1> [A. Overview] A configuration example of an information processing system according to this embodiment will be described. FIG. 1 is a schematic diagram showing an example of an information processing system 100 according to Embodiment 1. The information processing system 100 is a system that manages game contents downloaded to game devices 30A, 30B, and 30S via a network NW.

[0026] In the example of FIG. 1, the information processing system 100 includes a server 10 and game devices 30A, 30B, and 30S. Communication between each of the server 10 and the game devices 30A, 30B, and 30S is performed via the network NW. The network NW is typically the Internet.

[0027] In FIG. 1, an example is shown in which only the game devices 30A, 30B, and 30S are connected to the server 10, but the number of connected game devices is not limited to this.

[0028] In FIG. 1, the server 10 is described as one device. However, the server 10 may be realized as an aggregate of a plurality of devices. For example, the server 10 may include a plurality of servers. Similarly, the game device 30 may also be realized as an aggregate of a plurality of devices. For example, the game device 30 may have a configuration including a main body having at least a processor and a terminal having at least an operation unit.

[0029] In this embodiment, an account of user A is introduced into the game device 30A. An account of user B is introduced into the game device 30B. The game device 30S has accounts of user A and user B introduced therein. Hereinafter, each of the game devices 30A, 30B, and 30S will be collectively referred to as the "game device 30". Also, hereinafter, "user" can correspond to the meaning of "account".

[0030] In this embodiment, a plurality of accounts can be introduced into the game device 30. In this embodiment, in a certain scene, the game device 30 may prompt the user operating the game device 30 to select an account. As an example, when the game device 30 executes a certain game content, it logs in to the account to play. That is, the user is made to select any one of the plurality of introduced accounts, log in to the selected account, and execute the game content. When executing the game content, the game device 30 uses, for example, the save data of the logged-in user account or the set sensitivity for the input to the input unit of the controller to execute the game content. Note that depending on the game content to be executed, the game device 30 may not require the selection of an account. Also, the game device 30 may appropriately request the selection of an account even in a scene other than when executing the game content. In this embodiment, the number of accounts that can be logged in simultaneously in the game device 30 is one. In this embodiment, the accounts introduced into the game device 30 are all managed by the server 10. Note that in other examples, accounts not managed by the server 10 may be introduced into the game device 30.

[0031] Users A and B can download desired game content, more specifically, a game content program for executing the game content, from server 10 to game device 30 by paying a price to a game company or the like. That is, in the present embodiment, instead of purchasing a physical storage device (referred to as a game card or game cartridge) in which the game content is stored at a store, the user downloads the game content to the game device 30 via the Internet. When the game device 30 supports a physical game card, the game may also be played using the physical game card.

[0032] Server 10 is, for example, a server managed by a game company and stores a variety of game content. Server 10 stores, in association with each other, the user who purchased the game content and the purchased game content. Note that "association" in the present disclosure also includes being indirectly associated via a plurality of servers or tables.

[0033] As shown in FIG. 1, each of a plurality of users (Users A and B) has a game device (Game Devices 30A and 30B) in which only their own account is introduced. On the other hand, there is also a game device (Game Device 30S) in which the accounts of a plurality of users (Users A and B) are introduced.

[0034] In such a situation, one user can play games on a plurality of game devices. For example, User A can play a game on Game Device 30A at one time, and can also play a game on Game Device 30S at one time. Further, User A can also play a game on Game Device 30B in which his or her own account is not introduced at one time.

[0035] In such a situation, the relationships among the game device 30, the accounts introduced in the game device 30, and the game contents purchased by each account become complicated, and it may be difficult for the user to understand which user can play which game content on which game device. Therefore, in the information processing system 100 of the present embodiment, by using the method described below, the downloaded game content can be treated as if it were a physical storage device (so-called game card), so that the user can easily understand the game device 30 on which the desired game content can be played.

[0036] [B. Hardware Configuration Example] Hereinafter, with reference to FIGS. 2 and 3, a hardware configuration example of the server 10 and the game device 30 constituting the information processing system 100 according to the present embodiment will be described.

[0037] FIG. 2 is a schematic diagram showing a hardware configuration example of the server 10 constituting the information processing system 100 according to Embodiment 1. Referring to FIG. 2, the server 10 includes one or more processors 14, a memory 15, a storage 16, and a communication unit 13. These components are connected to each other via a bus 17 so as to be capable of data communication. Note that the server 10 may be a dedicated information processing device for managing communication games, or may be realized using a general-purpose server.

[0038] The communication unit 13 communicates with the game device 30 via the network NW. The communication unit 13 has the hardware necessary for wired communication and / or the hardware necessary for wireless communication. Note that all or part of the processing of the communication unit 13 may be realized by the processor 14.

[0039] Processor 14 is a processing entity (processing means) for executing the processing provided by server 10. In the present disclosure, the term "processor" includes, for example, a processing circuit that executes processing according to instruction codes described in a program such as a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit), a circuit in which a plurality of functions such as an SoC (System on Chip) are integrated, and a hardwired circuit.

[0040] Memory 15 is a volatile storage device (storage medium) accessible by processor 14, and for example, DRAM (Dynamic Random Access Memory) or SRAM (Static Random Access Memory) can be used. Storage 16 is a non-volatile storage device (storage medium) accessible by processor 14, and for example, a hard disk or a flash memory can be used. Storage 16 may be a removable storage medium for server 10 such as an optical disk and a cartridge.

[0041] Stored in storage 16 are system program 161 and information processing program 160 executed by processor 14. Processor 14 reads system program 161 and information processing program 160 and expands and executes them in memory 15. System program 161 is a program for operating server 10 and includes, for example, an OS (Operating System) and firmware. Note that memory 15 is not limited to a volatile storage device (auxiliary storage device) and may be a non-volatile storage device (main storage device). In this specification, the term "memory" includes at least memory and storage.

[0042] The information processing program 160 includes an account association program 162, an ownership information update program 163, a content association program 164, a permission program 165, a content dissociation program 167, a game device registration program 168, and a proximity determination program 169.

[0043] The account association program 162 is a program for associating and storing an account with the game device 30. As an example, when user A introduces the user account of user A into the game device 30A, user A inputs an ID and password associated with the user account he / she owns into the game device 30A connected to the network NW. The server 10 stores in advance the account information of user A (such as email address, age, payment information, information about groups described later, etc.). An account is basically generated for each user who uses the information processing system 100. The server 10 executes the account association program 162 based on receiving appropriate ID and password from the user. When the account association program 162 is executed, a process of associating the game device 30A with the account of user A is executed, and the account of user A is introduced into the game device 30A. In another example, a process for associating a certain account with a certain game device 30 may be executed in response to access from a game device other than the game device 30A or a terminal device such as a smartphone.

[0044] The ownership information update program 163 is a program for associating a user with game content acquired by the user via the network NW. In other words, the ownership information update program 163 is a program for managing the game content owned by the user. By the ownership information update program 163, for example, when a user purchases game content, a process of generating a history indicating that the user has purchased the game content is performed. Thereby, the server 10 associates and stores the user's account with the game content acquired by the user.

[0045] The content association program 164 is a program for associating game content acquired by a user with a game device 30 that can use the game content.

[0046] The permission program 165 is a program that generates a permission signal for permitting play of content for the associated game device 30 when the game content is appropriately associated with the game device 30 by the content association program. The game device 30 is configured to be able to execute the game content stored in the game device 30 based on receiving the permission signal. In other words, the game device 30 is configured not to be able to execute the game content unless the permission signal is received. Hereinafter, the execution of the content association program 164 associates the game content owned by the user in data format with the game device 30, and the permission program 165 enables the play of the game content on the associated game device 30, which may be referred to as "virtual insertion of game content into the game device 30" or "insertion of a virtual game card into the game device 30". That is, in the present embodiment, "insertion of a virtual game card into the game device 30" does not directly mean downloading a game content program to the game device 30. Also, how to enable the game content stored in the game device 30 to be playable based on the permission signal is not particularly limited. As an example, the permission signal may include key information for executing the game content program stored in the game device 30.

