Game system and computer program used for the same

The game system divides price setting data into categories, allowing store and server administrators to set prices appropriately, addressing uniform pricing challenges and ensuring fair revenue distribution.

JP2026015551APending Publication Date: 2026-01-29KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025200429
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-20
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

Existing game systems face challenges in setting prices for game elements that are uniform across locations, leading to potential price dumping and unintended losses for operators, especially when user data is stored centrally and game items can be used across different stores.

Method used

A game system with a server and client units allows price setting data to be divided into categories, where store administrators set prices for certain items and the server sets prices for others, ensuring flexibility and rational compensation based on operator convenience.

Benefits of technology

This approach enables appropriate pricing that balances the needs of both store and server operators, preventing excessive price gaps and ensuring fair revenue distribution.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system or the like capable of rationally setting the price of a game element according to the convenience of each of a server side agent and a client side agent.SOLUTION: In a game system including a game machine 3B for determining a price to be charged to a user on the basis of price setting data DR in which game elements and prices are recorded in association with each other, a price related to a game element classified into a first class C1L among a plurality of game elements is set on the basis of a setting operation of a manager on a shop system 10 side, and a price related to a game element classified into a second class C2L is set on the basis of a setting operation of the manager on a server system 20 side so as not to be overlapped with the game elements classified into the first class C1L.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to a game system that allows users to appropriately change the amount of compensation they should pay. [Background technology]

[0002] As a gaming system that provides users with various products and services (hereinafter sometimes referred to as game elements) that allow users to play a game, continue playing, or purchase items that can be used in the game, on the condition that the user pays a price, there is known a gaming system that allows the manager of the store where the gaming machine is installed to change the setting of the prices of the game elements (see, for example, Patent Document 1).There is also known a gaming system that allows users to select a payment method between cash currency or alternative currency such as medals, and a payment method using electronic currency, in relation to payment of the price (see, for example, Patent Document 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-108746 [Patent Document 2] Patent publication of Patent No. 5419628 Summary of the Invention [Problem to be solved by the invention]

[0004] The price of a game is typically required to be adjusted appropriately depending on the location and customer attraction of the store where the game machine is installed. However, if the store were free to set prices as it saw fit, there is a risk that certain stores would engage in excessive price dumping, widening the price gap between stores to an unacceptable extent, and causing inconveniences such as user concentration in certain stores. In a game system that stores a user's play data on a server and allows users to continue playing a game regardless of the store's location, game items can be used at stores other than the store where the game was purchased, which could lead to users purchasing items at cheaper stores and using them at other stores. This could also undermine the profits of stores other than the store where the game was purchased. Regarding payment methods, for example, when payment is made with coins, the store may want to set the price at its own discretion in order to cover collection costs, while when payment is made with electronic currency, the server operator may want to set the price based on a fee commensurate with the costs. In such cases, leaving it to the store's discretion could result in unintended losses for the server operator. If the server-side operator sets a uniform price, it becomes difficult to set flexible prices according to the circumstances of each store.

[0005] Therefore, an object of the present invention is to provide a game system etc. that allows the compensation for game elements to be set rationally according to the convenience of the server-side operator and the client-side operator. [Means for solving the problem]

[0006] A game system according to one aspect of the present invention comprises a server unit, and a plurality of client units each including at least one game device capable of allowing a user to play a predetermined game and connectable to the server unit via a network, wherein each game device of the plurality of client units allows a user to use each of a plurality of game elements associated with the predetermined game on the condition that the user pays a fee, and the game devices of the plurality of client units can be divided into a plurality of management units based on whether they are managed in a similar or different manner, and wherein price setting data for each management unit in which the game elements and prices are associated and recorded is stored. a first price setting means for setting a price for game elements classified into a first category among the plurality of game elements to the price setting data for each of the management units based on a setting operation performed for each of the management units; and a second price setting means for setting a price for game elements classified into a second category among the plurality of game elements so as not to overlap with game elements classified into the first category to the price setting data of the management units included in a predetermined setting range based on a setting operation performed for one or more management units included in the setting range.

