Game control program, game control device, and game control method
The game control program adjusts winning conditions in online crane games based on user history and behavior, enhancing engagement by making prize acquisition more dynamic and responsive.
Patent Information
- Application Number
- JP2024124756
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-31
- Publication Date
- 2026-02-13
AI Technical Summary
Existing online crane games have uniform winning conditions, which can diminish player interest as the probability of winning a prize remains constant, leading to a lack of engagement.
A game control program that dynamically adjusts the winning conditions based on user history, including play frequency, awarded points, operation results, and prize type, by setting a variable first distance for prize acquisition and determining if the second distance moved by the user meets this condition.
Enhances player engagement by making prize acquisition more dynamic and responsive to user behavior, allowing for flexible determination of winning opportunities.
Smart Images

Figure 2026023050000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a control method for an online crane game. [Background technology]
[0002] Currently, many amusement facilities are equipped with gaming devices that allow players to play so-called prize games. Prize games are games in which the main objective is to win prizes. In prize games, users can perform operations to move the prizes themselves. An example of such a gaming device is a crane game device. A storage compartment for storing prizes is provided at the top of the crane game device. A crane that can hold prizes is provided at the top of the storage compartment. The crane can move forward, backward, and left and right by operating a button or the like. An opening is provided at the bottom of the storage compartment. When a prize placed in the storage compartment falls out of the storage compartment through the opening, the prize is guided to a removal opening provided at the bottom of the crane game device. The user can remove the prize from the removal opening.
[0003] In recent years, online crane games, which allow players to operate a crane game machine via the Internet, have become popular. A user can operate the crane of the crane game machine using a personal computer, mobile phone, or the like to move prizes within the container. In this case, the crane game machine is equipped with a sensor for detecting prizes being guided from an opening to a dispenser. This sensor can automatically determine whether the conditions for winning a prize have been met.
[0004] Some online crane games have introduced an assist service to help players win prizes, from the perspective of game appropriateness. The assist service involves an attendant moving prizes placed in a storage area to a location where they can be easily won. For example, Non-Patent Document 1 discloses that if a user is unable to win a prize after playing a certain number of times, a button is displayed on the screen that allows the user to request an assist service. [Prior art documents] [Patent documents]
[0005] [Non-Patent Document 1] Taito Corporation, "Taito Online Crane is now available on the Amazon Fire TV series! New Assist Service Feature Added!" [online], Taito Corporation, [Searched March 19, 2024], Internet<https: / / www.taito.co.jp / mob / topics / 4583> Summary of the Invention [Problem to be solved by the invention]
[0006] However, even if the assist service were introduced, the condition for the user to win a prize would still be that the prize had to fall into the opening and move out of the container. Since the conditions for winning a prize were uniform, there was a possibility that the interest of the game would be diminished.
[0007] The present invention has been made in consideration of the above points, and one example of its objective is to provide a game control program, a game control device, and a game control method that can flexibly determine whether a user has been able to obtain a prize. [Means for solving the problem]
[0008] In order to solve the above problem, the invention described in claim 1 is a game control program for controlling an online crane game in which tangible objects, which are either prizes or substitutes for the prizes, are placed in a specified space and users can win the prizes by playing online, characterized in that the computer functions as a history information acquisition means for acquiring history information indicating the history of the user's play of the online crane game, a setting means for setting a first distance at which the conditions for winning the prize are deemed to have been met based on the acquired history information, a position information acquisition means for acquiring position information indicating the position of the tangible object within the specified space, a distance acquisition means for acquiring a second distance moved by the tangible object based on the operation by the user based on the acquired position information, and a determination means for determining whether the conditions for winning are met based on the set first distance and the acquired second distance.
[0009] According to this invention, a tangible object to be moved is placed within a predetermined space. History information indicating a play history of a user playing an online crane game is acquired. A first distance is set based on the history information. This first distance is a distance at which a condition for winning a prize is deemed to be met. Position information indicating a position of the tangible object within the predetermined space is acquired. A second distance is acquired based on the position information. The second distance is a distance traveled by the tangible object based on an operation by the user to move the tangible object. Then, based on the set first distance and the acquired second distance, it is determined whether the condition for winning a prize is met. For example, it may be determined whether the second distance is equal to or greater than the first distance. The first distance can be variably set based on the play history. Therefore, it is possible to flexibly determine whether the user has been able to win a prize.
[0010] The invention described in claim 2 is characterized in that the acquired history information indicates a history that can identify the number of times the user has played the online crane game, and the setting means shortens the first distance the more times the user has played.
[0011] According to this invention, the number of times a user has played the online crane game can be determined from the history information. The more times the user has played, the shorter the first area that is set. The shorter the first area that is set, the easier it is for the user to fulfill the winning conditions. Therefore, the ease of winning a prize can be controlled according to the number of times the user has played.
[0012] The invention described in claim 3 is characterized in that points are awarded to the user in response to playing the online crane game, the acquired history information indicates a history that can identify the cumulative number of points awarded, and the setting means shortens the first distance as the cumulative number increases.
[0013] According to this invention, points are awarded to users who play an online crane game. The number of awarded points can be identified from the history information. The larger the cumulative value of the number of awarded points, the shorter the first area that is set. Therefore, the ease of winning a prize can be controlled according to the cumulative value of the number of awarded points.
[0014] The invention described in claim 4 is characterized in that the acquired history information indicates the history including the results of the operation by the user to move the tangible object, and the setting means sets the first distance based on the results of the operation.
[0015] According to this invention, it is possible to identify the result of a user's operation to move a tangible object from the history information. The first area is set based on the result of this operation. Therefore, the set first area can be changed based on the result of the user's operation.
[0016] The invention described in claim 5 is characterized in that the acquired historical information indicates the history including identification information for identifying the prize, and the setting means sets the first distance based on what the prize is.
[0017] According to this invention, the prize to be won can be identified from the history information. The first distance is set based on the type of prize. Therefore, the set first distance can be changed based on the prize.
[0018] The invention described in claim 6 is characterized in that the history information acquisition means acquires the history information including information about the current play in response to the user's operation to move the tangible object, and the setting means sets the first distance to be applied to the current play based on the history information including the information about the current play.
[0019] According to this invention, historical information is acquired in response to a user's operation to move a tangible object. This historical information includes information about the current play. For example, the historical information may include information about the current play that is available at that time. Then, the first distance is set based on the historical information including the information about the current play. Therefore, the first distance applied to the current play can be changed based on the information about the current play.
[0020] The invention described in claim 7 is characterized in that the computer further functions as a determination means for determining the number of points to be awarded based on the result of the operation by the user to move the tangible object.
[0021] According to this invention, the number of points to be awarded to a user is determined based on the result of the user's operation to move a tangible object. The cumulative value of the number of points awarded to a user is related to the length of the set first distance. Therefore, the number of points that affects the length of the set first distance can be changed based on the result of the operation.
[0022] The invention described in claim 8 is characterized in that the setting means sets the first distance in the direction of each coordinate axis in a coordinate system of the specified space, and the distance acquisition means acquires the second distance in the direction of each coordinate axis.
[0023] According to this invention, the prize acquisition distance can be set individually for each coordinate axis direction in a coordinate system of a specified space, making it possible to flexibly determine whether or not the user has been able to acquire a prize.
[0024] The invention described in claim 9 is a game control device that controls an online crane game in which tangible objects, either prizes or substitutes for the prizes, are placed within a specified space and users can win the prizes by playing online, and is characterized by comprising: a history information acquisition means that acquires history information indicating the history of the user's play of the online crane game; a setting means that sets a first distance at which the conditions for winning the prize are deemed to have been met based on the acquired history information; a position information acquisition means that acquires position information indicating the position of the tangible object within the specified space; a distance acquisition means that acquires a second distance traveled by the tangible object based on the operation by the user based on the acquired position information; and a determination means that determines whether the conditions for winning are met based on the set first distance and the acquired second distance.
[0025] The invention described in claim 10 is a game control method for controlling an online crane game in which a tangible object, either a prize or a substitute for the prize, is placed within a specified space and a user can win the prize by playing online, the method comprising: a history information acquisition step for acquiring history information indicating the history of the user's play of the online crane game; a setting step for setting a first distance at which the conditions for winning the prize are deemed to have been met based on the acquired history information; a position information acquisition step for acquiring position information indicating the position of the tangible object within the specified space; a distance acquisition step for acquiring a second distance moved by the tangible object based on operation by the user based on the acquired position information; and a determination as to whether the conditions for winning are met based on the set first distance and the acquired second distance. [Effects of the Invention]
[0026] According to the present invention, it is possible to flexibly determine whether or not a user has been able to acquire a prize. [Brief explanation of the drawings]
[0027] [Figure 1] 1 is a diagram illustrating an example of a schematic configuration of a communication system S according to an embodiment. [Figure 2] 1 is a diagram showing an example of an external configuration of a crane game machine 2 according to an embodiment. [Figure 3] FIG. 1 is a diagram illustrating an example of an arrangement of devices. [Figure 4] 1 is a diagram showing an example of an internal configuration of a crane game machine 2 according to an embodiment. [Figure 5] 1 is a block diagram showing an example of a schematic configuration of a server device 1 according to an embodiment. [Figure 6] FIG. 2 is a diagram showing an example of information stored in a database in the server device 1. [Figure 7] 2 is a diagram illustrating an example of functional blocks of a system control unit 11 in a server device 1 according to an embodiment. FIG. [Figure 8]1A is a diagram showing an example of the relationship between information identifiable from the play history and the distance to win a prize, and FIG. 1B is a diagram showing an example of the relationship between the operation result of the crane and the distance to win a prize. [Figure 9] 1A is a diagram showing an example of the relationship between information about an online crane game and the distance to win a prize; FIG. 1B is a diagram showing an example of the relationship between information about a prize and the distance to win a prize; [Figure 10] FIG. 10 is a diagram showing an example of the state inside the storage section after crane operation. [Figure 11] 10A and 10B are diagrams showing an example of determining whether an acquisition condition is met. [Figure 12] FIG. 10 is a diagram showing an example of factors that determine the number of play points to be awarded. [Figure 13] 10 is a flowchart showing an example of processing by a system control unit 11 of a server device 1 according to an embodiment. [Figure 14] 10 is a flowchart showing an example of processing by a system control unit 11 of a server device 1 according to an embodiment. [Figure 15] FIG. 1 is a top view showing an example of a game space in which game objects are placed. [Figure 16] 10 is a flowchart showing an example of processing by a system control unit 11 of a server device 1 according to an embodiment. [Figure 17] 1 is a diagram visually showing the length of the prize acquisition distance in the direction of each coordinate axis in the game space 100. FIG. [Figure 18] FIG. 10 is a diagram showing an example of the relationship between the number of plays and the distance to win a prize. [Figure 19] FIG. 10 is a diagram illustrating an example of determining whether an acquisition condition is satisfied. [Figure 20] 10 is a flowchart showing an example of processing by a system control unit 11 of a server device 1 according to an embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0028] [1. First embodiment] [1-1. Communication System Configuration] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. First, the configuration and functional overview of a communication system S according to this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of the schematic configuration of a communication system S according to this embodiment.
