Program, game support apparatus, and game support method

The program facilitates linking orders with other applications, improving the coordination and flexibility of prize selection and management in remote game operations by executing order receiving processes and displaying application elements on terminal devices.

JP2025113661APending Publication Date: 2025-08-04ASAHI SANGIYOU

Patent Information

Application Number
JP2024007928
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-23
Publication Date
2025-08-04

AI Technical Summary

Technical Problem

Existing game systems lack the ability to link orders with other applications, limiting the coordination and flexibility of prize selection and management in remote game operations.

Method used

A program that enables a computer to execute an order receiving process and display elements for starting another application on a terminal device, superimposed on a response screen, allowing for the coordination of orders and application interactions.

Benefits of technology

Enables seamless coordination of orders and applications, enhancing the flexibility and efficiency of prize selection and management in remote game operations.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a technology that integrates orders with other applications.SOLUTION: A program for integrating orders with other applications causes a computer to execute: an order receiving process which receives, from a terminal device 2, order information pertaining to an order of a user; and a step of causing the terminal device 2 to superimpose elements for starting another application on the terminal device 2 on a response screen which is displayed on the terminal device 2 in response to receiving the order information.SELECTED DRAWING: Figure 28
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Description

Technical Field

[0001] The present invention relates to a game support device and the like.

Background Art

[0002] Conventionally, there has been a game method that enables efficient game start from among a plurality of acquisition devices to be remotely operated via a network, regardless of the type of prize desired by the user (see Patent Document 1).

[0003] Such a game method undergoes the following steps. That is, it goes through a prize display step of displaying, on the user terminal, the acquirable prizes that can be acquired from a plurality of acquisition devices capable of remote operation via a network. Next, it goes through a desired prize reception step of receiving, from the user terminal, the desired prize that the user desires from among the acquirable prizes displayed on the user terminal. Next, when the desired prize is received from the user terminal, it goes through a remote operation device determination step of determining, from among the plurality of acquisition devices, the remote operation device to be the target of remote operation by the user terminal.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, conventionally, there has been no technology for linking an order with other applications.

Means for Solving the Problems

[0006] An example of a program of the present invention is a program that causes a computer to execute an order receiving process of receiving order information regarding a user's order from a terminal device, and a step of causing the terminal device to display an element for starting another application on the terminal device, superimposed on a response screen displayed on the terminal device in response to the reception of the order information.

Advantages of the Invention

[0007] According to the present invention, an order and other applications can be coordinated.

Brief Description of the Drawings

[0008]

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Embodiments for Carrying Out the Invention

[0009] Hereinafter, embodiments of a game support device and the like will be described with reference to the drawings. In the embodiments, components denoted by the same reference numerals perform the same operations, so the description may be omitted again in some cases.

[0010] (Embodiment 1) In this embodiment, a game support device in which prizes can be changed will be described. In particular, in this embodiment, a game support device that enables the change of desired prizes to be obtained without changing the game machine on which the user has been playing will be described. Here, the desired prize to be obtained is a prize that the user wishes to obtain. The desired prize to be obtained is usually a prize selected by the user. Note that the game machine is, for example, an acquisition device that acquires prizes in a crane game.

[0011] Also, in this embodiment, a game support device in which prizes can be changed will be described, where the candidate prize group, which is a set of prizes to be changed, is changed, and the user can select a prize different from the previous prize from the candidate prize group.

[0012] Also, in this embodiment, a game support device in which prizes can be changed when the change conditions are met will be described.

[0013] Also, in this embodiment, a game support device in which the prize candidate group presented to the user is determined using user attribute values will be described.

[0014] Also, in this embodiment, a game support device in which the prize candidate group presented to the user is determined using stand attribute values will be described.

[0015] Also, in this embodiment, a game support device in which the prize candidate group presented to the user is determined using environmental attribute values will be described.

[0016] Furthermore, in this embodiment, a game support device in which prizes are automatically changed will be described.

[0017] In this specification, the fact that information X is associated with information Y means that information Y can be obtained from information X, or information X can be obtained from information Y, and the method of association is not limited. Information X and information Y may be linked, may exist in the same buffer, information X may be included in information Y, information Y may be included in information X, etc.

[0018] Also, in this specification, selecting or determining information Z means obtaining information Z, obtaining a pointer to information Z, obtaining the ID of information Z, setting a flag for information Z, etc., as long as information Z can be accessed.

[0019] Figure 1 is a conceptual diagram of the game system A in this embodiment. The game system A includes a game support device 1, one or two or more terminal devices 2, and one or two or more game machines 3.

[0020] The game support device 1 is a server that receives instructions and information from the terminal device 2 and provides support for determining the prizes of the crane game. Although it is preferable that the game support device 1 is a device that controls the game machine 3, the control of the game machine 3 may be performed by another device (not shown). It is preferable that the game support device 1 is a device that supports a user to play the crane game remotely.

[0021] The game support device 1 is a so-called server. The game support device 1 is, for example, a server that controls the game machine 3. The server is, for example, a so-called cloud server, an ASP server, but its type is not limited.

[0022] The terminal device 2 is a terminal used by a user who plays the crane game. The terminal device 2 is, for example, a smartphone, a tablet terminal, a so-called personal computer.

[0023] The game machine 3 is, for example, a real machine that can play the crane game. However, the game machine 3 may also be a virtual enemy game machine that plays the crane game.

[0024] Figure 2 is a block diagram of the game system A in the present embodiment. The game support device 1 includes a storage unit 11, a reception unit 12, a processing unit 13, and an output unit 14.

[0025] The storage unit 11 includes a table management unit 111, a prize management unit 112, and a user management unit 113. The reception unit 12 includes a selection reception unit 121 and an operation reception unit 122. The processing unit 13 includes a table identifier acquisition unit 131, a table attribute value acquisition unit 132, a user attribute value acquisition unit 133, an environment attribute value acquisition unit 134, a game execution unit 135, a result acquisition unit 136, a change determination unit 137, a prize change unit 138, and an end determination unit 139. The prize change unit 138 includes, for example, a second screen acquisition means 1381 and a prize change means 1382. The output unit 14 includes a candidate prize group output unit 141 and a game output unit 142.

[0026] The terminal device 2 includes a terminal storage unit 21, a terminal reception unit 22, a terminal processing unit 23, a terminal transmission unit 24, a terminal reception unit 25, and a terminal output unit 26.

[0027] Various types of information are stored in the storage unit 11 that constitutes the game support device 1. The various types of information are, for example, table information to be described later, prize information to be described later, user information to be described later, one or more environment attribute values, various conditions, and various screen information. The various conditions are, for example, change conditions, end conditions, first candidate conditions, and second candidate conditions. The various screen information is, for example, a template of game screen information, first screen information, and second screen information. Screen information is information for constructing a screen. The screen information is realized by, for example, HTML, XML, a program, etc., but the realization means is not limited. Needless to say, the various conditions of the storage unit 11 may be embedded in the program.

[0028] The change condition is a condition for changing the prize given to the user. The change condition may also be a condition for giving the user an opportunity to change the prize. Changing the prize means, for example, changing the prize information output by the game support device 1. The change condition is, for example, a condition related to one or more pieces of operation information, a condition related to the game result, a condition related to one or more user attribute values, a condition related to one or more stand attribute values, a condition related to one or more environment attribute values, or a combination of two or more of these conditions. The change condition is, for example, that the user has failed the crane game multiple times. The change condition is, for example, that the user has failed the crane game N times (N is a natural number of 1 or more). As an example, the crane game machine of the present embodiment is a crane game machine (acquisition device) called a so-called takoyaki stand. One feature of the takoyaki stand is that the more times the game is played, the easier it is to acquire a prize. According to the present embodiment, after the user has failed the crane game multiple times, it is possible to change the prize without changing the acquisition device. This is good for a user who, for example, does not want to change the acquisition device after selecting the desired acquired prize and playing the crane game multiple times but wants to change the desired acquired prize. Also, according to the present embodiment, when the number of failures increases, it is also possible to change to a prize with a high cost. The prize to be acquired (desired acquired prize) is selected from a plurality of prize candidates according to the user's wish. Also, when the change condition is satisfied, the user can change the already selected desired acquired prize without changing the acquisition device. Conversely, when the change condition is not satisfied, it may be configured such that the desired acquired prize cannot be changed without changing the acquisition device.

[0029] The end condition is a condition for ending the game. The end condition is, for example, that a predetermined instruction has been received, that a time-out has occurred, or that the game result "win" has been received.

[0030] The first candidate condition is a condition for determining the prize information included in the first screen information. The first candidate condition is, for example, a condition related to one or more prize attribute values. The condition related to one or more prize attribute values is, for example, having a first candidate flag indicating that it is included in the first screen information among one or more prize attribute values, the price which is a prize attribute value being below a threshold value, the rank of the prize which is a prize attribute value being below a threshold value, having a prize attribute value indicating that it is for one or more user attribute values (for example, gender, age group) among one or more prize attribute values, having a stand identifier among one or more prize attribute values, and having a prize attribute value indicating that it is for an environmental attribute value (for example, weather "rain") among one or more prize attribute values.

[0031] The second candidate condition is a condition for determining the prize information included in the second screen information. The second candidate condition is, for example, a condition related to one or more prize attribute values. The condition related to one or more prize attribute values is, for example, having a second candidate flag indicating that it is included in the second screen information among one or more prize attribute values, the price which is a prize attribute value being above a threshold value, the rank of the prize which is a prize attribute value being above a threshold value, having a prize attribute value indicating that it is for one or more user attribute values (for example, gender, age group) among one or more prize attribute values, having a stand identifier among one or more prize attribute values, and having a prize attribute value indicating that it is for an environmental attribute value (for example, weather "rain") among one or more prize attribute values.

[0032] The template of the game screen information is information for constructing a screen on which an image of the game machine 3 is placed.

[0033] The game screen information is information for constructing a screen for the user to play the crane game.

[0034] The first screen information is information for constructing the first screen which is the first screen for the user to select a prize.

[0035] The second screen information is information for constructing a second screen, which is a screen for the user to select a prize in order to change the prize when the prize has been determined once.

[0036] The machine management unit 111 stores one or more pieces of machine information. The machine information is information regarding the gaming machine 3. The gaming machine 3 may be said to be a crane game machine. The machine information is associated with a machine identifier. The machine information usually has one or more machine attribute values. The machine identifier is information for identifying the gaming machine 3. The machine identifier is, for example, the ID of the gaming machine 3 or the name of the gaming machine 3. The machine attribute value is an attribute value of the gaming machine 3 that realizes the crane game. The machine attribute value is, for example, the difficulty level for winning the game of the gaming machine 3 and the cost of one game.

[0037] The prize management unit 112 stores two or more pieces of prize information. The prize information is information regarding the prize given when the user wins the game. The prize information has, for example, a prize identifier, a prize name, an image of the prize, and one or more prize attribute values. The prize name and the image of the prize may also be considered as prize attribute values. The prize identifier is information for identifying the prize. The prize identifier is, for example, the ID of the prize or the prize name. The prize attribute value is, for example, the price of the prize (e.g., cost price, selling price), the specification of the prize, the title of the prize, and the explanatory text regarding the prize.

[0038] When the prize is determined, the two or more pieces of prize information will include selected prize information. The selected prize information is information on the selected prize. Although it is preferable that the user selects the prize, the processing unit 13 may also perform the selection. The selected prize information is, for example, first selected prize information or second selected prize information. The first selected prize information is information on the determined prize before the determination of the second selected prize information. It is preferable that the first selected prize information and the second selected prize information are information on the prize selected by the user, but they may also be information on the prize determined without the user's selection.

[0039] The user management unit 113 stores one or more pieces of user information. The user information is information regarding the user who plays the game. The user information usually corresponds to a user identifier. The user information usually has one or more user attribute values. The user attribute values are, for example, the current number of play times, the cumulative amount of money charged, the cumulative number of play times, and the rank of the user. The rank may also be referred to as a type or the like. The rank of the user is, for example, "premium member" or "ordinary member".

[0040] The reception unit 12 receives various kinds of information and instructions. Here, receiving usually means receiving information transmitted via a wired or wireless communication line, but it may also be a concept including receiving information input from input devices such as a keyboard, a mouse, and a touch panel, and receiving information read from recording media such as an optical disk, a magnetic disk, and a semiconductor memory.