[0007] A computer program according to one aspect of the present invention is a computer program applied to a game system that includes a server unit and a plurality of client units, each of which includes at least one game device that allows a user to play a predetermined game and is connectable to the server unit via a network, and in which each game device of the plurality of client units allows a user to use each of a plurality of game elements associated with the predetermined game on the condition that the user pays a fee, and in which the game devices of the plurality of client units can be divided into a plurality of management units based on whether or not they are managed in a similar or different manner, and in which at least one computer included in the game system is configured to manage the game elements associated with the fee. a first price setting means for setting a price for a game element classified into a first category among the plurality of game elements in relation to the price setting data for each of the management units based on a setting operation performed for each of the management units; and a second price setting means for setting a price for a game element classified into a second category among the plurality of game elements so as not to overlap with game elements classified into the first category in relation to the price setting data for a management unit included in a predetermined setting range based on a setting operation performed for one or more management units included in the predetermined setting range. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a diagram showing the overall configuration of a game system according to an embodiment of the present invention; [Figure 2] A diagram showing the pricing mechanism in the game system. [Figure 3] FIG. 2 is a functional block diagram of the main parts of a control system in the game system. [Figure 4] 10 is a flowchart showing processing related to price setting performed between a store system and a server system. [Figure 5]10 is a flowchart showing the procedure of a pricing table creation process executed by a price management unit of a server unit to create a pricing table. [Figure 6] FIG. 2 is a diagram showing a modification of FIG. 1; [Figure 7] FIG. 2 is a diagram showing another modification of FIG. 1. DETAILED DESCRIPTION OF THE INVENTION

[0009] FIG. 1 illustrates a game system according to one embodiment of the present invention. The game system 1 includes a store system 10, which serves as an example of a client unit and is installed in each store 2, and a server system 20, which serves as an example of a server unit shared by each store system 10. Each store 2 is configured as an amusement store including one or more game machines 3A, 3B, etc. (hereinafter, sometimes referred to as 3). Each game machine 3 is configured as an arcade game machine that allows users to play games in exchange for payment. Such game machines are sometimes called arcade game machines. Each game machine 3A, 3B, etc. is configured to allow users to play a different type of game. In the store system 10 illustrated in FIG. 1, one game machine 3 is installed for each type of game. As indicated by the dashed line in the figure, each game machine 3 forms a single management unit MU for pricing. Note that multiple game machines 3 may be installed for the same type of game.

[0010] Each game machine 3 allows users to select between paying the price set as consideration for using various services provided in a game, such as a play fee for playing a single game or a renewal fee payable to continue playing the game, using either real currency or an alternative currency, or using electronic currency. However, for some game elements, payment methods may be limited to payment using electronic currency. For example, the price of content such as an item purchasable in a game may be set at a price smaller than the smallest unit of currency (e.g., 100 yen or 50 yen) that the game machine 3 can physically accept. In such cases, the game machine 3 is configured to only allow payment using electronic currency, which can be settled in small units without physical constraints. When payment is made using electronic currency, payment is made by deducting the amount of electronic currency equivalent to the price from the user's account stored on the server system 20 at the request of the game machine 3; details of this method are omitted here.

[0011] Each game machine 3 in the store system 10 is connected to the Internet 5 via a router 11. The store system 10 is also provided with a store terminal 12 that enables the manager of the store 2 to set or view various types of information. The store terminal 12 is, for example, a personal computer. The store terminal 12 is also connected to the Internet 5 via the router 11. Note that while FIG. 1 shows details of the store system 10 corresponding to one store 2, other stores 2 also have a common configuration in that they similarly have one or more game machines 3 and store terminals 12, and those game machines 3 and store terminals 12 are connected to the Internet 5.

[0012] On the other hand, the server system 20 includes server units 21A, 21B, etc. (hereinafter, these may be represented by the reference symbol 21) as a plurality of computer devices, and a router 22 that connects these server units 21 to the Internet 5. The game machine 3 and the server unit 21 are connected to each other via the Internet 5, so that the game machine 3 functions as a client device for the server system 20. The server system 20 may use a single server unit. Alternatively, the server system 20 may be logically constructed using cloud computing. The server system 20 is further provided with a management terminal 23. The management terminal 23 is provided as a terminal device for an administrator of the server system 20 to set various information on the server system 20 and manage the server system 20. The management terminal 23 is also, for example, a personal computer. The management terminal 23 is connectable to the server unit 21.

