Game apparatus

The game device enhances bingo game engagement by allowing participants to create personalized cards with their information and supports team play, addressing the lack of novelty and inclusivity in traditional bingo games.

JP2026034721APending Publication Date: 2026-02-27PLAYWORKS CO LTD
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Patent Information

Application Number
JP2025269854
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-12-19
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

Bingo games often lack novelty and engagement, as traditional bingo cards with numbers or irrelevant images fail to actively attract participants.

Method used

A game device that allows participants to generate personalized bingo cards by selecting and pasting participant information, including images and names, onto each square, and supports team-based gameplay.

Benefits of technology

Engages participants by creating bingo cards relevant to them, preventing unauthorized participation, and facilitating team competitions, thereby enhancing game interest and inclusivity.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game device capable of actively attracting participants.SOLUTION: The game device 1 includes a communication unit 11 that transmits participant information to the participant terminals, and a generation unit 10b that generates a bingo card in which the participant information is attached to each of the squares by displaying a plurality of squares constituting the bingo card on the participant terminals, receiving a selection of arbitrary participant information by the participant from among the participant information transmitted to the participant terminals, and repeatedly receiving an operation of attaching one piece of participant information selected by the participant to one square. The communication unit 11 transmits the bingo card generated by the generation unit 10b to the participant terminals so that the bingo card can be displayed.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present disclosure relates to a game device that allows multiple people to play a game. [Background technology]

[0002] For example, bingo games are often played at various parties as a game that multiple participants can easily participate in. In typical bingo games, bingo cards are used in which only natural numbers are written in each square arranged in a matrix, but bingo cards in which numbers are written in each square and various photographs are also known, as disclosed in Patent Document 1, for example. Patent Document 1 discloses a device that outputs multiple still image data items operated by the host of the bingo game, and photographs represented by the still image data selected according to a predetermined algorithm are pasted onto each square of the bingo card along with numbers.

[0003] Also, as disclosed in Patent Document 2, for example, a multiplayer game device is known in which multiple players are associated with multiple bingo squares and the results of players determined during an event are the subject of a lottery. This device can display bingo cards on the communication terminals of participants. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-17692 [Patent Document 2] Japanese Patent Application Laid-Open No. 2013-165747 Summary of the Invention [Problem to be solved by the invention]

[0005] By the way, bingo games are widely played outside of various parties because the rules are simple and easy to understand and the game can be played quickly. However, on the other hand, it can often lack novelty and become monotonous, and may not be enough to draw in participants.

[0006] In this regard, in Reference 1, a different photo is pasted on each square, so participants can play the game while looking at the photos, which is thought to be a novelty compared to typical bingo cards that only have numbers on them.

[0007] However, the photos pasted on each square in Reference 1 are not relevant to the participants in the bingo game, so they are not enough to actively engage the participants.

[0008] Furthermore, in the game of Patent Document 2, players are displayed on the bingo squares, but these players are players who appear within the game using a mobile terminal and have no relation to the participants of the bingo game, so even if it is like Patent Document 2, it is not enough to actively attract participants.

[0009] The present disclosure has been made in consideration of the above points, and has as its object to provide a game device that can actively engage participants. [Means for solving the problem]

[0010] To achieve the above object, a first aspect of the present disclosure can be based on a gaming device communicatively connected to multiple participant terminals owned by multiple participants participating in a bingo game. The gaming device includes a storage unit that stores multiple pieces of participant information indicating the participants, a communication unit that transmits the multiple pieces of participant information stored in the storage unit to the participant terminal, and a generation unit that displays multiple squares constituting a bingo card on the participant terminal and accepts a participant's selection of any of the participant information pieces transmitted from the communication unit to the participant terminal, and repeatedly accepts an operation of pasting one piece of participant information selected by the participant into one of the squares, thereby generating a bingo card with the participant information pasted into each of the squares. The communication unit transmits the bingo card information generated by the generation unit to the participant terminal, enabling the bingo card to be displayed.

[0011] According to this configuration, the plurality of pieces of participant information stored in the storage unit are transmitted to the participant terminal by the communication unit. Then, the plurality of squares constituting the bingo card are displayed on the participant terminal, so that the participant can easily paste any one piece of participant information selected by the participant into one square. By repeating this operation, it becomes possible to paste participant information into all squares constituting the bingo card. In this way, a bingo card reflecting the participant information, i.e., a bingo card highly relevant to the participant, is generated, and the generated bingo card is displayed on the participant terminal. Therefore, the participant can play the bingo game using a bingo card highly relevant to the participant, so the participant is naturally drawn into the bingo game.