[0029] As shown in Fig. 1, the communication system S includes a server device 1, multiple crane game machines 2, and multiple user terminals 5. The server device 1, each crane game machine, and each user terminal 5 are connected to a network NW. The network NW is constructed, for example, by the Internet, a dedicated communication line (e.g., a CATV (Community Antenna Television) line), a mobile communication network (including base stations, etc.), a gateway, etc. At least one crane game machine 2 may be directly connected to the server device 1 via a dedicated line (not shown).
[0030] The server device 1 may perform processes for progressing and managing the online crane game. For example, the server device 1 may provide each user terminal 5 with a user interface for playing the online crane game. This user interface may be constructed, for example, as a web-based or app-based interface. The server device 1 may also control each crane game machine 2. For example, the server device 1 may transmit control information for operating a crane to the crane game machine 2 in response to a user operation on the user terminal 5. The server device 1 may also distribute video captured on the crane game machine 2 to the user terminal 5. Furthermore, the server device 1 may generate and store a play history of the online crane game. This play history may include information related to each play of the online crane game.
[0031] Each crane game machine 2 may be a machine that realizes a crane game. As will be described in detail later, each crane game machine 2 may have a storage unit for storing game objects. The game objects may be the prizes themselves that can be won, or tangible objects that are substitutes for those prizes. Examples of substitute game objects include boxes and balls made of paper, polyvinyl chloride, plastic, or rubber. Each crane game machine 2 may also have a crane for moving the game objects placed in the storage unit, an operation panel for operating the crane, and the like. These crane game machines 2 may be installed, for example, in a specified warehouse.
[0032] Each user terminal 5 may be a terminal device used by a user who is capable of playing an online crane game. Examples of the user terminal 5 include a mobile information terminal such as a smartphone or a tablet computer, a mobile phone, a PDA (Personal Digital Assistant), a personal computer, a set-top box, etc. A web browser may be installed on each user terminal 5. Each player may be able to play the online crane game using the web browser. Furthermore, a specific type of user terminal 5 may be able to install a dedicated application for playing the online crane game.
[0033] [1-2. Configuration of the crane game device] Next, the configuration of the crane game machine 2 will be described with reference to FIGS. 2 to 4. FIG. 2 is a diagram showing an example of the external configuration of the crane game machine 2 according to this embodiment. As shown in FIG. 2, the crane game machine 2 may have a storage section 21 on an upper portion thereof. The game objects 10 are placed in the storage section 21. The storage section 21 may be composed of a bottom plate 211, a top plate 212, and four support pillars 213. The bottom plate 211 forms the bottom surface of the storage section 21. A drop opening 2111 is provided in the bottom plate 211. The drop opening 2111 is an opening into which the game objects 10 are dropped. The top plate 212 forms the top surface of the storage section 21. The support pillars 213 are fixed to the four corners of the bottom plate 211 and support the top plate 212. The back surface and at least one of the left and right side surfaces of the storage section 21 may be covered with an opaque plate. The front surface of the storage section 21 and the left or right surface that is not covered with an opaque plate may be covered with a transparent plate or may be left uncovered.
[0034] A crane 214 is provided in the accommodation section 21. The crane 214 may be supported by, for example, the top plate 212. The crane 214 is movable in the front-rear, left-right, and up-down directions of the crane device 2. The crane 214 also has an arm that performs a gripping operation and a release operation. The gripping operation is an operation for gripping the game object 10. The release operation is an operation for releasing the game object 10 above the drop opening 2111, assuming that the game object 10 has been gripped. Note that at least one crane game device 2 may have a hook for hanging the game object 10, instead of the crane 214. For example, the hook may be suspended by a chain. Like the crane 214, the hook may be movable in the front-rear, left-right, and up-down directions.
[0035] A stage 215 may also be provided within the accommodation section 21. The game objects 10 are placed on the stage 215. The stage 215 may be composed of, for example, poles or plates for supporting the game objects 10 from below. A plurality of poles or plates may be provided to constitute the stage 215. Furthermore, an inclined plate 216 may be placed on the bottom plate 211. The inclined plate 216 may be a plate placed at an angle toward the drop opening 2111. The inclined plate 216 guides the game objects 10 that fall onto the bottom plate 211 to the drop opening 2111. A plurality of inclined plates 216 may be placed.
[0036] The space surrounded by the bottom plate 211, the top plate 212, and the support pillars 213 is the game space 100. The game objects 10 and the crane 214 exist within the game space 100. The game space 100 may be a space where a crane game is played by online operations.
[0037] The crane game machine 2 may be provided with an operation panel 22 and a take-out opening 23 on the lower front surface of the crane game machine 2. The operation panel 22 may be a panel for operating the crane 214. For example, the operation panel 22 may be provided with a button for starting the crane game, a button for moving the crane 214 laterally, a button for moving the crane 214 in the depth direction, etc. The take-out opening 23 may be an opening with an openable and closable lid. The game objects 10 that fall from the drop opening 2111 are guided behind the take-out opening 23. The game objects 10 may be able to be taken out from the take-out opening. The crane game machine 2 may further be provided with a prize sensor 24. The prize sensor 24 detects the game objects 10 guided to the take-out opening 23. The prize sensor 24 may be, for example, an optical sensor.
[0038] FIG. 3 is a diagram showing an example of the arrangement of the devices. As shown in FIG. 3, a camera 31 may be installed in front of the crane game device 2, and a camera 32 may be installed to one side of the crane game device 2. The cameras 31 and 32 may each be fixed to a stand. The camera 31 may be a video camera for capturing images of the game space 100 from the front of the crane game device 2. The camera 32 may be a video camera for capturing images of the game space 100 from the side of the crane game device 2. The cameras 31 and 32 may be connected to the crane game device 2 by wire or wirelessly. The cameras 31 and 32 may be fixed so that their shooting angles are horizontal. Alternatively, the cameras 31 and 32 may be fixed so that their shooting angles are diagonally downward.
[0039] Fig. 4 is a diagram showing an example of the internal configuration of the crane game machine 2 according to this embodiment. As shown in Fig. 4, the crane game machine 2 includes a system control unit 41, a system bus 42, an input / output interface 43, a storage unit 44, a communication unit 45, a crane driving unit 46, an operation panel 22, and a prize sensor 24. The system control unit 41 and the input / output interface 43 are connected via the system bus 42.
[0040] The system control unit 41 is configured with a CPU (Central Processing Unit) 41a, a ROM (Read Only Memory) 41b, a RAM (Random Access Memory) 41c, and the like.
[0041] The input / output interface 43 performs interface processing between the memory unit 44, communication unit 45, crane driving unit 46, operation panel 22, prize sensor 24, cameras 31 and 32, and the system control unit 41.
[0042] The storage unit 44 is configured by, for example, a nonvolatile memory such as a hard disk drive or a flash memory. The storage unit 44 may store a program for controlling the crane game machine 2.
[0043] The communication unit 45 is configured by, for example, a network interface card, etc. The communication unit 45 connects to the server device 1 via the network NW and controls the state of communication with the connected device.
[0044] The crane driving unit 46 includes motors for moving the crane 214 in the forward / backward, left / right, and up / down directions, and a motor for driving the arm 2141. The system control unit 41 controls the operation of the crane 214 by sending a control signal to the crane driving unit 46.
[0045] A signal may be output from the operation panel 22 to the system 41 in response to the operation of a button provided on the operation panel 22. Detection status information indicating the detection status of the game object 10 by the prize sensor 24 may be output from the prize sensor 24 to the system 41. The system control unit 41 may transmit this detection status information to the server device 1. Data indicating images captured by the cameras 31 and 32 may be transmitted to the system control unit 41 by the system control unit 41. The system control unit 41 may encode the image data into video data in a predetermined format. Alternatively, video data of the images captured by the cameras 31 and 32 may be generated, and the video data may be output to the system 41 or stored in the storage unit 44. Finally, the system control unit 41 may transmit the video data to the server device 1 in real time.
[0046] [1-3. Server device configuration] Next, the configuration of the server device 1 will be described with reference to Fig. 5 and Fig. 6. Fig. 5 is a block diagram showing an example of a schematic configuration of the server device 1 according to this embodiment. As shown in Fig. 5, the server device 1 includes a system control unit 11, a system bus 12, an input / output interface 13, a storage unit 14, and a communication unit 15. The system control unit 11 and the input / output interface 13 are connected via the system bus 12.
[0047] The system control unit 11 is composed of a CPU 11a, a ROM 11b, a RAM 11c, and the like.
[0048] The input / output interface 13 performs interface processing between the storage unit 14 and the communication unit 15 and the system control unit 11 .
[0049] The storage unit 14 is configured with, for example, a hard disk drive or the like. Databases such as a crane game machine DB 14a, a prize DB 14b, a game content DB 14c, and a play history DB 14d may be stored in this storage unit 14. "DB" is an abbreviation for database.
[0050] FIG. 6 is a diagram showing an example of information stored in the database of the server device 1. The crane game device DB 14a may store crane game device information for each crane game device 2. For example, the crane game device DB 14a may store, as crane game device information, a device ID, model information, an IP (Internet Protocol) address, and the like, which are associated with each other. The device ID may be identification information that identifies the crane game device 2. The model information may be information that indicates the model of the crane game device 2. The dimensions of the housing section, the specifications of the crane, the method of playing the crane game, and the like may differ depending on the model. The IP address may be identification information that the server device 1 uses to communicate with the crane game device 2.