[0013] Next, pricing in the game system 1 will be described with reference to FIG. 2. FIG. 2 shows an example in which prices (an example of compensation) for various game elements available on one game machine 3B, which is used as a management unit MU, are set. Note that in FIG. 2, game elements are expressed as items, but items include services such as a single play of a game or continued play, as well as products such as items that can be purchased within a game. Furthermore, even for the same product or service, the item may differ depending on the payment method. Note that the use of an item includes various actions such as a user receiving a service or using a product such as an item. Hereinafter, the action of a user paying a compensation to use an item may be referred to as purchasing an item.

[0014] As shown in FIG. 2, the game machine 3B holds price setting data DP as an example of price setting data. The price setting data DP is a collection of records that record items available on the game machine 3B in association with their prices. When a user purchases an item on the game machine 3B, the price corresponding to the item is determined based on the price setting data DP and charged to the user. In the price setting data DP, various items that the user can acquire on the game machine 3B are recorded in a price setting A table Ta, a price setting B table Tb, and a price setting C table Tc.

[0015] Tables Ta and Tb relate to items classified in the first category CL1, for which the manager of the store 2 can set prices using the store terminal 12. Furthermore, table Ta relates to items A1, A2, ..., An..., for which payment is made in cash or alternative currency, while table Tb relates to items B1, B2, ..., Bn..., for which payment is made in electronic currency. For example, if the fee for playing a single game on the game machine 3B can be selectively paid in either cash or electronic currency, the cash currency prices Pa1, Pa2, ..., Pan... are recorded in table Ta, and the electronic currency prices Pb1, Pb2, ..., Pbn... are recorded in table Tb. Note that tables Ta and Tb may be provided by the server system 20 when the game machine 3B is shipped or initially configured, but it is not possible to edit (add, change, delete, etc.) tables Ta and Tb from the server system 20 after the game machine 3B has started operating.

[0016] On the other hand, Table Tc relates to items C1, C2, ..., Cn... classified in the second section CL2, whose prices cannot be set by the store 2 administrator but can be set by the server system 20 administrator using the management terminal 23. The items recorded in Table Tc are limited to items for which payment can be made in electronic currency only. Furthermore, the items recorded in Table Tc are selected so as not to overlap with the items recorded in Tables Ta and Tb of the first section CL1. In other words, in the pricing data DP, items and their prices for which the store 2 administrator can set prices are recorded in Tables Ta and Tb of the first section CL1, and items and their prices for which the server system 20 administrator can set prices are recorded in Table Tc of the second section CL2, with no overlap between sections CL1 and CL2. In other words, there are no items for which prices can be set by both the store 2 administrator and the server system 20 administrator.

[0017] Whether an item that can be purchased by a user on the game machine 3B should be classified into the first category CL1 or the second category CL2 may be determined based on various factors. For example, there is a strong need for the store 2 to flexibly set the fees required for one play and the fees required for continued play according to its convenience, while there is a relatively low need for the server system 20 to uniformly set these fees. Furthermore, if the store 2 sets the price for payment in cash currency and the server system 20 sets the price for payment in electronic currency, there is a risk that price differences will occur depending on the payment method even for the same game element. Therefore, such items are classified into the first category CL1. In other words, items that can be paid for only with cash currency (or alternative currency) on the game machine 3B and items that can be paid for selectively with cash currency or electronic currency are classified into the first category CL1. On the other hand, items such as items that can be purchased in a game may be priced at a low price compared to playing the game, or may be priced at a fractional amount that is not divisible by the smallest unit of payment possible with cash or the like, and the game machine 3 may not be able to pay without electronic currency. Furthermore, there is a risk that items, etc., may be brought to another store 2 and used on the same type of game machine 3B. Therefore, items that can be paid for only with electronic currency are classified in the second category CL2. However, not only items that can be paid for only with electronic currency, but also all items that can be paid for with electronic currency (items in table Tb) may be classified in the second category CL2.

[0018] The prices in tables Ta and Tb can be edited as appropriate by the manager of the store 2 accessing the game machine 3B from the store terminal 12, calling up tables Ta and Tb, and inputting prices for each item. On the other hand, the prices in table Tc cannot be edited from the store terminal 12. For example, when calling up the pricing data DP for the game machine 3B from the store terminal 12, table Tc can be set as read-only data, and editing of the table Tc can be prohibited. Table Tc is recorded in the pricing data DP by the game machine 3B periodically accessing the server unit 21 and obtaining the pricing C data for table Tc that is compatible with the game machine 3B in the store 2.