[0012] The memory unit stores invitee information indicating invitees who have been invited to the bingo game before the participation acceptance unit accepts their participation, and the participation acceptance unit allows only invitees identified by the invitee information stored in the memory unit to participate in the bingo game. The communication unit transmits to the participant terminals only participant information of participants who have been accepted to participate in the bingo game by the participation acceptance unit.

[0013] With this configuration, participants can be limited to those who have been invited in advance, so that, for example, on the day of the bingo game, uninvited people do not suddenly show up and become participants, thereby preventing unrelated third parties from obtaining prizes.

[0014] In a second aspect of the present disclosure, the participant information includes images of the participants, and the memory unit stores multiple images associated with the names of the participants, the communication unit transmits the images and the names of the participants to the participant terminal, and the generation unit accepts a participant's selection of any of the participant information while multiple images and names of the participants are displayed on the participant terminal, and generates a bingo card with the images pasted into each of the squares.

[0015] With this configuration, participants can view the images and names of other participants on their terminals and select any participant to paste into a square on the bingo card, allowing them to know the names of participants during the process of creating the bingo card. The images may be still images or videos.

[0016] In a third aspect of the present disclosure, the system includes a team determination unit that automatically allocates multiple participants to a first team and a second team to determine the participants who will belong to the first team and the participants who will belong to the second team, a counting unit that tallies the number of bingo balls of the participants who will belong to the first team and the number of bingo balls of the participants who will belong to the second team, and a display unit that displays the number of bingo balls tallied by the counting unit.

[0017] According to this configuration, the game device can automatically generate a plurality of teams and play a team bingo game.

[0018] In a fourth aspect of the present disclosure, the system includes a team determination operation receiving unit that receives an operation to allocate multiple participants to a first team and a second team and determine the participants who will belong to the first team and the participants who will belong to the second team, a counting unit that tallies the number of bingo balls of the participants who belong to the first team and the number of bingo balls of the participants who belong to the second team, and a display unit that displays the number of bingo balls tallied by the counting unit.

[0019] According to this configuration, the organizer can create any team and play a team bingo game. [Effects of the Invention]

[0020] As described above, bingo cards that reflect participant information can be generated and displayed on participant terminals, thereby actively engaging participants in the bingo game. [Brief explanation of the drawings]

[0021] [Figure 1] 1 is a schematic system diagram showing a game device and participant terminals according to an embodiment. [Figure 2] FIG. 2 is a block diagram of the game device. [Figure 3] FIG. 2 is a block diagram of a participant terminal. [Figure 4] 10 is a flowchart showing an example of a game procedure played by the game device. [Figure 5] FIG. 10 is a diagram showing an example of an operation using a user interface for inputting attendance. [Figure 6] 10A and 10B are diagrams illustrating an example of an operation using a selection user interface. [Figure 7] FIG. 10 is a diagram showing a participant terminal on which a generated bingo card is displayed. [Figure 8] 10A and 10B are diagrams illustrating examples of a game user interface and a display on a participant terminal. [Figure 9A] FIG. 8 is a diagram equivalent to FIG. 7 showing an example in which bingo is achieved in one row. [Figure 9B]FIG. 8 is a diagram equivalent to FIG. 7 showing an example in which bingo is achieved in two columns. [Figure 10] FIG. 10 is a diagram showing an example of display of team competition results. DETAILED DESCRIPTION OF THE INVENTION

[0022] Hereinafter, embodiments of the present invention will be described in detail with reference to the drawings. Note that the following description of the preferred embodiments is merely exemplary in nature and is not intended to limit the present invention, its applications, or its uses.

[0023] FIG. 1 is a schematic system diagram showing a game device 1 and a participant terminal 100 according to an embodiment of the present invention. The game device 1 is a device for allowing multiple participants to play a bingo game. A bingo game is a type of number matching game. If a number selected by a predetermined method is in a square on one's bingo card, that number is erased. The player who first erases numbers in at least one vertical, horizontal, or diagonal row wins. However, this rule is not limited to this rule, and a rule in which the player who completes the most bingos wins may also be used. The bingo card used in a bingo game has multiple squares arranged in a matrix, such as 3x3, 4x4, or 5x5, as long as the number of vertical and horizontal squares is the same, and may be, for example, 6x6 or 7x7.

[0024] The game device 1 is operated by the host of the bingo game and cannot be directly operated by participants in the bingo game. The host may include, for example, a manager or an assistant who assists the host. A bingo game using the game device 1 can be played at various parties, banquets, wedding receptions, wedding reception after-parties, etc. Each participant in the bingo game has a participant terminal 100. The participant terminal 100 may be lent to the participant at the venue. The participant terminal 100 is configured, for example, as a smartphone, tablet terminal, or laptop personal computer, and is configured to be connectable to a network N such as the Internet. The game device 1 is communicably connected to multiple participant terminals 100 via the network N. Although FIG. 1 shows four participant terminals 100, the number of participant terminals 100 may be several tens and is not particularly limited.