[0051] The prize DB 14b may store prize information regarding each prize that a user can win in the online crane game. For example, the prize DB 14b may store prize information such as a prize ID, prize name, category ID, price, and stock quantity, all of which are associated with each other. The prize ID may be identification information for identifying a prize. The category ID may be separate information for identifying the category to which the prize belongs. Examples of categories include stuffed toys, figurines, daily necessities, food, vouchers for products or services, event tickets, points in a specified point program, in-game currency, and digital content. Here, the point program may be a program that awards points to users of one or more specified services provided via a network NW or the like. For example, points may be awarded based on the service usage fee or the purchase price of products or digital content purchased through the service. Points may also be purchased using a credit card or other payment method. Points held by a user may be used to pay the service usage fee or the purchase price of products or digital content. Points may also be usable to pay fees for playing online crane games and other online games. In-game currency may be a currency exclusive to online crane games that can be used to pay fees for playing online crane games. For example, users may be able to purchase in-game currency using a credit card or other payment method. The price may indicate the purchase price or retail price of the product. The stock quantity may indicate, for example, how many of the prize are available. For example, the stock quantity may indicate the number of the prize stored in a specified warehouse.
[0052] The game content DB 14c may store game content information indicating the content of an online crane game that can be played at each crane game machine 2. For example, the game content DB 14c may store, as game content information, a machine ID, machine type information, prize ID, play method, and play cost, all of which are associated with one another. The machine ID may indicate the crane game machine 2 corresponding to the online crane game of that game content. The machine information may indicate the machine type of that crane game machine 2. The prize ID may indicate a prize that the user can win in that online crane game. The play method may indicate a play method for that online crane game. Examples of play methods include front drop, side drop, hook, bridge, and figure-eight pass. Front drop is a play method in which a prize is dropped by moving the prize toward the front of the crane game machine 2. Side drop is a play method in which a prize is dropped by moving the prize sideways across the crane game machine 2. Hook is a play method in which a prize is moved using a hook rather than a crane. The bridge game is a play method in which the stage 215 is composed of four poles, and prizes placed on the poles are dropped between the poles. The figure-of-eight game is a play method in which the stage 215 is composed of two poles forming a figure-of-eight. Furthermore, in the front drop, side drop, and V-shaped drop games, the crane can be moved only once in each of the horizontal and vertical directions. In the hook and bridge games, the crane can be moved any number of times in each of the forward, backward, left, and right directions. The cost per play may be expressed, for example, in points or in-game currency, as the amount required for one play of the online crane game. The cost of playing an online crane game may be paid, for example, with at least one of points from a specified point program and in-game currency. Online crane games may include paid games and free games. The cost per play of paid games is 1 or more. The cost per play of free games is 0. In paid games, users can actually win prizes. On the other hand, free games may not allow users to win prizes.The free game may be a practice game.
[0053] The play history DB 14d may store play histories of online crane games. The play history may consist of one play log or multiple play logs. Each play log may be information indicating records related to one play. The play history DB 14d may store, as play logs, the following information in association with one another: a play ID, a user ID, a machine ID, machine type information, a sequence number, a prize ID, a prize name, a play result, the number of play points, the play date and time, a play video ID, a play cost, a payment type, the number of consecutive plays, a connection status, an operation time, game object position information before operation, game object position information after operation, game object position information at the time of placement, an average play cost, a total number of prizes won, and an average win cost. The play ID may be identification information identifying a play in an online crane game. The user ID may be identification information identifying a user who performed that play. The machine ID may indicate the crane game machine 2 on which the play was performed. The machine type information may indicate the machine type of the crane game machine 2. The sequence number may be a number that increases by one each time an online crane game is played on the crane game machine 2 identified by the machine ID. The prize ID and prize name may indicate the prize that the user was eligible to win in that play. The play result may indicate whether the user was able to win a prize in that play. The number of play points may indicate the number of play points awarded to the user at the end of that play. Play points are points exclusive to online crane games and are different from the points in the point program described above. Play points may be awarded to a user, for example, for each play in which the user does not win a prize. The number of play points may be accumulated, for example, for each combination of a user, a crane game machine 2, and a prize. As described below, the larger the accumulated number of play points, the easier it may be for the user to win that prize. When a user wins a prize, the accumulated number of play points for that user may be reset to 0. Furthermore, the accumulated number of play points may be reset to 0 even if the prize is won by someone else, regardless of who won it.The memory unit 14 may also store a database that stores the cumulative number of play points for each combination of user, crane game machine 2, and prize. If the online crane game does not have a system for awarding play points to users, the play log may not include the number of play points. The play date and time may indicate the date and time when the play was performed. The play video ID may be information that identifies video data generated by capturing the play using cameras 31 and 32. This video data may be transmitted from each crane game machine 2 to the server device 1 and separately stored in the memory unit 14. The play cost may indicate the fee for the play. The payment type may indicate whether the fee was paid in points from a point program or in-game currency. The number of consecutive plays may indicate the number of consecutive times a user has played the online crane game to win a prize at the crane game machine 2. For example, if a first user plays an online crane game and then a second user plays the online crane game at the same crane game machine 2, the number of consecutive plays for the first user may be reset to zero at that point. Furthermore, if the first user wins a prize in the online crane game, the number of consecutive plays of the first user may be reset to 0. The connection status may indicate whether the server device 1 and the crane game device 2 corresponding to the play are directly connected. The operation time may be the time elapsed from the start of the online crane game until the crane 214 starts its operation to grab the game object 10. The online crane game may start when the user performs an operation to start a play of the online crane game. The pre-operation game object position information may be information indicating the position of the game object 10 in the game space 100 before the user starts operating the crane 214 in the play identified by the play ID. For example, the pre-operation game object position information may indicate the position of the game object 10 at the start of the play or immediately before the start of the play.The post-operation game object position information may be information indicating the position of the game object 10 in the game space 100 after the user has finished operating the crane 214 in that play. For example, the post-operation game object position information may indicate the position of the game object 10 after the crane 214 has completed its release action in response to a user operation. The game object position information at the time of placement may indicate the position of the game object 10 when a game object 10 corresponding to a different prize is placed in the game space 100 of the crane game machine 2 identified by the machine ID, or when the game object 10 is re-placed in the game space 100 after a prize is won at that crane game machine 2. For example, when a game object 10 corresponding to a new prize is placed in the game space 100, the operator of the online crane game may change the prize ID associated with the machine ID of that crane game machine 2 to the prize ID of the new prize in the game content DB 14c. When a play of the online crane game is started at that crane game machine 2, the server device 1 may refer to the game content DB 14c to determine whether the prize has been changed. As will be described later, the server device 1 may acquire pre-operation game object position information and post-operation game object position information for a play based on video data transmitted from the crane game machine 2. If the prize has been changed, the server device 1 may acquire the pre-operation game object position information as time-of-placement game object position information to be included in the play log for the current play. For example, if a prize has been successfully won in a certain play at the crane game machine 2, the server device 1 may acquire pre-operation game object position information for the next play as time-of-placement game object position information to be included in the play log for the next play. If the prize has not been changed or if the prize has not been won in the previous play, the server device 1 may acquire the time-of-placement game object position information included in the play log for the previous play at the crane game machine 2 as time-of-placement game object position information to be included in the play log for the current play. The pre-operation game object position information and the post-operation game object position information may indicate, for example, the position of the game object 10 in three-dimensional coordinates with a predetermined position in the game space 100 as the origin.The average cost per play may indicate the average amount of fees paid by the user to play online crane games within a specified period of time in the past. The total number of prizes won may indicate the number of prizes won by the user in online crane games within a specified period of time in the past. The average cost per win may indicate the average amount of fees paid by the user for plays in which a prize was won within a specified period of time in the past. Note that at least one of the pieces of information described above as information included in the play log may not be included in the play log. Furthermore, information other than the information described above may be included in the play log.
[0054] The storage unit 14 also stores various programs such as an operating system, a DBMS (Database Management System), and a server program. The server program is a program that causes the system control unit 11 to execute processes related to the online crane game. The server program may be obtained from another device via the Internet NW, or may be recorded on a recording medium such as a magnetic tape, optical disk, or memory card and read via a drive device.
[0055] The communication unit 15 is configured by, for example, a network interface card, etc. The communication unit 15 connects to the crane game machine 2 and the user terminal 5 via the network NW, and controls the communication state with the connected devices.
[0056] [1-4. Functional overview of the system control unit] Next, an overview of the functions of the system control unit 11 in the server device 1 will be described with reference to Figs. 7 to 12. Fig. 7 is a diagram showing an example of functional blocks of the system control unit 11 in the server device 1 according to this embodiment. As shown in Fig. 7, the system control unit 11 may function as a play history acquisition unit 111, a prize acquisition distance setting unit 112, a position information acquisition unit 113, a travel distance acquisition unit 114, an acquisition condition fulfillment determination unit 115, a point awarding unit 116, a device control unit 117, a screen control unit 118, and the like, by the CPU 11a reading and executing various program codes included in the server program.
[0057] The play history acquisition unit 111 may acquire a play history of the online crane game played by a user currently playing the online crane game or a user who will start playing the online crane game. For example, the play history acquisition unit 111 may acquire, from the play history DB 14d, a play history consisting of one or more play logs including the user ID of the user. In this case, the play history acquisition unit 111 may acquire a play history consisting of a play log including a combination of the device ID of the crane game device 2 on which the online crane game currently being played by the user is being played and the prize ID of a prize that can be won in the online crane game. The play history acquisition unit 111 may also acquire a play history consisting of a play log including the user ID of a user other than the user currently playing the online crane game. The play history acquisition unit 111 may acquire the play history of the user playing the online crane game, for example, at the start of play of the online crane game or when play of the online crane game becomes possible.
[0058] The prize acquisition distance setting unit 112 may set a prize acquisition distance based on the play history acquired by the play history acquisition unit 111. The prize acquisition distance is, for example, a distance by which a condition for acquiring a prize that can be acquired in the online crane game currently being played by the user is deemed to have been met, and may be the distance traveled by the game object 10 within the game space 100. The acquisition condition may indicate a condition by which the user is determined to have acquired the prize. In general, the general acquisition condition is that the game object 10 falls into the drop hole 2111, causing the game object 10 to move outside the game space 100. As long as the game object 10 remains within the game space 100, it is not usually determined that the acquisition condition has been met. In contrast, the online crane game of this embodiment not only allows the user to acquire a prize when the general acquisition condition is met, but also allows the user to acquire a prize when a separate acquisition condition is met, even if the game object 10 is located within the game space 100. The distance that satisfies this condition is the prize acquisition distance. For example, if the moving distance of the game object 10 is equal to or greater than the prize winning distance, it may be determined that the winning condition is met.
[0059] 8(a) is a diagram showing an example of the relationship between information that can be identified from the play history and the distance to win a prize. As shown in FIG. 8(a), examples of information that can be related to the distance to win a prize include the number of plays, play frequency, cumulative play points, cumulative charge amount, and crane operation results.