[0019] The server system 20 stores price management data DM1 and store management data DM2 as information for creating data on the pricing setting C to be provided to the game machine 3B. The price management data DM1 stores a standard price table Ts in which items related to the pricing setting C (i.e., items to be recorded in table Tc) are associated with standard prices, and price fluctuation information Fi1, Fi2, ... (hereinafter, sometimes referred to as reference symbol Fi) as examples of price fluctuation information for temporarily changing the prices recorded in the standard price table Ts. While only one type of standard price table Ts is shown in FIG. 2, multiple types of standard price tables Ts are actually prepared according to attributes of the store 2 and the game machine 3, such as the type of game (which varies depending on the game title and version), the region of the store 2, and the business operator operating the store 2. The store management data DM2 is a collection of various management information required to identify the attributes of the store 2 and the game machine 3. Multiple types of standard price tables Ts are prepared, each associated with an attribute identified by the information recorded in the store management data DM2.

[0020] When game machine 3B requests data for price setting C, game machine 3B also provides information necessary for determining the attributes of the store 2 and game machine 3, such as a store code and an item code, based on the store management data DM2. The server unit 21 determines the attributes of the store 2 and game machine 3B based on the information provided by game machine 3B and the information recorded in the store management data DM2, and specifies the standard price table Ts that should be applied to those attributes. The standard price table Ts is not limited to being applied to the same type of game machine 3 in one store 2, but can be commonly applied to game machines 3 that provide the same type of game in multiple stores 2, regardless of whether they are run by the same operator, as long as the attributes match. In other words, the standard price table Ts is a table Ts that is set collectively as a set range for all management units MU to which the same price should be applied.

[0021] The price fluctuation information Fi is information that specifies how and under what conditions the prices in the standard price table Ts should fluctuate. For example, if a campaign offering price discounts for a limited period of time is being implemented for items that can be purchased at the game machine 3B, the price fluctuation information Fi will describe the conditions under which the campaign should apply (eligible items, period, applicable region, store, or store operator, etc.) and the details of the campaign, such as a 20% discount or the special price itself. By referencing information such as the store code provided by the game machine 3 in the store 2 and the store management data DM2, the server unit 21 determines whether or not there is price fluctuation information Fi that should be applied to the game machine 3B, and if there is price fluctuation information Fi that should be applied, it will modify the prices in the standard price table Ts in accordance with the price fluctuation information Fi.

[0022] In this way, the server unit 21 creates the pricing data C to be provided to the game machine 3B. The created data is either the standard price table Ts itself, or data modified based on the price fluctuation information Fi. When this data is provided to the game machine 3B from the server system 20, the table Tc is recorded in the pricing data DP held by the game machine 3B. The administrator of the server system 20 can edit the standard price table Ts and the price fluctuation information Fi as needed using the management terminal 23.

[0023] As described above, in the game system 1, items that can be purchased by users on the game machine 3 are categorized into the first category CL1 and the second category CL2, and the prices of items categorized into the first category CL1 can be set appropriately by the administrator of the store 2, while the prices of items categorized into the second category CL2 cannot be set by the store 2 but are set only based on the setting operations of the administrator of the server system 20. Therefore, by appropriately selecting whether to categorize each item into the first category CL1 or the second category CL2, it is possible to set prices rationally according to the convenience of the operator of the store 2 and the operator of the server system 20.

[0024] Next, we will explain the control system of the game system 1 and its processing for implementing the above-mentioned price setting. Figure 3 shows the configuration of the main components of the control system of the game system 1, particularly those related to implementing price setting. As shown in Figure 3, the game machine 3 is equipped with a control unit 31, which is a computer device that executes various arithmetic processes required for allowing users to play arcade games, and a storage device 32 that functions as an external storage device for the control unit 31. The storage device 32 is a storage means capable of retaining data, such as a magnetic hard disk or non-volatile semiconductor memory, and stores the game machine program PG1 and various data to be referenced by the game machine 3 as appropriate. The data stored in the storage device 32 includes price setting data DP. However, the price setting data PD on the storage device 32 includes only tables Ta and Tb related to the prices of items belonging to the first category CL1, and does not include table Tc.

