Server device and program

The server device enhances multiplayer game engagement by managing user states and rewards, encouraging players to continue playing through entitlement systems.

JP2025188313APending Publication Date: 2025-12-25MIXI INC
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2025177302
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-21
Publication Date
2025-12-25

AI Technical Summary

Technical Problem

Conventional reward-based multiplayer games do not sufficiently encourage players to continue playing, leading to insufficient engagement.

Method used

A server device that manages multiplayer games by setting users to either an entitlement state or a normal state, controlling user status based on user combinations, and providing rewards for achieving certain conditions.

Benefits of technology

Promotes continued engagement in multiplayer games by allowing users to achieve privileged states and receive rewards, thereby increasing game play frequency.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025188313000001_ABST
    Figure 2025188313000001_ABST
Patent Text Reader

Abstract

To provide a server device and a program capable of promoting use of a multi-play game.SOLUTION: A server device 10 for providing a service of a multi-play game that a plurality of users can participate in sets states of the plurality of users either to a right imparted state in which a predetermined right is imparted, or to a normal state in which a predetermined right is not imparted. Based on a combination of states of the plurality of users that participate in the multi-play game, the server device 10 executes control to bring a state of at least one of the plurality of users into either the right imparted state or the normal state.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a server device and a program. [Background technology]

[0002] In recent years, servers that host games in which multiple users can participate (called multiplayer games) have become known. Multiple users can access these servers using mobile devices such as smartphones and participate in the multiplayer games.

[0003] Conventionally, there is a technique in which the host of such a multiplayer game provides rewards to participants in the multiplayer game (Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-193394 Summary of the Invention [Problem to be solved by the invention]

[0005] However, with the above-mentioned conventional reward-based technology, players can obtain rewards by playing a multiplayer game once, and may be satisfied with that, which may not sufficiently encourage playing of the multiplayer game (multiplay).

[0006] The present invention has been made in view of the above-mentioned circumstances, and one of its objects is to provide a server device and a program that can promote the use of multiplayer games. [Means for solving the problem]

[0007] One aspect of the present invention that solves the problems of the above-mentioned conventional examples is a server device that provides a service for a multiplayer game in which multiple users can participate, and includes: a setting means for setting the status of the multiple users to either an entitlement state in which predetermined rights are granted, or a normal state in which predetermined rights are not granted; and a setting control means for controlling whether the status of at least one of the multiple users is to be the entitlement state or the normal state based on a combination of the states of the multiple users participating in the multiplayer game. [Effects of the Invention]

[0008] The present invention promotes the use of multiplayer games. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a block diagram illustrating an example of the configuration of an information processing system including a server device according to an embodiment of the present invention. [Figure 2] FIG. 2 is a functional block diagram illustrating an example of a server device according to an embodiment of the present invention. [Figure 3] 3 is an explanatory diagram illustrating an example of the contents of a state information table held by a server device according to an embodiment of the present invention. FIG. [Figure 4] 4 is a flowchart illustrating an example of the operation of the server device according to the embodiment of the present invention. [Figure 5] 10A and 10B are explanatory diagrams illustrating an example of changes in user status information due to the operation of the server device according to the embodiment of the present invention. [Figure 6] FIG. 4 is an explanatory diagram illustrating an example of count value information held by a server device according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0010] An embodiment of the present invention will be described with reference to the drawings. An information processing system 1 including a server device 10 according to the embodiment of the present invention includes the server device 10 and a plurality of terminal devices 20, as shown in FIG.

[0011] 1, the server device 10 includes a control unit 11, a storage unit 12, and a communication unit 13. The terminal device 20 is a smartphone, a personal computer, or the like, and is connected to the server device 10 via a network so that they can communicate with each other.

[0012] The control unit 11 of the server device 10 is a program-controlled device such as a CPU, and operates according to a program stored in the storage unit 12. In this embodiment, the control unit 11 provides a multiplayer game service in which multiple users can participate. In addition, the control unit 11 sets the status of multiple users in the service to either an entitlement state in which a predetermined entitlement is granted, or a normal state in which a predetermined entitlement is not granted. Then, based on a combination of the statuses of the multiple users participating in the multiplayer game, the control unit 11 controls whether the status of at least one of the multiple users is set to the entitlement state or the normal state. The detailed operation of the control unit 11 will be described later.