[0041] The various kinds of information and instructions are, for example, a user identifier, an identifier of the game machine 3 on which the user plays the game, a prize identifier of the prize desired by the user, a prize identifier of the prize to be changed by the user, selection information to be described later, operation information to be described later, a start instruction, an end instruction, a user registration instruction, and a game result. The selection information is, for example, first selection information and second selection information.

[0042] The start instruction is an instruction to start the game. The start instruction may be a login instruction to the game support device 1. The start instruction has, for example, a user identifier, a device identifier, and one or more environmental attribute values.

[0043] The end instruction is an instruction to end the game. The end instruction may be a logout instruction from the game support device 1. The end instruction has, for example, a user identifier.

[0044] A user registration instruction is an instruction to register user information. The user registration instruction has one or more user attribute values. Here, the user attribute values are user static attribute values. A user static attribute value is a static attribute value of a user. A user static attribute value is an attribute value that does not change frequently. User static attribute values are, for example, name, gender, age, and occupation.

[0045] A game result is information regarding the fact that a crane game has been played. The game result is usually the result of the crane game. The game result is, for example, information indicating whether the crane game was successful, the number of game times which is the number of times the crane game was played, and the game time which is the time when the crane game was played. Information indicating whether the crane game was successful is, for example, win (e.g., "1") or loss (e.g., "0").

[0046] The selection reception unit 121 receives first selection information that identifies the first selected prize information selected by the user from one or more first candidate prize information included in the first screen information. The first selection information is, for example, a prize identifier or prize information. The selection reception unit 121 receives the first selection information from, for example, the terminal device 2.

[0047] Note that it is preferable that the first selection information is the prize identifier or prize information of the prize selected by the user, but it may also be the prize identifier or prize information of a prize not selected by the user.

[0048] The selection reception unit 121 receives a selection of a desired prize to be obtained from the user. Such a process is called a selection reception process. The reception of the selection here is the reception of the first selected prize information. The selection reception process is usually the reception of a selection from the terminal device 2.

[0049] The selection reception unit 121 receives second selection information that identifies second selected prize information, which is prize information selected by the user from among one or more candidate prize information in the second screen information. The second selection information is, for example, the prize identifier of the prize selected by the user, or the prize information of the prize selected by the user. The selection reception unit 121 receives the second selection information from, for example, the terminal device 2.

[0050] Note that it is preferable that the second selection information is the prize identifier or prize information of the prize selected by the user, but it may also be the prize identifier or prize information of a prize not selected by the user.

[0051] The selection reception unit 121 receives a change request for the desired prize to be obtained after the user has played the crane game on the gaming machine 3 for obtaining the desired prize and before the crane game is successful. Such processing is referred to as change request reception processing. The reception of the selection is the reception of the first selected prize information. The selection reception processing is usually the reception of the selection from the terminal device 2.

[0052] It is preferable that the selection reception unit 121 enables the reception of the change request when the change request is received after the user has failed in the crane game a plurality of times.

[0053] The operation reception unit 122 receives one or two or more pieces of operation information. The operation reception unit 122 may receive two or more pieces of operation information continuously.

[0054] The operation information is information that identifies the user's operation on the crane game in the terminal device 2. The operation reception unit 122 receives one or two or more pieces of operation information from, for example, the terminal device 2. The operation information is, for example, "button press" and "button press time". The button is, for example, a button for advancing the crane game, such as a "move horizontally" button and a "move forward and backward" button.

[0055] The processing unit 13 performs various processes. The various processes are, for example, processes performed by the table identifier acquisition unit 131, the table attribute value acquisition unit 132, the user attribute value acquisition unit 133, the environment attribute value acquisition unit 134, the game execution unit 135, the result acquisition unit 136, the change determination unit 137, the prize change unit 138, and the end determination unit 139.

[0056] Using one or more pieces of operation information or the like received by the operation reception unit 122, the processing unit 13 acquires one or more user dynamic attribute values, associates the one or more user dynamic attribute values with a user identifier, and stores them in the user management unit 113. The operation information or the like is, for example, operation information, a game result, or operation information and a game result.

[0057] The user dynamic attribute value is a dynamic user attribute value. The user dynamic attribute value is, for example, the number of game plays, the number of logins, the game time, the number of losses, the cumulative number of losses, the number of wins, the cumulative number of wins, the investment amount, and the cumulative investment amount.

[0058] The number of game plays is the number of times the crane game has been played at the current stage after receiving the start instruction and before receiving the end instruction. The number of game plays is, for example, the number of times the crane game has been played from logging in to the game support device 1 to logging out.

[0059] The number of logins is the number of times the user has input a start instruction to the game support device 1 so far. The number of logins is the number of times of logging in to the game support device 1.

[0060] The game time is the elapsed time so far after receiving the start instruction and before receiving the end instruction. The game time is, for example, the time taken to play the crane game from logging in to the game support device 1 to logging out.

[0061] The number of losses is the number of times the user has lost in the crane game after receiving the start instruction and before receiving the end instruction up to the current stage. Losing means not succeeding in the crane game. The number of losses is, for example, the number of times the user has not succeeded in the crane game from logging in to the game support device 1 to logging out.

[0062] The cumulative number of losses is the number of times the user has lost in the crane game so far. The cumulative number of losses may also be the cumulative number of times the user has not succeeded in the crane game in two or more logins.

[0063] The number of wins is the number of times the user has won in the crane game after receiving the start instruction and before receiving the end instruction up to the current stage. Winning means succeeding in the crane game. The number of wins is, for example, the number of times the user has succeeded in the crane game from logging in to the game support device 1 to logging out.

[0064] The cumulative number of wins is the number of times the user has won in the crane game so far. The cumulative number of wins may also be the cumulative number of times the user has succeeded in the crane game in two or more logins.

[0065] The investment amount is the amount of money spent on the crane game after receiving the start instruction and before receiving the end instruction up to the current stage. The investment amount is, for example, the amount of money spent on the crane game from logging in to the game support device 1 to logging out.

[0066] The cumulative investment amount is the amount of money the user has spent on the crane game so far. The cumulative investment amount may also be the cumulative amount of money spent on the crane game in two or more logins.

[0067] The processing unit 13 performs an end process. The end process is a process for ending the crane game. The end process is, for example, a process of accumulating one or more user dynamic attribute values obtained by playing the game in pairs with a user identifier in the user management unit 113. The end process is, for example, a process of deleting information temporarily stored in a buffer (not shown). Note that such user dynamic attribute values are, for example, the updated cumulative number of wins, the updated cumulative number of losses, and the updated cumulative investment amount.

[0068] The machine identifier acquisition unit 131 acquires a machine identifier for identifying the gaming machine 3 used by the user. The machine identifier acquisition unit 131 acquires, for example, the machine identifier received from the terminal device 2. The machine identifier acquisition unit 131 acquires, for example, the machine identifier included in the start instruction. The machine identifier acquisition unit 131 acquires, for example, the default machine identifier from the machine management unit 111.

[0069] The machine attribute value acquisition unit 132 acquires one or more machine attribute values associated with the machine identifier acquired by the machine identifier acquisition unit 131 from the machine management unit 111.

[0070] The user attribute value acquisition unit 133 acquires one or more user attribute values of the user. Such user attribute values may be user static attribute values or user dynamic attribute values. The user attribute value acquisition unit 133 acquires, for example, one or more user attribute values paired with the user identifier received from the terminal device 2 from the user management unit 113. The user attribute value acquisition unit 133 acquires, for example, one or more user attribute values received from the terminal device 2.

[0071] The environment attribute value acquisition unit 134 acquires one or more environment attribute values related to the environment in which the user plays the crane game. The environment attribute value acquisition unit 134 acquires, for example, one or more environment attribute values received from the terminal device 2. Note that the environment attribute values are, for example, the weather, temperature, humidity, and location information of the location where the user is. The location information is, for example, the name of a place or a building.

[0072] The game execution unit 135 executes a crane game. The game execution unit 135, for example, transmits the operation information received by the operation reception unit 122 to the game machine 3 and operates the game machine 3. The game execution unit 135, for example, transmits the operation information received by the operation reception unit 122 to the game machine 3 identified by the stand identifier and operates the game machine 3. The game execution unit 135, for example, operates a virtual crane game according to the operation information received by the operation reception unit 122. Since the game execution unit 135 is a known technique, a detailed description thereof is omitted. Note that the correspondence between the user identifier and the stand identifier is managed at the start of the game.

[0073] The result acquisition unit 136 acquires the game result of the crane game in which the operation according to the operation information is performed. The result acquisition unit 136, for example, receives the game result from the game machine 3. The result acquisition unit 136 may, for example, analyze an image obtained by photographing the game machine 3 which is a physical machine and acquire the game result.

[0074] The change determination unit 137 determines whether or not the change condition is satisfied. The change determination unit 137 usually determines whether or not the change condition is satisfied during the execution of the game. The change determination unit 137, for example, determines whether or not the change condition is satisfied constantly or periodically during the execution of the game.

[0075] The change determination unit 137, for example, determines whether or not one or more pieces of operation information received by the operation reception unit 122 or the game result acquired by the result acquisition unit 136 match the change condition.

[0076] The change determination unit 137, for example, determines whether or not the change condition is satisfied by using one or more user attribute values acquired by the user attribute value acquisition unit 133.

[0077] The change determination unit 137 determines whether or not the change condition is satisfied by using one or more stand attribute values acquired by the stand attribute value acquisition unit 132.

[0078] The change determination unit 137 determines whether or not the change conditions are satisfied by using one or more environmental attribute values acquired by the environmental attribute value acquisition unit 134.

[0079] The change determination unit 137 determines whether or not the change conditions are satisfied, for example, by using two or more types of information among one or more pieces of operation information, a game result, one or more user attribute values, one or more machine attribute values, and one or more environmental attribute values.

[0080] The prize change unit 138 performs a change process. The change process is a process for making it possible to change information specifying a prize to be given to a user who has won a crane game during a series of crane games played by the user, after the prize to be given to the user has been specified.

[0081] After the prize to be given to the user has been specified, it is usually after the user has selected a prize before the game starts. After the prize to be given to the user has been specified, it may also be after the prize information of the automatically determined prize has been output.

[0082] During a series of crane games means any point in time while the crane game by the same gaming machine 3 is being played a plurality of times by the user. During a series of crane games is usually after the user has lost the crane game one or two or more times. During a series of crane games is any point in time while the crane game is being played a plurality of times without changing the gaming machine 3. During a series of crane games is, for example, the period from when the user logs in to the game support device 1 and starts the game until the user logs out. During a series of crane games is, for example, the period from when the user inputs an instruction to start the game until the user inputs an instruction to end the game.

[0083] The change process is a process for changing the desired prize to be obtained without changing the gaming machine 3 on which the user has been playing.

[0084] The change process is, for example, after the prize given to the user is specified, to output second screen information including prize information of two or more candidate prizes including prizes other than the said prize, and to change the first selected prize information according to the selection of prize information from the user. Note that the first selected prize information is an example of information specifying the desired prize to be obtained.

[0085] The change process is, for example, after the prize given to the user is specified, to output second screen information including prize information that does not exist in the first candidate prize information when the said prize is selected as candidate prize information, and to change the selected prize information from the first selected prize information to the second selected prize information selected by the user according to the selection of prize information from the user. The second selected prize information is an example of information specifying the desired prize to be obtained.

[0086] The change process is, for example, when the user wins the crane game, to change the selected prize information specifying the prize given to the said user from the first selected prize information to other prize information.

[0087] It is preferable that the prize change unit 138 performs the change process when the change determination unit 137 determines that the conditions for change are met.

[0088] It is preferable that the prize change unit 138 enables a change to a desired prize to be obtained with a higher cost than the desired prize to be obtained selected in the selection reception process without increasing the items consumed by the user per game when a change request is received after the user has failed the crane game a plurality of times. Note that the user's items may be equivalent to a monetary value such as points held by the user, money of a coin user, etc.

[0089] The prize change unit 138 performs a change process of automatically changing the first selected prize information to second selected prize information different from the first selected prize information, for example.