[0025] As the control unit 31 executes the game machine program PG1, the control unit 31 is provided with a game control unit 34, a price determination unit 35, and a price setting unit 36, which are logical devices realized by a combination of computer hardware and software. The game control unit 34 executes various arithmetic operations necessary for the progression of the arcade game on the game machine 3. In response to a request from the game control unit 34, the price determination unit 35 obtains the price of the item the user wishes to purchase from the pricing data PD and provides this to the game control unit 34. Having received the price, the game control unit 34 executes processing according to the payment method to collect the payment from the user; however, this procedure may be similar to that of known game machines, and therefore will not be described here. The price setting data DP referenced by the price determination unit 35 is data loaded into the internal memory of the control unit 31, and this data also contains a table Tc for items classified into the second category CL2 according to the procedure described below.

[0026] The price setting unit 36 ​​is a logical device for editing the price setting data DP held by the price determination unit 35. In other words, the price setting unit 36 ​​executes processes such as operating the tables Ta and Tb held by the price determination unit 35 in accordance with instructions from the store terminal 12, or obtaining the table Tc of the price setting C from the server system 20 and writing it into the price setting data DP of the price determination unit 35.

[0027] The server unit 21 of the server system 20 includes a control unit 41 as a computer device and a storage device 42 that functions as an external storage device for the control unit 41. The storage device 42 is a storage means capable of retaining data, such as a magnetic hard disk or nonvolatile semiconductor memory, and stores the server program PG2 and various data to be referenced by the control unit 41 as needed. The data stored in the storage device 42 includes the price management data DM1 and store management data DM2. When the control unit 41 executes the server program PG2, the control unit 41 is provided with a price management section 43 as a logical device realized by a combination of computer hardware and software. The price management section 43 manipulates the price management data DM1 and store management data DM2 in accordance with instructions from the management terminal 23, or creates pricing data C to be applied to the game machine 3 based on the data DM1 and DM2, and provides the data to the game machine 3.

[0028] 4 is a flowchart showing the price setting-related processing among the various processing performed between the store system 10 and the server system 20. When the game machine 3 is powered on and starts up, the game machine 3 first reads tables Ta and Tb relating to price settings A and B of the price setting data DP from the storage device 32 into the internal memory of the control unit 31 (step S11). Next, the price setting unit 36 ​​requests table Tc for price setting C from the server unit 21. In response, table Tc provided by the server unit 21 is acquired by the price setting unit 36 ​​and written to the price setting data DP in the internal memory of the control unit 31 (step S12). With the price setting data DP thus prepared, the game proceeds under the control of the game control unit 34. Meanwhile, the price determination unit 35 determines the price of the item the user wishes to purchase based on the price setting data DP and provides this to the game control unit 34.

[0029] The manager of the store 2 can edit the tables Ta and Tb of the price settings A and B by operating the store terminal 12 at an appropriate timing (step S21). When the editing operation is performed, the price setting unit 36 ​​of the game machine 3 acquires the edited contents and updates the tables Ta and Tb of the price setting data DP stored in the internal memory of the control unit 31 (step S13). In conjunction with this update, the price determination unit 35 saves the updated tables Ta and Tb of the price setting data DP in the storage device 32.

[0030] Meanwhile, when the price setting unit 36 ​​of the game machine 3 requests the table Tc of the price setting C, the price management unit 43 of the server unit 21 creates the table Tc of the price setting C to be applied to the game machine 3 and provides it to the game machine 3 (step S31). The procedure for creating the table Tc will be described later. The administrator of the server system 20 can use the management terminal 23 to edit the price management data DM1 at an appropriate time (step S41). For example, the administrator of the server system 20 can edit the standard price table Ts to change, add, or delete part of its contents, or add new price fluctuation information Fi. When an editing operation is performed on the management terminal 23, the price management unit 43 updates the price management data DM1 stored in the storage device 42 (step S32).

[0031] The price setting unit 36 ​​of the game machine 3 periodically accesses the server unit 21 to obtain the table Tc of price settings C (step S14). Every time a request is received from the game machine 3, the price management unit 43 of the server unit 21 creates the table Tc of price settings C based on the latest price management data DM1 and provides it to the game machine 3 (step S33).

[0032] Through the above processing, the game machine 3 timely retrieves the latest tables Ta and Tb for price settings A and B set by operating the store terminal 12, and the table Tc for price setting C based on the latest price management data DM1 set by operating the management terminal 23, thereby realizing the collection of payment based on the latest price settings.