[0013] The storage unit 12 is a disk device or memory device, and holds a program executed by the control unit 11. This program may be provided by being stored in a computer-readable, non-transitory storage medium such as a DVD-ROM, and may be copied to the storage unit 12. The storage unit 12 of this embodiment also operates as a work memory for the control unit 11.

[0014] The communication unit 13 is a network interface or the like, and sends information to the terminal device 20 via the network in accordance with instructions input from the control unit 11. In addition, the communication unit 13 outputs information received from the terminal device 20 to the control unit 11.

[0015] Next, a description will be given of the operation of the control unit 11 of this embodiment. In this embodiment, the control unit 11 provides a service of a multi-player game in which multiple users can participate.

[0016] Specifically, the control unit 11 includes a matching request processing unit 21, a multi-player game service unit 22, a status setting unit 23, and a status control unit 24, as illustrated in FIG.

[0017] In the following description, it is assumed that the control unit 11 of this embodiment authenticates the user of each terminal device 20 using authentication information such as a pre-registered username and password. When the matching request processing unit 21 of the control unit 11 receives a request to start a multiplayer game (matching request) from any of the terminal devices 20, it performs processing to start the multiplayer game, and first sets up a play group, which is a group of users who will play the multiplayer game together with the user of the terminal device 20 that made the matching request (referred to as the host user) (a temporary group of users not exceeding a predetermined maximum number of participants in the multiplayer game is formed, and a list of users belonging to the group is stored).

[0018] The matching request processing unit 21 then sends and presents a list of play groups for which a multiplayer game has not yet started (a list of a predetermined number of play groups selected randomly or based on predetermined criteria if there are many) to the terminal device 20 of the user who has not made a matching request.

[0019] When a user presented with this list selects one of the playgroups on the list and makes a participation request on the terminal device 20, the matching request processing unit 21 receives the participation request and attempts to add the user who made the participation request (hereinafter also referred to as a guest user) to the selected playgroup. If the number of users belonging to the playgroup selected at the time of the participation request has already exceeded a predetermined maximum number of participants, the matching request processing unit 21 displays an error on the terminal device 20 of the user who made the participation request.

[0020] Furthermore, if the number of users belonging to the play group selected at the time of the participation request does not exceed a predetermined maximum number of participants, the guest user who has requested participation is added to the selected play group.

[0021] Through this process, the matching request processing unit 21 sets a group (play group) to play a multiplayer game for each terminal device 20 that has less than the maximum number of participants. The matching request processing unit 21 also receives an instruction to execute a multiplayer game from a host user who has set a play group through a matching request, and when the number of users belonging to the play group to which the host user belongs exceeds a predetermined minimum number of participants (for example, two people), it instructs the multiplayer game service unit 22 to start executing a multiplayer game together with information specifying the play group to which the host user belongs.

[0022] The multiplayer game service unit 22 receives an instruction to start playing a game from the matching request processing unit 21, and provides a multiplayer game service (a game in which all users of the terminal devices 20 in a play group participate simultaneously) to users of the terminal devices 20 that belong to a play group identified by the information received along with the instruction. The processing related to this multiplayer game service is widely known, so a detailed explanation will be omitted here.

[0023] The status setting unit 23 sets information (status information) representing the status of the user of each terminal device 20 to either a privileged status in which a predetermined right is granted or a normal status in which a predetermined right is not granted, in accordance with an instruction input by the administrator. In the example of this embodiment, the status setting unit 23 sets information identifying the user for each user of the terminal device 20. The user's name (which may be a user name included in the authentication information) is associated with status information that indicates the user's status and stored as status setting table information (FIG. 3).

[0024] Specifically, the status setting unit 23 sets status information indicating that a user (e.g., a famous user in the game) selected by the game administrator (manager) at the start of an event held during the game service is in an entitlement granted state. Alternatively, the status setting unit 23 may set status information indicating that a randomly selected user is in an entitlement granted state, or may combine these to set the user selected by the game administrator and the randomly selected user in an entitlement granted state.

[0025] Furthermore, the above-mentioned predetermined right may be arbitrarily determined, or may be a right related to a multiplayer game. For example, if the game is a training-type game (in which characters are strengthened by collecting strengthening materials, which are items in the game), this predetermined right may be a right to obtain strengthening materials or a right to increase the amount of strengthening materials obtained. Furthermore, if the game is a character-collecting game, a specific character may be provided only when a multiplayer game is played (or a specific character that is provided with a low probability in non-multiplayer games but with a relatively high probability when a multiplayer game is played), and this predetermined right may be a right to start the game.