[0025] (Organizer's terminal) As shown in Fig. 1, the game device 1 is configured as, for example, a notebook or desktop personal computer, a smartphone, a tablet terminal, or a combination of two or more of these. As shown in Fig. 2, the game device 1 includes a host terminal 2 and a large monitor 6. The game device 1 may also include speakers and the like as necessary.

[0026] The host terminal 2 includes a display 3, a keyboard 4, a mouse 5, a control unit 10, a communication unit 11, a memory unit 12, a camera 13, and a microphone 14. The display 3 of the game device 1 is configured, for example, as a liquid crystal display or an organic electroluminescence (EL) display, and is controlled by the control unit 10 to display various user interfaces, images, input characters, etc. The keyboard 4 and mouse 5 constitute an operation unit for operating the game device 1, and allow the host to input characters, symbols, etc., through input operations and selection operations on the various user interfaces. Input operations via the keyboard 4 and mouse 5 are accepted by the control unit 10. The camera 13 is configured to capture still images and videos when operated by the host. Image data acquired by the camera 13 is sent to the control unit 10 and then stored in the memory unit 12. The microphone 14 is operated by the host to acquire audio data. The audio data is sent to the control unit 10 and then stored in the memory unit 12.

[0027] The control unit 10 is composed of a central processing unit, a ROM, a RAM, etc. The control unit 10 executes a pre-installed program to configure a participation acceptance unit 10a, a generation unit 10b, a team determination unit 10c, a team determination operation acceptance unit 10d, a tallying unit 10e, etc. The participation acceptance unit 10a, the generation unit 10b, the team determination unit 10c, the team determination operation acceptance unit 10d, and the tallying unit 10e may be configured only by hardware, or may be configured by executing software. Alternatively, the control unit 10 may be configured to configure the participation acceptance unit 10a, the generation unit 10b, the team determination unit 10c, the team determination operation acceptance unit 10d, and the tallying unit 10e by communicating with an external server via a browser. That is, when the organizer operates the browser, the control unit 10 downloads a user interface from an external server and displays it on the display 3, etc., accepts operations by participants, transmits information about the operations to the external server, and performs signal processing on the external server, and the processing results are received by the control unit 10 via the browser. In such a configuration, all or part of the participation reception unit 10a, generation unit 10b, team determination unit 10c, team determination operation reception unit 10d, and aggregation unit 10e will be executed by an external server, and in this case, the external server will also constitute part of the control unit 10.

[0028] The storage unit 12 is configured, for example, by a hard disk or a solid state drive, and is a part that stores various information input by the organizer, image data, audio data, setting information, selection information, etc. The storage unit 12 may be provided in the organizer terminal 2, or may be configured as an external storage device connected via the network N. Furthermore, part or all of the storage unit 12 may be configured by RAM, etc.

[0029] The communication unit 11 is composed of a communication module and the like for transmitting various pieces of information stored in the memory unit 12, various pieces of information input by the organizer, data generated by the control unit 10, and the like to the participant terminals 100. The communication unit 11 is also capable of receiving various pieces of information transmitted from the participant terminals 100 and inputting the information to the control unit 10. The network N to which the communication unit 11 is connected is not limited to the Internet, but may also be a local area network (LAN) provided within the venue where the bingo game is held. The communication unit 11 may be connected to the network N by wire or wirelessly. The form of wireless communication of the communication unit 11 may be, for example, short-range wireless communication.

[0030] The large monitor 6 is installed in the venue where the bingo game is played, and is a display device that allows multiple participants to view the displayed content simultaneously. The control unit 10 is connected to the large monitor 6, and various images, information, etc. output from the control unit 10 are displayed on the large monitor 6. The large monitor 6 may be configured, for example, as a projector and a screen, or may be a monitor configured to display a single image by connecting multiple monitors. In either case, the desired image can be enlarged and displayed.

[0031] (Participant's terminal) FIG. 3 is a block diagram showing an example configuration of a participant terminal 100. The participant terminal 100 includes a control unit 101, a display 102, a touch panel 103, a communication module 104, and a storage unit 105. The control unit 101 is configured with a central processing unit, a ROM, a RAM, etc. The control unit 101 executes a pre-installed program to configure a display control unit 101a and an operation reception unit 101b. The display 102 is configured with, for example, a liquid crystal display or an organic EL display, and is controlled by the control unit 101 to display various user interfaces, images, input characters, etc. The touch panel 103 is, for example, a pressure-sensitive touch panel or a capacitive touch panel, and configures an operation unit through which participants operate the participant terminal 100. Participants can input characters, symbols, etc., through input operations and selection operations on various user interfaces on the touch panel 103. Input operations via the touch panel 103 are accepted by the control unit 101.