[0090] The prize change unit 138 is realized by, for example, the second screen acquisition means 1381 and the prize change means 1382.

[0091] The second screen acquisition means 1381 acquires second screen information including candidate prize information other than one or more pieces of candidate prize information included in the first screen information during the progress of a series of crane games by the user. The second screen acquisition means 1381 acquires, for example, two or more pieces of candidate prize information including candidate prize information other than one or more pieces of candidate prize information included in the first screen information, and configures second screen information which is screen information having the two or more pieces of candidate prize information selectable. The second screen acquisition means 1381 reads out, for example, second screen information which is screen information having two or more pieces of candidate prize information including candidate prize information other than one or more pieces of candidate prize information included in the first screen information selectable from the storage unit 11.

[0092] The second screen acquisition means 1381 acquires, for example, one or more user attribute values of the user from the user management unit 113, acquires one or more pieces of candidate prize information which is prize information associated with a user condition that matches the one or more user attribute values from the prize management unit 112, and acquires second screen information including the one or more pieces of candidate prize information.

[0093] The second screen acquisition means 1381 acquires, for example, one or more user attribute values at two or more time points of the user from the user management unit 113, acquires one or more pieces of candidate prize information which is prize information associated with a user condition that matches the one or more user attribute values at the two or more time points from the prize management unit 112, and acquires second screen information including the one or more pieces of candidate prize information.

[0094] The second screen acquisition means 1381 acquires, for example, one or more table attribute values of the crane game performed by the user from the table management unit 111, acquires one or more pieces of candidate prize information which is prize information associated with a table condition that matches the one or more table attribute values from the prize management unit 112, and acquires second screen information including the one or more pieces of candidate prize information. Note that the one or more table attribute values may be the table attribute values acquired by the table attribute value acquisition unit 132.

[0095] The second screen acquisition means 1381 acquires, for example, one or more pieces of candidate prize information which are prize information associated with environmental conditions that match one or more environmental attribute values acquired by the environmental attribute value acquisition unit 134, from the prize management unit 112, and acquires second screen information including the one or more pieces of candidate prize information.

[0096] The prize change means 1382 changes the information specifying the prize given to the user from the first selected prize information to the second selection information.

[0097] The prize change means 1382 changes, for example, the information specifying the prize given to the user from the first selected prize information to the second selection information, using the second selection information received by the selection reception unit 121.

[0098] The end determination unit 139 determines whether or not it meets the end condition. The end determination unit 139 determines, for example, whether or not one or two or more pieces of operation information received by the operation reception unit 122 meet the end condition.

[0099] The end determination unit 139 determines that it meets the end condition, for example, when the game result acquired by the result acquisition unit 136 is a win (for example, "1").

[0100] The output unit 14 outputs various types of information. The various types of information are, for example, screen information and prize information. The screen information is, for example, first screen information and second screen information.

[0101] Here, output usually means transmission to the terminal device 2, but may also be a concept including display on a display, projection using a projector, printing by a printer, sound output, storage in a recording medium, delivery of a processing result to another processing device or another program, etc.

[0102] The candidate prize group output unit 141 outputs first screen information including one or more pieces of candidate prize information that can be selected by the user from two or more pieces of prize information. The candidate prize group output unit 141 acquires, for example, one or more pieces of candidate prize information that can be selected by the user from two or more pieces of prize information, and outputs first screen information including the one or more pieces of candidate prize information.

[0103] The candidate prize group output unit 141 outputs the second screen information acquired by the second screen acquisition means 1381.

[0104] The candidate prize group output unit 141 transmits, for example, the first screen information or the second screen information to the terminal device 2.

[0105] The game output unit 142 outputs game screen information, which is screen information for playing a game. The game screen information has, for example, an image of the game machine 3. The game output unit 142 arranges, for example, the video transmitted from a camera (not shown) that photographs the game machine 3 in the template of the game screen information, configures the game screen information, and outputs the game screen information. The game output unit 142 transmits, for example, the game screen information to the terminal device 2. Note that the process of configuring the above game screen information may be performed by the processing unit 13.

[0106] The game output unit 142 outputs the game result received by the reception unit 12 from the game machine 3. The game output unit 142 transmits, for example, the game result to the terminal device 2. The game output unit 142 stores, for example, the game result in the storage unit 11 in pairs with the user identifier.

[0107] Various types of information are stored in the terminal storage unit 21 that constitutes the terminal device 2. The various types of information are, for example, a user identifier, one or more user attribute values, a stand identifier, and prize information of the prize selected by the user.

[0108] The terminal reception unit 22 receives various instructions and information. The various information and instructions, etc. are, for example, a user identifier, one or more user static attribute values, a stand identifier, prize information of the prize selected by the user, a start instruction, an end instruction, a first selection, a second selection, a user registration instruction, and an operation for playing a game.

[0109] The first selection is the selection of one or more prizes from the first screen based on the first screen information. The second selection is the selection of one or more prizes from the second screen based on the second screen information.

[0110] The user registration instruction is an instruction to register user information. The user registration instruction has, for example, one or two or more user static attribute values.

[0111] The input means for various instructions and information can be anything, such as a touch panel, a keyboard, a mouse, or a menu screen.

[0112] The terminal processing unit 23 performs various processes. The various processes are, for example, processes of converting received information, instructions, etc. into information and instructions of a structure to be transmitted. The various processes are, for example, processes of converting received information into information of a structure to be output.

[0113] The terminal transmission unit 24 transmits various information, instructions, etc. to the game support device 1. The various information, instructions, etc. are, for example, a start instruction, operation information, an end instruction, and a user registration instruction.

[0114] The terminal reception unit 25 receives various information. The various information is, for example, various screen information, game results, and prize information.

[0115] The terminal output unit 26 outputs various information. The various information is, for example, various screens, game results, and prize information.

[0116] Here, output includes concepts such as display on a display, projection using a projector, printing by a printer, sound output, transmission to an external device, storage in a recording medium, and delivery of a processing result to another processing device or another program.

[0117] The storage unit 11, the stand management unit 111, the prize management unit 112, the user management unit 113, and the terminal storage unit 21 are preferably non-volatile recording media, but can also be realized with volatile recording media.

[0118] The process of storing information in the storage unit 11 or the like is not limited. For example, information may be stored in the storage unit 11 or the like via a recording medium, information transmitted via a communication line or the like may be stored in the storage unit 11 or the like, or information input via an input device may be stored in the storage unit 11 or the like.

[0119] The reception unit 12, the selection reception unit 121, and the operation reception unit 122 are preferably realized by wireless or wired communication means, but may also be realized by means of receiving broadcasts, device drivers of input means such as touch panels and keyboards, control software for menu screens, or the like.

[0120] The processing unit 13, the table identifier acquisition unit 131, the table attribute value acquisition unit 132, the user attribute value acquisition unit 133, the environment attribute value acquisition unit 134, the game execution unit 135, the result acquisition unit 136, the change determination unit 137, the prize change unit 138, the end determination unit 139, the second screen acquisition means 1381, the prize change means 1382, and the terminal processing unit 23 can usually be realized from a processor, a memory, or the like. The processing procedures of the processing unit 13 and the like are usually realized by software, and the software is recorded on a recording medium such as a ROM. However, it may also be realized by hardware (dedicated circuit). Note that the processor is a CPU, MPU, GPU, or the like, and its type is not limited.

[0121] The output unit 14, the candidate prize group output unit 141, and the game output unit 142 are preferably realized by wireless or wired communication means, but may also be realized by driver software for output devices such as displays and speakers, or driver software for output devices and output devices.

[0122] The terminal reception unit 22 can be realized by a device driver of an input means such as a touch panel or a keyboard, control software for a menu screen, or the like.

[0123] The terminal transmission unit 24 is usually realized by wireless or wired communication means, but may also be realized by broadcast means.

[0124] The terminal reception unit 25 is usually realized by wireless or wired communication means, but may also be realized by means of receiving broadcasts.

[0125] The terminal output unit 26 may or may not be considered to include output devices such as displays and speakers. The terminal output unit 26 can be realized by driver software for the output device or by the driver software for the output device and the output device or the like.

[0126] Next, an operation example of the game support device 1 will be described using the flowchart of FIG. 4.

[0127] (Step S401) The reception unit 12 determines whether or not it has received a start instruction. If it has received a start instruction, it proceeds to step S402, and if it has not received it, it proceeds to step S410. Here, the reception unit 12 receives the start instruction from the terminal device 2.

[0128] (Step S402) The user attribute value acquisition unit 133 acquires the user identifier included in the start instruction. The user attribute value acquisition unit 133 acquires one or more user attribute values corresponding to the user identifier from the user management unit 113, pairs the one or more user attribute values with the user identifier, and temporarily stores them in a buffer (not shown).

[0129] (Step S403) The table identifier acquisition unit 131 acquires the table identifier included in the start instruction. The table attribute value acquisition unit 132 acquires one or more table attribute values corresponding to the table identifier from the table management unit 111, pairs the table identifier and the one or more table attribute values with the user identifier, and temporarily stores them in a buffer (not shown).

[0130] (Step S404) The environment attribute value acquisition unit 134 acquires one or more environment attribute values included in the start instruction, pairs the one or more environment attribute values with the user identifier, and temporarily stores them in a buffer (not shown).

[0131] (Step S405) The processing unit 13 performs first screen acquisition processing. An example of such first screen acquisition processing will be described using the flowchart of FIG. 5. Note that the first screen acquisition processing may be performed by first screen acquisition means (not shown). Here, the processing unit 13 may read the first screen information in the storage unit 11.

[0132] (Step S406) The candidate prize group output unit 141 outputs the first screen information acquired in Step S405. Here, the candidate prize group output unit 141 transmits the first screen information to the terminal device 2.

[0133] (Step S407) The selection reception unit 121 determines whether first selection information has been received. If the first selection information has been received, the process proceeds to Step S408; if not, the process returns to Step S407. Here, the selection reception unit 121 receives the first selection information from the terminal device 2.

[0134] (Step S408) The processing unit 13 stores, in a buffer (not shown), the first selected prize information, which is the prize information specified by the first selection information received in Step S407, in association with the user identifier.

[0135] (Step S409) The processing unit 13 acquires game screen information. The game output unit 142 outputs the game screen information. The process returns to Step S401. For example, the processing unit 13 may receive an image from a camera that captures the game machine 3 identified by the table identifier, arrange the image in a template of the game screen information, and configure the game screen information, or may read the game screen information from the storage unit 11. Here, the game output unit 142 transmits the game screen information to the terminal device 2.

[0136] (Step S410) The operation reception unit 122 determines whether operation information has been received. If the operation information has been received, the process proceeds to Step S411; if not, the process proceeds to Step S420. Here, the operation reception unit 122 receives the operation information from the terminal device 2.

[0137] (Step S411) The processing unit 13 accumulates the operation information received in step S410 in a buffer (not shown) in a pair with the user identifier. It is preferable for the processing unit 13 to accumulate the operation information in a buffer (not shown) in a pair with the time identifying when the operation was performed.

[0138] (Step S412) The game execution unit 135 transmits the operation information received in step S410 to the game machine 3.

[0139] By transmitting the operation information to the game machine 3, the crane game is executed. That is, the game machine 3 receives the operation information, operates the crane according to the operation information, and executes the crane game.

[0140] (Step S413) The reception unit 12 determines whether it has received the game result from the game machine 3. If it has received the game result, it proceeds to step S414, and if it has not received it, it proceeds to step S415.

[0141] (Step S414) The game output unit 142 outputs the game result received in step S413. It proceeds to step S416. Here, the game output unit 142 transmits the game result to the terminal device 2.

[0142] (Step S415) The processing unit 13 determines whether it is a timeout. If it is a timeout, it proceeds to step S416, and if it is not a timeout, it returns to step S413. Note that a timeout means that a predetermined time or more has elapsed since the operation information was transmitted.

[0143] (Step S416) The processing unit 13 obtains one or more user dynamic attribute values using the operation information and / or game results stored in a buffer (not shown), associates the user dynamic attribute values with the user identifier, and stores them in the user management unit 113. The user dynamic attribute values are, for example, the number of game plays, the number of logins, the game time, the number of losses, the cumulative number of losses, the number of wins, the cumulative number of wins, the investment amount, and the cumulative investment amount. Also, here, if the user dynamic attribute values cannot be obtained, the process proceeds to step S417.