[0047] In the information processing system 100 according to the present embodiment, by executing the content association program 164 and the permission program 165, in the game device 30 in which game content is virtually inserted, all the accounts introduced in the game device 30 can play the game content into which they are virtually inserted. On the other hand, in the information processing system 100, in the game device 30 in which game content is not virtually inserted, playing of the game content is restricted. That is, the user cannot play the game content corresponding to the virtual game card unless the virtual game card is inserted into the game device 30.

[0048] More specifically, first, user A purchases content A from among a plurality of game contents stored in server 10 and downloads a game content program for executing the content A to game device 30S. Next, the user inserts a virtual game card for content A into game device 30S. That is, "inserting a virtual game card" does not directly mean downloading a game content program, but rather means enabling the downloaded (or to-be-downloaded in the future) game content program to be playable. Note that the insertion of the virtual game card (i.e., permission to play content A) may be performed simultaneously with the download of content A. When the virtual game card for content A is inserted into game device 30S and the game content program for content A is downloaded to game device 30S, user A can play content A on game device 30S. Also, when the virtual game card for content A is inserted into game device 30S, other users who are not user A, for example, user B (user B's account), can also play content A on game device 30S. This is the same as the case where, when game content is stored on a physical game card, anyone can play that game content on the game device into which the physical game card is inserted. Note that when playing game content into which a virtual game card is inserted, selection of an account may not be required. However, depending on the game content itself, for example, if it uses save data for each account, the user may be required to select an account when playing.

[0049] On the other hand, in the present embodiment, when a virtual game card corresponding to content A owned by user A is inserted into a game device 30, even if it is user A, the content A cannot be played on other game devices. For example, when content A is inserted into game device 30A, on game device 30S where user A and user B are associated, not only user B but also user A cannot play content A. This is the same as the case where when game content is stored in a physical game card, even if it is the owner of the physical game card, the game content cannot be played on a game device into which the physical game card is not inserted.

[0050] The content association cancellation program 167 is a program that cancels the association between game content and game device 30 in a state where the game content and game device 30 are already associated. In other words, the content association cancellation program 167 is a program for managing the virtual game card as if it has been removed from a specific game device 30 in a state where the virtual game card is already inserted into a specific game device 30. Then, since the play of the game content by the game device 30 is actually restricted, in the information processing system 100 of the present embodiment, it can be regarded that the virtual game card has been removed from the game device 30.

[0051] The game device registration program 168 is a program for registering game device 30 as a game device 30 into which a virtual game card can be inserted. In the information processing system 100 of the present embodiment, for each account, the upper limit number of game devices 30 into which a virtual game card can be inserted is predetermined. Thereby, the promotion of unauthorized use can be suppressed. The registration process is, for example, executed by server 10 in response to a registration request from a user. In the present embodiment, the upper limit number that can be registered for each account is two. Hereinafter, a registered game device 30 is referred to as a "registered terminal".

[0052] The short-distance determination program 169 is a program for determining whether two or more game devices 30 are arranged within a predetermined range. In the present embodiment, the conditions for registering the second game device 30 include the condition that the second game device 30 is located within a predetermined distance range from the first registered terminal. The predetermined range is, for example, within 30 cm, within 5 m, within 10 m, etc. Thereby, in the information processing system 100 of the present embodiment, it is possible to suppress, for example, a game device 30 owned by another user living at a position away from the user who owns the first registered terminal from being registered as the second registered terminal.

[0053] The system program 161 and / or the information processing program 160 include instruction codes for realizing the processes described later. The "program" for realizing the processes according to the present embodiment includes the instruction codes included in the system program 161 and / or the instruction codes of the application programs included in the information processing program 160.

[0054] FIG. 3 is a schematic diagram showing a hardware configuration example of the game device 30 constituting the information processing system 100 according to Embodiment 1. The game device 30 has a display 31, a communication unit 33, a processor 34, a memory 35, a storage 36, and a bus 37.

[0055] The display 31 displays an image generated as a result of information processing executed by the processor 34. The display 31 may be composed of a plurality of displays. The operation unit 32 receives the operations of the user who operates the game device 30. The operation unit 32 includes, for example, push buttons, operation levers, touch panels, mice, keyboards, etc.

[0056] Each component included in the game device 30 is connected to each other via the bus 37 so as to be able to communicate data. The system program 361 in the storage 36 is a program for operating the game device 30 and includes, for example, an OS and firmware.

[0057] In the storage 36, in addition to the system program 361, a game content program 360 is stored. The game content program 360 is a program for executing the downloaded game content, and is a program downloaded from the server 10. In FIG. 3, an example in which one game content program 360 is stored is illustrated. In other aspects, when the user downloads a plurality of game contents to the game device 30, a plurality of game content programs 360 are stored in the storage 16 for each of the downloaded game contents. The storage 16 may be expandable. Note that the game device 30 may be a game dedicated information processing device, or may be a general-purpose information processing device capable of at least executing a game.

[0058] [C. Flow from Purchase to Registration of Game Device 30A] Hereinafter, after user A purchases the game device 30A, the flow until the game device 30A is registered as a registration terminal into which a virtual game card can be inserted will be described. FIG. 4 is a timing chart for explaining the flow from the purchase to the registration of the game device 30A. In FIG. 4, the operations of the game device 30A and the server 10 are shown in time series.

[0059] After user A purchases the game device 30A, user A introduces his / her user account into the game device 30A. Specifically, user A inputs an ID and a password associated with the user account he / she holds into the game device 30A connected to the Internet. Note that if user A does not hold a user account, a user account is created through the game device 30A or another terminal. Based on the input from user A, the game device 30A makes an account association request to the server 10 (step S101). The account association request is a process for requesting to associate the game device 30A with the account of user A.

[0060] Based on receiving an account association request from the game device 30A, the server 10 executes an account association process (step S102). The processor 14 of the server 10 executes the account association process by executing the account association program 162. Upon receiving that the account association process by the server 10 is successful, the game device 30A introduces the account of user A.

[0061] Next, the game device 30A makes a content acquisition request to the server 10 (step S103). The content acquisition request is a request for the server 10 to allow the user to own game content. For example, when user A uses the game device 30A to connect to a game content sales site managed by the server 10 and starts the purchase procedure for game content, it corresponds to the content acquisition request.

[0062] In response to receiving the content acquisition request, the server 10 executes an ownership information update process (step S104). The processor 14 of the server 10 executes the ownership information update process by executing the ownership information update program 163. In the ownership information update process, when the server 10 can confirm, for example, that user A has appropriately paid the consideration, the server 10 performs a process of associating the account of user A with the game content purchased by user A. The server 10 manages the game content owned by the user. Note that the user may purchase game content using a terminal different from the game device 30. At this time, a content acquisition request may be sent to the server 10 from a terminal or server different from the game device 30A. Also, the game content may be provided for free instead of being paid.

[0063] FIG. 5 is a diagram showing an example of a table for managing game content owned by a user. The table shown in FIG. 5 is stored in the storage 16 of the server 10. The table shown in FIG. 5 has columns indicating an account, game content, and the location of the game content. The table shown in FIG. 5 is a table in which data is added and overwritten by executing an update process for ownership information. As an example, when the update process for ownership information is executed in step S104 of FIG. 4, a row (data) having user A and content A shown in FIG. 5 is generated by the server 10.

[0064] The column indicating the location of the game content indicates which game device 30 the content owned by the user is associated with. From another perspective, when it is assumed that the content owned by the user in data format is a physical game card, it indicates which game device 30 it is inserted into. The column indicating the location of the game content is configured to be rewritable by a content association process or the like described later. As an example, immediately after user A purchases content A, the location of content A is stored as "server 10". In other words, immediately after the row (data) is generated, "server 10" is input by default to the location of content A. In the state immediately after purchase, the virtual game card corresponding to content A is not inserted into any game device 30, and "server 10" is input as the location of content A. This notation of "server 10" as the location of content A is an example indicating that it is not inserted into any game device 30, and may be, for example, "NULL" or the like.