[0060] The prize acquisition distance setting unit 112 may shorten the prize acquisition distance as the number of times the user currently playing the online crane game has played the online crane game increases. This number of plays may be, for example, the number of times the user has played the online crane game with the same combination of the crane game machine 2 with which the user is currently playing the online crane game and the prize that can be acquired in the current online crane game. In this case, the number of plays may be the number of consecutive plays. As described above, the number of consecutive plays may be the number of times the user has consecutively played the online crane game with the same combination of the crane game machine 2 and the prize. When someone acquires the prize, the number of consecutive plays may be reset to 0. Furthermore, this number of plays may be the number of plays up to the previous time or the number of plays up to the current time. The greater the number of plays, the more likely the user is to want to acquire the prize at that crane game machine 2. In such a situation, shortening the prize acquisition distance to make it easier to acquire the prize can reward the user's intention. It is also considered appropriate to make it easier for users who have played the online crane game more frequently to acquire a prize. The number of consecutive plays is included in the play log. Alternatively, the prize winning distance setting unit 112 may calculate the number of consecutive plays based on the number of play logs that include the same combination of the user ID of the user and the machine ID of the crane game machine 2 and the prize ID of the prize. In this case, if the prize winning distance setting unit 112 determines, for example, based on the play results included in the play log, that someone has won the prize at the crane game machine 2, it may calculate the cumulative value of only the number of play points awarded since the prize was last won based on the play date and time included in the play log. Furthermore, the prize winning distance setting unit 112 may calculate the number of consecutive plays by determining whether the user has played consecutively with the same crane game machine 2 and prize combination based on the play date and time included in the play log.
[0061] The prize acquisition distance setting unit 112 may shorten the prize acquisition distance the more frequently a user currently playing the online crane game has played the online crane game. The play frequency may be the number of times the online crane game has been played per unit time. For example, the play frequency may be calculated based on the number of times the online crane game has been played within a time period from the present to a predetermined time ago or within a period from the present to a predetermined number of days ago. The play frequency may also be calculated based on the number of times the user has played the online crane game with the same combination of the crane game machine 2 with which the user is currently playing the online crane game and the prize that can be won in the current online crane game. Alternatively, the play frequency may be calculated regardless of the combination of the crane game machine 2 and the prize. The higher the play frequency, the more likely the user is to like online crane games. In such a situation, shortening the prize acquisition distance to make it easier to win a prize can reward the user's favor.
[0062] The prize acquisition distance setting unit 112 may shorten the prize acquisition distance as the cumulative number of play points awarded to the user in online crane games with the same combination as the combination of the crane game machine 2 on which the user is currently playing the online crane game and the prize that can be won in the current online crane game increases. As described above, play points may be awarded for each play in which the user fails to win a prize. Furthermore, if someone wins the prize, the cumulative number of play points may be reset to 0. As with the number of plays, the greater the cumulative number of play points, the more likely the user is to want to win the prize at that crane game machine 2. In such a situation, shortening the prize acquisition distance to make it easier to win the prize can reward the user's intention. The prize acquisition distance setting unit 112 may calculate the cumulative number of play points by, for example, adding up the number of play points included in a play log that includes a combination of the user's user ID, the machine ID of the crane game machine 2, and the prize ID of the prize. At this time, if the crane game device 2 determines, for example, based on the play results included in the play log, that someone has won the prize at that crane game device 2, it may calculate the cumulative value of only the number of play points awarded since the prize was last won, based on the play date and time included in the play log.
[0063] The prize acquisition distance setting unit 112 may shorten the prize acquisition distance as the cumulative amount of charges paid by the user in the online crane game increases. This cumulative charge may be, for example, the cumulative amount of charges paid by the user in the online crane game for a combination of the crane game machine 2 on which the user is currently playing the online crane game and a prize that can be won in that online crane game. The charge per play corresponds to the cost per play. As with the number of plays, the larger the cumulative charge, the more likely the user is to want to win the prize at that crane game machine 2. In such a situation, shortening the prize acquisition distance to make it easier to win a prize can reward the user's intention. It is also considered appropriate to make it easier for users who have accumulated a larger amount of charges to win a prize. The cost per play can be set for each combination of the crane game machine 2 and the prize that can be won. Therefore, even if the number of plays is the same, the cumulative charge may differ. The prize winning distance setting unit 112 may calculate the cumulative charge amount by adding up the game unit price included in a play log that includes the same combination as the user ID of the user and the machine ID of the crane game machine 2 and the prize ID of the prize. At this time, if the crane game machine 2 determines, for example, based on the play results included in the play log, that the user has won the prize at the crane game machine 2, it may calculate the cumulative value of only the play unit price for plays after the prize was last won, based on the play date and time included in the play log.
[0064] The prize acquisition distance setting unit 112 may set the prize acquisition distance based on the result of the user's operation of the crane 214 to move the game object. The operation result used to set the prize acquisition distance may be any information obtained as a result of the crane's operation. The operation result used to set the prize acquisition distance may or may not include whether the user was able to acquire a prize. In an online crane game, a time limit may be set for the user to operate the crane 214. Examples of time limits include 30 seconds, 1 minute, 2 minutes, etc. Even if the user has not completely moved the crane within the time limit, the server device 1 may control the crane game device 2 so that the crane 214 performs a grab operation on the spot. Therefore, even if the user does not operate the crane 214 at all within the time limit, the crane 214 will perform a grab operation and a release operation on the spot. The operation result used to set the prize acquisition distance may include the result of the operation of the crane 214 at that time. FIG. 8(b) is a diagram showing an example of the relationship between the crane's operation result and the prize acquisition distance. As shown in FIG. 8(b), examples of the operation results of the crane 214 include the operation time of the crane 214 and the movement distance of the game object 10.
[0065] The prize acquisition distance setting unit 112 may shorten the prize acquisition distance as the operation time of the crane 214 is shorter. The operation time used to set the prize acquisition distance may be the operation time the user last played the online crane game. Alternatively, the operation time used to set the prize acquisition distance may be the average operation time of the user. Furthermore, the operation time used to set the prize acquisition distance may be limited to the operation time in an online crane game with the same combination of the crane game machine 2 with which the user is currently playing the online crane game and the prize that can be acquired in that online crane game. The shorter the operation time of the crane 214, the shorter the occupancy time of that crane game machine 2 tends to be. Therefore, the waiting time of other users waiting for the crane game machine 2 to become available for play after the currently playing user, and the number of waiting users, can be reduced. It is considered appropriate to make it easier for users who have engaged in actions that contribute to the operation of the online crane game to acquire prizes.
[0066] The prize acquisition distance setting unit 112 may set the prize acquisition distance based on the distance traveled by the game object 10 due to the operation of the crane 214 caused by the operation of the crane 214. The travel distance used to set the prize acquisition distance may be the distance between the position of the game object 10 before a user operation to move the game object 10 was performed in a past play and the position of the game object 10 after a user operation to move the game object 10 was performed in a past play. The position of the game object 10 before a user operation to move the game object 10 was performed may be indicated by pre-operation game object position information included in the play log. The position of the game object 10 after a user operation to move the game object 10 may be indicated by post-operation game object position information included in the play log. The travel distance of the game object 10 may be the travel distance of the game object 10 in one play. Alternatively, the distance traveled by the game object 10 may be the distance traveled from the position at the start of a play immediately after a game object 10 corresponding to a different prize was first placed, or from the position at the start of a play immediately after the game object 10 was repositioned due to the prize being won. These positions may be indicated by game object position information at the time of placement included in the play log. For example, when a user currently playing an online crane game plays the online crane game consecutively using the same crane game machine 2 and prize combination, the distance traveled by the game object 10 may be the distance between the position of the game object 10 at the start of the first play of the consecutive plays and the position of the game object 10 at the end of the last play of the consecutive plays. Whether or not the plays indicated by the play logs are consecutive can be determined based on the sequence number included in each play log, which includes the user ID of the user and the machine ID of the crane game machine 2. Furthermore, whether or not the prizes that can be won in those plays are the same can be determined based on the prize ID included in each play log.In this case, the position of the game object 10 at the start of the first play of the series of plays is indicated by pre-operation game object position information included in the play log corresponding to the first play. The position of the game object 10 at the end of the last play of the series of plays is indicated by post-operation game object position information included in the play log corresponding to the last play. The movement distance used for the prize acquisition distance may be, for example, the previous movement distance by the user, or the average of the movement distances up to that point. The prize acquisition distance setting unit 112 may shorten the prize acquisition distance as the movement distance increases. The longer the movement distance of the game object 10, the more ingenuity or effort the user puts into moving the game object 10. Reducing the prize acquisition distance as the movement distance increases will reward that ingenuity or effort. Alternatively, the prize acquisition distance setting unit 112 may shorten the prize acquisition distance as the movement distance decreases. The shorter the movement distance of the game object 10, the less skilled the user may be at the online crane game. This may give an advantage to users with low skill.
[0067] The prize winning distance setting unit 112 may set the prize winning distance using a plurality of pieces of information. For example, the prize winning distance setting unit 112 may shorten the prize winning distance the more times the number of plays is, and may shorten the prize winning distance the shorter the operation time of the crane 214 is. For example, the memory unit 14 may store a table showing the relationship between the combination of the number of plays and the operation time and the prize winning distance. The prize winning distance setting unit 112 may set the prize winning distance based on this table.
[0068] The prize winning distance setting unit 112 may set the prize winning distance based on other information related to the online crane game in addition to the play history. For example, the memory unit 14 may store a table indicating the relationship between the prize winning distance and a combination of values of information identifiable from the play history and values of other information related to the online crane game. The prize winning distance setting unit 112 may set the prize winning distance based on this table. Alternatively, the prize winning distance setting unit 112 may set the prize winning distance based on other information related to the online crane game without using the play history. FIG. 9(a) is a diagram showing an example of the relationship between information related to the online crane game and the prize winning distance. As shown in FIG. 9(a), examples of information related to the prize winning distance include the prize, the game difficulty level, and the cost per play.
[0069] The prize acquisition distance setting unit 112 may set the prize acquisition distance based on the type of prize that can be acquired in the online crane game that the user is currently playing. For example, the prize acquisition distance may vary depending on the prize. FIG. 9(b) is a diagram showing an example of the relationship between information about the prize and the length of the prize acquisition distance. As shown in FIG. 9(b), examples of information related to the prize acquisition distance include the difficulty of acquiring the prize, the number of prizes in stock, the price of the prize, and the popularity of the prize.