[0144] (Step S417) The change determination unit 137 performs a change determination process. An example of the change determination process will be described using the flowchart of FIG. 6.

[0145] (Step S418) If the determination result in step S417 is "change", the process proceeds to step S419; if it is "do not change", the process returns to step S401.

[0146] (Step S419) The prize change unit 138 performs a change process. An example of the change process will be described using the flowchart of FIG. 7.

[0147] (Step S420) The reception unit 12 determines whether an end instruction has been received. If an end instruction has been received, the process proceeds to step S421; if not, the process proceeds to step S425.

[0148] (Step S421) The processing unit 13 determines whether the game result is "win" or "loss". If it is "win", the process proceeds to step S422; if it is "loss", the process proceeds to step S424.

[0149] (Step S422) The processing unit 13 obtains the prize information of the selected prize.

[0150] (Step S423) The output unit 14 outputs the prize information acquired in step S422. Here, the output unit 14 transmits the prize information to the terminal device 2. The output of the prize information is for notifying the user of the prize obtained by the user through the crane game.

[0151] (Step S424) The processing unit 13 performs an end process. It returns to step S401. The end process is, for example, the logout process of the user from the game support device 1.

[0152] (Step S425) The reception unit 12 determines whether it has received a user registration instruction. If it has received a user registration instruction, it proceeds to step S426, and if it has not received it, it returns to step S401.

[0153] (Step S426) The processing unit 13 acquires a unique user identifier. The processing unit 13 configures user information having the user identifier and one or more user attribute values included in the user registration instruction.

[0154] (Step S427) The processing unit 13 stores the user information in the user management unit 113. It returns to step S401.

[0155] Note that in the flowchart of FIG. 4, the process ends due to a power-off or a processing end interrupt.

[0156] Next, an example of the first screen acquisition process in step S405 will be described using the flowchart of FIG. 5.

[0157] (Step S501) The processing unit 13 acquires the first candidate condition from the storage unit 11.

[0158] (Step S502) The processing unit 13 assigns 1 to the counter i.

[0159] (Step S503) The processing unit 13 determines whether the i-th prize information exists in the prize management unit 112. If the i-th prize information exists, it proceeds to step S504; if it does not exist, it proceeds to step S507.

[0160] (Step S504) The processing unit 13 determines whether the i-th prize information satisfies the first candidate condition. If it satisfies the first candidate condition, it proceeds to step S505; if it does not satisfy, it proceeds to step S506. Note that the processing unit 13, for example, acquires one or more prize attribute values that the i-th prize information has, and determines whether the one or more prize attribute values satisfy the first candidate condition.

[0161] (Step S505) The processing unit 13 temporarily stores the i-th prize information as the first candidate prize information in a buffer (not shown).

[0162] (Step S506) The processing unit 13 increments the counter i by 1. It returns to step S503.

[0163] (Step S507) The processing unit 13 uses the one or more first candidate prize information temporarily stored in a buffer (not shown) in step S505 to construct first screen information, which is information on the screen where each of the one or more first candidate prize information can be selected. It returns to the upper-level processing. Note that the process of constructing the screen information of the screen where each of the one or more first candidate prize information can be selected is a known technique.

[0164] Note that in the flowchart of FIG. 5, the processing unit 13 may simply acquire the first screen information from the storage unit 11. Also, the first screen information may be screen information having one default prize information.

[0165] Next, an example of the change determination process in step S417 will be described with reference to the flowchart of FIG. 6.

[0166] (Step S601) The change determination unit 137 acquires the change condition from the storage unit 11.

[0167] (Step S602) The change determination unit 137 acquires one or more pieces of information for determining the change conditions acquired in Step S601. Each piece of information of one or two or more is, for example, a user dynamic attribute value, a user static attribute value, or a game result.

[0168] (Step S603) The change determination unit 137 determines whether one or more pieces of information acquired in Step S602 satisfy the change conditions. If the change conditions are satisfied, it proceeds to Step S604, and if the change conditions are not satisfied, it proceeds to Step S605.

[0169] (Step S604) The change determination unit 137 assigns the value "change" to the variable "determination result". It returns to the upper-level process.

[0170] (Step S605) The change determination unit 137 assigns the value "do not change" to the variable "determination result". It returns to the upper-level process.

[0171] Next, an example of the change process in Step S419 will be described using the flowchart of FIG. 7.

[0172] (Step S701) The second screen acquisition means 1381 performs a second screen acquisition process. An example of the second screen acquisition process will be described using the flowchart of FIG. 8.

[0173] (Step S702) The candidate prize group output unit 141 outputs the second screen information acquired in Step S701. Here, the candidate prize group output unit 141 transmits the second screen information to the terminal device 2.

[0174] (Step S703) The selection reception unit 121 determines whether second selection information has been received in response to the output of the second screen information in Step S702. If the second selection information has been received, it proceeds to Step S704, and if not, it returns to Step S703. Here, the selection reception unit 121 receives the second selection information from the terminal device 2.

[0175] (Step S704) The processing unit 13 accumulates the second selected prize information, which is the prize information specified by the second selection information, in association with the user identifier, assuming it is the prize information newly selected by the user. Return to the upper-level processing.

[0176] Next, an example of the second screen acquisition process in step S701 will be described using the flowchart of FIG. 8.

[0177] (Step S801) The second screen acquisition means 1381 acquires the second candidate condition from the storage unit 11. Note that the second candidate condition is different from the first candidate condition. As a result, usually, the second screen information is different from the first screen information.

[0178] (Step S802) The second screen acquisition means 1381 substitutes 1 for the counter i.

[0179] (Step S803) The second screen acquisition means 1381 determines whether the i-th prize information exists in the prize management unit 112. If the i-th prize information exists, it proceeds to step S804; if it does not exist, it proceeds to step S807.

[0180] (Step S804) The second screen acquisition means 1381 determines whether the i-th prize information satisfies the second candidate condition. If it satisfies the second candidate condition, it proceeds to step S805; if it does not, it proceeds to step S806.

[0181] (Step S805) The second screen acquisition means 1381 temporarily accumulates the i-th prize information as the second candidate prize information in a buffer (not shown).

[0182] (Step S806) The second screen acquisition means 1381 increments the counter i by 1. Return to step S803.

[0183] (Step S807) The second screen acquisition means 1381 uses the one or more pieces of second candidate prize information temporarily stored in a buffer (not shown) to configure second screen information, which is information on the screen on which each of the one or more pieces of second candidate prize information can be selected. Return to the upper-level process.

[0184] Note that the second screen information may be screen information including one or more pieces of prize information that cannot be selected. In such a case, the second screen acquisition means 1381 will automatically determine one or more prizes.

[0185] Next, an operation example of the terminal device 2 will be described using the flowchart of FIG. 9.

[0186] (Step S901) The terminal reception unit 22 determines whether or not it has received a start instruction. If it has received a start instruction, it proceeds to step S902; if not, it proceeds to step S909.

[0187] (Step S902) The terminal processing unit 23 configures a start instruction that pairs with the user identifier in the terminal storage unit 21. The terminal transmission unit 24 transmits the start instruction to the game support device 1 in pair with the user identifier.

[0188] (Step S903) The terminal reception unit 25 determines whether or not it has received the first screen information from the game support device 1. If it has received the first screen information, it proceeds to step S904; if not, it returns to step S903.

[0189] (Step S904) The terminal processing unit 23 configures the first screen from the first screen information received in step S903. The terminal output unit 26 outputs the first screen.

[0190] (Step S905) The terminal reception unit 22 determines whether or not it has received the first selection on the first screen. If it has received the first selection, it proceeds to step S906; if not, it returns to step S905.

[0191] (Step S906) The terminal processing unit 23 constructs first selection information (for example, the prize identifier of the selected prize, the prize information of the selected prize) based on the first selection received in step S905. The terminal transmission unit 24 transmits the first selection information in a pair with the user identifier to the game support device 1. Note that the first selection information is information on the prize corresponding to the first selection.

[0192] (Step S907) The terminal reception unit 25 determines whether it has received game screen information from the game support device 1. If it has received the game screen information, it proceeds to step S908; if not, it returns to step S907.

[0193] (Step S908) The terminal processing unit 23 constructs a game screen using the game screen information received in step S907. The terminal output unit 26 outputs the game screen. It returns to step S901.

[0194] (Step S909) The terminal reception unit 22 determines whether it has received an operation for the crane game. If it has received the operation, it proceeds to step S910; if not, it proceeds to step S914.

[0195] (Step S910) The terminal processing unit 23 constructs operation information paired with the user identifier according to the operation received in step S909. The terminal transmission unit 24 transmits the operation information in a pair with the user identifier to the game support device 1.

[0196] (Step S911) The terminal reception unit 25 determines whether it has received a game result. If it has received the game result, it proceeds to step S912; if not, it proceeds to step S913.

[0197] (Step S912) The terminal processing unit 23 constructs the game result to be output. The terminal output unit 26 outputs the game result.

[0198] (Step S913) The terminal processing unit 23 determines whether it is a timeout. If it is a timeout, it returns to step S901; if it is not a timeout, it returns to step S911. Note that a timeout means that a predetermined period has elapsed since the operation information was transmitted.

[0199] (Step S914) The terminal receiving unit 25 determines whether it has received the second screen information. If it has received the second screen information, it proceeds to step S915; if it has not received it, it proceeds to step S918.

[0200] (Step S915) The terminal processing unit 23 constructs the second screen from the second screen information received in step S914. The terminal output unit 26 outputs the second screen.

[0201] (Step S916) The terminal reception unit 22 determines whether it has received the second selection on the second screen. If it has received the second selection, it proceeds to step S917; if it has not received it, it returns to step S916.

[0202] (Step S917) The terminal processing unit 23 constructs second selection information (for example, the prize identifier of the selected prize, the prize information of the selected prize) based on the second selection received in step S916. The terminal transmission unit 24 transmits the second selection information paired with the user identifier to the game support device 1. It returns to step S901. Note that the second selection information is the information of the prize corresponding to the second selection.

[0203] (Step S918) The terminal reception unit 22 determines whether it has received an end instruction. If it has received an end instruction, it proceeds to step S919; if it has not received it, it proceeds to step S922.

[0204] (Step S919) The terminal processing unit 23 constructs an end instruction paired with the user identifier in the terminal storage unit 21. The terminal transmission unit 24 transmits the end instruction paired with the user identifier to the game support device 1.

[0205] (Step S920) The terminal reception unit 25 determines whether it has received information from the game support device 1 in response to the transmission of the end instruction. If it has received the information, it proceeds to step S921; if not, it returns to step S920. Here, the information is the prize information of the prize obtained by the user or the information indicating that the game has ended.

[0206] (Step S921) The terminal processing unit 23 constructs the information to be output using the information received in step S920. The terminal output unit 26 outputs the said information.

[0207] (Step S922) The terminal reception unit 22 determines whether it has received a user registration instruction. If it has received the user registration instruction, it proceeds to step S923; if not, it returns to step S901.

[0208] (Step S923) The terminal processing unit 23 constructs the user registration instruction to be transmitted. The terminal transmission unit 24 transmits the said user registration instruction to the game support device 1.

[0209] Note that in the flowchart of FIG. 9, the processing ends due to a power-off or a processing end interrupt.

[0210] Hereinafter, a specific operation example of the game system A in the present embodiment will be described.

[0211] A table management table shown in FIG. 10 is stored in the table management unit 111 of the game support device 1. The table management table is a table for managing table information. The table management table manages a number of records having "ID", "table identifier", and "table attribute value". The "table attribute value" has "level" and "cost". The "ID" is information for identifying a record. The "level" indicates the difficulty level of the crane game machine. The "cost" indicates the cost required when playing the crane game. The cost may be an amount of money or points, etc.

[0212] The prize management department 112 stores the prize management table shown in FIG. 11. The prize management table is a table for managing prize information. The prize management table manages a number of records having "ID", "prize identifier", and "prize attribute value". The "prize attribute value" has "price", "flag", and "prize image". The "price" is the price of the prize.