[0065] When the user owns a plurality of game contents, the location may be set for each game content. For example, as shown in FIG. 5, the location of content B(2) owned by user B may be set to game device 30S, and the location of content C may be set to game device 30A. In this case, content B(2) can be played on game device 30S, and content C can be played on game device 30B.

[0066] Also, as shown in FIG. 5, it is also possible for each of user A and user B to purchase the same content B. However, even if the content is substantially the same, it is managed separately as content B(1) and content B(2). Note that user A may also purchase multiple copies of content B. At this time, the multiple copies of content B owned by user A may be distinguished from each other, and their locations may also be managed independently.

[0067] Returning to FIG. 4, based on the fact that the update process of the ownership information has been properly performed, the server 10 transmits a game content program 360 for executing content A selected by user A to the game device 30A (step S105). That is, the server 10 causes the game device 30A to download content A, which is the game content desired by user A. Note that the server 10 may cause the game device 30A to download the game content only when there is a download request separate from the content acquisition request from the game device 30. Also, the download of the game content may not be started until the next registration process is completed.

[0068] Subsequently, the registration process will be described. To execute the downloaded game content on the game device 30A, user A inputs an instruction to register the game device 30A as a game device into which a virtual game card can be inserted, to the game device 30A. The game device 30A stores whether it is already a registered terminal. If it is not a registered terminal, it makes a registration request to the server 10 (step S106). Note that the game device 30A may not store whether it is already a registered terminal.

[0069] Upon receiving a registration request from the game device 30A, the server 10 executes a registration process (step S107). The processor 14 of the server 10 executes the registration process by executing the game device registration program 168. As a result, the server 10 stores the game device 30A associated with the account of user A in the table shown in FIG. 6 as the registration terminal of user A. Note that the server 10 may execute the registration process without being based on a registration request. For example, following the update process of the ownership information, the server 10 may check whether the game device 30A is managed as the registration terminal of user A, and if it is not the registration terminal, the server 10 may perform the registration process.

[0070] FIG. 6 is an example of a table for managing registration terminals. The table shown in FIG. 6 is stored in the storage 16 of the server 10 in the same manner as the table shown in FIG. 5. The table shown in FIG. 6 has columns indicating an account and a game device ID. By executing the registration process shown in step S107 of FIG. 4, a row (data) having user A and the game device 30A shown in FIG. 6 is generated by the server 10. In the example of FIG. 6, for user A, the first registration terminal is the game device 30A.

[0071] As a result, the server 10 can manage the "game device 30A" as the registration terminal of user A. In the information processing system 100 of the present embodiment, it is configured such that up to two game devices 30 can be registered per account. In the example of FIG. 6, the "game device 30B" and the "game device 30S" have already been registered as the registration terminals of user B. If user B makes a registration request for a third game device 30, the server 10 notifies user B that the number of registration terminals has reached the upper limit. User B who has received the notification may release either the game device 30B or 30S from the registration terminals. In this way, the server 10 manages the user and the registration terminals by updating the table shown in FIG. 6.

[0072] [D. Flow of registration of the second game device 30S] Next, an example in which user A registers the game device 30S as a registration terminal in addition to the game device 30A will be described. As described above, in the information processing system 100 of the present embodiment, it is possible to register two game devices 30 per account. However, when registering the second device, it is a condition that the first game device 30A and the second game device 30S are located within a predetermined distance range. FIG. 7 is a timing chart for explaining the registration process of the second game device 30S.

[0073] Before step S201 in FIG. 7 is executed, the account of user A is introduced into both the game device 30A and the game device 30S. The game device 30S makes a registration request to the server 10 with the account of user A selected (step S201). The server 10 confirms that the number of registration terminals of user A has not reached the upper limit and that the game device 30A is a registration terminal of user A. Therefore, the server 10 makes a short-distance measurement request to the game device 30A, which is the first registration terminal, and the game device 30S (step S202). The short-distance measurement request is a request to cause the game devices 30A and 30S to execute a process for measuring the distance between the game device 30S that made the registration request and the game device 30A registered first.

[0074] Based on receiving the short-distance measurement request, the game device 30A transitions to a state where it can receive measurement data from other terminals. Based on receiving the short-distance measurement request, the game device 30S transmits measurement data to the game device 30A (step S203). As a method for transmitting the measurement data, for example, signal transmission and reception by an infrared sensor or a wireless communication device provided in each game device 30 is used. Based on receiving the measurement data, the game device 30A transmits a response signal (step S204).

[0075] When the game device 30S starts transmitting measurement data, it measures the required time period from that point until the reception of the response signal from the game device 30A is completed. The game device 30S makes a confirmation request to the server 10 (step S205). In step S205, the game device 30S makes a confirmation request and transmits information indicating the required time period to the server 10. The server 10 executes a determination process to determine whether the required time period is less than the threshold value (step S206). The processor 14 of the server 10 executes the determination process by executing the short-distance determination program 169.

[0076] In the determination process, if the required time period is less than the threshold value, the server 10 determines that the game device 30A and the game device 30S are at a distance close enough for the game device 30S to be registered. That is, in this embodiment, the determination of whether the game devices 30 are within a predetermined range does not strictly measure the distance to determine whether they are within a certain distance, but rather uses the time period required for signal transmission and reception to determine that they are expected to be within a certain distance range. If it is determined in the determination process that they are within a certain distance range, the server 10 executes the registration process for the game device 30S (step S207). As a result, the server 10 generates a row (data) having the user A and the game device 30S for the table shown in FIG. 6. That is, the game device 30S is registered as the registration terminal of the user A. As shown in FIG. 6, the game device 30S is already registered as the registration terminal of the user B as well. That is, one game device 30 may be registered as the registration terminal for each of a plurality of accounts.

[0077] [Flow of Executing Content A] In the following steps, the process of user A playing the acquired content A will be described. In FIG. 8, the process of treating game content owned by the user as data in the same way as a physical game card will be described. FIG. 8 is a timing chart for explaining the flow of executing content A.

[0078] In the example shown in FIG. 8, a game content program corresponding to Content A has already been downloaded to the game device 30A. However, in the information processing system 100 of the present embodiment, the game device 30A is configured such that it cannot execute Content A unless the server 10 stores the location of Content A as the "game device 30A". That is, in the table shown in FIG. 5, the game device 30A cannot execute Content A unless Content A is associated with the game device 30A.

[0079] In FIG. 8, at the time when step S301 is executed, both the game device 30A and the game device 30S are set as the registered terminals of User A. Also, the server 10 stores "server 10" as the location of Content A owned by User A.

[0080] The game device 30A makes an insertion request based on an instruction from User A (step S301). The insertion request is a request for the user to virtually insert the specified virtual game card into the game device 30A. In the example of FIG. 8, User A requests to insert the virtual game card of Content A into the game device 30A. At this time, it may be necessary for User A to be logged in to the game device 30A.

[0081] Based on receiving the insertion request, the server 10 determines whether Content A can be virtually inserted into the game device 30A. In Embodiment 1, the server 10 determines that insertion is possible when Content A has not already been inserted into another game device 30, or when Content A has already been inserted into another game device 30 but can be removed from that game device 30.

[0082] When the server 10 determines that content A can be virtually inserted into the game device 30A, it executes content association processing (step S302). The processor 14 of the server 10 executes the content association processing by executing the content association program 164. Specifically, the server 10 updates the location of content A owned by user A shown in FIG. 5 from "server 10" to "game device 30A". Game device 30A is associated with the content A owned by user A.

[0083] Based on the proper completion of the content association processing, the server 10 executes permission processing to permit the execution of content A on the game device 30A (step S303). In the permission processing, a permission signal for permitting the execution of content A is generated. The processor 14 of the server 10 executes the permission processing by executing the permission program 165.