[0070] The difficulty level of a prize may indicate how easy it is to acquire the prize itself. The higher the difficulty level of a prize, the more difficult it is for the user to acquire that prize. For example, when the prize itself is used as the game object 10, the difficulty level of acquisition may vary depending on the shape, size, and weight of the prize. A substitute corresponding to the prize may be used as the game object 10. In this case, the difficulty level of acquisition may vary depending on the shape, size, and weight of the substitute. For example, the difficulty level of acquisition of each prize may be stored in the prize DB 14b. The prize acquisition distance setting unit 112 may shorten the prize acquisition distance as the difficulty level of the prize that can be acquired in the online crane game that the user is currently playing becomes lower. By lowering the game difficulty level as the difficulty level of the prize becomes lower, differentiation of prizes can be strengthened.
[0071] The prize acquisition distance setting unit 112 may shorten the prize acquisition distance as the number of prizes available for the user to win in the online crane game that the user is currently playing increases. The fewer the number of prizes in stock, the higher the possibility that the prizes will run out immediately. By setting the prize acquisition distance based on the number of prizes in stock, it is possible to prevent an increase in the possibility that the prizes will run out immediately.
[0072] The popularity of a prize may indicate how popular that prize is. For example, the popularity may be indicated by the total number of plays of an online crane game in which that prize can be won during a predetermined period in the past. The prize winning distance setting unit 112 may shorten the prize winning distance the lower the popularity of the prize that can be won in the online crane game that the user is currently playing. The more popular a prize is, the more likely it is that the number of plays per unit time required to win that prize will be increased. Therefore, the higher the popularity, the more frequently that prize is won. By setting the prize winning distance based on popularity, it is possible to reduce the difference in the frequency of winning between prizes.
[0073] Returning to FIG. 9(a), the game difficulty may indicate the ease of winning a prize related to the play content of the online crane game. The higher the game difficulty, the more difficult it becomes for the user to win a prize. For example, the game difficulty may vary depending on the model of the crane game machine 2. The game difficulty may also vary depending on the play method. Even for the same play method, the game difficulty may vary depending on the configuration of the stage 215. The game difficulty may also indicate a difficulty level that takes into account the difficulty of winning the prize described above. For example, the game content DB 14c may store the game difficulty for each crane game machine 2. The prize winning distance setting unit 112 may shorten the prize winning distance as the game difficulty of the online crane game currently played by the user becomes lower. By lowering the game difficulty as the game difficulty becomes lower, it is possible to further differentiate online crane games.
[0074] As an example of shortening the prize acquisition distance, the prize acquisition distance setting unit 112 may set the prize acquisition distance to 0. In other words, even if the game object 10 does not move at all before and after the user operates the crane 214, it may be determined that the user has succeeded in acquiring the prize.
[0075] The position information acquisition unit 113 may acquire position information indicating the position of the game object 10 within the game space 100. For example, the position information acquisition unit 113 may acquire the X, Y, and Z coordinates of the game object 10, with a predetermined position in the game space 100 as the origin. The X, Y, and Z coordinates indicate the left-right, up-down, and front-back positions of the crane game machine 2, respectively. The position information acquisition unit 113 may acquire the position information based on, for example, video data transmitted from the crane game machine 2. The video data from the crane game machine 2 includes video data showing an image of the game space 100 captured by the camera 31 and video data showing an image of the game space 100 captured by the camera 32. The X and Y coordinates of the game object 10 can be identified based on the video data captured by the camera 31. The Y and Z coordinates of the game object 10 can be identified based on the video data captured by the camera 32. Furthermore, for example, if the camera 31 and the camera 32 are shot at a diagonally downward angle, as described above, the X, Y, and Z coordinates of the game object 10 can be identified from the video data. The position information acquisition unit 113 may identify the position of the game object 10 in the video image represented by the video data by object detection using machine learning, for example. Alternatively, the position information acquisition unit 113 may identify the game object 10 from the video image represented by the video data by using background subtraction. The position information acquisition unit 113 may, for example, identify the center or center of gravity of the identified game object 10 and generate position information including the X, Y, and Z coordinates of the identified point. For example, for each play, the position information acquisition unit 113 may acquire at least position information indicating the position of the game object 10 before a user's operation to move the game object 10 and position information indicating the position of the game object 10 after a user's operation to move the game object 10. The operation to move the game object 10 may be, for example, operating a crane 214. The position information indicating the position of the game object 10 before the user performs an operation to move the game object 10 corresponds to pre-operation game object position information.Position information indicating the position of the game object 10 after a user operation to move the game object 10 corresponds to post-operation game object position information. The position information acquisition unit 113 may acquire, as an example of pre-operation game object position information, position information indicating the position of the game object 10 at the start of play of the online crane game. The position information acquisition unit 113 may acquire, as an example of post-operation game object position information, position information indicating the position of the game object 10 after the crane 214 has completed a releasing motion in response to a user operation. Note that the position information acquisition unit 113 may acquire post-operation game object position information in a certain play as position information indicating the position of the game object 10 before the operation of the crane 214 in the next play.
[0076] The movement distance acquisition unit 114 may acquire a distance traveled by the game object 10 based on a user operation, based on the position information acquired by the position information acquisition unit 113. The user operation is an operation for moving the game object 10. The movement distance used to determine whether or not a prize is won may be the distance between the position of the game object 10 before the user performs an operation for moving the game object 10 in the current play and the position of the game object 10 after the user performs an operation for moving the game object 10 in the current play. In other words, the movement distance of the game object 10 may be the distance between the position at the start of the current play and the position at the end of the current play. Alternatively, the movement distance of the game object 10 may be the movement distance from the position at the start of the play immediately after the game object 10 placed in the game space 100 in the current play was initially placed or the position at the start of the play immediately after the game object 10 was relocated. These positions are indicated by the game object position information at the time of placement included in the play log of the previous play, which includes the machine ID of the crane game machine 2 on which the current online crane game is being played. The movement distance acquisition unit 114 may acquire the game object position information at the time of placement from the play log of the previous play stored in the play history DB 14d. The position information included in the play log is also position information previously acquired by the position information acquisition unit 113 based on video data from the crane game machine 2. Alternatively, the position information acquisition unit 113 may acquire the game object position information at the time of placement from the play history DB 14d. Note that if a game object 10 is newly placed or repositioned immediately before the current play, the game object position information before operation in the current play becomes the game object position information at the time of placement. For example, if a user is playing online crane games consecutively using the same crane game machine 2 and prize combination, including the current play, the movement distance of the game object 10 may be the distance between the position at the start of the first play of the consecutive plays and the position at the end of the current play.The sequence number included in each play log, including the user ID of the user and the device ID of the crane game device 2, can be used to determine whether the current play is included in a series of consecutive plays and which plays are consecutive to the current play. Furthermore, the prize ID included in each play log can be used to determine whether the prizes that can be won in those plays are the same. In this case, the position of the game object 10 at the start of the first play of the series of consecutive plays is indicated by the pre-operation game object position information included in the play log corresponding to the first play. The point in time at which the movement distance acquired by the movement distance acquisition unit 114 is used as the movement distance from the position of the game object 10 and the point in time at which the movement distance used by the prize acquisition distance setting unit 112 to set the prize acquisition distance may be the same or different.
[0077] 10 is a diagram showing an example of the state inside the storage unit after the crane is operated. As shown in FIG. 10, the center of the game object 10 was at point 310 before the user operated the crane 214. At this time, the game object 10 was on the stage 215. Thereafter, the crane 214 moved the game object 10 in response to the user's operation, and as a result, the center of the game object 10 moved to point 320. At this time, the game object 10 was still on the stage 215. The movement distance acquisition unit 114 may calculate, for example, the distance between point 310 and point 320 as the movement distance of the game object 10.
[0078] The acquisition condition fulfillment determination unit 115 may determine whether or not the conditions for acquiring a prize are fulfilled based on the prize acquisition distance set by the prize acquisition distance setting unit 112 and the traveled distance acquired by the traveled distance acquisition unit 114. For example, the acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled when the traveled distance is equal to or greater than the prize acquisition distance. Alternatively, the acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled when the traveled distance exceeds the prize acquisition distance.
[0079] 11(a) and 11(b) are diagrams showing examples of determining whether the acquisition condition is satisfied. FIGS. 11(a) and 11(b) show the same travel distance from point 310 to point 320. In FIG. 11(a), the prize acquisition distance set by the prize acquisition distance setting unit 112 is shorter than the travel distance. Therefore, the acquisition condition satisfaction determination unit 115 may determine that the acquisition condition is satisfied. In FIG. 11(b), the prize acquisition distance set by the prize acquisition distance setting unit 112 is longer than the travel distance. Therefore, the acquisition condition satisfaction determination unit 115 may determine that the acquisition condition is not satisfied. In this way, even if the travel distance is the same, the result will vary depending on the prize acquisition distance.
[0080] The acquisition condition fulfillment determination unit 115 may determine whether the acquisition condition is fulfilled, for example, after the user operates the crane. The acquisition condition fulfillment determination unit 115 may also determine whether the acquisition condition is fulfilled at the start of an online crane game, in addition to after the crane is operated. For example, if the acquisition distance is set to 0, the acquisition condition is already fulfilled at the start of the game. In this case, the acquisition condition fulfillment determination unit 115 may allow the user to acquire a prize without waiting for the user to operate the crane 214.
[0081] The acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled even when the game object 10 is in contact with the bottom plate 211 or the inclined plate 216. That is, the acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled if the game object 10 falls from the stage 215. Whether the game object 10 is in contact with the bottom plate 211 or the inclined plate 216 can be determined from video data from the cameras 31 and 32, for example.
[0082] The point awarding unit 116 may award play points to a user in response to the user's play of the online crane game. For example, the point awarding unit 116 may award play points for each play in which the user fails to win a prize. The point awarding unit 116 may also determine the number of play points to award to the user. Note that if the prize acquisition distance setting unit 112 uses the cumulative number of play points to set the prize acquisition distance, the point awarding unit 116 may award points to the user. Therefore, the more play points awarded, the shorter the prize acquisition distance tends to be with fewer plays. Therefore, the more play points awarded, the easier it is to win a prize with fewer plays. If the cumulative number of play points is not used to set the prize acquisition distance, play points may not be awarded, and the point awarding unit 116 may be unnecessary.