[0213] The flag indicates the type of screen information to be used. The prize information corresponding to the flag "1" indicates that it is to be used in the first screen information. The prize information corresponding to the flag "2" indicates that it is to be used in the second screen information. That is, here, the first candidate condition is that the prize information corresponds to the flag "1". The second candidate condition is that the prize information corresponds to the flag "2".

[0214] The user management department 113 stores the user management table shown in FIG. 12. The user management table is a table for managing user information. The user management table manages a number of records having "ID", "user identifier", "user static attribute value", and "user dynamic attribute value". The "user static attribute value" has "gender", "age", and "address" here. The "user dynamic attribute value" has "number of play times", "cumulative charge amount", and "user rank" here. Note that the number of play times is the number of game times.

[0215] Furthermore, it is assumed that the storage unit 11 stores a change condition "number of play times >= 5". It is also assumed that the storage unit 11 stores an end condition "(game result = "win") or (end instruction received)".

[0216] In the above situation, it is assumed that the user identified by the user identifier "U01" (hereinafter, the said user) input a start instruction to the terminal device 2. Next, the terminal device 2 transmits the said start instruction to the game support device 1 in pair with the user identifier "U01". Note that the said start instruction has a stand identifier "stand 1" and an environmental attribute value "<weather> rain".

[0217] Next, the reception unit 12 of the game support device 1 receives a start instruction paired with the user identifier "U01" from the terminal device 2.

[0218] Next, the user attribute value acquisition unit 133 acquires two or more user attribute values paired with the user identifier "U01" from the user management table in FIG. 12, and temporarily stores the two or more user attribute values in a buffer (not shown) paired with the user identifier "U01". At this stage, it is assumed that the number of play times of the user dynamic attribute value is "0".

[0219] Also, the table identifier acquisition unit 131 acquires the table identifier "Table 1" included in the received start instruction, and temporarily stores the table identifier "Table 1" in a buffer (not shown) paired with the user identifier "U01".

[0220] Also, the environment attribute value acquisition unit 134 acquires the environment attribute value "<Weather> Rain" included in the start instruction, and temporarily stores the environment attribute value in a buffer (not shown) paired with the user identifier "U01".

[0221] Next, the processing unit 13 performs the first screen acquisition process described with reference to the flowchart of FIG. 5, and acquires first screen information. The first screen information is screen information that enables selection of prizes corresponding to the flag "1" in the prize management table of FIG. 11.

[0222] Next, the candidate prize group output unit 141 transmits the first screen information to the terminal device 2.

[0223] Next, the terminal device 2 receives the first screen information by the process described with reference to the flowchart of FIG. 9, and outputs the first screen. Such a first screen is G01 and G02 in FIG. 13. When the "Next" button on the screen G01 is instructed, the screen on the terminal device 2 switches from the screen G01 to the screen G02. The screen G02 is a screen on which prize information of prizes that the user can select can be selected. It is also possible to consider that only the screen G02 is the first screen.

[0224] Here, assume that the user has selected the prize (1302) in the upper left. Then, the terminal reception unit 22 of the terminal device 2 receives the first selection on the first screen (G02). Next, the terminal processing unit 23 acquires first selection information (here, the prize identifier "P01" of the selected prize) based on the first selection. The terminal transmission unit 24 transmits the first selection information "P01" paired with the user identifier "U01" to the game support device 1.

[0225] Next, the selection reception unit 121 of the game support device 1 receives the first selection information "P01" paired with the user identifier "U01" from the terminal device 2. Then, the processing unit 13 accumulates first selection prize information (prize information of "P01"), which is the prize information specified by the first selection information, paired with the user identifier "U01" in a buffer (not shown).

[0226] Next, the processing unit 13 configures game screen information. Here, the processing unit 13 configures game screen information in which the prize selected by the user can be grasped. Next, the game output unit 142 transmits the game screen information to the terminal device 2.

[0227] Next, the terminal device 2 receives the game screen information by the process described using the flowchart of FIG. 9 and outputs the game screen. Such game screens are screens G03 and G04 in FIG. 14. Note that 1301 in screen G03 and 1302 in screen G04 are the prize information of the prize selected by the user. Also, 1303 in screen G03 and 1304 in screen G04 are videos of the game machine 3 identified by the stand identifier "stand 1", and are videos transmitted by the camera that is photographing the game machine 3.

[0228] And assume that in the situation where screen G03 is displayed on the terminal device 2, the user has instructed the "Play Start" button 1305. Then, the screen of the terminal device 2 switches from G03 to G04.

[0229] Assume that the user enjoys the crane game by operating the "Move Horizontally" button 1306 on screen G04. In such a case, the terminal device 2 performs the process described using the flowchart of FIG. 9, and the game support device 1 performs the process described using the flowchart of FIG. 4.

[0230] Assume that the user enjoys the crane game five times. Assume that the game result of all five times is "lost".

[0231] As a result of the above operations, as shown in the user management table of FIG. 12, the number of game times paired with the user identifier "U01" is updated to "5".

[0232] Next, the change determination unit 137 performs change determination processing as follows. That is, the change determination unit 137 acquires the change condition "number of game times >= 5" from the storage unit 11 of the game support device 1. Next, the change determination unit 137 acquires the number of game times "5", which is the information paired with the user identifier "U01" and is the information for determining the acquired change condition, from the user management table (FIG. 12). Then, the change determination unit 137 determines that the acquired number of game times "5" satisfies the change condition "number of game times >= 5". Next, the change determination unit 137 substitutes the value "change" into the variable "determination result".

[0233] Next, the prize change unit 138 performs the change process described using the flowchart of FIG. 7. That is, first, the second screen acquisition means 1381 performs the second screen acquisition process described using the flowchart of FIG. 8 and acquires second screen information. The second screen information is screen information that enables selection of a prize corresponding to the flag "2" in the prize management table of FIG. 11.

[0234] Next, the candidate prize group output unit 141 transmits the second screen information to the terminal device 2.

[0235] Next, the terminal device 2 receives the second screen information and outputs the second screen by the process described using the flowchart of FIG. 9. Such a second screen is G05 in FIG. 15.

[0236] Here, assume that the user selects the prize (1501) in the lower right on the screen G05. Then, the terminal reception unit 22 of the terminal device 2 receives the second selection on the second screen (G05). Next, the terminal processing unit 23 acquires second selection information (here, the prize identifier "P59" of the selected prize) based on the second selection. The terminal transmission unit 24 transmits the second selection information "P59" paired with the user identifier "U01" to the game support device 1. Note that the prize information of the prize (1501) is information that does not exist in the first screen information.

[0237] Next, the selection reception unit 121 of the game support device 1 receives the second selection information "P59" paired with the user identifier "U01" from the terminal device 2. Then, the processing unit 13 accumulates, in a buffer (not shown), the second selection prize information (the prize information of "P59"), which is the prize information specified by the second selection information, paired with the user identifier "U01".

[0238] Then, on the terminal device 2, it switches to the screen G06 in FIG. 15, and the 6th crane game can be started. Note that on the screen G06, the prize information (1503) identified by the second selection information selected by the user is displayed.

[0239] Next, assume that the user performs the crane game by operating the "Move Horizontally" button 1502 or the like. As a result, assume that the user succeeds in the crane game.

[0240] Then, the reception unit 12 receives the game result "win" from the game machine 3 identified by the stand identifier "Stand 1".

[0241] Next, the game output unit 142 transmits screen information including the received game result to the terminal device 2.

[0242] Next, the terminal device 2 receives the screen information, constructs a screen based on the screen information, and outputs it. An example of such a screen is screen G07 in FIG. 16.

[0243] Next, when the user instructs the "View Acquired Prizes" button 1601 on screen G07, the screen of the terminal device 2 switches from G07 to G08.

[0244] Note that upon receiving the game result "win", the processing unit 13 of the game support device 1 determines that the termination condition is met and performs termination processing.

[0245] As described above, according to the present embodiment, it is possible to provide a highly flexible crane game in which game prizes can be changed during the progress of the crane game.

[0246] Also, according to the present embodiment, it is possible to provide a highly flexible crane game in which the user can select to change the game prizes during the progress of the crane game.

[0247] Also, according to the present embodiment, it is possible to provide a highly flexible crane game in which game prizes can be changed at appropriate times during the progress of the crane game.

[0248] Also, according to the present embodiment, it is possible to provide a highly flexible crane game in which the game prizes can be changed to appropriate prizes according to the user attribute values at appropriate times during the progress of the crane game.

[0249] Also, according to the present embodiment, it is possible to provide a highly flexible crane game in which the game prizes can be changed to appropriate prizes according to the history of the user attribute values at appropriate times during the progress of the crane game.

[0250] Also, according to the present embodiment, it is possible to provide a highly flexible crane game in which the game prizes can be changed to appropriate prizes according to the platform attribute values at appropriate times during the progress of the crane game.

[0251] In addition, according to the present embodiment, a highly flexible crane game can be provided that can change the prizes of the game to appropriate prizes according to the environmental attribute values when appropriate during the progress of the crane game.

[0252] Furthermore, according to the present embodiment, a crane game can be provided that automatically changes the prizes of the game during the progress of the crane game.

[0253] Note that the processing in the present embodiment may be realized by software. And this software may be distributed by software download or the like. Also, this software may be recorded on a recording medium such as a CD-ROM and distributed. Note that this also applies to other embodiments in this specification. The software that realizes the game support device 1 in the present embodiment is the following program. That is, this program is a program that operates in a game support device that supports a user to play a crane game remotely, and is a program for functioning as a prize change unit that performs a change process, which is a process for making information for specifying a prize to be given to the user who has won the crane game changeable from the first selected prize information after the prize given to the user is specified and during the progress of the series of crane games of the user, and that can access a prize management unit in which two or more pieces of prize information including the first selected prize information for specifying a prize given to the user when the user wins the crane game are stored.

[0254] (Embodiment 2) In the present embodiment, the difference from Embodiment 1 is that the game support device 1 is a terminal used by the user.

[0255] FIG. 17 is a conceptual diagram of the game system B in the present embodiment. The game system B includes one or two or more game support devices 1 and one or two or more game machines 3.

[0256] The block diagram of the game support device 1 that constitutes the game system B in the present embodiment is shown in FIG. 3.

[0257] In the present embodiment, the reception unit 12, the selection reception unit 121, and the operation reception unit 122 usually receive user input. Note that the reception unit 12 also has a function of receiving information from the game machine 3.

[0258] In the present embodiment, the output unit 14, the candidate prize group output unit 141, and the game output unit 142 usually display information.

[0259] As described above, in the present embodiment, there are effects similar to those described in Embodiment 1. That is, in the present embodiment, it is possible to provide a highly flexible crane game in which the prizes of the game can be changed during the progress of the crane game. Further, according to the present embodiment, it is possible to provide a highly flexible crane game in which the user can select a change in the prizes of the game during the progress of the crane game. Further, according to the present embodiment, it is possible to provide a highly flexible crane game in which the prizes of the game can be changed at an appropriate time during the progress of the crane game. Further, according to the present embodiment, it is possible to provide a highly flexible crane game in which the prizes of the game can be changed to appropriate prizes according to the user attribute value at an appropriate time during the progress of the crane game. Further, according to the present embodiment, it is possible to provide a highly flexible crane game in which the prizes of the game can be changed to appropriate prizes according to the history of the user attribute value at an appropriate time during the progress of the crane game. Further, according to the present embodiment, it is possible to provide a highly flexible crane game in which the prizes of the game can be changed to appropriate prizes according to the stand attribute value at an appropriate time during the progress of the crane game. Further, according to the present embodiment, it is possible to provide a highly flexible crane game in which the prizes of the game can be changed to appropriate prizes according to the environmental attribute value at an appropriate time during the progress of the crane game. Furthermore, according to the present embodiment, it is possible to provide a crane game in which the prizes of the game are automatically changed during the progress of the crane game.

[0260] (Embodiment 3) In the present embodiment, a game system in which an order for a product or the like is linked to a game or the like will be described. More specifically, in the present embodiment, a game system including a game support device in which, when an order is placed, the order is reflected in the execution of a game will be described.