[0084] The server 10 transmits a permission signal for permitting the execution of content A to the game device 30A (step S304). Based on receiving the permission signal, the game device 30A transitions to a state where content A can be executed. At this time, a message indicating successful insertion may be displayed on the display 31. Since content A is associated with the game device 30A, content A cannot be played on game devices 30 other than the game device 30A. That is, the server 10 enables content A to be played on the game device 30A and restricts play on game devices 30 other than the game device 30A. Note that the game device 30A may not require a user to log in to play content A. That is, when playing game content corresponding to a virtual game card inserted into the game device, the game device does not necessarily need to, for example, restrict play so that only the owner of the game content can play. However, the game content itself may require a user to log in for purposes such as referring to the save data of the user playing the game.

[0085] After receiving the permission signal, the game device 30A can start executing Content A. That is, User A and other users can play Content A using the game device 30A. In this embodiment, even when the game device 30A is in an offline state, the game content program corresponding to Content A is stored in the game device 30A, and since the game device 30A has already received the permission signal, it can continue to execute Content A.

[0086] Next, a case where the game device 30S on which User A is logged in makes an insertion request for Content A to the game device 30S based on an instruction from User A (step S305) will be described. Based on receiving the insertion request, the server 10 determines whether Content A can be virtually inserted into the game device 30S.

[0087] The server 10 that has received the insertion request in step S305 determines that the location of Content A owned by User A is not "server 10" but "game device 30A". The server 10 checks whether Content A can be removed from the game device 30A. As an example, it is checked whether Content A is being executed on the game device 30A. In the example of FIG. 8, the server 10 confirms that Content A is not being executed on the game device 30A.

[0088] If Content A is not being executed, as shown in FIG. 8, the server 10 determines that Content A can be virtually inserted into the game device 30S and executes content-related cancellation processing (step S306). The processor 14 of the server 10 executes the content-related cancellation processing by executing the content-related cancellation program 167. Specifically, the server 10 updates the location of Content A owned by User A shown in FIG. 5 from "game device 30A" to "server 10". Also, in the content-related cancellation processing, the server 10 generates a restriction signal that restricts the execution of Content A on the game device 30A.

[0089] Based on the completion of the content-related cancellation process, server 10 transmits a restriction signal to game device 30A (step S307). Based on receiving the restriction signal, game device 30A transitions from a state where content A is executable to a state where content A cannot be executed. Note that server 10 may first transmit the restriction signal to game device 30A, confirm that game device 30A has become a state where content A cannot be executed, and then execute the content-related cancellation process.

[0090] Based on transmitting the restriction signal and confirming that content A cannot be executed on game device 30A, server 10 executes the content association process (step S308). Server 10 updates the location of content A owned by user A shown in FIG. 5 from "server 10" to "game device 30S". In another example, without first updating the location to server 10, it may be directly updated from game device 30A to game device 30S. After that, server 10 executes a permission process to permit the execution of content A on game device 30S (step S309).

[0091] Server 10 transmits a permission signal for permitting the execution of content A to game device 30S (step S310). Based on receiving the permission signal, game device 30S transitions to a state where content A is executable.

[0092] As shown in FIG. 8, after receiving the permission signal, game device 30S can start the execution of content A. On game device 30S, not only user A but any user can play content A. As an example, user A may log out from game device 30S, user B may log in to game device 30S, and user B may play content A.

[0093] Next, during the period when content A is being executed on game device 30S, for example, when game device 30A is operated and an insertion request is made to server 10 (step S311), it will be described. When server 10 receives the insertion request in step S311, it accesses game device 30S and confirms that game device 30S is executing content A. In Embodiment 1, it is assumed that the content being executed on game device 30 cannot be removed. Therefore, server 10 sends an insertion impossible notice indicating that content A cannot be inserted into game device 30A to game device 30A (step S313). Game device 30A may display on display 31 that a virtual game card cannot be inserted. In addition, it may also display that the reason is that content A is being executed on game device 30S. On game device 30S, content A can still be played thereafter. Note that based on receiving an insertion request from another game device during the execution of content A on game device 30S, server 10 may execute content-related cancellation processing between game device 30S and content A after the execution of content A on game device 30S ends. In this case, it may notify game device 30A that the content-related cancellation processing has been executed.

[0094] Game device 30S can make a removal request to server 10 based on an instruction from user A (step S314). The removal request is a request to virtually remove a virtually inserted virtual game card. Based on receiving the removal request, server 10 executes content-related cancellation processing (step S315). Server 10 updates the location of content A owned by user A shown in FIG. 5 from "game device 30S" to "server 10". In this way, if the location of content A is set as server 10, when user A wishes to play content A next time, content A can be smoothly virtually inserted into either game device 30A or game device 30S.

[0095] Based on the completion of the content-related cancellation process in step S315, the server 10 transmits a restriction signal to the game device 30S (step S316). Based on receiving the restriction signal, the game device 30S transitions from a state where content A can be executed to a state where content A cannot be executed.

[0096] As described above, in this embodiment, the game device 30 is configured such that game content owned by the user is associated with the game device 30, and based on receiving a permission signal from the server 10, the game content can be executed. The game device or the server 10 associated with the game content is information corresponding to the "location" in a physical game card. In the game device 30 corresponding to the location, any user can play the game content, while in other game devices 30, no user can play the game content. Also, when the server 10 is the location, that is, when no virtual game card is inserted into any game device 30, no game device 30 can play the game content. Note that when the location of the virtual game card is the server 10, a virtual game card can be inserted into any game device 30 that is a registration terminal. In this way, in the information processing system 100, game content managed in a data format can be handled as if it were game content stored in a physical storage device. The user can grasp the game device 30 on which the desired game content can be played simply by checking the location of the game content managed by the server 10.

[0097] [F. Display Screen] FIG. 9 is a diagram showing a display 31 on which an object representing content owned by user A is displayed. In the example of FIG. 9, user A owns content A to F as data. FIG. 9 shows the display 31 of the game device 30A, and the display 31 shows the locations of content A to F owned by user A.

[0098] More specifically, on the display 31, areas 40A, 40B, and 40C representing the "game device 30A", "game device 30S", and "server 10" respectively are shown. Note that the game device 30A and the game device 30S are the registered terminals of user A. Also, on the display 31, objects T1, T2, T3, T4, T5, and T6 representing the contents A, B, C, D, E, and F owned by user A are shown. Hereinafter, the objects T1 to T6 may be collectively referred to simply as the "object T". Also, the areas 40A, 40B, and 40C may be collectively referred to simply as the "area 40". Each of the objects T is arranged inside the corresponding area 40 according to its location. With such a screen configuration, the user can intuitively understand the location of the content. Also, the user can intuitively understand which content can be played on which game device 30. Note that such a display screen may be displayed on a terminal other than the game device 30A, for example, a smartphone. Such a display screen may be displayed when the user starts an application using a smartphone or logs in to a website of a game company or the like.

[0099] Also, using this display screen, insertion and removal of virtual game cards may be enabled. As an example, by selecting each object T, it may be possible to operate whether to insert or remove the virtual game card of the content corresponding to the object T into or from which game device 30. As another example, user A may be able to insert or remove a virtual game card by dragging a certain object T to any area 40 on the display 31 which is a touch screen.

[0100] FIG. 10 is a diagram showing another example of the display 31 on which an object representing the content owned by user A is displayed. The display 31 in the example of FIG. 10 is the display of the game device 30A. As shown in FIG. 10, each object T has an associated icon I. The icon I may be superimposed on each object T or may be arranged near each object T. There are two types of icons I. The icon IB attached to the objects T4 and T6 is visually distinguishable from the icon IA attached to the objects T1, 2, 3, 5. For example, the icon IA is displayed with partial transparency, while the icon IB is displayed without transparency. The icon I is a general term for the icon IA and the icon IB. The number of types of the icon I may be three or more.

[0101] Here, the icon IB indicates that a virtual game card of the content corresponding to the attached object T is inserted into the game device 30 having the display 31 (or outputting a display screen to the display 31). That is, in the example of FIG. 10, virtual game cards of the content D and the content F are inserted into the game device 30A, indicating that they can be played on the game device 30A. On the other hand, the icon IA indicates that a virtual game card of the content corresponding to the attached object T is not inserted into the game device 30A.