[0026] In this way, when the predetermined right is the right to start a multiplayer game, the matching request processing unit 21 accepts a matching request, which is a request to set up a play group, only from a user who has the predetermined right (a user associated with status information that indicates the granting status of the right). In this example, only users who have the predetermined right can become the host user of a play group, and users who do not have the predetermined right can only participate in a play group set up by a user who has the predetermined right as the host user.

[0027] Alternatively, the matching request processing unit 21 may allow any user to make a matching request. In this case, the predetermined right may be the right to give a predetermined reward (for example, the above-mentioned strengthening material or a specific character) to other users who belong to the same play group and play the multiplayer game. In other words, in this example, anyone can be the host user of the multiplayer game, but as a user in a normal state, if a user in an authorized state who has the predetermined right belongs to the same play group (plays together) when playing the multiplayer game, some kind of special reward will be given, but if a user in an authorized state who has the predetermined right does not belong to the same play group when playing the multiplayer game, the special reward will not be given.

[0028] The state control unit 24 controls whether the state of at least one of the multiple users is to be the entitled state or the normal state based on control conditions including conditions related to the combination of the states of the multiple users participating in the multiplayer game. Specifically, the state control unit 24 updates the state setting table information by associating information representing the entitled state with a user who has been determined to be in the entitled state based on the control conditions. The state control unit 24 also updates the state setting table information by associating information representing the normal state with a user who has been determined to be in the normal state based on the control conditions.

[0029] The control condition (corresponding to the first condition) for a user to be in the entitled state is specifically that the user is in the normal state and one of the following conditions is met: (1) A user in an authorized state belongs to a playgroup in which the user is the host user and plays a multiplayer game; (2) Belonging to a playgroup to which a user in an authorized state belongs and playing a multiplayer game; (3) It is defined as a user in a state of being granted rights belonging to a play group with a predetermined number of members or more and playing a multiplayer game.

[0030] Furthermore, the control condition (corresponding to the second condition) that places a user in the normal state is specifically defined as the user being in the authorized state and having played the multiplayer game as the host user of the multiplayer game, etc. Note that the control conditions that place a user in the authorized state or the control conditions that place a user in the normal state are not limited to those exemplified here.

[0031] [Operation] The server device 10 of this embodiment has the above configuration and operates as follows. In the following example, the predetermined right given to a user in an authorized state is the right to become a host user in a multi-play game. The administrator of the game service selects some users and places the selected users in an authorized state.

[0032] The server device 10 of this embodiment performs the process illustrated in Fig. 4 and provides a matching request input screen (S1). At this time, when the user of the destination terminal device 20 is in an authorized state, a screen on which a matching request can be input is provided, and when the user is in a normal state, a screen on which a matching request cannot be input (such as a screen on which a button for a matching request cannot be tapped) is provided. As a result, only users in an authorized state can become host users.

[0033] When a matching request is received from the terminal device 20 of a user in the authorized state (S2), the server device 10 sets up a playgroup with the user as the host user (S3).Then, the server device 10 causes the terminal devices 20 of users who do not belong to the playgroup to display a screen inviting participants to join the playgroup (S4).

[0034] Then, when the server device 10 receives a participation request from the user of the terminal device 20 that has displayed the above screen (S5), it sets the user as belonging to the playgroup (S6).

[0035] Thereafter, when the server device 10 receives an instruction from the host user to start playing a multiplayer game, the server device 10 provides a multiplayer game service (a game in which all users of the terminal devices 20 in the play group participate simultaneously) to users belonging to the play group to which the host user belongs (S7).

[0036] When the multiplayer game ends, the server device 10 sets the status information associated with the users who belong to the play group and are in the normal status to the right-granted status, and updates the status setting table (S8).

[0037] Furthermore, the server device 10 sets the status information associated with the users who are in the authorized status among the users who belong to the playgroup to the normal status, and updates the status setting table (S9).

[0038] The server device 10 then disbands the playgroup (S10), that is, deletes information about the playgroup, and ends the process.

[0039] 5(a), in this example of the present embodiment, if a playgroup in which user A, who is in an authorized state, is the host user, is joined by users B and C, who are in a normal state, and another user D, who is in an authorized state, to play a multiplayer game, after the multiplayer game ends, user A, who has become the host user, is set to the normal state, and users B and C are set to the authorized state. User D, who is not the host user, remains in the authorized state.