[0083] FIG. 12 is a diagram showing examples of factors that determine the number of play points to be awarded. As shown in FIG. 12, examples of factors that determine the number of play points include a cost per play, randomness, the result of operating the crane, and prizes. The point awarding unit 116 may award more play points the higher the cost per game of the online crane game that the user is currently playing. As a result, the higher the cost per game, the easier it is to win a prize with fewer plays.
[0084] The point awarding unit 116 may randomly determine the number of play points to award.
[0085] The point awarding unit 116 may determine the number of play points to be awarded based on the result of the user's operation of the crane 214 to move the game object 10 in the current play. For example, the point awarding unit 116 may award more points the shorter the operation time. The purpose of this may be the same as when the prize acquisition distance is shortened the shorter the operation time. The point awarding unit 116 may also determine the number of points to be awarded based on the movement distance of the game object 10. The method and purpose of specifying the movement distance may be the same as when the prize acquisition distance is set based on the movement distance of the game object 10.
[0086] The point awarding unit 116 may determine the number of play points to be awarded based on the type of prize that the user can win in the online crane game that the user is currently playing. For example, the point awarding unit 116 may award more play points the more expensive the prize. Alternatively, for example, the number of play points to be awarded may be preset for each prize. For example, the number of play points may be stored in the prize DB 14b.
[0087] The device control unit 117 may control each crane game machine 2. For example, the device control unit 117 may cause the crane driving unit 46 to drive the crane 214 by transmitting control information to the crane game machine 2. Also, for example, the device control unit 117 may receive prize detection status information from the prize sensor 24 from the crane game machine 2. Furthermore, the device control unit 117 may receive video data generated as a result of shooting by the cameras 31 and 32 from the crane game machine 2.
[0088] The screen control unit 118 may control the display content on the screen of the user terminal 5. For example, the screen control unit 118 may cause the user terminal 5 to display a screen related to an online crane game by transmitting content such as a web page to the user terminal 5. Furthermore, when a user performs an operation related to the online crane game, the screen control unit 118 may receive a request corresponding to the operation from the user terminal 5. The screen control unit 118 may pass the received request to the device control unit 117.
[0089] [1-5. Operation of communication system] Next, the operation of the communication system S will be described with reference to FIG. 13. FIG. 13 is a flowchart illustrating an example of processing by the system control unit 11 of the server device 1 according to this embodiment. For example, a user operates the user terminal 5 to access a website for an online crane game using a web browser or to launch an application for the online crane game. The user terminal 5 displays, for example, a list of crane game machines 2 on the screen. The user selects a crane game machine 2 on which the user wants to play the online crane game from the list. In response to this selection, the user terminal 5 may transmit the user's user ID and the machine ID of the selected crane game machine 2 to the server device 1. The screen control unit 118 may cause the user terminal 5 to display a screen for playing the online crane game corresponding to the selected crane game machine 2. This screen may include, for example, information about prizes, a play cost, information indicating the accumulated number of play points, an image of the game space 100, an image switching button, and a reservation button. The image switching button is a button that can be operated to switch the displayed image of the game space 100 between an image from the front of the crane game machine 2 and an image from the side. The reservation button is a button that can be operated to reserve a play in the online crane game. A user operates the reservation button to reserve a play. When it is the user's turn to play the reserved online crane game, the system control unit 11 may execute the process shown in FIG. 13.
[0090] As shown in FIG. 13, the screen control unit 118 erases the reservation button from the screen of the user terminal 5 and displays a start button on the screen of the user terminal 5 (step S101). The start button is a button that can be operated to start playing the online crane game. Next, the play history acquisition unit 111 acquires a play history, which is composed of a play log including a user ID transmitted from the user terminal 5, from the play history DB 14d (step S102). Next, the prize acquisition distance setting unit 112 identifies information for setting a prize acquisition distance based on the play history (step S103). Examples of the identified information include the number of plays, play frequency, accumulated play points, accumulated charge amount, operation time of the crane 214, and travel distance of the game object 10. Next, the prize acquisition distance setting unit 112 sets a prize acquisition distance based on the identified information (step S104). At this time, the prize acquisition distance setting unit 112 may set a prize acquisition distance based on information other than the information identified based on the play history.
[0091] Next, the screen control unit 118 determines whether or not to start the online crane game (step S105). For example, the screen control unit 118 may determine to start the online crane game if the user operates the start button within a predetermined time. Alternatively, for example, the screen control unit 118 may determine not to start the online crane game if the user does not operate the start button within a predetermined time or performs an operation to display a list of crane game machines 2. If the online crane game is to be started (step S105: YES), the position information acquisition unit 113 acquires position information of the game object 10 as pre-operation game object position information based on video data transmitted from the crane game machine 2 selected by the user (step S106). Next, the screen control unit 118 erases the start button from the screen of the user terminal 5 and displays the operation button of the crane 214 on the screen of the user terminal 5 (step S107). The operation button is a button that can be operated to operate the crane 214. How the crane 214 can be operated may differ depending on the playing method. For example, an operation button for moving the crane 214 horizontally and an operation button for moving the crane 214 in the depth direction may be displayed. Alternatively, an operation button for moving the crane 214 forward, backward, left, and right, and an operation button for grabbing the game object 10 may be displayed. The play history acquisition unit 111 may also set the number of consecutive plays. For example, if the user has not continued to play the online crane game with a combination of the crane game machine 2 selected by the user and a prize that can be won at that crane game machine 2, the play history acquisition unit 111 may set the number of consecutive plays to 1. If the user continues to play the online crane game with that combination, the play history acquisition unit 111 may increment the previous number of consecutive plays by 1. Next, the device control unit 117 transmits a control signal for controlling the crane driving unit 46 to the crane game machine 2 selected by the user in response to the user's operation of the operation button.As a result, the device control section 117 drives the crane 214 by the crane driving section 46 of the crane game device 2 (step S108). At this time, the device control section 117 may measure the operation time of the crane 214.
[0092] When the user has completed the operation of the crane 214 and the operation of the crane 214 is complete, the device control unit 117 determines whether or not the prize sensor 24 of the crane game device 2 selected by the user has detected the game object 10, based on the detection status information transmitted from that crane game device 2 (step S109). If the prize sensor 24 has detected the game object 10 (step S109: YES), the screen control unit 118 displays information indicating that the prize has been successfully acquired on the screen of the user terminal 5 (step S110).
[0093] If the prize sensor 24 has not detected the game object 10 (step S109: NO), the position information acquisition unit 113 acquires the position information of the game object 10 as post-operation game object position information based on video data transmitted from the crane game machine 2 selected by the user (step S111). Next, the movement distance setting unit 114 calculates the movement distance of the game object 10 based on the position information acquired in steps S106 and S111 (step S112). As described above, the movement distance setting unit 114 may calculate the movement distance using pre-operation game object position information or time-of-placement game object position information included in past play logs stored in the play history DB 14d, rather than using the pre-operation game object position information acquired in step S106. Next, the acquisition condition fulfillment determination unit 115 determines whether the prize acquisition condition has been fulfilled based on the prize acquisition distance and the movement distance of the game object 10 (step S113). If the acquisition condition is met (step S113: YES), the process proceeds to step S110. If the acquisition condition is not met (step S113: NO), the point granting unit 116 determines the number of play points to grant to the user (step S114). Next, the screen control unit 118 displays information indicating that the user failed to acquire the prize on the screen of the user terminal 5 (step S115).
[0094] After step S110 or step S115, the play log acquisition unit 111 generates a play log and stores this play log in the play history DB 14d (step S116). For example, the play log acquisition unit 111 may acquire a prize ID and a play cost from the game content DB 14c based on the machine ID of the crane game machine 2 selected by the user. The play log acquisition unit 111 may also generate a play result according to whether or not the user succeeded in winning a prize. The play log acquisition unit 111 may generate a play log including a user ID, an operation ID, a prize ID, the number of consecutive plays, a play cost, a play result, an operation time, a movement distance, a play date and time, a movement distance of the game object before the operation, a movement distance of the game object after the operation, etc.
[0095] When step S116 ends, the process proceeds to step S101. If it is determined in step S105 that the online crane game is not to be started (step S105: NO), the process shown in FIG.
[0096] As described above, according to this embodiment, the server device 1 may acquire a play history. The server device 1 may also set a prize acquisition distance based on the play history. The server device 1 may also acquire position information indicating the position of the game object 10 within the game space 100. The server device 1 may also acquire the movement distance of the game object 10 based on the position information. The server device 1 may also determine whether or not the acquisition condition is met based on the prize acquisition distance and the movement distance. In this case, it is possible to flexibly determine whether or not the user has been able to acquire a prize.
[0097] Here, the server device 1 may shorten the prize winning distance as the number of times the user plays the online crane game increases. In this case, the ease of winning a prize can be controlled according to the number of times the user plays.
[0098] The server device 1 may also award play points to users in response to playing the online crane game. The server device 1 may also shorten the distance to win a prize as the cumulative number of play points awarded to a user increases. In this case, the ease of winning a prize can be controlled according to the cumulative number of awarded play points.
[0099] At this time, the server device 1 may determine the number of play points to be awarded based on the result of the user's operation to move the game object 10. The cumulative number of play points awarded to the user may be related to the length of the set prize acquisition distance. Therefore, the number of play points that affects the length of the set prize acquisition distance can be changed based on the operation result.
[0100] The server device 1 may also set the prize acquisition distance based on the result of the user's operation to move the game object 10. In this case, the set prize acquisition distance can be changed based on the result of the user's operation.
[0101] The server device 1 may also set the prize acquisition distance based on the type of prize that can be acquired in the online crane game being played. In this case, the set prize acquisition distance can be changed based on the prize.
[0102] [2. Second Embodiment] Next, a second embodiment will be described with reference to Fig. 14. Except for the points described below, this embodiment may be the same as the first embodiment.
[0103] In this embodiment, the play history acquisition unit 111 may acquire a play history in response to a user operating the crane 214 to move the game object 10. For example, the play history acquisition unit 111 may acquire a play history when the user completes operating the crane 214. Alternatively, the play history acquisition unit 111 may acquire a play history when the crane 214 completes a release operation.