[0261] As an example, in the present embodiment, a so-called food delivery service (order application) and an online crane game (other application) are linked. The food delivery service accepts an order for a product such as food from a user.

[0262] Then, the food delivery service arranges a delivery person to deliver the ordered product from a store (restaurant) to the user. According to the present embodiment, as shown in FIG. 28, in response to the user placing an order for a product, a display element 2802 for starting an online crane game as another application is displayed as a modal window or a pop-up window superimposed on a response screen (for example, an order confirmation screen or the like) displayed on the user's terminal device. As a result, a user who has ordered food through the food delivery service can start and enjoy the crane game during the waiting time. By doing so, it is possible to provide the user with an online experience such as "after eating at a shopping mall and then dropping by a game center for a play".

[0263] Furthermore, according to the present embodiment, as shown in FIG. 15, an icon labeled "Order" can be displayed at the bottom of the screen on which the prize selection screen in the crane game is displayed. Since the user can transition to a screen for displaying the processing status of the order simply by tapping the icon, the user can easily check the processing status of the order without closing other applications (such as a game application or a comic application). In the present disclosure, the products delivered by the food delivery service that realizes the ordering application should not be limited to food. Further, in the present embodiment, an example in which another application is an online crane game application will be described, but the other application should not be limited thereto, and may be, for example, a manga application or the like. That is, the other application is an application other than ordering products or the like. The other application is, for example, a game application, an application that can view contents such as manga, videos, and still images, and an application that can listen to music.

[0264] Further, in the present embodiment, for example, a game system in which a game can be started by using an order as a trigger will be described.

[0265] Further, in the present embodiment, a game system that acquires game support information according to an order and can use the game support information in the game will be described.

[0266] Furthermore, in the present embodiment, a game system that can obtain a prize for a game according to an order will be described.

[0267] FIG. 18 is a conceptual diagram of the game system C in the present embodiment. The game system C includes a game support device 4, one or two or more terminal devices 2, and one or two or more game machines 5.

[0268] The game support device 4 receives order information from the terminal device 2 and performs processing for the order. The game support device 4 is a server that receives an operation from the user and operates the game machine 5 according to the operation. The game support device 4 is, for example, a server that controls the game machine 5. The game support device 4 may include the game machine 5. The server is, for example, a so-called cloud server or an ASP server, and its type is not limited.

[0269] The game that the game machine 5 can play may be the same crane game as the game machine 3, but other types of games such as role-playing games, action games, adventure games, simulation games, racing games, etc. are also acceptable, and the type does not matter. The game machine 5 may be a physical machine or software that virtually plays games.

[0270] FIG. 19 is a block diagram of the game support device 4 that constitutes the game system C in the present embodiment.

[0271] The game support device 4 includes a storage unit 41, a reception unit 42, a processing unit 43, and a transmission unit 44. The storage unit 41 includes a table management unit 111, a prize management unit 112, and a user management unit 413. The reception unit 42 includes a selection reception unit 121, an operation reception unit 122, and an order reception unit 421. The processing unit 43 includes an order processing unit 431, a game processing unit 432, a prize selection unit 433, a table identifier acquisition unit 131, a table attribute value acquisition unit 132, a user attribute value acquisition unit 133, an environment attribute value acquisition unit 134, a game execution unit 135, a result acquisition unit 136, a change determination unit 137, a prize change unit 138, and an end determination unit 139. The transmission unit 44 includes a prize transmission unit 441, a candidate prize group output unit 141, and a game output unit 142.

[0272] Various types of information are stored in the storage unit 41 that constitutes the game support device 4. The various types of information are, for example, various types of information stored in the storage unit 11, one or more game conditions described later, one or more setting conditions described later, screen information of the game screen, information for constituting elements for starting game processing, and a prototype of the response screen. Needless to say, conditions such as game conditions may be embedded in the program.

[0273] The elements for starting game processing are parts or user interfaces that constitute user interfaces such as buttons, screens, check boxes, etc. for starting the game processing described later. It is preferable that the elements are objects of operation by the user.

[0274] The prototype of the response screen is information that serves as a prototype for constructing the response screen. The response screen is a screen for the transmission of order information from the terminal device 2. The response screen is, for example, a screen that displays the processing status of an order. The response screen is, for example, a screen indicating that an order has been received. The prototype of the response screen and various screen information are realized, for example, in HTML, XML, etc., but the means of realization is not limited. Also, the screen information of the game screen may be referred to as the game screen, the information for constructing the elements may be referred to as elements, and the screen information of the response screen may be referred to as the response screen.

[0275] One or more user information is stored in the user management unit 413. User information is information regarding the user. Here, the user places orders for products or plays games. Note that products may include services. Products are usually traded for a fee, but may also be free. User information usually corresponds to a user identifier. User information usually has one or more user attribute values. User attribute values are, for example, the purchase amount of a product, the number of purchases, the cumulative purchase amount, the current number of plays, the cumulative billing amount, the cumulative number of plays, and the user's rank.

[0276] The receiving unit 42 receives various information and instructions from the terminal device 2. The various information and instructions are, for example, order information, selection information, operation information, start instruction, end instruction, user registration instruction, and game results, which will be described later.

[0277] The order receiving unit 421 receives order information from the terminal device 2. Such processing is referred to as order receiving processing. Order information is information regarding the user's order of a product. Order information has, for example, a product identifier, quantity, and amount. The product identifier is information for identifying the product ordered by the user. The product identifier is, for example, the ID of the product or the product name. The amount is the amount that the user pays for the order of the product. Order information usually corresponds to a user identifier.

[0278] The processing unit 43 performs various processes. The various processes are, for example, processes performed by the order processing unit 431, the game processing unit 432, etc.

[0279] The order processing unit 431 performs order processing on the order information received by the order receiving unit 421. The order processing is a process for promoting the provision of goods to the user for the order. The order processing includes, for example, a process of accumulating order information in association with a user identifier. The order processing includes, for example, a process of transmitting the order information to the device of the store that prepares (for example, cooks) the ordered goods. The order processing includes, for example, a decision-making process for the user to bear the amount for the ordered goods. The order processing includes, for example, a process of accumulating order history information, which is information regarding the fact that the user has ordered goods, in association with the user identifier.

[0280] When order information is received, the game processing unit 432 performs game processing. The game processing is a process for the user to play a game on the terminal device 2. The game processing is, for example, a startable process and a setting process.

[0281] The startable process is a process for enabling the user to start a game on the terminal device 2. The startable process is, for example, a process for making the game support device 4 that provides the game or a device (not shown) that provides the game accessible from the terminal device 2. The startable process is, for example, a process of downloading the game software to the terminal device 2.

[0282] The setting process is a process of setting game support information. The game support information is information used in the game. The game support information is, for example, various setting information of the game. The game support information is, for example, points, power, money, and difficulty level. The setting process is, for example, a process of granting the power of the character used by the user in the game, a process of lowering the difficulty level of the game, and a process of granting points and money used in the game. The setting process is, for example, a process of accumulating information on power, difficulty level, points, and money in association with the user identifier.

[0283] When order information is received, the game processing unit 432 may perform game processing only when the game conditions are met.

[0284] Note that game conditions are conditions for performing game processing or conditions for not performing game processing. The game conditions are, for example, conditions related to received order information or information related to one or more user attribute values. Conditions related to order information are, for example, "the amount in the order information is equal to or greater than a threshold value", "the distance (which may be a temporal distance) from the store identified by the store identifier in the order information to the user's address, which is a user attribute value, is equal to or greater than a threshold value", and "the user's rank, which is a user attribute value, is equal to or greater than a threshold value". The process of determining whether or not the game conditions to be performed by the game processing unit 432 are met is referred to as game determination processing.

[0285] The game processing unit 432 may perform setting processing only when the set conditions are met, or may always perform setting processing when order information is received.

[0286] The set conditions are conditions for performing setting processing. The set conditions are conditions using one or more pieces of information among order information and one or more user attribute values. The set conditions are, for example, "the amount in the order information is equal to or greater than a threshold value", "the number of orders is equal to or greater than a threshold value", "it is the first order", and "the user's rank is a specific rank".

[0287] The prize selection unit 433 selects one or more prize information corresponding to one or more order information. The prize selection unit 433 selects, for example, one or more prize information corresponding to one or more order information and one or more user attribute values. The one or more order information here is usually information based on the orders placed by the user identified by the user identifier corresponding to the order information received by the order receiving unit 421. The prize selection unit 433 performs a process of selecting prizes that can be given to the user identified by the user identifier corresponding to the order information received by the order receiving unit 421.

[0288] The prize selection unit 433 selects, for example, one or more prize information items of the target selected by the user. The prize selection unit 433 performs, for example, the first screen acquisition process described using the flowchart of FIG. 5. It is preferable that the first candidate condition here is a condition based on one or more order information items and one or more prize attribute values. The first candidate condition is, for example, "prize price <= X% of the amount possessed by the order information". The prize selection unit 433 performs, for example, the second screen acquisition process described using the flowchart of FIG. 8. It is preferable that the second candidate condition here is a condition based on one or more order information items and one or more prize attribute values. The first candidate condition is, for example, "prize price <= Y% of the amount possessed by the order information".

[0289] The transmission unit 44 transmits various types of information to the terminal device 2. The various types of information are, for example, prize information, first screen information, or second screen information.

[0290] In response to the reception of the order information, it is preferable that the transmission unit 44 causes the terminal device 2 to display an element for starting another application on the terminal device 2, superimposed on the response screen displayed on the terminal device 2. The process of causing the terminal device 2 to display the element is usually the process of transmitting the element to the terminal device 2.

[0291] "In response to the reception of the order information" means the case where the order information is received. "Transmitting in response to the reception of the order information" may mean transmitting immediately when the order information is received, or transmitting when other information is received after the order information is received. The transmission unit 44 transmits, for example, a response screen after the order information is received. Also, the transmission unit 44, for example, after transmitting the response screen, acquires an element for starting the game process from the storage unit 41 and transmits the element to the terminal device 2.

[0292] The prize sending unit 441 sends the one or more prize information selected by the prize selection unit 433 to the terminal device 2. The prize sending unit 441 may be the candidate prize group output unit 141 described above. The prize sending unit 441 may also send the prize information of each of the one or more prizes acquired by the user to the terminal device 2.

[0293] The terminal reception unit 22 that constitutes the terminal device 2 receives various instructions and information. The various information and instructions here are, for example, order information, start instruction, end instruction, first selection, second selection, user registration instruction, and operations for carrying out the game.

[0294] The terminal reception unit 22 receives, for example, operations on elements for starting other applications. The terminal reception unit 22 receives, for example, operations on icons on the screen of the application, and operations on icons for transitioning to a screen that displays the processing status of the order. Note that, for example, a screen that displays the processing status of the order is output by operating the icon. Also, the icon may be any object that can be operated, and is interpreted broadly. The processing status of the order includes, for example, the status that the food is being delivered by the delivery person.

[0295] The terminal reception unit 22 receives, for example, operations on elements for starting game processing.

[0296] The terminal processing unit 23 constitutes a response screen to be displayed from the screen information that constitutes the response screen received from the game support device 4, for example. The terminal processing unit 23 constitutes elements to be displayed from the information that constitutes the elements received from the game support device 4. The terminal processing unit 23 constitutes operation information based on the operation when an operation on an element is received, for example. The terminal processing unit 23 constitutes a game screen to be displayed from the screen information that constitutes the game screen received from the game support device 4.

[0297] The terminal transmission unit 24 transmits operation information based on an operation on an element to the game support device 4, for example.

[0298] The terminal receiving unit 25 receives, for example, screen information constituting a response screen from the game support device 4. The terminal receiving unit 25 receives, for example, information constituting an element from the game support device 4. The terminal receiving unit 25 receives, for example, screen information constituting a game screen from the game support device 4. Note that it is preferable that the game screen includes an icon for transitioning to a response screen that displays the processing status of an order.

[0299] The terminal output unit 26 outputs, for example, the response screen configured by the terminal processing unit 23. The terminal output unit 26 outputs, for example, the element configured by the terminal processing unit 23. The terminal output unit 26 outputs, for example, the game screen configured by the terminal processing unit 23.