[0032] The storage unit 105 is configured, for example, with a solid state drive or the like, and is a part that stores various information input by participants, image data, setting information, selection information, etc. Part or all of the storage unit 105 may be configured with RAM or the like.

[0033] The communication module 104 is for transmitting various types of information stored in the storage unit 105, various types of information input by participants, data generated by the control unit 101, etc. to the organizer terminal 2. The communication module 104 is also capable of receiving various types of information transmitted from the organizer terminal 2 and inputting the information to the control unit 101. The network N to which the communication module 104 is connected is not limited to the Internet, but may also be a local area network (LAN) provided within the venue where the bingo game is held. The communication module 104 may be connected to the network N by wire or wirelessly.

[0034] (Game Details) FIG. 4 is a flowchart showing an example of the procedure for a bingo game using the game device 1. Before executing the processing of this flowchart, a preparation process is performed. In the preparation process, a plurality of participants are invited to the bingo game. Specifically, the organizer sends invitations to the participants. The participants are limited so that only those to whom invitations have been sent, i.e., the inviters, can participate in the bingo game. The invitations may be sent to the participants by email, for example, or in paper form. It is also possible to recruit or invite participants using an SNS (social networking service), which is an online community service, and the method of recruiting and inviting participants is not particularly limited.

[0035] When the invitee replies that he or she will participate, that person is stored in the memory unit 12 as someone who has been permitted to participate. Those who have been permitted to participate can become participants on the day of the bingo game. When storing the information in the memory unit 12, the organizer prompts the person who has been permitted to participate to input invitee information indicating the invitee, such as the name, email address, address, age, and gender of the person who has been permitted to participate, and the input invitee information is temporarily stored in the memory unit 12.

[0036] The invitee information may include an image (photograph) of each person permitted to participate. In this case, the image is stored in the memory unit 12 in association with the name of each person permitted to participate. Since there are usually multiple people permitted to participate, an image and a name are stored in association with each participant in the memory unit 12. The image may be a still image or a video. Audio may also be attached to the image. For example, audio data of a message to the organizer may be recorded and temporarily stored in the memory unit 12 in association with the name of each person permitted to participate. A written message may also be attached to the image. This message data may also be temporarily stored in the memory unit 12 in association with the name of each person permitted to participate. Each piece of information may be identified by an ID number or the like in addition to the name of each person permitted to participate. In other words, the memory unit 12 stores invitee information indicating invitees invited to the bingo game before the participation acceptance unit 10a accepts their participation. If an invitee becomes a participant on the day the bingo game is played, the invitee information is used as participant information.

[0037] After the above preparation steps are completed, step SA1 in the flowchart shown in FIG. 4 is executed. Step SA1 is a check-in step, which is executed on the day the bingo game is played to accept participants' participation in the bingo game. Participation in the bingo game is accepted by the participation acceptance unit 10a shown in FIG. 2. The participation acceptance unit 10a generates a user interface 200 for entering attendance as shown in FIG. 5 and displays it on the display 3 of the organizer terminal 2. FIG. 6 shows a case where the organizer terminal 2 is a smartphone or tablet terminal, and is equipped with a touch panel (not shown) similar to that of the participant terminal 100 as an operation unit.

[0038] The user interface 200 for entering attendance has a number of attendees display area 201, a participant selection area 202, a photo display area 203, and a fee confirmation area 204. The number of expected attendees (56 in this example) is displayed on the right side of the number of attendees display area 201. The number of expected attendees is the number of invitees who have replied that they will participate, and the control unit 10 counts the number of people who are permitted to participate and are stored in the memory unit 12, and displays this count on the right side of the number of attendees display area 201. The number of people (participants) who have completed registration to participate in the bingo game to date (43 in this example) is displayed on the left side of the number of attendees display area 201.

[0039] The participant selection area 202 is an area for selecting participants who have come to accept participation in the bingo game. When the organizer touches the participant selection area 202, the participation acceptance unit 10a generates a participant selection window 205 and displays it on the display 3 of the organizer terminal 2. The participant selection window 205 can be displayed superimposed on the user interface 200 for attendance input.