[0102] As described above, in the example shown in FIG. 10, it is easy to grasp which of the contents owned by user A can be currently played on the game device 30A. Incidentally, if the content owned by user A is displayed on the game device 30S instead of the game device 30A, even if the displayed object T is the same, the types of the icons I attached to each object T may be different. That is, the icon IB is attached to the object T corresponding to the content into which the virtual game card is inserted in the game device 30S, and the icon IA is attached to the object T corresponding to the content into which the virtual game card is not inserted.

[0103] Note that in the example of FIG. 10, it is not distinguished and displayed whether a virtual game card not inserted into the game device 30A is inserted into another game device 30 or not inserted into any game device 30. When a user is using the game device 30A, it is presumed that the user first wants to know which content can be played on the game device 30A. However, displaying the location of the unplayable content may result in an overabundance of information. Therefore, by performing the display shown in FIG. 10, the user using the game device 30A can easily grasp which content is currently playable and which content is not playable on the game device 30A. For example, when the user moves the cursor to the object T1 or selects the object T1, the location of the object T1 may be displayed. Also, in the example shown in FIG. 10, it may be distinguishable displayed where each content is located outside the game device 30A (for example, in which game device 30 or server).

[0104] FIG. 11 is a first diagram showing a display 31 on which a menu of the game device 30A is displayed. Objects T corresponding to respective contents are displayed in the menu. As an example, the user can start playing the corresponding content by selecting each object T from the menu. Note that the display mode of the object T may be the same as or different from the object T shown in FIG. 10. In the present embodiment, the content corresponding to the object T displayed side by side in the menu includes not only the content playable on the game device 30A but also the content that has been played on the game device 30A even if it is not playable at the time when the menu is displayed. Note that what content is displayed in the menu is not particularly limited. Further, below each object T, sub-menu objects Q1 to Q4 for executing various functions and settings of the game device 30A are arranged. As an example, when the sub-menu object Q4 is selected by the user, the content owned by each user as shown in FIGS. 9 and 10 is displayed. Note that when the sub-menu object Q4 is selected by the user, a user (account) selection screen for selecting which account's owned content to display among the accounts associated with the game device 30A may be displayed.

[0105] In the example shown in FIG. 11, the user can operate the position of the cursor R. In the example of FIG. 11, the cursor R is displayed at the position of the object T4 corresponding to the content D. At this time, icons IB are displayed near the cursor R and the object T4 so as to correspond to the object T4. The icon IB is an icon indicating that a virtual game card corresponding to the content D is inserted into the game device 30A. Note that the icon IB in FIG. 11 and the icon IA in FIG. 12 described later may have the same display mode as the icons IA and IB shown in FIG. 10, or may have different display modes. When the user performs a determination operation in this state, the content D is executed. When the game device 30A can insert a physical game card, the icon IB may be used as an icon indicating that a physical game card corresponding to a certain content is inserted. That is, regardless of whether it is physical or virtual, the icon IB may be displayed when a game card of a certain content is inserted.

[0106] On the other hand, in the example shown in FIG. 12, the cursor R is moved to the position of the object T3 by being operated by the user. FIG. 12 is a second diagram showing the display 31 on which the menu of the game device 30A is displayed. An icon IA is displayed so as to correspond to the object T3. The icon IA is an icon indicating that a virtual game card corresponding to the content C is not inserted into the game device 30A. That is, in the example shown in FIG. 12, the user cannot play the content C. When the user performs a determination operation in this state, the game device 30A may display a message indicating that no virtual game card is inserted. Further, the game device 30A may execute a process of removing a virtual game card corresponding to the content C from, for example, another game device 30 and inserting it into the game device 30A.

[0107] In this way, in the menu where the content to be played can be selected, by displaying whether a virtual game card corresponding to each content is inserted or not, the user can easily grasp whether each content can be currently played on the game device 30.

[0108] In the above example, whether a virtual game card of the content corresponding to the position of the cursor R is inserted or not is indicated by the icon I. However, regardless of the position of the cursor R, whether virtual game cards of all contents are inserted or not may be displayed. Also, when the game content program for executing the content is not stored in the game device 30, instead of the icons IA and IB, different types of icons IC indicating that it is necessary to download the game content program may be displayed regardless of whether a virtual game card corresponding to the content is inserted or not. Note that the icon IC may be displayed together with the icon IA or the icon IB.

[0109] The menus shown in FIGS. 11 and 12 are displayed, for example, when the game device 30 is substantially started up. In the present embodiment, such a menu is displayed without selecting the user to log in. Therefore, for example, in the menu of the game device 30S associated with the user A and the user B, the content owned by the user A and the content owned by the user B are both included. And, the user B, or another user who is neither the user A nor the user B, can play the content by determining the content owned by the user A from the menu.

[0110] <Embodiment 2> In Embodiment 1, an example of an information processing system 100 configured such that a virtual game card owned by User A cannot be inserted into a game device 30 other than User A's registered terminal was described. In Embodiment 2, an example will be described in which, among users belonging to the same group (for example, a family), a user's own virtual game card can be temporarily inserted into a game device 30 other than their own registered terminal. Note that in Embodiment 2, the description of the configuration overlapping with that of Embodiment 1 will not be repeated.

[0111] [G. Temporary Use Permission] In Embodiment 2, the server 10 manages the groups to which users belong. In the storage 16 of the server 10, in addition to the tables shown in FIGS. 5 and 6, a table for managing the groups to which users belong is stored. FIG. 13 is a diagram showing a table for managing the groups to which users belong.

[0112] As shown in FIG. 13, User A and User B are associated and stored in the belonging group "Group A". Group A is a group to which only the family to which Users A and B belong can belong. The belonging group "Group G" is the group to which User G belongs, and User G is associated and stored. User G belongs to a different group G from Group A (the family to which Users A and B belong). In Embodiment 2, the server 10 manages users such that each user can belong to only one group.

[0113] FIG. 14 is a timing chart for explaining the flow of temporary use of content. As an example, in FIG. 14, at the time of execution of step S401, User A is logged in to game device 30A, and User B is logged in to game device 30B. Also, in FIG. 14, at the time of execution of step S401, a virtual game card for Content A is already inserted into game device 30A.

[0114] Based on the input from user A, the game device 30A makes a temporary use permission request to the server 10 (step S401). The temporary use permission request is a request to the server 10 for permission to allow other users (more specifically, registered terminals of other users in this embodiment) who belong to the same group to temporarily use a virtual game card owned by the user. In the example of FIG. 14, user A requests that content A owned by user A be temporarily permitted to be used by game device 30B, which is a registered terminal of user B. Note that it is also possible to select only other users without selecting the registered terminals of the other users. In this case, the user who receives the temporary use permission may be able to select which registered terminal of the other users to temporarily permit use to.

[0115] The server 10, upon receiving the temporary use permission request, sends a short-distance measurement request to the game device 30A and the game device 30B (step S402). The short-distance measurement request in step S402 is a request to confirm whether or not the game device 30B, which is a registered terminal of the user B belonging to the group A, is present within a predetermined range of the game device 30A that sent the temporary use permission request. Upon receiving the short-distance measurement request, the game device 30A transitions to a measurement data reception mode.

[0116] The game device 30B transmits measurement data to the game device 30A (step S403). The game device 30A transmits a response signal based on the reception of the measurement data (step S404). The game device 30B measures the required period from the start of transmission of the measurement data to the completion of reception of the response signal from the game device 30A.

[0117] The game device 30B makes a confirmation request to the server 10 (step S405). In step S405, the game device 30B makes the confirmation request and transmits information indicating the required period to the server 10. The server 10 executes a determination process to determine whether the received required period is smaller than a threshold (step S406). If the server 10 determines in the determination process that the game device 30A and the game device 30B are located within a predetermined range, it executes a content association cancellation process (step S407). In step S407, the association between the game device 30A and the content A is canceled. That is, the virtual game card of the content A that was inserted in the game device 30A is removed from the game device 30A.