[0040] User A, who has now entered the normal state, may then enter the entitled state again if another user in the entitled state becomes the host user and participates in a multiplayer game.

[0041] Also, for example, once a user has entered the authorized state, it may not be set to the normal state. In this example, as shown in Figure 5(b), if a play group in which user A in the authorized state is the host user is joined by users B and C in the normal state and another user D in the authorized state to play a multiplayer game, after the multiplayer game ends, users B and C are set to the authorized state, while users A and D remain in the authorized state. In the example of Figure 5(b), the number of users in the authorized state increases monotonically.

[0042] In this example, when the number of users in the authorized state exceeds a predetermined reference value, some kind of reward may be given to the users in the authorized state.

[0043] Furthermore, among users belonging to a play group that has played a multiplayer game, users in an authorized state may be set to a normal state regardless of whether they are the host user or not. In this example, as shown in Figure 5(c), if a play group in which user A in an authorized state is the host user is joined by users B and C in a normal state and another user D in an authorized state to play a multiplayer game, after the multiplayer game ends, users B and C will be set to the authorized state, and users A and D will be set to the normal state.

[0044] [Examples of other conditions for starting multiplayer] In addition, in the operation example here, only users in a privileged state can become host users, but the present embodiment is not limited to this example.

[0045] For example, the server device 10 provides the input screen for the matching request in the process S1 regardless of whether the user of the terminal device 20 to which the screen is provided is in an authorized state.

[0046] When the server device 10 receives a matching request from any of the users' terminal devices 20, it sets up a playgroup with the user who made the matching request as the host user, and then causes the terminal devices 20 of users who do not belong to the playgroup to display a screen inviting participants to this playgroup.

[0047] When the server device 10 subsequently receives a participation request from the user of the terminal device 20 that displayed the above screen, it sets the user as belonging to the play group. Then, when the server device 10 subsequently receives an instruction from the host user to start playing a multiplayer game, it checks whether or not there is a user in the play group to which the host user belongs who is associated with status information on the granting status, and if there is, it provides a multiplayer game service (a game in which all users of the terminal devices 20 in the play group participate simultaneously) to each user in the play group.

[0048] In addition, when an instruction to start playing a multiplayer game is received from a host user, if there is no user belonging to the play group to which the host user belongs who is associated with status information on the granting status, the server device 10 may present a message to the terminal device 20 used by the host user indicating that playing the multiplayer game cannot be started.

[0049] In this example, if there is a user in an authorized state among the multiple users belonging to the playgroup, the start of execution of the multiplayer game is permitted.

[0050] [Counting example] Furthermore, the server device 10 of this embodiment may count and record the number of times that the status information associated with each user is updated. In this example, each time the server device 10 updates the status information of a user, it counts at least one of the number of times Np that the status information of the user that is the target of the update is set from the normal state to the entitled state or the number of times Nn that the status information of the user that is the target of the update is set from the entitled state to the normal state, and stores the counting result in association with the user (FIG. 6). FIG. 6 shows an example in which the number of times Np that the status information of the user is set from the normal state to the entitled state and the number of times Nn that the status information of the user is set from the entitled state to the normal state are counted and stored in association with the user.

[0051] The server device 10 in this example uses the count result for a predetermined process. For example, the server device 10 may provide a predetermined reward (such as the provision of a character or an enhancement material) to a user whose number of times Np has been changed from the normal state to the right-granted state exceeds a predetermined threshold value.

[0052] In addition, in this embodiment, when a user in an entitlement-granted state who played a multiplayer game together with a user in a normal state is set to an entitlement-granted state, the server device 10 may count the cumulative number of users who were in a normal state and who have been set to the entitlement-granted state (cumulative number of influencers).

[0053] For example, when user A, who has become the host user and is in an authorized state, belongs to a play group with users B and C, who are in a normal state, and user D, who is in an authorized state, and plays a multiplayer game, and the server device 10 sets users B and C as authorized users, the server device 10 increments the count value of the cumulative number of influencers for user A by 2.

[0054] At this time, for user D, the server device 10 only needs to determine whether to increment the cumulative influencer count value by 2 according to a predetermined rule.

[0055] This cumulative influencer count value may also be used for a predetermined process related to the game. For example, the server device 10 may give a predetermined reward to a user whose cumulative influencer count value exceeds a predetermined influencer count threshold.