[0040] The participant selection window 205 displays only invitees who have replied that they will attend, for example in alphabetical order. Specifically, the participant selection window 205 includes a name display section 205a that displays the names of invitees who have replied that they will attend, a photo display section 205b, and a fee confirmation section 205c. A photo of the person displayed in the name display section 205a is displayed in the photo display section 205b. The photo of the person displayed in the name display section 205a is an image stored in the memory unit 12, and is displayed in association with the name displayed in the name display section 205a. The fee confirmation section 205c displays whether or not payment of the fee is required or whether or not payment of the fee has been completed. This fee payment information is pre-stored in the memory unit 12 in association with the name. The organizer may input the fee payment information in advance. If the fee has been paid by the day of the event, the payment is considered complete, and payment of the fee on the day can be eliminated. Payment information is also stored in the storage unit 12 in association with the name.

[0041] If the membership fee for the day needs to be paid, or if the membership fee has not been paid, a mark to indicate this, such as a "¥" symbol, can be displayed. Information on whether the membership fee needs to be paid or whether the membership fee has been paid can be stored in the memory unit 12 in association with the name.

[0042] If all invitees cannot be displayed in the participant selection window 205, all invitees can be viewed by scrolling up and down. Also, rows containing the initial letters of names, such as the A, K, and S rows, may be selectable, allowing for quick search of invitees. When the organizer selects a name displayed in the participant selection window 205, the participation acceptance unit 10a detects the selection and displays the selected name in the participant selection area 202. As a result, the participation acceptance unit 10a permits only invitees identified by the invitee information stored in the memory unit 12 to participate in the bingo game. The selection may be performed using the keyboard 4 or mouse 5, or by operating the touch panel of the organizer terminal 2.

[0043] The invitee selected in the participant selection window 205 has decided to participate in today's bingo game, so that person becomes a participant, and the invitee information of that person will be used as participant information thereafter. The name of the invitee selected in the participant selection window 205 is displayed in the participant selection area 202.

[0044] Furthermore, if the attendee information includes an image, that image is displayed in the photo display area 203. If the attendee information does not include an image, no image is displayed in the photo display area 203, and in this case the organizer will encourage the attendees to take their own photos on the day. If the attendees agree to have their photos taken, photos of the attendees are taken using the camera 13 of the organizer terminal 2. At this time, video can also be taken using the camera 13. The acquired image data is stored in the memory unit 12 in association with the names of the attendees. Also, voice messages from the attendees can be recorded using the microphone 14. The acquired voice data is stored in the memory unit 12 in association with the names of the attendees. If a participant refuses to have their photo taken for some reason, it is not necessary to take a photo of that participant.

[0045] The membership fee confirmation area 204 displays whether or not the participant displayed in the participant selection area 202 has paid the membership fee. When a participant is selected in the participant selection window 205, the participation acceptance unit 10a determines whether or not the participant has already paid the membership fee based on the payment information, and then displays the result in the membership fee confirmation area 204.

[0046] A participant is displayed in the participant selection area 202, and image data of the participant is stored in the storage unit 12. Once payment of the participation fee is confirmed, the participant is officially permitted to participate in today's bingo game, accepted by the participation acceptance unit 10a, and stored in the storage unit 12. This increases the number displayed on the right side of the number-of-participants display area 201. The organizer can also confirm that the participation has been officially accepted by the participation acceptance unit 10a by a display such as "OK." Step SA1 in the flowchart shown in FIG. 4 is executed in this manner. Step SA1 is executed repeatedly for each participant. In this example, since there are 56 invitees, it is repeated a maximum of 56 times. If an invitee cancels on the day, the number of participants will be less than the number of invitees.

[0047] Next, the process proceeds to step SA2. In step SA2, the communication unit 11 transmits the participant information stored in the memory unit 12 of the organizer terminal 2 to the participant terminal 100. Specifically, first, a URL (Uniform Resource Locator) is transmitted from the organizer terminal 2 to the participant terminal 100. When the participant operates the participant terminal 100 and accesses the memory unit 12 of the organizer terminal 2 identified by the URL via the Internet, the control unit 10 of the organizer terminal 2 reads the participant information stored in the memory unit 12, converts it into a predetermined format, assigns a unique random number for the bingo game to each participant, and transmits the random number from the communication unit 11 to the participant terminal 100. The numbers for the bingo game (hereinafter simply referred to as "numbers") can be set according to the number of squares, which is a conventional method used in playing bingo games. Once assigned, the numbers are associated with the participant's name and stored in the memory unit 12 or the like so that they can be read out in a later process.

[0048] The participant information sent to the participant terminal 100 includes the name, image data of the participant, voice message data, number, etc. Furthermore, the participant information sent to the participant terminal 100 is information for all participants whose registration has been completed by the participation registration unit 10a, and does not include information on invited participants who have not yet completed registration in step SA1. Information about the multiple squares that make up the bingo card is also sent to the participant terminal 100. For example, a 3x3 matrix of frames is an example of information about the squares. The number of squares is determined in advance by the organizer and stored in the memory unit 12.