[0118] The server 10 transmits a restriction signal to the game device 30A (step S408). Based on receiving the restriction signal, the game device 30A transitions from a state in which the content A can be executed to a state in which the content A cannot be executed. Next, the server 10 executes a content association process for associating the content A owned by the user A with the game device 30B (step S409). At this time, the content A owned by the user A is associated with the game device 30B and the user B. In the game device 30B, users other than the users belonging to the group A may be able to play the content A using the game device 30B. That is, the game device 30B may contain accounts of not only users belonging to the same group as the user A, but also users belonging to other groups or users who do not belong to any group, and such users may be able to play the content A using the game device 30B.

[0119] If the game content program 360 for executing the content A is not stored in the game device 30B that is primarily used by the user B, the game content program 360 is transmitted to the game device 30B (step S410). That is, the server 10 causes the content A to be downloaded to the game device 30B.

[0120] As the transmission of the execution data for content A is completed, the server 10 executes a permission process (step S411) and transmits a permission signal to the game device 30B (step S412). The game device 30B transitions to a state in which content A can be executed, and starts executing content A in response to a user input. That is, for example, user B can play content A owned by user A using the game device 30B. Note that the order of transmission of the game content program 360 and the permission signal is not particularly limited.

[0121] In this embodiment, when content owned by a certain user is allowed to be played on a registered terminal of another user who belongs to a group to which the user belongs, a certain restriction is imposed on the play. Specifically, the use of the content is restricted to temporary use. As an example of temporary use, a time restriction is provided. In the example of FIG. 14, when a period D1 has elapsed since the game device 30B received the permission signal for content A, the game device 30B makes a removal request regardless of the operation of user B (step S413) and removes the virtual game card of content A. The period D1 is, for example, a period of one day, one week, one month, etc. Other examples of time restrictions include a period from the start of playing content A, a play time of content A, etc. In addition, other examples of restrictions on temporary use include restrictions according to the number of times content A is played, the number of times content A is saved, and the progress status of content A.

[0122] Upon receiving the removal request, the server 10 executes a content association cancellation process to cancel the association between the game device 30B and the content A (step S414), and transmits a restriction signal to the game device 30B (step S415). This causes the game device 30B to be unable to execute the content A owned by the user A. In this way, in the second embodiment, the game device 30B that is not a registered terminal of the user A can also be allowed to temporarily use the content A, on the condition that the user A and the user B belong to the same group A, and the game device 30B is within a predetermined range of the game device 30A.

[0123] Here, in the first embodiment, when a second game device 30 of a certain user is registered as a registered terminal, a short-distance check with the first registered terminal is performed, but after that, content can be inserted or removed between the registered terminals without a short-distance check. On the other hand, in the second embodiment, a short-distance check is required every time a certain game device 30 is allowed to temporarily use content. Specifically, when content owned by user A is allowed to be temporarily used in a registered terminal of another user belonging to a group to which user A belongs, a short-distance check is performed every time between the registered terminal of user A (the content to be temporarily used may or may not need to be inserted in the registered terminal) and the registered terminal of the other user. This makes it possible to prevent unauthorized use when content owned by user A is allowed to be temporarily used in a game device 30 that is not a registered terminal of user A.

[0124] The game device 30B may voluntarily enter a state in which the content A cannot be executed without receiving a restriction signal from the server 10 when the period D1 expires. As a result, even if the game device 30B is offline when the period D1 expires, the use of the content A on the game device 30B can be appropriately terminated. The server 10 may voluntarily execute a content association cancellation process without receiving a removal request from the game device 30B. As a result, the user A who is the owner of the content A can play the content A on the game device 30A again when the period D1 expires. When the game device 30B goes online after that, the server 10 may confirm that the play of the content A on the game device 30B has already been restricted. In another example, even after the period D1 expires, the content A may continue to be playable on the game device 30B until the game device 30B goes online. At this time, the user A may not be able to play the content A on the game device 30A or the like. Furthermore, when the period D1 expires, the game device 30B may voluntarily terminate the use of the content A, while the server 10 may not voluntarily execute the content association resolution process. In this case, the content association resolution process may not be executed until the game device 30B goes online, and the content A may be rendered unplayable on any of the game devices 30.

[0125] <Embodiment 3> In the first embodiment, an example has been described in which the game device 30 cannot execute the content A unless the virtual game card of the content A is inserted in the game device 30. In the third embodiment, an example will be described in which even if the virtual game card of the content A is not inserted in the game device 30, the owner of the content A is allowed to play the content A in the game device 30 in which the content A is not inserted. Note that in the third embodiment, the description of the configuration that overlaps with the first embodiment will not be repeated.

[0126] [H. Account-Based Use] In the first embodiment, it has been described that if a virtual game card is not inserted in the game device 30, the user cannot play the game content. However, if the owner of content A is able to play the game content even when a virtual game card is not inserted in the game device 30, it may be possible to improve convenience while suppressing excessively wide-ranging use of the game content. In this way, when a user owns game content, allowing the user to play the content is referred to as "account-based use". "Account-based use" means that the game content is executed based on the user's account.

[0127] In account-based usage, even if a virtual game card of content A is inserted into game device 30A in which user A's account is installed, user A who owns content A can play content A on another game device 30S in which user A's account is installed. Note that since this is strictly account-based usage, users other than user A cannot play content A on game device 30S.

[0128] As an example, in order to use the content on an account basis, the game device 30S may be required to be online at least at the start of the game. The server 10 may allow the game device 30S to play the content A after confirming that the user A owns the content A based on the fact that the game device 30S requests the use on an account basis. At this time, the condition for the game device 30S to play the content A on an account basis may be that the game device 30A is also online and the content A is not being played on the game device 30A. Note that it is not necessary to be a condition that the game device 30A is online. Alternatively, it is not necessary to be a condition that the content A is being played on the game device 30A. Also, when the content A is being used on an account basis, the content A may not be playable on the game device 30 into which the virtual game card of the content A is inserted.

[0129] Also, as one example, a condition for user A to play content A on an account basis using the game device 30S may be that user A is not logged in to another game device 30.

[0130] In addition, if content A is temporarily permitted for use by another user in a group to which user A belongs (or a registered terminal of another user), playing content A on an account basis may be prohibited.

[0131] A user may be able to select whether or not to enable such account-based use of content. While account-based use may increase the number of situations in which content can be executed, it may become difficult for some users to know which user can play which content on which game device 30. For this reason, the management of terminals that can use content based on virtual game cards in the first and second embodiments may be the basis, and account-based use may be made possible or impossible at the user's discretion. In other embodiments, the user may be able to select the use of content based on either one of the two. In other embodiments, the user may be able to select the use based on both or either one for each content.

[0132] [I. Modifications] Hereinafter, another embodiment that is a partial modification of the embodiment described above will be described.

[0133] The processor of the server 10 and the game device 30 may be configured as a single chip, or may be configured as multiple chips.

[0134] Furthermore, the processor and associated processing circuitry may be implemented as multiple computers interconnected by wire or wirelessly, such as via a local area network or wireless network. The processor and associated processing circuitry may be implemented as a cloud computer that performs remote calculations based on input data and outputs the results of the calculations to other devices at remote locations.

[0135] The game devices 30A, 30B, and 30S connected to the server 10 may be the same type of game device or different types of game devices. In addition, some of them may be general-purpose PCs or smartphones.

[0136] In the above example, as an example where one user has a plurality of game devices, at least some of the game devices are shared by a plurality of users including the one user (a plurality of user accounts are introduced). However, even when only the same one user account is introduced in any of the plurality of game devices, it is applicable to this embodiment.

[0137] In the above example, the accounts introduced in the game device 30 were all accounts whose account information was managed by the server 10. However, an account not managed by the server 10 may be introduced into the game device 30. Also, there may be an account that is managed by the server 10 but is not associated with the game device 30. The account may be associable with any of the game devices 30 after purchasing game content.