[0300] The storage unit 41 and the user management unit 413 are preferably a non-volatile recording medium, but can also be realized with a volatile recording medium.

[0301] The process by which information is stored in the storage unit 41 or the like is not limited. For example, information may be stored in the storage unit 41 or the like via a recording medium, information transmitted via a communication line or the like may be stored in the storage unit 41 or the like, or information input via an input device may be stored in the storage unit 41 or the like.

[0302] The receiving unit 42 and the order receiving unit 421 are usually realized by wireless or wired communication means, but may also be realized by means of receiving broadcasts.

[0303] The processing unit 43, the order processing unit 431, the game processing unit 432, and the prize selection unit 433 can usually be realized from a processor, memory, etc. The processing procedures of the processing unit 43 and the like are usually realized by software, and the software is recorded on a recording medium such as a ROM. However, it may also be realized by hardware (a dedicated circuit). Note that the processor may be a CPU, MPU, GPU, etc., and its type is not limited.

[0304] The transmission unit 44 and the prize transmission unit 441 are usually realized by wireless or wired communication means, but may also be realized by broadcast means. Next, an operation example of the game support device 4 will be described using the flowchart of FIG. 20. In the flowchart of FIG. 20, descriptions of the same steps as in the flowchart of FIG. 4 will be omitted.

[0305] (Step S2001) The order reception unit 421 determines whether or not order information has been received from the terminal device 2. If the order information has been received, the process proceeds to step S2002, and if not, the process proceeds to step S425. Note that the order information received here is associated with the user identifier.

[0306] (Step S2002) The order processing unit 431 performs order processing using the order information received in step S2001.

[0307] (Step S2003) The game processing unit 432 performs a game determination process. An example of the game determination process will be described using the flowchart of FIG. 21.

[0308] (Step S2004) If the result of the game determination process in step S2003 is "game execution", the process proceeds to step S2005, and if it is "game non-execution", the process returns to step S2001.

[0309] (Step S2005) The game processing unit 432 performs game processing. The process returns to step S2001. Note that an example of the game processing will be described using the flowchart of FIG. 22.

[0310] In the flowchart of FIG. 20, the process ends due to a power-off or an interrupt of the end of processing.

[0311] Next, an example of the game determination process in step S2003 will be described using the flowchart of FIG. 21.

[0312] (Step S2101) The game processing unit 432 acquires order information. The game processing unit 432 acquires a user identifier corresponding to the order information. Further, the game processing unit 432 acquires one or more user attribute values paired with the user identifier from the user management unit 413.

[0313] (Step S2102) The game processing unit 432 assigns 1 to the counter i.

[0314] (Step S2103) The game processing unit 432 determines whether the i-th game condition exists in the storage unit 41. If the i-th game condition exists, it proceeds to step S2104; if not, it proceeds to step S2108.

[0315] (Step S2104) The game processing unit 432 acquires the i-th game condition from the storage unit 41.

[0316] (Step S2105) The game processing unit 432 determines whether the one or more pieces of information acquired in step S2101 match the i-th game condition. If they match the i-th game condition, it proceeds to step S2106; if not, it proceeds to step S2107.

[0317] (Step S2106) The game processing unit 432 assigns the value "game to be executed (e.g., '1')" to the variable "judgment result". It returns to the upper-level process.

[0318] (Step S2107) The game processing unit 432 increments the counter i by 1. It returns to step S2103.

[0319] (Step S2108) The game processing unit 432 assigns the value "game not to be executed (e.g., '0')" to the variable "judgment result". It returns to the upper-level process.

[0320] Next, an example of the game processing in step S2005 will be described using the flowchart of FIG. 22.

[0321] (Step S2201) The game processing unit 432 determines whether to perform setting processing to assist the progress of the game. If it is to perform the setting processing, it proceeds to step S2202; if not, it proceeds to step S2205. Note that whether to perform the setting processing may be determined in advance. Also, the game processing unit 432 may determine whether one or more pieces of information among the order information and one or more user attribute values match the setting conditions, and decide whether to perform the setting processing.

[0322] (Step S2202) The game processing unit 432 acquires the order information. Also, the game processing unit 432 acquires from the user management unit 413 one or more user attribute values that pair with the user identifier corresponding to the order information.

[0323] (Step S2203) The game processing unit 432 acquires one or more game support information corresponding to the one or more pieces of information acquired in step S2202.

[0324] (Step S2204) The game processing unit 432 accumulates the one or more game support information acquired in step S2203 in association with the user identifier.

[0325] (Step S2205) The game processing unit 432 performs game execution processing. It returns to the upper-level processing. An example of the game execution processing will be described using the flowchart of FIG. 23.

[0326] Next, an example of the game execution processing in step S2205 will be described using the flowchart of FIG. 23. In the flowchart of FIG. 23, the description of the same steps as in the flowchart of FIG. 4 will be omitted.

[0327] (Step S2301) The prize selection unit 433 performs first screen acquisition processing. An example of such first screen acquisition processing will be described using the flowchart of FIG. 24. Here, the prize selection unit 433 may read out the first screen information of the storage unit 41.

[0328] (Step S2302) The prize sending unit 441 sends the prize information acquired in step S422 to the terminal device 2.

[0329] Note that the example of the game execution process in FIG. 23 may be other processes. The game execution process in FIG. 23 includes, for example, a startable process that enables the operation of game software from the terminal device 2 of the user, and may also enable the user to execute a game using the game software. The game execution process in FIG. 23 may not include a process for giving a prize to the user.

[0330] Next, an example of the first screen acquisition process in step S2301 will be described with reference to the flowchart of FIG. 24.

[0331] (Step S2401) The prize selection unit 433 acquires the received order information.

[0332] (Step S2402) The prize selection unit 433 acquires the first candidate condition from the storage unit 41. Here, the first candidate condition is, for example, a condition based on the order information and one or more prize attribute values, or a condition based on the order information, one or more user attribute values, and one or more prize attribute values.

[0333] (Step S2403) The prize selection unit 433 substitutes 1 for the counter i.

[0334] (Step S2404) The prize selection unit 433 determines whether the i-th prize information exists in the prize management unit 112. If the i-th prize information exists, it proceeds to step S2405; if not, it proceeds to step S2408.

[0335] (Step S2405) The premium selection unit 433 determines whether the i-th premium information satisfies the first candidate condition. If it satisfies the first candidate condition, it proceeds to step S2405; if it does not, it proceeds to step S2406. Note that, for example, the premium selection unit 433 acquires one or more premium attribute values included in the i-th premium information, and determines whether the one or more premium attribute values and the order information satisfy the first candidate condition.

[0336] (Step S2405) The premium selection unit 433 temporarily stores the i-th premium information in a buffer (not shown) as the first candidate premium information.

[0337] (Step S2406) The premium selection unit 433 increments the counter i by 1 and returns to step S2403.

[0338] (Step S2407) Using the one or two or more first candidate premium information temporarily stored in a buffer (not shown) in step S2406, the premium selection unit 433 constructs first screen information, which is information on a screen where each of the one or more first candidate premium information can be selected, and returns to the upper-level process.

[0339] Note that in the flowchart of FIG. 24, the premium selection unit 433 may simply acquire the first screen information from the storage unit 41. Also, the first screen information may be screen information having default one-piece premium information.

[0340] Next, an operation example of the terminal device 2 will be described with reference to the flowchart of FIG. 25. In the flowchart of FIG. 25, description of steps identical to those in the flowchart of FIG. 9 will be omitted.

[0341] (Step S2501) The terminal reception unit 22 determines whether it has received order information. If it has received the order information, it proceeds to step S2502; if it has not, it proceeds to step S901.

[0342] (Step S2502) The terminal processing unit 23 acquires the user identifier in the terminal storage unit 21 and associates the user identifier with the order information. The terminal transmission unit 24 transmits the order information associated with the user identifier to the game support device 4.

[0343] (Step S2503) The terminal reception unit 25 determines whether an order result has been received. If an order result has been received, the process proceeds to step S2504; if not, the process returns to step S2503. Note that the order result is the result of the order process, for example, "Payment has been completed" or "Delivery is scheduled in 30 minutes".

[0344] (Step S2504) The terminal output unit 26 outputs the order result. The process returns to step S2501.

[0345] In the flowchart of FIG. 25, the process ends due to a power-off or a processing end interrupt.

[0346] Hereinafter, a specific operation example of the game system C in the present embodiment will be described. In the game system C, the user can use the terminal device 2 to request the delivery of products from restaurants or stores to the game support device 4 (for example, refer to the Internet homepage "https: / / app.menu.jp / "). Also, in the game system C, it is assumed that after placing an order for a product, the user can enjoy the crane game described in Embodiment 1 or 2.

[0347] Currently, the user management section 413 of the game support device 4 stores a user management table shown in FIG. 26. The user management table is a table for managing user information. The user management table manages a number of records having "ID", "user identifier", and "user attribute value". Here, the "user attribute value" has "name", "phone number", "email address", "address", "number of purchases", "total purchase amount", "current number of plays", "total number of plays", and "user rank". Note that the number of plays refers to the number of game times. The "number of purchases" is the number of times the user has placed an order with the game support device 4. The "total purchase amount" is the total amount of goods the user has ordered so far. The "current number of plays" is the number of times the user has played the crane game that has become available for the current order. The "total number of plays" is the number of times the user has played the crane game so far. The "user rank" is the rank of the user, and here, for example, it is assumed that it is determined based on the "total purchase amount". For example, it is assumed that the user rank for "total purchase amount >= 30,000 yen" is "A", the user rank for "10,000 yen <= total purchase amount < 30,000 yen" is "B", and the user rank for "total purchase amount < 10,000 yen" is "C".

[0348] Also, it is assumed that the storage section 41 stores the game condition "price included in the order information >= 5000 yen OR user rank = A".

[0349] Furthermore, it is assumed that the storage section 41 stores a user rank - table correspondence table shown in FIG. 27. The user rank - table correspondence table is a table showing the correspondence between the user rank and the level of the table. The user rank - table correspondence table has three records having "ID", "user rank", and "level of the table".

[0350] In the above situation, it is assumed that the user "Ako Yamada" accessed the game support device 4 from the terminal device 2 and ordered a bento (product B) at a certain restaurant. Then, the terminal device 2 acquires the order information "<product> product B <price> 3,200 <store> store X <user identifier> U001" and transmits the order information to the game support device 4.

[0351] Next, the order receiving unit 421 of the game support device 4 receives the order information. Next, the order processing unit 431 performs order processing using the received order information. Note that such order processing is a known technique. Also, the transmission unit 44 transmits the screen information of the response screen that displays the processing status of the order to the terminal device 2 of Akiko Yamada.

[0352] Next, the terminal device 2 receives the screen information of the response screen that displays the processing status of the order and displays the response screen.

[0353] Next, the game processing unit 432 performs the game determination process described with reference to the flowchart of FIG. 21. That is, the game processing unit 432 acquires the received order information and the user attribute value (here, user rank "A") that pairs with the user identifier "U001" corresponding to the order information. Next, the game processing unit 432 determines that the price "3,200" included in the order information and the user rank "A" satisfy the game condition "price included in the order information >= 5,000 yen OR user rank = A" in the storage unit 41.

[0354] Next, the game processing unit 432 performs the game process described with reference to the flowchart of FIG. 22. That is, the game processing unit 432 determines that it performs setting processing. Also, the game processing unit 432 acquires the user rank "A" that pairs with the user identifier "U001" corresponding to the order information from the user management table (FIG. 26). Next, the game processing unit 432 acquires the level "1" of the stand that pairs with the acquired user rank "A" from the correspondence table of FIG. 27 and accumulates the level "1" of the stand in pair with the user identifier "U001". Note that the level of the stand is an example of game support information.

[0355] Next, the game processing unit 432 performs the game execution process described with reference to the flowchart of FIG. 23. That is, the game processing unit 432 acquires, for example, the elements for starting the crane game from the storage unit 41. Next, the game processing unit 432 transmits, for example, the elements to the terminal device 2 of the user.

[0356] Next, the terminal device 2 receives and displays elements for starting the crane game. An example of such a screen is shown in FIG. 28. In FIG. 28, 2801 is a response screen, and 2802 is an element for starting the crane game.