[0033] 5 shows the procedure for the price setting table creation process executed by the price management unit 43 of the server unit 21 to create a table Tc for price setting C. In this process, the price management unit 43 first acquires information necessary for price determination, such as a store code and an item code, from the game machine 3 (step S101), and then searches the store management data DM2 based on the acquired information to determine the attributes of the game machine 3 (step S102). Next, the price management unit 43 acquires a standard price table Ts associated with the determined attributes from the price management data DM1 (step S103). For example, the type of game played on the game machine 3 is identified based on the item code, and a standard price table Ts appropriate for that game is acquired. If multiple tables Ts exist for the same type of game depending on the attributes of the store 2, such as the area where the store 2 is located and the operator of the store 2, the table Ts is selected by further considering the attributes identified based on the store code, etc.

[0034] Next, the price management unit 43 searches the price management data DM1 for price fluctuation information Fi that satisfies the application conditions for the game machine 3 (step S104). The price fluctuation information Fi describes the conditions for applying price fluctuations, such as the target item, period, applicable region, store, or store operator. Therefore, the price fluctuation information Fi that satisfies the application conditions can be extracted using the attributes acquired in step S101 or determined in step S102. Next, the price management unit 43 determines whether price fluctuation information Fi that satisfies the application conditions has been extracted (step S105). If so, the price setting in the standard price table Ts is corrected according to the price fluctuation details described in the price fluctuation information Fi (step S106). If multiple types of price fluctuation information Fi have been extracted, one price fluctuation information Fi can be selected according to a predetermined rule, such as applying the latest information Fi. Alternatively, if there are no contradictions between the price fluctuation information Fi, the table Ts may be corrected based on multiple types of price fluctuation information Fi.

[0035] Thereafter, the price management unit 43 determines the corrected table as the table Tc of the pricing setting C to be applied to the game machine 3 (step S107), and then ends the processing in Figure 5. If it is determined in step S105 that the price fluctuation information Fi has not been extracted, the price management unit 43 skips step S106 and determines the standard price table Ts obtained in step S103 as the table Tc of the pricing setting C to be applied to the game machine 3.

[0036] In the above embodiment, the price determination unit 35 functions as an example of a price determination means, the price setting unit 36 ​​functions as an example of a first price setting means by executing the processing of step S13 in Figure 4, and the price management unit 43 functions as an example of a second price setting means by executing steps S31 to S33 in Figure 4 and steps S101 to S107 in Figure 5.

[0037] The present invention is not limited to the above-described embodiment and can be embodied in various modified and altered forms. For example, in the above embodiment, one game machine 3 in one store 2 forms one management unit MU. However, one management unit MU may include multiple game machines 3 as long as the price setting at the store 2 can be standardized. For example, as shown in FIG. 6 , if multiple game machines 3B offering the same type of game are installed in one store 2, the pricing data DP to be applied to those game machines 3B may be stored in an in-store server 13, and each game machine 3B may determine the price by referring to the pricing data DP stored in the in-store server 13. In this case, the multiple game machines 3B may be contained in one management unit MU, and the operation of the tables Ta and Tb for pricing A and B using the store terminal 12 may be performed collectively among the game machines 3B. Instead of the in-store server 13, one of the game machines 3B may function as the in-store server.

[0038] In the configurations of FIGS. 1 and 6, the management unit is set within one store system 10 as an example of a client unit, but the management unit may be set across multiple store systems 10. For example, as shown in FIG. 7, each of the game machines 3B installed in each of the multiple store systems 10 and offering the same type of game may be included in a single management unit MU, and the pricing data DP to be applied to that management unit MU may be stored in a database DB within the server system 20. In this case, the store terminal 12 may be operated to edit tables Ta and Tb of the pricing data DP corresponding to the management unit MU, while the management terminal 23 may be operated to set table Tc of the pricing data DP. The configuration of FIG. 7 may be adapted for applications such as sharing pricing among affiliated stores run by the same operator.

[0039] As is clear from the above example, the management units can be appropriately divided as units for which the administrator on the client side commonly manages price setting. Note that the price setting for each management unit is not limited to the example in which it is realized by operating the store terminal 12, but the administrator on the client side may set the price using the game machine 3.

[0040] In the above embodiment, the price set by the administrator on the server system 20 side can be applied commonly to all game machines 3B within a set range that includes multiple management units MU, but the set range to which the price set by the administrator on the server system 20 should be applied may also be set to include only the game machines 3 of a specific management unit MU. For example, if the price fluctuation information Fi is configured so that price fluctuations are applied only to a management unit MU that covers only one or more game machines 3 installed at a specific event venue, then the table Tc corrected based on the price fluctuation information Fi will, as a result, be applied only to the game machines 3 of a single management unit MU.

[0041] In the above embodiment, the price at which a user purchases an item as a game element is regarded as the consideration, and the price setting can be separately set by the administrator of the store system 10 and the administrator of the server system 20. However, when points or other game value or monetary value is returned to the user in response to the purchase, the set amount of the returned value or the return rate can be separately set according to the game element by the administrator of the store system 10 and the administrator of the server system 20. In other words, the consideration means the game value or monetary value that the user must consume in exchange for using the game element, and when such a return is made, changing the setting of the return amount or return rate results in a change to the setting of the consideration.

[0042] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.

[0043] A game system (1) according to one aspect of the present invention comprises a server unit (20) and a plurality of client units (10) including at least one game device (3A, 3B, 3C) capable of allowing a user to play a predetermined game and connectable to the server unit via a network (5), wherein each game device of the plurality of client units allows a user to use each of a plurality of game elements associated with the predetermined game on the condition that the user pays a fee, and in a game system in which each game device of the plurality of client units can be divided into a plurality of management units (MU) based on differences in management form, the game system records the game elements and the fees in association with each other based on price setting data (DP) for each management unit. The system includes a fee determination means (35) for determining the fee to be charged to the user for each management unit, a first fee setting means (36, S13) for setting the fee for game elements classified into a first category (CL1) among the plurality of game elements to the fee setting data for each management unit based on a setting operation performed for each management unit, and a second fee setting means (43, S31-S33, S101-107) for setting the fee for game elements classified into a second category (CL2) among the plurality of game elements so as not to overlap with game elements classified into the first category to the fee setting data of management units included in a predetermined setting range based on a setting operation performed for one or more management units included in the setting range.

[0044] A computer program (PG1, PG2) according to one aspect of the present invention is a computer program applied to a game system (1) that includes a server unit (20) and a plurality of client units (10) that include at least one game device (3A, 3B, 3C) that allows a user to play a predetermined game and that can be connected to the server unit via a network (5), and that allows a user to use each of a plurality of game elements associated with the predetermined game on the condition that the user pays a fee, and that allows each of the game devices of the plurality of client units to be divided into a plurality of management units (MU) based on whether or not they are managed, and that allows at least one computer (31, 41) included in the game system to be configured to manage the game elements in a manner that associates the game elements with the fee. a price determination means (35) for determining a price to be charged to the user for each management unit based on price setting data (DP) for each management unit recorded in the management unit; a first price setting means (36, S13) for setting a price for a game element classified into a first category (CL1) among the plurality of game elements to the price setting data for each management unit based on a setting operation performed for each management unit; and a second price setting means (43, S31 to S33, S101 to 107) for setting a price for a game element classified into a second category (CL2) among the plurality of game elements so as not to overlap with game elements classified into the first category to the price setting data of a management unit included in a predetermined setting range based on a setting operation performed for one or more management units included in the setting range.

[0045] According to the game system and computer program of the above aspect, game elements available to users on a game device are classified into a first category and a second category, and the compensation for game elements classified into the first category can be appropriately set by an administrator on the client side, and the compensation for items classified into the second category can be appropriately set by an administrator on the server side. Therefore, by appropriately selecting whether each game element should be classified into the first category or the second category, the compensation for each game element can be reasonably set according to the convenience of the server-side operator and the client-side operator.

[0046] The computer program according to one aspect of the present invention may be provided in a state stored on a storage medium. By using this storage medium, for example, the computer program according to the present invention can be installed on a computer and executed, thereby realizing the game system of the present invention. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.

[0047] In the above aspect, the first price setting means may set prices for the game elements classified into the first category based on a setting operation by an administrator on the client side, thereby allowing the administrator on the client side to appropriately set prices for the game elements classified into the first category.

[0048] Furthermore, the setting operation of the administrator on the client side may be performed on the client side, whereby the administrator can appropriately set the compensation for the game elements of the first category on his / her own client side by performing the setting operation on the client side.

[0049] In the above aspect, the second price setting means may set prices for game elements classified into the second category based on a setting operation by an administrator on the server side, allowing the administrator on the client side to appropriately set prices for game elements classified into the first category and reflect this in the price setting data for management units included in the setting range.

[0050] In the above aspect, the price setting data may be stored on the client unit side, and the first price setting means may manipulate the price setting data stored in the client unit so that prices for game elements classified into the first category are set based on setting operations on the client unit by an administrator on the client unit side, and the second price setting means may determine prices for game elements classified into the second category based on setting operations on the server unit side by an administrator (S101 to S107), and set prices for game elements classified into the second category by providing information on the determined prices from the server unit to a client unit corresponding to a management unit included in the setting range and reflecting this in the price setting data of the client unit (S31, S33). According to this, of the game elements recorded in the price setting data, the price of the game elements classified into the first category can be set appropriately in accordance with the setting operation of the administrator of each client unit, and the price of the game elements classified into the second category is appropriately determined based on the setting operation of the administrator of the server unit, and the determined price is provided from the server unit to the client unit and set in the price setting data for the management unit. Therefore, the price setting data held in the client unit can be set by the administrator of the client unit and the administrator of the server unit, and rational price setting can be achieved.

[0051] In the above aspect, price change information (Fi1, Fi2, ...) for changing the price for the game elements classified in the second category may be stored in the server unit with application conditions defined. If price change information satisfying the application conditions exists for the management unit (Yes in S105), the second price setting means may modify the price to be applied to the price setting data for the management unit based on the price change information satisfying the application conditions (S106) and set the modified price in the price setting data for the management unit. In this manner, by storing price modification information for the game elements classified in the second category with appropriate application conditions attached to the server unit, the price to be applied to the price setting data for the management unit within a set range can be appropriately changed. The application conditions can be used to manage when price changes are to be implemented, allowing temporary price changes, etc., to be applied within an appropriate range according to the convenience of the server-side operator.

[0052] Furthermore, the application conditions may be set in association with at least one of a time period and an attribute of the management unit, thereby allowing the server-side operator to appropriately implement campaigns or events that are time-limited or limited to game devices of a management unit having a specific attribute, thereby varying the prices of game elements classified in the second category.

[0053] In the above aspect, at least some of the multiple game elements may include game elements for which payment can only be made using electronic currency, and such game elements may be classified as the second category. When payment is made using cash or an alternative currency, the minimum payment unit is often set higher than the minimum payment unit of the currency due to the physical constraints of the game device. In contrast, payment methods using electronic currency allow payments in small increments without being subject to the physical constraints of the game device. In other words, even small amounts or fractional amounts that cannot be paid using payment methods such as cash can be easily paid using electronic currency without being subject to the physical constraints of the game device. Taking advantage of this feature, content such as items usable in a game may be prepared as game elements for which payment can only be made using electronic currency. By classifying such game elements as the second category, the price of such game elements can be set in a common manner according to the convenience of the server-side operator, thereby preventing inconveniences such as items purchased cheaply at one store being used at another store. [Explanation of symbols]

[0054] 1. Game System 2 stores 3A, 3B, 3C Game machines (game devices) 5. Internet (Network) 10 Store System (Client Department) 12 Store terminals 13 In-store server 20 Server System (Server Section) 21A, 21B Server Unit 23 Management terminal 31 Control unit (computer) 35 Price determination department (price determination means) 36 Price setting unit (first price setting means) 41 Control unit (computer) 43 Price Control Department

Claims

[Claim 1] A game system comprising a server unit, and a plurality of client units each including at least one game device capable of allowing a user to play a predetermined game and connectable to said server unit via a network, wherein each game device of said plurality of client units allows a user to use each of a plurality of game elements associated with said predetermined game on the condition that said user pays a fee, and wherein each game device of said plurality of client units can be divided into a plurality of management units based on whether they are managed differently, a compensation determination means for determining a compensation to be charged to the user for each management unit based on compensation setting data for each management unit in which the game elements and compensations are recorded in association with each other; a first value setting means for setting a value for a game element classified into a first category among the plurality of game elements in the value setting data for each management unit based on a setting operation performed for each management unit; A game system comprising: a second price setting means for setting a price for game elements classified into a second category among the plurality of game elements so as not to overlap with game elements classified into the first category, based on a setting operation performed on one or more management units included in a predetermined setting range, to the price setting data of the management unit included in the setting range.

Citation Information

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