[0049] The next step SA3 is a bingo card generation step. First, when the participant terminal 100 receives the participant information and the information about the squares, the display control unit 101a generates a selection user interface 300 as shown in Fig. 6 and displays it on the display 102. In this example, nine squares (selection areas) 301 are generated in the selection user interface 300, arranged three vertically and three horizontally, to correspond to a 3x3 matrix bingo card. The selection areas 301 accept the participant's selection of any participant information from among the multiple pieces of participant information transmitted from the communication unit 11 of the organizer terminal 2 to the participant terminal 100, and each piece of participant information selected by the participant can be pasted into one selection area 301.

[0050] Specifically, when a participant performs a selection operation (touch operation) on any selection area 301 on the selection user interface 300, the operation is accepted by the operation accepting unit 101b. Then, the display control unit 101a generates a list display area 302 as shown in the center of FIG. 6 and displays it on the display 102. The list display area 302 displays participants, for example, in alphabetical order. Specifically, the list display area 302 includes a name display section 302a that displays the names of the participants, a photo display section 302b that displays photos of the participants, and a number display section 302c that displays numbers for the bingo game. The name displayed in the name display section 302a and the photo displayed in the photo display section 302b are of the same person. Furthermore, the number displayed in the number display section 302c is associated with the name (participant) displayed in the name display section 302a.

[0051] When a participant holding a participant terminal 100 selects (touches) any name from the names displayed in the list display area 302, the operation is accepted by the operation accepting unit 101b. The participant terminal 100 then identifies the selected name and transmits it to the organizer terminal 2 via the communication module 104. When the generation unit 10b of the organizer terminal 2 acquires information identifying the name selected on the participant terminal 100, the generation unit 10b stores the information in the memory unit 12 and accumulates information for generating bingo cards.

[0052] The generation unit 10b transmits a display signal to the participant terminal 100 to display the identified name, photo, and number in the selection area 301 on the selection user interface 300 of the participant terminal 100. As a result, the participant terminal 100 displays the name, photo, and number of the arbitrarily selected participant in the selection area 301 arbitrarily selected by the participant.

[0053] Next, when a participant selects another selection area 301 to display a list display area 302, the previously selected name, photo, and number are deleted from that list display area 302, and only the remaining name, photo, and number are displayed. This prevents the same participant from being selected more than once. By selecting a name displayed in the list display area 302 in the above manner, the name, photo, and number of the arbitrarily selected participant can be displayed in another selection area 301. By repeating this operation, the names, photos, and numbers of participants can be displayed in all selection areas 301.

[0054] As shown in FIG. 6, the "time remaining" can also be displayed. The "time remaining" display is intended to prompt participants to display the name, photo, and number of the selected participant in all squares within a specified time. When the "time remaining" has elapsed, the control unit 10 of the organizer terminal 2 automatically displays the name, photo, and number of the selected participant in all squares. This prevents the preparation for the start of the game from taking too long.

[0055] 6, the generation unit 10b repeatedly receives an operation to paste one piece of participant information selected by a participant into one selection area 301, thereby generating information on a bingo card in which one piece of participant information is pasted into one square, and in step SA4, can display a bingo card identified by the bingo card information on the participant terminal 100. Bingo card information is generated for each participant terminal 100 and stored in the memory unit 12.

[0056] In step SA4, as shown in Fig. 7, the bingo card generated by the generation unit 10b is displayed on each participant terminal 100. Specifically, the communication unit 11 transmits the information on the bingo card generated by the generation unit 10b to the corresponding participant terminal 100, and the bingo card is displayed on the display 102 of the participant terminal 100. The bingo card information includes information indicating which participant information corresponds to each square that makes up the bingo card, so it can be presented to the participants in a form that is close to an actual bingo card.

[0057] That is, the display control unit 101a of the participant terminal 100 generates a card display user interface 400 as shown in Fig. 7 based on the received bingo card information, and displays it on the display 102 of the participant terminal 100. The card display user interface 400 is provided with a card display area 401 where the bingo card is displayed, and a team display area 402 where the team name is displayed. Participants can play the game using the bingo card displayed in the card display area 401.

[0058] The teams displayed in the team display area 402 can be used when playing a bingo game in a team competition. In a team competition, for example, as shown in Fig. 10, if there are five teams of 10 people each (Team A, Team B, Team C, Team D, and Team E), the number of bingos scored by the participants in each team is tallied and compared, and the team with the most bingos wins. If team competition is not being played, there is no need to decide on teams.