[0357] Also, when the user operates (for example, gives an instruction) on 2802, the screen (G01) in FIG. 13 is displayed on the terminal device 2, and as described in the first embodiment, the user can play the crane game on the terminal device 2. After that, the processing described in the specific example of the first embodiment is performed, and the user can enjoy the crane game, for example, until the delivered bento arrives.

[0358] Note that the screen (G04) in FIG. 14 and the screen (G06) in FIG. 15 have buttons for moving the crane "horizontally" in the crane game. That is, in the crane game, although a screen having a button for moving the crane "vertically" is not explicitly shown, a screen having a button for moving the crane "vertically" is displayed on the terminal device 2, and the user can enjoy the crane game.

[0359] As described above, according to the present embodiment, a game corresponding to an order can be played.

[0360] Also, according to the present embodiment, a game can be started using an order as a trigger.

[0361] Also, according to the present embodiment, game support information corresponding to an order can be acquired and used in the game.

[0362] Furthermore, according to the present embodiment, a prize for the game corresponding to an order can be obtained.

[0363] Note that the software that realizes the game support device 4 in this embodiment is a program as follows. That is, this program causes a computer to function as an order reception unit that receives order information regarding a user's order from a terminal device, and a game processing unit that performs game processing for the user to play a game on the terminal device when the order information is received.

[0364] (Embodiment 4) In this embodiment, a game system in which order processing and a game are linked will be described. More specifically, in this embodiment, a game system D in which the result of a game is reflected in an order, such as points that can be used for an order are given according to the result of the game, will be described.

[0365] The conceptual diagram of the game system D in this embodiment is the same as FIG. 18 except for the reference numerals. The game system D includes a game support device 6, one or more terminal devices 2, and one or more game machines 5.

[0366] The game support device 6 is a device that gives points that a user can use for ordering a product according to the result of the user's game. It is preferable that the game support device 6 is a server having the same functions as the game support device 4. The game support device 6 is, for example, a so-called cloud server or an ASP server, but its type is not limited.

[0367] FIG. 29 is a block diagram of the game support device 6 in this embodiment. The game support device 6 includes a storage unit 41, a reception unit 42, a processing unit 63, and a transmission unit 44. The processing unit 63 includes an order processing unit 631, a game processing unit 432, a table identifier acquisition unit 131, a table attribute value acquisition unit 132, a user attribute value acquisition unit 133, an environment attribute value acquisition unit 134, a game execution unit 135, a result acquisition unit 136, a change determination unit 137, a prize change unit 138, and an end determination unit 139.

[0368] The storage unit 41 included in the game support device 6 stores the point awarding conditions. The point awarding conditions are the conditions for awarding points to the user. The point awarding conditions are conditions based on the game results. The point awarding conditions are, for example, that the game result is "win", the game result is "win" and the user has selected to obtain points, or the game has been played. Note that the fact that the game has been played is also an example of a game result.

[0369] The user information stored by the user management unit 413 has points based on the game results. The points may be information based on the order information. That is, the points may be information that increases with an order.

[0370] The processing unit 63 performs various processes. The various processes are, for example, processes performed by the order processing unit 631, the game processing unit 632, etc.

[0371] The order processing unit 631 performs order processing on the order information received by the order receiving unit 421. When order information is transmitted from the terminal device 2, the order processing unit 631 can perform order processing using the points corresponding to the user identifier of the user who uses the terminal device 2.

[0372] Points are information used for orders and play the same role as money. Points are, for example, those given to the user when a game is played, or those given to the user when the game result is "win". In addition, the order processing using points includes processing of billing the user for the amount obtained by subtracting the amount corresponding to the points from the price of the product.

[0373] The game processing unit 632 obtains points according to the game result. Then, the game processing unit 632 adds the points to the points paired with the user identifier of the user who played the game. Note that the acquisition of points means the acquisition of the number of points.

[0374] Note that the number of points according to the game result is not limited. For example, the game processing unit 632 acquires a predetermined number of points only when the game result is "win". For example, the game processing unit 632 acquires a predetermined number of points when the game result is "the game has ended". For example, the game processing unit 632 acquires a number of points according to the degree of game progress indicated by the game result.

[0375] It is preferable that the game processing unit 632 determines whether the game result satisfies the point awarding condition, and acquires points only when the point awarding condition is satisfied.

[0376] The processing unit 63, the order processing unit 631, and the game processing unit 632 can usually be realized from a processor, a memory, etc. The processing procedures of the processing unit 63 etc. are usually realized by software, and the software is recorded on a recording medium such as a ROM. However, it may be realized by hardware (dedicated circuit). Note that the processor is a CPU, MPU, GPU, etc., and its type is not limited.

[0377] Next, an operation example of the game support device 6 will be described using the flowchart of FIG. 30. In the flowchart of FIG. 30, the description of the same steps as in the flowchart of FIG. 20 is omitted.

[0378] (Step S3001) The order receiving unit 421 determines whether it has received order information from the terminal device 2. If it has received the order information, it proceeds to step S2002, and if it has not received it, it proceeds to step S425. Note that the order information received here includes, for example, the number of points used for payment of the order. Also, the order information is associated with the user identifier.

[0379] (Step S3002) The order processing unit 431 performs order processing using the order information received in step S2001. It proceeds to step S2003. In the order processing here, for example, a process of billing the user for the amount reduced by the number of points included in the order information is performed.

[0380] (Step S3003) The game processing unit 632 determines whether the game result satisfies the point awarding condition. If it satisfies the point awarding condition, it proceeds to step S3004; if not, it returns to step S3001.

[0381] (Step S3004) The game processing unit 632 obtains points according to the game result.

[0382] (Step S3005) The game processing unit 632 adds the points obtained in step S3004 to the points of the user management unit 413, which are the points corresponding to the user identifier of the user who played the game. Then it returns to step S3001.

[0383] Note that in the flowchart of FIG. 30, the process ends due to a power-off or a processing end interrupt.

[0384] As described above, according to this embodiment, the result of the game can be utilized for an order. That is, the points obtained from the game result can be used when placing an order.

[0385] Also, according to this embodiment, the user can enjoy the game by placing an order for a product, and can utilize the points obtained by playing the game for the order.

[0386] Note that the software for implementing the game support device 6 in the present embodiment is a program as follows. That is, this program causes a computer to function as a game processing unit that performs game processing for a user to play a game on a terminal device, a result acquisition unit that acquires a game result corresponding to the execution of the game on the terminal device, an order reception unit that receives order information regarding a user's order from the terminal device, and an order processing unit that performs order processing on the order information received by the order reception unit. The game processing unit accumulates points corresponding to the game result acquired by the result acquisition unit in association with the user. The order processing unit performs order processing using the points associated with the user when order information is transmitted from the user's terminal device. This is a program for causing the computer to function as such.

[0387] Also, the appearance of a computer that executes the program described in this specification and realizes the game support device 4 or the game support device 6 and the like of the various embodiments described above is shown, for example, by the design of the game support device 4 in FIG. 18.

[0388] The above-described embodiments can be realized by computer hardware and a computer program executed thereon. FIG. 31 is a block diagram of a computer system 300.

[0389] In FIG. 31, in addition to a CD-ROM drive 3012, the computer 301 includes an MPU 3013, a bus 3014 connected to the CD-ROM drive 3012 and the like, a ROM 3015 for storing programs such as a boot-up program, a RAM 3016 connected to the MPU 3013 for temporarily storing instructions of an application program and providing a temporary storage space, and a hard disk 3017 for storing application programs, system programs, and data. Here, although not shown, the computer 301 may further include a network card for providing connection to a LAN.

[0390] A program that causes a computer system 300 to execute functions such as the game support device 4 in the above-described embodiments may be stored in a CD-ROM 3101, inserted into a CD-ROM drive 3012, and further transferred to a hard disk 3017. Alternatively, the program may be transmitted to the computer 301 via a network (not shown) and stored in the hard disk 3017. The program is loaded into the RAM 3016 when executed. The program may be loaded directly from the CD-ROM 3101 or the network.

[0391] The program does not necessarily have to include an operating system (OS) or a third-party program that causes the computer 301 to execute functions such as the game support device 4 in the above-described embodiments. The program only needs to include a part of instructions that call appropriate functions (modules) in a controlled manner so as to obtain a desired result. How the computer system 300 operates is well known, and a detailed description thereof will be omitted.

[0392] In the above program, in steps such as the step of transmitting information and the step of receiving information, processing performed by hardware, for example, processing performed by a modem or an interface card in the transmission step (processing that can only be performed by hardware) is not included.

[0393] Also, the computer that executes the above program may be singular or plural. That is, centralized processing may be performed, or distributed processing may be performed.

[0394] Also, in each of the above embodiments, it goes without saying that two or more communication means existing in one device may be physically realized by one medium.

[0395] Also, in each of the above embodiments, each process may be realized by being centrally processed by a single device, or may be realized by being distributedly processed by a plurality of devices.

[0396] The present invention is not limited to the above embodiments, and various modifications are possible, and it goes without saying that they are also included in the scope of the present invention.

Industrial Applicability

[0397] As described above, the game support device 4 according to the present invention has the effect that an order and a game can be linked, and is useful as a server or the like that supports the execution of a game.

Explanation of Signs

[0398] C, D Game system 2 Terminal device 3, 5 Game machine 4, 6 Game support device 41 Storage unit 42 Receiver 43, 63 Processing unit 44 Transmitter 111 Platform management unit 112 Prize management unit 121 Selection reception unit 122 Operation reception unit 131 Platform identifier acquisition unit 132 Platform attribute value acquisition unit 133 User attribute value acquisition unit 134 Environment attribute value acquisition unit 135 Game execution unit 136 Result acquisition unit 137 Change determination unit 138 Prize change unit 139 End determination unit 141 Candidate prize group output unit 142 Game output unit 413 User management unit 421 Order reception unit 431, 631 Order processing unit 432, 632 Game processing unit 433 Prize selection unit 441 Prize transmitter

Claims

1. An order receiving process for receiving order information regarding a user's order from a terminal device, and a step of causing the terminal device to display an element for starting another application on the terminal device, superimposed on a response screen displayed on the terminal device in response to the reception of the order information. A program for causing a computer to execute.

2. The program according to claim 1, wherein the response screen is a screen for displaying a processing status of the order.

3. In response to the element being operated on the terminal device, a game process is started as the other application, a step of causing the terminal device to display a game screen in the game process, and a step of causing the terminal device to display an icon for transitioning to a screen for displaying a processing status of the order on a part of a screen for displaying the game screen on the terminal device. The program according to claim 1 for causing a computer to execute.

4. The order is an order for food at a restaurant, the processing status includes a status that the food is being delivered by a delivery person, the game process is a process related to a crane game, the game screen is a screen related to the crane game and includes a screen for selecting a prize or a screen for operating a crane. The program according to claim 3.

5. An order receiving unit for receiving order information regarding a user's order from a terminal device, and A game support device including a game processing unit that performs a game process for the user to play a game on the terminal device when the order information is received.

6. The game processing unit, The game support device according to claim 5, which performs a game process for the user to start the game on the terminal device when the order information is received.

7. A game support method realized by an order receiving unit and a game processing unit, an order receiving step in which the order receiving unit receives order information regarding a user's order from a terminal device, and a game processing step in which the game processing unit performs a game process for the user to play a game on the terminal device when the order information is received.

8. A game support method realized by a game processing unit, a result acquisition unit, an order receiving unit, and an order processing unit, A game processing step in which the game processing unit performs game processing for a user to play a game on a terminal device; A result acquisition step in which the result acquisition unit acquires a game result corresponding to the execution of the game on the terminal device; An order reception step in which the order reception unit receives order information regarding a user's order from the terminal device; An order processing step in which the order processing unit performs order processing on the order information received by the order reception unit; A step in which the game processing unit accumulates points corresponding to the game result acquired by the result acquisition unit in association with the user; A game support method comprising: a step in which, when order information is transmitted from the user's terminal device, the order processing unit performs order processing using points associated with the user.

Citation Information

Patent Citations

  • Online crane game system

    JP2023082734A

Cited By

  • Program, game system, and user terminal

    JP7905015B1