[0056] [Example by probability] In the description so far, it is assumed that a normal user who has played a multiplayer game with a user in a rights-granted state will always be in a rights-granted state. However, the present embodiment is not limited to this. For example, a normal user who has played a multiplayer game with a user in a rights-granted state may be in a rights-granted state according to a predetermined probability. In this case, a probability r (0≦r≦1) is predetermined, and for each normal user who has played a multiplayer game with a user in a rights-granted state, a random number M between 0 and 1 is generated. For a user corresponding to a random number M such that M < r, the state information indicating the rights-granted state is associated and the state setting table is updated, and for other users, they remain in the normal state.

[0057] Similarly, when a user in a rights-granted state plays a multiplayer game (or becomes the host user under certain conditions), instead of always returning to the normal state, it may be set to return to the normal state according to a predetermined probability. In this case as well, a probability Rr (0≦Rr≦1) of returning to the normal state is predetermined, and for each user in a rights-granted state who has played a multiplayer game (or has become the host user under certain conditions), a random number M between 0 and 1 is generated. For a user corresponding to a random number M such that M < Rr, the state information indicating the normal state is associated and the state setting table is updated, and for other users, they remain in the rights-granted state.

[0058] [Example of determining rewards based on the number of users with entitlements] Furthermore, the rewards obtained by playing a multiplayer game may differ depending on how many users in the same playgroup who played the multiplayer game are in an authorized state. For example, if a reward is basically provided with N reinforcement materials when a multiplayer game is played, and there are k users in the same playgroup who are in an authorized state, k×N reinforcement materials may be provided.

[0059] Furthermore, the reward may vary depending on how many users in the same playgroup who play a multiplayer game are in a normal state. For example, if a reward is basically provided with N reinforcement materials when a multiplayer game is played, and if there are p users in the same playgroup who are in a normal state, p×N reinforcement materials may be provided.

[0060] Furthermore, the server device 10 may control the reward so that it varies depending on the number of users who have been shifted from the normal state to the entitled state.

[0061] [Effects of the embodiment] In the present embodiment, the condition for becoming a host user of a rewarded multiplayer game is determined by whether or not the user is in an entitled state, which increases the number of games available for play and motivates users to become entitled. Therefore, by making it possible to become entitled by playing the multiplayer game, the use of multiplayer games is promoted.

[0062] Furthermore, by configuring the system so that the state switches between the authorized state and the normal state when a multiplayer game is played, and allowing the player to return to the authorized state any number of times, and by providing a reward according to the number of times the authorized state is entered, the player is further motivated to play the multiplayer game any number of times, thereby promoting the use of the multiplayer game. [Explanation of symbols]

[0063] 10 server device, 11 control unit, 12 storage unit, 13 communication unit, 20 terminal device, 21 matching request processing unit, 22 multiplayer game service unit, 23 state setting unit, 24 state control unit.

Claims

1. A server device that provides a multiplayer game service in which multiple users can participate, a setting means for setting the states of the plurality of users to either a privileged state in which a predetermined privilege is granted or a normal state in which a predetermined privilege is not granted; a setting control means for controlling whether the status of at least one of the plurality of users participating in the multiplayer game is to be the entitlement granted status or the normal status, based on a combination of the statuses of the plurality of users; A server device including:

2. 2. The server device according to claim 1, The setting control means sets the user in the normal state to a privileged state when the combination satisfies a predetermined first condition.

3. 3. The server device according to claim 1, The setting control means is a server device that sets the user in the privileged state to the normal state when the combination satisfies a predetermined second condition.

4. 4. The server device according to claim 1, a server device that permits the start of the multiplayer game when a user in the authorized state among the plurality of users is participating in the multiplayer game;

5. 5. The server device according to claim 1, a server device that executes a process for starting the multiplayer game when it receives a request to start the multiplayer game from a user in the authorized state;

6. 6. The server device according to claim 1, The server device further comprises means for counting, for each user, at least one of the number of times a transition is made from a normal state to an entitlement-granted state or the number of times a transition is made from an entitlement-granted state to a normal state, and the result of the counting is used for predetermined processing relating to the corresponding user.

7. A server device that provides a multiplayer game service in which multiple users can participate, a setting means for setting the states of the plurality of users to either a privileged state in which a predetermined privilege is granted or a normal state in which a predetermined privilege is not granted; a setting control means for controlling whether the status of at least one of the plurality of users participating in the multiplayer game is to be the entitlement granted status or the normal status, based on a combination of the statuses of the plurality of users; A program that functions as a

Citation Information

Patent Citations

  • Program and game system

    JP2014193394A