[0059] When teams are determined, they are determined by the team determination unit 10c of the organizer terminal 2. The team determination unit 10c automatically assigns multiple participants who have completed check-in in step SA1 to a first team and a second team, and determines which participants will belong to the first team and which participants will belong to the second team. The teams may be assigned in any manner, such as by alternating the order of check-in or by alternating alphabetical order of names, or by random assignment using artificial intelligence. The number of teams is not limited to two and can be any number of three or more. Team names may be determined, such as "A," "B," etc., or names may be given. In the example shown in FIG. 7, the team name is "Team A." Team affiliation information can be stored in the storage unit 12 as part of the participant information.

[0060] Teams may be determined by the organizer rather than automatically. In this case, a team determination operation receiving unit 10d shown in FIG. 2 is provided. The team determination operation receiving unit 10d receives an operation to assign multiple participants to a first team and a second team and determine the participants who will belong to the first team and the participants who will belong to the second team. Specifically, the team determination operation receiving unit 10d displays a participant list, such as the participant selection window 205 shown in FIG. 5, on the display 3. The organizer selects participants who will belong to "Team A" and participants who will belong to "Team B" by operating the keyboard 4 or mouse 5, respectively. In this case, the number of teams may be three or more. The selection operation by the organizer is received by the team determination operation receiving unit 10d, and the members of each team are determined based on the selection operation. The affiliation information of the determined teams can be stored in the memory unit 12 as part of the participant information.

[0061] In the next step SA5, the bingo game is started using the bingo card displayed on the participant terminal 100. The start operation of the bingo game is performed by the organizer. When the control unit 10 of the organizer terminal 2 detects that the start operation has been performed, it generates a game user interface 500 as shown in the upper part of FIG. 8 and displays it on the large monitor 6. The game user interface 500 is provided with a number determination area 501 and a number display area 502 that displays the determined number. In the number determination area 501, multiple participants who have completed check-in are displayed consecutively in the left-right direction, and the displayed screen can be scrolled left or right.

[0062] In the number determination area 501, the names of participants and the photos and numbers associated with those names are displayed in a vertically aligned group. An instruction unit 501a is provided in the number determination area 501. The organizer can start and stop scrolling by operating, for example, the keyboard 4 or the mouse 5. After starting scrolling, if a predetermined time has passed and a stop operation is performed, the scrolling stops. When the scrolling stops, the name, photo, or number indicated by the instruction unit 501a becomes the determined number, i.e., the lottery number. In this example, "33" is the determined number, and this number is displayed in the number display area 502 together with the name and photo. Furthermore, as shown in the lower part of FIG. 8, the determined number is also displayed on the display 102 of the participant terminal 100 together with the name and photo. After this display is displayed for a certain period of time, the display returns to the original display (shown in FIG. 7).

[0063] When stopping the scrolling, the scrolling speed can be gradually reduced, and after scrolling for a certain period of time when it looks like it is about to stop, the scrolling can be stopped, etc. It is also possible to devise a display control method such as: Once a number has been determined, it is excluded from the next determination target, so duplicate numbers will not be determined.

[0064] Once a number is determined, the organizer starts and stops scrolling to determine the next number. By repeating this process, multiple numbers can be determined sequentially. The information on each participant's bingo card includes information indicating which number is located in which square, and this information is stored in memory unit 12. Therefore, each time a number is determined, organizer terminal 2 determines whether or not a bingo has been achieved for all bingo cards. As shown in FIG. 9A, the square corresponding to the determined number can be displayed in reverse video, or the like, to inform participants that the number has already been determined. The display form indicating the determined number is not limited to inverse video, and any display form, such as symbols, letters, or icons, may be used.

[0065] FIG. 9A shows an example where bingo is achieved in one diagonal row. In this case, one bingo is achieved, so "1 bingo" is displayed in the card display area 401. FIG. 9B shows an example where bingo is achieved in one diagonal row and one vertical row. In this case, two bingos are achieved, so "2 bingo" is displayed in the card display area 401. In other words, the number of bingos currently achieved can be displayed on the participant terminal 100, so participants can easily grasp the number of bingos currently achieved.

[0066] The time when the bingo game ends can be determined by the organizer. For example, the bingo game can end when a predetermined number of bingos is reached. This is step SA6.

[0067] The next step SA7 is a result display step. In the result display step, the number of bingo balls for each participant may be displayed on the large monitor 6, or the counting results obtained by the counting unit 10e shown in FIG. 2 may be displayed. In the case of a team competition, the counting unit 10e counts the number of bingo balls for participants belonging to the first team and the number of bingo balls for participants belonging to the second team. As shown in FIG. 10, when teams A, B, C, D, and E are formed, the counting unit 10e obtains the number of bingo balls for each participant belonging to each team. The counting unit 10e performs a calculation to add up all the bingo balls for multiple participants belonging to Team A. The same calculation is performed for Team B, Team C, Team D, and Team E.