[0138] In the above example, an account to be logged in at the start of playing game content was selected. However, depending on the game content, logging in may not be required, or logging in may be required at a predetermined timing during game execution. Also, for example, selection of an account to be logged in at the startup of the game device 30 may be requested. At this time, content corresponding to the logged-in account may be displayed on the display screen after the startup of the game device 30.

[0139] In the above example, a game card is used as an example of a virtual medium for explanation, but the type of the medium is not limited.

[0140] In the above example, it has been described that in the game device 30 into which the virtual game card is inserted, the content can be played by any account. This allows for the case where some accounts cannot play the content due to conditions other than the condition of the location of the virtual game card. As an example, if an age restriction is set for the content, accounts under that age cannot play the content on the game device 30 even if a virtual game card is inserted in the game device 30.

[0141] In the above example, the game content to be downloaded can be inserted into the game device 30 as a virtual game card, but some game content may not be treated as a virtual game card. As an example, game content that is free to download, game content that can be played when subscribing to a subscription service, trial version game content, etc. may not be treated as a virtual game card. In this case, the user only needs to download the game content to each of the game devices 30 on which the user wants to play the game content.

[0142] In the above example, the content treated as a virtual game card may include so-called additional content. As an example, the additional content is game content that adds a story, a stage, a character, and the like to the main game content. When a certain user already owns the main game content (i.e., when the user owns a virtual game card corresponding to the main game content), the user may be able to acquire one virtual game card that allows the user to play the main game content and the additional content by inserting the virtual game card. At this time, the acquired virtual game card may be displayed in a manner that allows the user to identify that the virtual game card includes the additional content in addition to the main game content. Also, when a user who does not own the main game content purchases only the additional content, the user is considered to own a virtual game card that corresponds only to the additional content. At this time, when both the virtual game card corresponding to the main game content and the virtual game card corresponding to the additional content are inserted into a certain game device 30, the additional content may be playable on the game device 30. In this case, the owner of the virtual game card corresponding to the main game content and the owner of the virtual game card corresponding to the additional content may be different, and the user playing the additional content on the game device 30 may be yet another user.

[0143] In addition, in the case where there are multiple additional contents such as a first and a second set, and a certain user owns the multiple additional contents, the virtual game card may be treated as a single game card that compiles the multiple additional contents owned. In other words, regardless of whether a certain user owns the main game content or whether or not the user owns multiple additional contents corresponding to the main game content, the virtual game card related to the game content owned by the user may be treated as one. In another example, the virtual game cards corresponding to the main game content and the multiple additional contents may be managed separately.

[0144] In the above example, downloading of game content and insertion and removal of a virtual game card are performed via the server 10, but they may be performed between game devices 30 or by other information processing devices. In addition, the specific method of each control via the server 10 is not limited to the above example. For example, when a game device 30 inserts a virtual game card inserted in another game device 30 into itself, the game device 30 may instruct the other game device 30 to remove the card, the other game device 30 may transmit a removal request to the server and check whether the removal request was successful, the other game device 30 may transmit a notification of removal success to the game device, and the game device may transmit an insertion request to the server.

[0145] In the above example, the content resolution process and the content association process are executed as separate processes, but they may be executed as an integrated process. As for the other processes, the above example is merely an example, and each process may be appropriately integrated or divided for execution.

[0146] In the example of Fig. 4 described above, a content acquisition request is made based on user A paying a fee to a game company or the like. However, the content acquisition request may be made based on a user other than user A paying a fee to the game company. For example, content may be associated with user A as user A's property based on a user having a friend relationship or parent-child relationship with user A paying a fee to the game company.

[0147] In the above example, it has been described that immediately after a user purchases content, "server 10" is input as the location of the content by default. In a certain aspect, immediately after the content is purchased, any of the registered terminals may be input as the "location of content" by default. Furthermore, when content is purchased using game device 30 and game device 30A is a registered terminal, game device 30A used to purchase the content may be input as the "location of content" by default.

[0148] 4, an example in which game content is purchased using game device 30A has been described. In some situations, user A may purchase game content from, for example, a general-purpose PC or a smartphone, rather than from game device 30. In this case, the user who purchased the game content may be able to select the location of the game content after it has been purchased.

[0149] In the above example, the insertion request or removal request is transmitted from game device 30, but the insertion request or removal request may be transmitted from a general-purpose PC or a smartphone.

[0150] In the above example, an example has been described in which an infrared sensor or the like is used to determine whether the game device 30A and the game device 30S are located within a predetermined range in FIG. 7, but other methods may be used. For example, a GPS (Global Positioning System) sensor may be used. In this case, the actual distance between the game devices 30 can be measured. Also, multiple methods may be used.

[0151] In the above example, the data are associated with each other in one table. For example, the user's account and the game content are directly associated with each other in the table shown in FIG. 5. However, the data may be associated with each other indirectly between multiple tables. Furthermore, the associated data may be stored in separate servers.

[0152] In the first embodiment, when content A is being executed on game device 30S, even if there is a request from game device 30A to insert content A, the request is rejected. However, when there is an insertion request from another game device 30 or a removal request for game device 30S, content A being executed on game device 30S may be forcibly terminated and content A may be removed. Alternatively, a message may be displayed on the display screen of game device 30S indicating that there is an insertion request or removal request from the other game device, and the game device 30S may be prompted to terminate execution of content A on the game device 30S. At this time, a message may be displayed indicating that the content will be forcibly terminated after a predetermined time has elapsed.

[0153] In the above example, the game device 30 is registered as a registered terminal, thereby allowing the insertion of a virtual game card. However, the game device 30 does not need to be registered as a registered terminal. As an example, user A may be able to insert a virtual game card owned by user A into any of the game devices 30 associated with user A's account.

[0154] In the first embodiment, when the second game device 30 is registered as a registered terminal, close-distance confirmation with the first game device 30 is requested. However, close-distance confirmation may be requested, for example, at a predetermined period or every predetermined number of insertions or removals. Also, close-distance confirmation may be requested for each insertion or removal request.

[0155] In Embodiment 2, every time it becomes possible to temporarily play content on the game device 30 of another user belonging to the group, a short-distance confirmation is required. However, for a game device 30 for which a short-distance confirmation has been performed once, a short-distance confirmation may not be required hereafter, or for a predetermined period or a predetermined number of times.

[0156] In Embodiment 1 or 2, a short-distance confirmation between the game devices 30 is required, but the short-distance confirmation may not be required.

[0157] In the example of Embodiment 2 described above, it was explained that Group A is a group to which Users A and B belong and that the group is a family. However, the group is not limited to a family, and may be, for example, a group of friends. The upper limit number of people who can belong to the group (for example, 15 people) may be set in advance.

[0158] In the example of Embodiment 2 described above, a plurality of users belonging to a certain group may receive a common service. For example, when any user belonging to the group subscribes to a "family plan", each user belonging to the group may receive a service corresponding to the "family plan". Also, among the users belonging to a certain group, one user may have special authority regarding the group. Examples of special authority include management of joining and leaving of other group members, confirmation and management of the play status of other users (typically child users), and management of whether game content can be purchased. Note that the authority for confirming and managing the play status of other users is not limited to one person having special authority, and other users may also have it.

[0159] In the example of Embodiment 2 described above, an example was explained in which the server 10 manages so that a user can belong to only one group per person. However, a user may belong to a plurality of groups.

[0160] In the example of the above-described Embodiment 2, temporary use of content could be permitted among users belonging to the same group. However, even among users who do not belong to the same group, temporary use of content may be permitted. Note that the attribute of group itself does not have to be set.

[0161] In the example of FIG. 14 above, an example was described in which a virtual game card of content A inserted into the game device 30A was temporarily permitted for use. However, the virtual game card that is temporarily permitted for use does not have to be inserted into the game device 30A. That is, even when the virtual game card belongs to user A and is located in the server 10, the virtual game card may be made an object of temporary use permission. At this time, any registered terminal of user A may be determined to be in the short range with respect to the game device 30 for which temporary use is permitted.