[0104] The play history acquisition unit 111 may acquire a play history including a play log related to a current play of the online crane game. Typically, a play log related to a play is generated at the end of or after a play of the online crane game. In this embodiment, the play history acquisition unit 111 may generate a play log related to a current play including currently identifiable information in response to a user's operation of the crane 214. Examples of currently identifiable information include a play ID, a user ID, a device ID, model information, a prize ID, a prize name, the date and time of play, a play cost, a payment type, the number of consecutive plays, a connection status, operation time, a distance traveled by the game object 10, and an average play cost. Generating a play log related to a current play may be included in acquiring a play history. The play history acquisition unit 111 may generate a play log related to a current play including information related to the operation result of the crane 214. Examples of information related to the operation result include the operation time of the crane 214 and the distance traveled by the game object 10. The play history acquisition unit 111 may acquire a play history including play logs related to past plays in addition to a play log related to a current play.
[0105] The prize winning distance setting unit 112 may set a prize winning distance to be applied to the current play based on the play history acquired by the play history acquisition unit 111, which includes a play log related to the current play. This allows information related to the current play to be reflected in determining the winning conditions for the current play. The prize winning distance setting unit 112 may set a prize winning distance based on, for example, the result of the user's operation of the crane 214 in the current play. For example, the prize winning distance setting unit 112 may set a prize winning distance based on the operation time of the crane 214 in the current play or the movement distance from the initial position to the position after the game object 10 has moved in the current play. Alternatively, the prize winning distance setting unit 112 may set a prize winning distance based on an average operation time including the operation time of the crane 214 in the current play. The prize winning distance setting unit 112 may also set a prize winning distance based on information identifiable from the current play log and past play logs.
[0106] 14 is a flowchart showing an example of processing by the system control unit 11 of the server device 1 according to this embodiment. In FIG. 14, the same processes as those in FIG. 13 are denoted by the same reference numerals.
[0107] As shown in FIG. 14, steps S101 and S105 are executed first. When an online crane game is to be started (step S105: YES), the position information acquisition unit 113 acquires the position information of the game object 10 as pre-operation game object position information based on video data transmitted from the crane game machine 2 selected by the user (step S106). Next, the plane control unit 118 displays the operation buttons of the crane 214 on the screen of the user terminal 5 (step S107). Next, the device control unit 117 drives the crane 214 in response to the user's operation of the operation buttons (step S108). At this time, the device control unit 117 calculates the operation time of the crane 214. The position information acquisition unit 113 acquires the position information of the game object 10 as post-operation game object position information based on video data transmitted from the crane game machine 2 selected by the user (step S201). Next, the movement distance setting unit 114 calculates the movement distance of the game object 10 based on the position information acquired in steps S106 and S201 (step S202). Next, the play history acquisition unit 111 generates a play log for the current play and stores this play log in the play history DB 14d (step S203). Next, the play history acquisition unit 111 acquires a play history including a play log related to past plays, including the user's user ID, from the play history DB 14d (step S204). If a play log related to past plays is not required, step S204 may be omitted. Next, the prize acquisition distance setting unit 112 identifies information for setting a prize acquisition distance based on the play history including the play log generated in step S203 (step S205). Next, the prize acquisition distance setting unit 112 sets a prize acquisition distance according to the identified information (step S206).
[0108] Next, the device control unit 117 determines whether or not the prize sensor 24 of the crane game machine 2 has detected the game object 10 (step S109). If the prize sensor 24 has detected the game object 10 (step S109: YES), the process proceeds to step S110. If the prize sensor 24 has not detected the game object 10 (step S109: NO), the acquisition condition fulfillment determination unit 115 determines whether or not the acquisition condition for the prize has been fulfilled based on the prize acquisition distance and the movement distance calculated in step S202 (step S113). If the acquisition condition has been fulfilled (step S113: YES), the process proceeds to step S110. If the acquisition condition has not been fulfilled (step S113: NO), steps S114 and S115 are executed. After step S110 or step S115, the play history acquisition unit 111 adds information to the play log stored in the play history DB 14d in step S203 (step S207). For example, the play history acquisition unit 111 may add the play results, the number of play points, etc. to the play log. After step S207 is completed, the process proceeds to step S101.
[0109] As described above, according to this embodiment, the prize acquisition distance applied to the current play can be changed based on information related to the current play.
[0110] 3. Third Embodiment Next, a third embodiment will be described with reference to Figures 15 and 16. Except for the points described below, this embodiment may be the same as at least one of the embodiments described so far.
[0111] In this embodiment, a plurality of game objects 10 may be placed in the game space 100. When at least one of the plurality of game objects 10 falls into the drop hole 2111, the user may be able to win a prize.
[0112] In this embodiment, the position information acquisition unit 113 may acquire position information for each of the multiple game objects 10. Furthermore, the position information acquisition unit 113 may acquire position information indicating the position of the crane 214 within the game space 100, in addition to the position information of the game objects 10. For example, the position information acquisition unit 113 may acquire position information indicating the position of the crane 214 when a grab action is performed after the crane 214 has been moved by a user's operation. This position information may include an X coordinate and a Z coordinate. This position information may or may not include a Y coordinate. The position of the crane 214 is controlled by the crane game machine 2 based on control information transmitted from the device control unit 117. Therefore, the position information acquisition unit 113 may acquire the position information of the crane 214 from the crane game machine 2, for example.
[0113] The acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled when the moving distance of at least one of the multiple game objects 10 is equal to or greater than the prize acquisition distance (or exceeds the prize acquisition distance). Here, the acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled regardless of which game object 10 has moved equal to or greater than the prize acquisition distance. Alternatively, the acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled only when the game object 10 that has moved equal to or greater than the prize acquisition distance is a specific game object 10. In this case, the acquisition condition fulfillment determination unit 115 may determine whether or not the specific game object 10 has moved equal to or greater than the prize acquisition distance.
[0114] The acquisition condition fulfillment determination unit 115 may identify a game object 10 that is the target of the determination of whether or not the acquisition condition is fulfilled, based on the position information of the game object 10 and the position information of the crane 214 acquired by the position information acquisition unit 113. For example, the acquisition condition fulfillment determination unit 115 may identify, among the multiple game objects 10, the game object 10 that is placed in a position closest to the position of the crane 214 when the grabbing action was performed. There is a high possibility that this game object 10 is the game object 10 that the user wanted to move. By determining whether or not the movement distance of this game object 10 is equal to or greater than the prize acquisition distance, it is possible to appropriately determine whether or not the acquisition condition is fulfilled.
[0115] 15(a) to 15(c) are top views showing an example of a game space in which game objects are placed. As shown in FIG. 15(a), before the start of play of the online crane game, game objects 10a, 10b, 10c, 10d, 10e, and 10f are placed in the game space 100. Next, as shown in FIG. 15(b), a user operates a crane 214 to move within the game space 100, and the crane 214 performs a grab operation at point 400. Of the game objects 10a to 10f, the game object closest to point 400 is the game object 10b. As a result of the operation of the crane 214, the arrangement of the game objects within the game space 100 is as shown in FIG. 15(c). As shown in FIG. 15(c), the game objects 10a, 10b, and 10c have moved. As described above, the game object closest to the crane 214 at the time of the grab operation was the game object 10b. Therefore, the acquisition condition fulfillment determination unit 115 may determine whether the acquisition condition is fulfilled by using the distance between point 330 where the center of the game object 10b was located before the operation of the crane 214 and point 340 where the center of the game object 10b is located after the operation.
[0116] 16 is a flowchart showing an example of processing by the system control unit 11 of the server device 1 according to this embodiment. In FIG. 16, the same processes as those in FIG. 13 are denoted by the same reference numerals.
[0117] As shown in FIG. 16, steps S101 to S105 are first executed. When an online crane game is started (step S105: YES), the position information acquisition unit 113 acquires position information of each game object 10 as pre-operation game object position information based on video data transmitted from the crane game machine 2 selected by the user (step S301). Next, steps S107 and S108 are executed. After step S108, the position information acquisition unit 113 acquires position information of the crane 214 at the time of the grabbing operation (step S302). Next, the acquisition condition fulfillment determination unit 115 identifies a game object 10 to be determined based on the position information acquired in step S301 and the position information acquired in step S302 (step S303). For example, the acquisition condition fulfillment determination unit 115 may calculate the distance between the crane 214 and each game object. The acquisition condition fulfillment determination unit 115 may identify the game object with the shortest calculated distance as the determination object. Next, step S109 is executed. If the prize sensor 24 does not detect the game object 10 (step S109: NO), the position information acquisition unit 113 acquires the position information of the game object 10 identified as the object to be determined as post-operation game object position information based on video data transmitted from the crane game device 2 selected by the user (step S304). It is possible to identify which game object 10 has moved to which position as a result of the user's operation of the crane 214 by tracking each game object 10 on the video image displayed by the video data. Next, the movement distance setting unit 114 calculates the movement distance of the game object 10 based on the position information acquired in steps S301 and S304 for the game object 10 to be determined (step S111). Next, the acquisition condition fulfillment determination unit 115 determines whether the prize acquisition condition is fulfilled based on the prize acquisition distance and the movement distance (step S113). If the acquisition condition is met (step S113: YES), the process proceeds to step S110. If the acquisition condition is not met (step S113: NO), steps S114 and S115 are executed.After step S110 or step S115, step S116 is executed, and the process proceeds to step S101.
[0118] As described above, according to this embodiment, in an online crane game in which multiple game objects 10 are placed in a game space 100, it is possible to appropriately determine whether the conditions for winning a prize have been met based on the results of the user's operations to move the game objects 10.
[0119] [4. Fourth Embodiment] Next, a fourth embodiment will be described with reference to Figures 17 to 20. Except for the points described below, this embodiment may be the same as at least one of the embodiments described so far.
[0120] In this embodiment, the prize acquisition distance setting unit 112 may set a prize acquisition distance for each of the directions of three coordinate axes in the coordinate system of the game space 100. That is, the prize acquisition distance setting unit 112 may set three prize acquisition distances. The three coordinate axes may be the X-axis, the Y-axis, and the Z-axis. The game space 100 is a three-dimensional space. In the game space 100, a coordinate system is defined by determining an origin and each coordinate axis. The origin and each coordinate axis may be determined in any manner. In this embodiment, the surface of the crane apparatus 2 on which the outlet 23 is provided is defined as the front surface, and the surface opposite thereto is defined as the rear surface. The left-right direction, the up-down direction, and the front-rear direction of the crane apparatus 2 are defined as the X-axis direction, the Y-axis direction, and the Z-axis direction, respectively.