[0068] 10 shows a form in which the number of bingoes scored by each team, calculated by the calculation unit 10e, is displayed. The control unit 10 of the organizer terminal 2 acquires the calculation results from the calculation unit 10e, generates a user interface 600 for displaying the calculation results based on the acquired calculation results, and displays the generated user interface 600 on the large monitor (display unit) 6. The user interface 600 for displaying the calculation results is provided with a team name display area 601 and a bingo number display area 602. The bingo number display area 602 displays the total number of bingoes scored by the teams displayed in the team name display area 601. The team with the most bingo numbers is considered to be the winning team, and a mark indicating the winning team can be displayed on the user interface 600 for displaying the calculation results.

[0069] Also, only those who have registered in advance may be allowed to participate in the game, or those who have not registered in advance may be allowed to participate on the day of the game. For example, at a wedding reception or the like, there may be an increase in participants other than those invited, and in such cases, it is possible for the organizer to accept the participation of participants other than those invited. Also, all participants may be accepted on the day so that they can participate in the game.

[0070] (Quiz function) Although not a required configuration, the game device 1 may have a quiz function. For example, when a participant checks in, a quiz can be recorded in video or audio format and stored in the storage unit 12. When a number corresponding to that participant is determined in the number determination area 501 of the game user interface 500 shown in the upper part of FIG. 8, the pre-recorded video or audio can be played back at the venue, allowing the participant to be quizzed. Participants who answer the quiz correctly may be awarded a prize or the like.

[0071] (Prize ordering function) Although not a required configuration, the game device 1 may have a prize ordering function. For example, a participant who wins a bingo game is granted the authority to order prizes. Participants who have been granted ordering authority are notified of, for example, an ID and a password. Participants who have been granted ordering authority can access the prize ordering system using their ID and password. Multiple prizes are listed on the prize ordering system, and participants who have been granted ordering authority can select any prize. Prizes selected on the prize ordering system are shipped to the address, etc., of the selected participant, so there is no need for the participant to take the prize home on the day of the game.

[0072] (Additional features) As an additional function, a number that is absolutely determined can be preset in the number determination area 501 of the game user interface 500 shown in the upper part of FIG. 8. For example, when a guest or the like is a participant, it may be desirable to show the guest's photo or message to the other participants. In such a case, the host includes the absolutely determined number in the participant information before starting the game. In this way, the absolutely determined number is determined at an early stage of the bingo game, so that the guest's photo and message can be shown to the other participants.

[0073] (Effects of the embodiment) As described above, according to this embodiment, only the information of participants who have completed check-in is provided to participant terminal 100, and each participant can generate a bingo card with any participant information pasted into any square by operating participant terminal 100. This allows participants to play the bingo game using a bingo card that reflects the participant information, i.e., a bingo card that is highly relevant to the participant, which naturally draws the participants into the bingo game.

[0074] The above-described embodiments are merely examples in all respects and should not be construed as limiting. Furthermore, all modifications and variations within the scope of the claims are within the scope of the present invention. [Industrial Applicability]

[0075] As described above, the gaming device according to the present invention can be used to play bingo games at wedding receptions, wedding after-parties, and the like. [Explanation of symbols]

[0076] 1. Game device 6 Large monitor (display) 10a Participation Registration 10b Generator 10c Team Selection Section 10d Team Selection Operation Reception Area 10e Aggregation Unit 12 Storage section 100 participant terminals

Claims

[Claim 1] A game device communicably connected to a plurality of participant terminals owned by a plurality of participants participating in a bingo game, a storage unit that stores a plurality of pieces of participant information indicating participants; a communication unit that transmits the plurality of pieces of participant information stored in the storage unit to the participant terminal; a generation unit that displays a plurality of squares constituting a bingo card on the participant terminal, accepts a selection by a participant of any of the plurality of pieces of participant information transmitted from the communication unit to the participant terminal, and repeatedly accepts an operation of pasting one piece of participant information selected by the participant into one of the squares, thereby generating a bingo card with the participant information pasted into each of the squares; a team determination unit that automatically allocates a plurality of participants to a first team and a second team and determines the participants who will belong to the first team and the participants who will belong to the second team; a counting unit that counts the number of bingo wins of participants belonging to the first team and the number of bingo wins of participants belonging to the second team; a display unit that displays the number of bingo games tallied by the tallying unit, The communication unit transmits information about the bingo card generated by the generation unit to the participant terminal, thereby enabling the bingo card to be displayed.

Citation Information

Patent Citations

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