[0162] In the above example, the determination process for determining whether the game device 30 is within a predetermined range from another game device 30 was executed by the server 10. However, the determination process may be executed within the game device 30, and only the execution result of the determination process may be transmitted from the game device 30 to the server 10. Alternatively, the determination process may be executed both within the game device 30 and in the server 10.

[0163] In the example of FIG. 8 above, an example was described in which the server 10 that has received an insertion request from the game device 30S determines that content A can be virtually inserted into the game device 30S when content A is not being executed on the game device 30A even though content A is inserted into the game device 30A. However, when content A is inserted into a game device 30 other than the game device 30S, the server 10 may determine that content A cannot be virtually inserted into the game device 30S. That is, the server 10 may determine that a virtual game card can be inserted into any game device 30 only when the location of the virtual game card is the server 10.

[0164] In the examples of FIGS. 9 to 12 described above, content that is temporarily permitted for use by other users or content that has been temporarily permitted for use by other users may also be displayed on the display 31. At this time, it may be displayed so that the user can grasp that it is temporarily permitted for use by other users or that it has been temporarily permitted for use by other users. As an example, in FIG. 10, when content A is temporarily permitted for use by other users, the display mode of the object T1 may be changed, such as the object T1 becoming translucent. Note that the icon IA may also be displayed. In addition, information indicating the user who has been temporarily permitted for use, for example, an icon indicating the user, may be displayed, for example, attached to the object T1. Further, the period during which other users can use it may be displayed, for example, attached to the object T1. On the other hand, in FIG. 10, for example, when content D has been temporarily permitted for use by other users, as an example, the display mode of the object T4 may be changed, and information indicating the user who has permitted the temporary use and the period during which the content D can be used may be displayed, for example, attached to the object T4. Note that the icon IB may also be displayed.

[0165] In the examples of FIGS. 9 and 10 described above, when there is content that can be treated as a virtual game card and content that cannot (for example, free content), they may be displayed separately. As an example, in one display screen, they may be collectively displayed in different areas, or they may be displayed separately on different pages or different tabs.

[0166] In the above-described Embodiments 1 to 3, the game device 30 was exemplified as an example of a terminal to which an account or content is associated. However, as another example, in the case where a platform application for executing various game contents is installed in a device such as a general-purpose PC or a smartphone, an account or content may be associated with the application. A device in which such an application is installed or being executed may be regarded as a "terminal".

[0167] In the above-described Embodiments 1 to 3, the content was game content. In other embodiments, the content may be content such as books, movies, and music. As an example, in the case where a video viewing application is installed in a PC, a smartphone, or the like, and it is necessary to select a user who logs in when the video viewing application is executed. Also, assume that each user can purchase or rent videos viewable in the video viewing application. For example, even in such a case, the content of the present disclosure can be applied. That is, when a certain device (or a video viewing application associated with a certain device) has the right to view a certain content, the content can be viewed regardless of which user logs in to the video viewing application, and in another device or the video viewing application of another device, the content may not be viewable by any user.

[0168] The disclosed embodiments should be considered illustrative in all respects and not restrictive. The scope of the present invention is shown not by the above description but by the claims, and is intended to include all modifications within the meaning and scope equivalent to the claims.

Description of Reference Numerals

[0169] 10 Server, 13, 33 Communication unit, 14, 34 Processor, 15, 35 Memory, 16, 36 Storage, 17, 37 Bus, 30, 30A, 30B, 30G, 30S Game device, 31 Display, 32 Operation unit, 40A, 40B, 40C Area, 100 Information processing system, 160 Information processing program, 161, 361 System program, 162 Account association program, 163 Ownership information update program, 164 Content association program, 165 Permission program, 166 Prohibition program, 167 Content association cancellation program, 168 Game device registration program, 169 Proximity determination program, 360 Game content program.

Claims

1. A method executed by one or more processors, comprising: Associating a first account with game content acquired by the first account via a network; associating the first account with each of a plurality of terminals, each of which can be associated with one or more accounts; reconfiguring the game content acquired by the first account to be associated with any one of the plurality of terminals associated with the first account; allowing the game content to be played on the one terminal with which the game content is associated by any account including the account associated with that terminal, and restricting play on terminals among the plurality of terminals other than the one terminal.

2. The method of claim 1 , wherein the one terminal with which the game content is associated is configured to allow the game content to be played by any account, including the account associated with the terminal, regardless of whether the terminal is online or offline.

3. The method of claim 1 , further comprising dissolving an association between the one terminal and the game content.

4. The method of claim 3, further comprising a step of variably reassociating the game content that has been disassociated from the one terminal with any one of the plurality of terminals associated with the first account.

5. The method of claim 1 , further comprising a step of registering a predetermined number of terminals, among a plurality of terminals associated with the first account, that can be associated with the game content, as registered terminals of the first account.

6. The method of claim 5 , wherein each of the plurality of terminals is capable of being registered as a registered terminal for each different account.

7. The method further includes a step of determining whether or not any one of the plurality of terminals is located within a predetermined range of a terminal that has been registered as a registered terminal of the first account, The step of registering includes, when it is determined in the determining step that the one terminal is within a predetermined range from the registration terminal, adding and registering the one terminal as the registration terminal, according to the method described in claim 5 or claim 6.

8. The method further includes a step of determining whether a terminal different from the registration terminal is located within a predetermined range from a terminal that has already been registered as the registration terminal of the first account. When it is determined that a terminal different from the registration terminal is within a predetermined range from the registration terminal, the method further includes a step of temporarily enabling the game content to be played on the terminal different from the registration terminal, and restricting play on terminals other than the terminal different from the registration terminal, according to the method described in claim 5.

9. Each of the plurality of accounts can belong to a finite number of accounts, and each of the plurality of accounts can belong to a group to which it can belong to only one of them. The terminal different from the registration terminal on which the game content is temporarily made playable is a terminal associated with an account belonging to the same group as the group to which the first account associated with the game content belongs, according to the method described in claim 8.

10. Based on the end of the temporary use, the method further includes a step of making the game content not associated with any terminal, according to the method described in claim 8.

11. In response to an input by the first account, regardless of whether the one terminal associated with the first account is associated with the game content, when the game content is associated with the first account, the method further includes a step of enabling the first account to play the game content on the terminal associated with the first account, according to the method described in claim 1.

12. When the game content is being played by any of the terminals associated with the first account, the method further includes a step of restricting play from other terminals, according to the method described in claim 11.

13. In any one of a plurality of terminals associated with the first account, further comprising the step of displaying a plurality of game contents associated with the first account in a distinguishable manner from game contents associated with the terminal and non-associated game contents not associated with the terminal. The method according to claim 1.

14. The non-associated game content is displayed in a non-distinguishable manner as to whether it is associated with any one of the plurality of terminals associated with the first account or not associated with any terminal. The method according to claim 13.

15. A system, A server for managing a first account, Comprising a plurality of terminals each capable of associating one or more accounts, The server, A process of associating the first account with game content acquired by the first account via a network, A process of associating each of the plurality of terminals with the first account, For each game content acquired by the first account, a process of associating the game content with any one terminal selected from the plurality of terminals associated with the first account in a changeable manner, The game content is enabled to be played by any account including the account associated with the terminal on the one terminal associated with the game content, and a process of restricting play on terminals other than the one terminal among the plurality of terminals. A system configured to execute.

16. In a processor communicable with a plurality of terminals each capable of associating one or more accounts, Associating a first account with game content acquired by the first account via a network, Associating each of a plurality of terminals each capable of associating one or more accounts with the first account, For each game content acquired by the first account, a step of associating the game content with any one terminal selected from the plurality of terminals associated with the first account in a changeable manner, A program that causes the game content to be playable by any account including the account associated with the one terminal to which the game content is associated on the one terminal, and restricts play on terminals other than the one terminal among the plurality of terminals.

Citation Information

Patent Citations

  • Content distribution system, content distribution server, content distribution program and content distribution method

    JP2016066321A