[0121] FIG. 17 is a diagram visually illustrating the length of the prize acquisition distance in the direction of each coordinate axis in the game space 100. As shown in FIG. 17, a prize acquisition distance is set for each of the X-axis direction, the Y-axis direction, and the Z-axis direction. The three prize acquisition distances may be different from each other. Alternatively, only one of the three prize acquisition distances may be different from the other prize acquisition distances. As described above, the set prize acquisition distances change depending on the play history. Therefore, depending on the play history, the three prize acquisition distances may be different from each other, only one prize acquisition distance may be different from the other prize acquisition distances, or the three prize acquisition distances may be the same. Furthermore, the way in which the prize acquisition distance changes depending on the play history may differ among the three coordinate axes, may differ between one of the three coordinate axes and the other coordinate axes, or may be the same among the three coordinate axes. The fact that the prize acquisition distance changes differently may mean, for example, that the ratio between the prize acquisition distance before the change and the prize acquisition distance after the change differs depending on the coordinate axis. The ease with which the game object 10 can be moved by operating the crane 214 may differ depending on the direction. By making it possible to set the prize acquisition distance separately for each coordinate axis direction, such circumstances can be taken into account when determining the conditions for acquiring a prize.
[0122] FIG. 18 is a diagram illustrating an example of the relationship between the number of plays and the prize acquisition distance. As an example, assume that the information for determining the prize acquisition distance is the number of plays. As shown in FIG. 18, when the number of plays is 0 or more and 4 or less, the prize acquisition distances in the X-axis, Y-axis, and Z-axis directions are 30 cm, 8 cm, and 20 cm, respectively. When the number of plays is 5 or more and 9 or less, the prize acquisition distance in the X-axis direction changes to 25 cm. The prize acquisition distances in the Y-axis and Z-axis directions remain 8 cm and 20 cm, respectively. When the number of plays is 10 or more and 14 or less, the prize acquisition distances in the X-axis and Z-axis directions change to 18 cm and 13 cm, respectively. The prize acquisition distance in the Y-axis direction remains 8 cm. When the number of plays is 15 or more, the prize acquisition distances in the X-axis, Y-axis, and Z-axis directions change to 11 cm, 5 cm, and 7 cm, respectively.
[0123] The movement distance acquisition unit 114 may acquire the movement distance of the game object 10 in the directions of each of three coordinate axes in the coordinate system of the game space 100. For example, the movement distance acquisition unit 114 may acquire the distance between the initial position of the game object 10 before the user starts an operation to move the game object 10 and the position of the game object 10 after the operation is performed, for each of the X-axis direction, the Y-axis direction, and the Z-axis direction. The movement distance acquisition unit 114 may acquire, for example, the difference between the X-coordinate of the position before operating the crane 214 and the X-coordinate of the position after operating the crane 214 as the movement distance in the X-axis direction. The movement distance acquisition unit 114 may also acquire the difference between the Y-coordinate of the position before operating the crane 214 and the Y-coordinate of the position after operating the crane 214 as the movement distance in the Y-axis direction. The movement distance acquisition unit 114 may also acquire the difference between the Z-coordinate of the position before operating the crane 214 and the Z-coordinate of the position after operating the crane 214 as the movement distance in the Z-axis direction.
[0124] The acquisition condition fulfillment determination unit 115 may determine whether or not the conditions for acquiring a prize are fulfilled by comparing, for each of three coordinate axes in the coordinate system of the game space 100, the prize acquisition distance set by the prize acquisition distance setting unit 112 for the direction of that coordinate axis with the movement distance acquired by the movement distance acquisition unit 114 for the direction of that coordinate axis. For example, the acquisition condition fulfillment determination unit 115 may determine whether or not the movement distance for each coordinate axis is equal to or greater than the prize acquisition distance (or exceeds the prize acquisition distance). The acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled when the movement distance for at least one of the three coordinate axes is equal to or greater than the prize acquisition distance (or exceeds the prize acquisition distance). On the other hand, the acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is not fulfilled when the movement distance for all of the three coordinate axes is less than the prize acquisition distance (or is equal to or less than the prize acquisition distance).
[0125] FIG. 19 is a diagram showing an example of determining whether or not the acquisition condition is satisfied. As shown in FIG. 19, the movement distance in the X-axis direction is shorter than the prize acquisition distance in the X-axis direction. Also, the movement distance in the Y-axis direction is shorter than the prize acquisition distance in the Y-axis direction. The movement distance in the Z-axis direction is longer than the prize acquisition distance in the Z-axis direction. Since the movement distance exceeds the prize acquisition distance for at least one coordinate axis, the acquisition condition satisfaction determination unit 115 may determine that the acquisition condition is satisfied.
[0126] The acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled only when the movement distance is equal to or greater than the prize acquisition distance for two or more of the three coordinate axes. Alternatively, the acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled only when the movement distance is equal to or greater than the prize acquisition distance for all of the three coordinate axes.
[0127] FIG. 20 is a flowchart showing an example of processing by the system control unit 11 of the server device 1 according to this embodiment. In FIG. 20, the same processes as those in FIG. 13 are denoted by the same reference numerals. As shown in FIG. 20, first, steps S101 to S103 are executed. After step S103, the prize acquisition distance setting unit 112 sets a prize acquisition distance for each coordinate axis direction according to information identified from the play history (step S401). Next, steps S105 to S109 are executed. If the prize sensor 24 detects the game object 10 (step S109: YES), step S110 is executed. If the prize sensor 24 does not detect the game object 10 (step S109: NO), step S111 is executed. After step S111, the movement distance setting unit 114 calculates the movement distance of the game object 10 in the direction of each coordinate axis based on the position information acquired in steps S106 and S111 (step S402). Next, the acquisition condition fulfillment determination unit 115 determines whether or not the conditions for acquiring a prize are fulfilled based on the prize acquisition distance for each coordinate axis direction and the movement distance of the game object 10 (step S403). For example, the acquisition condition fulfillment determination unit 115 may determine whether or not the movement distance for each coordinate axis direction is equal to or greater than the prize acquisition distance. The acquisition condition fulfillment determination unit 115 may determine that the acquisition condition is fulfilled when the movement distance for at least one coordinate axis direction is equal to or greater than the prize acquisition distance. If the acquisition condition is fulfilled (step S403: YES), step S110 is executed. If the acquisition condition is not fulfilled (step S403: NO), steps S114 and S115 are executed. After step S110 or step S115, step S116 is executed, and the process proceeds to step S101.
[0128] As described above, according to this embodiment, the prize acquisition distance can be set individually in the direction of each coordinate axis in the coordinate system of the game space 100, making it possible to flexibly determine whether or not the user has been able to acquire a prize. [Explanation of symbols]
[0129] 1. Server device 2. Crane game device 5. User terminal 10, 10a, 10b, 10c, 10d, 10e, 10f Game Objects 11 System control section 12 System Bus 13 Input / Output Interface 14 Storage section 14a Crane game device DB 14b Prize DB 14c Game Content DB 14d Play History DB 15 Communications Department 21 Storage unit 22 Operation panel 23 Outlet 24 Prize Sensor 211 Bottom plate 212 Top plate 213 Post 214 Crane 215 Stages 216 Inclined plate 2111 Drop hole 2141 Arm 100 Game Space 31, 32 Camera 41 System control unit 42 System Bus 43 Input / Output Interface 44 Storage section 45 Communications Department 46 Crane drive unit 111 Play History Acquisition Unit 112 Prize acquisition distance setting section 113 Location information acquisition unit 115 Acquisition condition sufficiency determination section 116 Points Awarding Department 117 Device control section 118 Screen control section S Communication System
Claims
1. A game control program for controlling an online crane game in which a tangible object that is either a prize or a substitute for the prize is placed in a predetermined space and a user can win the prize by playing online, Computer, a history information acquiring means for acquiring history information indicating a play history of the online crane game by the user; a setting means for setting a first distance at which the condition for winning the prize is deemed to be satisfied based on the acquired history information; a position information acquiring means for acquiring position information indicating the position of the tangible object within the predetermined space; a distance acquisition means for acquiring a second distance traveled by the tangible object based on the acquired position information and an operation by the user; a determination means for determining whether the acquisition condition is satisfied based on the set first distance and the acquired second distance; A game control program characterized by causing the program to function as a game control program.
2. the acquired history information indicates the history that can identify the number of times the user has played the online crane game; 2. The game control program according to claim 1, wherein the setting means shortens the first distance as the number of times the game is played increases.
3. points are awarded to the user in response to playing the online crane game; the acquired history information indicates the history that can identify the cumulative number of the awarded points, 3. The game control program according to claim 1, wherein the setting means shortens the first distance as the cumulative number increases.
4. the acquired history information indicates the history including a result of the operation by the user to move the tangible object; 3. The game control program according to claim 1, wherein the setting means sets the first distance based on a result of the operation.
5. the acquired history information indicates the history including identification information for identifying the prize; 3. The game control program according to claim 1, wherein the setting means sets the first distance based on the type of the prize.
6. the history information acquisition means acquires the history information including information about a current play in response to the operation by the user to move the tangible object; 2. The game control program according to claim 1, wherein the setting means sets the first distance to be applied to the current play based on the history information including the information about the current play.
7. The game control program according to claim 3, further comprising causing the computer to function as a determination means for determining the number of points to be awarded based on the result of the operation by the user to move the tangible object.
8. the setting means sets the first distance in the direction of each coordinate axis in the coordinate system of the predetermined space; 3. The game control program according to claim 1, wherein the distance acquisition means acquires the second distance in the direction of each of the coordinate axes.
9. A game control device for controlling an online crane game in which a tangible object that is either a prize or a substitute for the prize is placed in a predetermined space and a user can win the prize by playing online, a history information acquiring means for acquiring history information indicating a play history of the online crane game by the user; a setting means for setting a first distance at which the condition for winning the prize is deemed to be satisfied based on the acquired history information; a position information acquiring means for acquiring position information indicating the position of the tangible object within the predetermined space; a distance acquisition means for acquiring a second distance traveled by the tangible object based on the acquired position information and an operation by the user; a determination means for determining whether the acquisition condition is satisfied based on the set first distance and the acquired second distance; A game control device comprising:
10. A game control method for controlling an online crane game in which a tangible object that is either a prize or a substitute for the prize is placed in a predetermined space, and a user can win the prize by playing online, comprising: a history information acquisition step of acquiring history information indicating a play history of the online crane game by the user; a setting step of setting a first distance at which the condition for winning the prize is deemed to be satisfied based on the acquired history information; a position information acquisition step of acquiring position information indicating a position of the tangible object within the predetermined space; a distance acquisition step of acquiring a second distance moved by the tangible object based on the acquired position information and the operation by the user; a determination step of determining whether the acquisition condition is satisfied based on the set first distance and the acquired second distance; A game control method comprising: