Game system, game program, and control method

The game system balances participant distribution by associating user attributes with events, applying preferential conditions to enhance engagement and participation across multiple categories.

JP2026063487APending Publication Date: 2026-04-10KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KONAMI DIGITAL ENTERTAINMENT CO LTD
Filing Date
2026-02-02
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

In game events with multiple categories, there is a concentration of participants in specific categories, leading to a biased distribution and reduced willingness to participate among novice users.

Method used

A game system that associates user attributes with events, applying preferential conditions to users when participating in events related to their attributes, and normal conditions otherwise, using a computer to manage rankings and user attributes.

Benefits of technology

This approach prevents the concentration of participants in certain events, enhances user engagement by providing incentives, and maintains a balanced participation across various events.

✦ Generated by Eureka AI based on patent content.

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Abstract

This helps to prevent users from being concentrated in only a few of the various events. [Solution] A game system (100) that provides a game to a user in each of several events in which the user can participate, and includes a computer (30), wherein the computer obtains the user attribute to which the user belongs, determines whether the event in which the user participates is directly or indirectly associated with the user attribute, applies normal conditions to the user if the event is not associated with the user attribute, and applies preferential conditions that are more favorable than the normal conditions to the user if the event is associated with the user attribute.
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Description

Technical Field

[0001] The present invention relates to a game system, a game program, and a control method for a game system that provides games to users in each of a plurality of categories.

Background Art

[0002] Patent Document 1 discloses a configuration including ranking management means in a game system in which a game management device is incorporated. This ranking management means has a function of managing the in-game ranking of each user based on the team evaluation value. Further, the ranking management means stores the team evaluation value associated with the user ID of each user in a storage device to manage the in-game ranking.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] As an event held in a game, for example, there is a ranking event in which users compete for rankings. In a general ranking event, all users participate in the same (solely provided) ranking. Therefore, a situation occurs where only substantially advanced users are included in the upper ranks of the ranking. As a result, novice users will have their willingness to participate in the ranking event diminished. Also, when an event is held in which a plurality of categories are provided and rankings are determined (ranked) in each category, there may be a concentration of participating users in a specific one of those categories, resulting in a bias in the number of participants. In this case, even though a plurality of categories are provided, it is effectively the same as if only one ranking is provided within the event. As a result, users will have their willingness to participate in the event diminished. [Means for solving the problem]

[0005] A game system according to one embodiment is a game system that provides a user with a game in each of a plurality of events in which the user can participate, and is equipped with a computer, wherein the computer acquires the user attribute to which the user belongs, determines whether the event in which the user participates is directly or indirectly associated with the user attribute, applies normal conditions to the user if the event is not associated with the user attribute, and applies preferential conditions that are more favorable than the normal conditions to the user if the event is associated with the user attribute.

[0006] Furthermore, a game program according to another embodiment causes a computer to provide a game to a user in each of several game types in which the user can participate, to obtain the user attributes to which the user belongs, to determine whether the game type in which the user participates is associated with the user attributes, to apply normal conditions to the user if the game type is not associated with the user attributes, and to apply preferential conditions that are more favorable than the normal conditions to the user if the game type is associated with the user attributes.

[0007] Furthermore, a control method according to another embodiment is a control method for a game system that provides a game to a user in each of a plurality of events in which the user can participate, the method being used to obtain the user attribute to which the user belongs, determine whether the event in which the user participates is associated with the user attribute, apply normal conditions to the user if the event is not associated with the user attribute, and apply preferential conditions that are more favorable than the normal conditions to the user if the event is associated with the user attribute. [Effects of the Invention]

[0008] This helps to prevent the number of users participating from being concentrated in only a few of the multiple events. [Brief explanation of the drawing]

[0009] [Figure 1] A general overview of the game system. [Figure 2] A block diagram outlining the game system. [Figure 3] A schematic diagram showing an example of a selection screen. [Figure 4] A table showing the club teams divided into groups. [Figure 5] A table showing the schedule of events. [Figure 6] A schematic diagram showing an example of a registration screen. [Figure 7] A flowchart showing an example of the application process. [Modes for carrying out the invention]

[0010] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be arbitrarily set and modified depending on the method or configuration of the object to which the present invention is applied or various conditions. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.

[0011] As mentioned above, if the number of users participating in some of the events is disproportionately skewed towards certain events, users may become less inclined to participate in events with multiple events. For example, one could consider a system where users select the events they want to participate in from among several options. In this example, users register for multiple events they wish to participate in and then participate in each event. However, depending on the content of the events, the game preferences and play strategies of many users may be similar, potentially leading to a disproportionate number of users participating in some of the events.

[0012] More specifically, there is a possibility that the number of users participating will be skewed towards events with a lower difficulty level among multiple events. Also, in the case of ranking events, there is a possibility that the number of users participating will be skewed towards events with a longer aggregation period (for example, cumulatively calculated over the duration of the event) rather than events with a shorter aggregation period (for example, aggregated after each match). This is because if the aggregation period is long, even beginner users can improve their ranking by spending time on it. Furthermore, there is a possibility that the number of users participating will be skewed towards events that have a reputation for being easy to complete through information exchange among users. In addition, if the participation rewards differ depending on the event, the number of users participating may be skewed according to the content of the rewards.

[0013] Therefore, to curb the imbalance in the number of participants, it is conceivable to provide users with an incentive to participate in specific events. For example, it is conceivable to set up preferential time slots for each of the multiple events set up within the event, where participants receive preferential treatment. As one example, users who participate in an event during the preferential time slot can receive more favorable rewards compared to other times. This is thought to provide users with an incentive to participate in specific events. However, it is complicated or difficult for users to keep track of the preferential time slots for each event. Also, if multiple users play games at similar times, the number of participants may be concentrated in some of the events.

[0014] Furthermore, if the preferred time slots for the events users wish to participate in do not match the times they are available to participate, users will feel dissatisfied because it is difficult for them to participate in those events. In other words, users will feel dissatisfied because they will need to adjust or change their game play times. Therefore, it is desirable to further reduce the imbalance in the number of participants and to reduce the dissatisfaction felt by users. That is, it is desirable to give users an incentive to participate in a variety of events offered in multiple types, and to maintain and improve users' willingness to participate.

[0015] [First Embodiment] The game system 100 shown in FIG. 1 provides games to users in each of a plurality of event types in which the users can participate. To that end, the game system 100 includes a server 30 as an example of a computer. This server 30 is configured as a single logical server by combining server units 52 as a plurality of computers. However, the server 30 may be configured by a single server unit 52. Alternatively, the server 30 may be logically configured using cloud computing.

[0016] The game system 100 also includes user terminals 10 used by each of a plurality of users. The server 30 provides various game services to the user terminals 10 or the users of the user terminals 10. This service includes a distribution service that distributes and updates programs or data via the network 50. Through this distribution service, the server 30 appropriately distributes various programs or data necessary for providing games to each user terminal 10.

[0017] The game services may include a service in which the server 30 receives user identification information that uniquely identifies each user from the user terminal 10 and authenticates the user. The game services may also include a service in which the server 30 receives and stores play data including the play results of the authenticated users from the user terminal 10. Further, the game services may include a service in which the server 30 provides the play data stored in the server 30 to the user terminal 10. In addition, the game services may include a service in which the server 30 matches users when a plurality of users play a common game via the network 50. The game services may also include a service in which the server 30 collects fees from the users.

[0018] The server 30 and the user terminal 10 are each configured to be connectable to the network 50. As an example, the network 50 is configured to implement network communication using the TCP / IP protocol. Also, a local area network LAN connects the server 30 and the Internet 51. And the Internet 51 as a WAN and the local area network LAN are connected via a router 53. Also, the network 50 may be any of a dedicated line, a telephone line, a corporate network, a mobile communication network, other communication lines, and combinations thereof, regardless of whether it is wired or wireless. Note that the server 30 may be connected to the user terminal 10 via the Internet 51 instead of the local area network LAN.

[0019] The user terminal 10 is a computer device capable of network connection. For example, the user terminal 10 includes a stationary or notebook personal computer 54 and a mobile terminal device 55 such as a mobile phone (including a smartphone). In addition, various computer devices such as an arcade game device, a stationary home game device, a portable game device, and a portable tablet terminal device are included in the user terminal 10. The user terminal 10 can enable the user to enjoy various services provided by the server 30 by implementing various computer software. Hereinafter, an example in which the user terminal 10 is the mobile terminal device 55 will be mainly described.

[0020] As an example, the game system 100 provides various games such as sports games like baseball and soccer, competitive card games, music games, board games, mahjong games, RPG games, fighting games, puzzle games, quiz games, and simulation games. Hereinafter, an example in which a soccer player cultivation type simulation game using collected virtual cards is provided will be mainly described.

[0021] [Overview of the Game] In one example simulation game according to this embodiment, a match can be played using multiple virtual cards owned by the user. Each card represents a character that appears in the game. For example, there are player cards representing each of several soccer player characters. The user collects player cards and assembles a deck containing multiple player cards. The user sets the members of the team to be used during a match by setting selected player cards from their owned player cards into the deck. For example, the deck may include players who will be the starting lineup and substitute players who will be replaced during the match.

[0022] For example, a user can acquire and own player cards by winning a lottery. For instance, the lottery may take place at a predetermined time (e.g., once a day). Alternatively, the lottery may be triggered by the user paying a predetermined fee or using an item. In a match, a team corresponding to the user's deck competes against a team corresponding to a deck with NPCs (non-player characters) set by the computer. The opponent may also be a team corresponding to the opponent user's deck.

[0023] When a match is played, the results, such as wins and losses, are automatically output. Alternatively, each user may control their players or direct their actions during the match. After the match ends, the player card parameters (e.g., ability values, experience points, or level) increase or decrease according to the results. This allows users to develop their players. Players also have a "Sense" ability, which provides predetermined effects (e.g., parameter increases, skill enhancements, and increased point acquisition). Alternatively, users may increase or decrease the player card parameters using in-game items or by paying a fee. Match results include scores, the number of specific plays performed by players during the match, and points that increase or decrease based on player actions during the match. For example, these points can be earned through specific plays, such as scoring a goal, passing the ball, activating player skills, and winning the ball.

[0024] Additionally, the game operators may hold events over a specific period (for example, four or seven days). One example of such an event is a ranking event. In this ranking event, users compete against each other for ranking positions. User rankings are tallied daily, and the user's ranking is determined by their performance in matches played during that day. Users are also given rewards according to their ranking. Alternatively, rankings may be tallied based on cumulative results over the event period.

[0025] During the event period, users can participate in multiple types of events (rankings). For example, the ranking criteria (evaluation criteria) may include the number of matches played, points earned, number of saves by the goalkeeper, number of goals scored, number of skill activations, number of passes, user and NPC points, number of shots, number of wins, and number of losses. Each user can register for a predetermined number of events (for example, three per day) each day or throughout the event period and compete for the highest ranking. Alternatively, there may be no limit to the number of events each user can register for.

[0026] Furthermore, each user may participate in and compete in events they have not registered for. In this case, the results of the participating user will not be included in the tally, and the user's ranking will not be calculated. This prevents a single user from registering for and being included in the tally for all events simultaneously.

[0027] For example, in each event, once a user registers and participates, a match will be held between the user's team and a team of NPCs set up for the event. This match proceeds automatically, and the match results (e.g., number of goals scored and number of shots) are tallied (evaluated). Alternatively, the matches in each event may be between the user's team and teams used by other users. If the tally is calculated per match, regardless of how many matches the user plays during the tallying period, only the best performance from that match will be counted. If the tally is calculated cumulatively, if the user plays many matches during the tallying period, the results from all matches will be accumulated and counted.

[0028] Furthermore, if the team a user uses wins a match, the user will receive a victory reward. In addition, if a user reaches a certain rank in a category (ranking), for example, within the top ten, the user will receive a ranking reward. When ranking rewards are awarded based on the ranking for a single day, the total rankings are not accumulated over multiple days. Therefore, users compete against each other based on their daily rankings. Victory rewards and ranking rewards include player cards, items that increase or decrease parameters, and lottery tickets. Note that if a user participates in a category they have not registered for, they will not be included in the tally and will not receive ranking rewards. However, users can receive victory rewards regardless of whether they are registered or not.

[0029] Furthermore, victory rewards and ranking rewards may include in-game currency (e.g., event-specific coins). Users can collect these coins and exchange them for in-game items (e.g., player cards, items that increase or decrease parameters, and lottery tickets) at the in-game shop. Event-specific coins can only be used during the event and for a specified period after the event (e.g., two days). In addition, victory rewards may include additional rewards that can be obtained by winning a lottery. That is, victory rewards include not only rewards given simply for winning a match, but also rewards (additional rewards) that are given by winning a lottery, which is a condition for winning a match. Examples of additional rewards include player cards, items that increase or decrease parameters, and event-specific coins.

[0030] Furthermore, events held within the game are not limited to ranking events. For example, an event may be held in which players compete using event decks pre-prepared by the game's operators. In addition, an event may be held in which players aim to complete specific tasks (for example, defeating a common opponent or achieving a predetermined score or other goal) either individually or in cooperation with other users.

[0031] [Server Configuration] As shown in Figure 2, the server 30 comprises a server control unit 31 and a server storage unit 32. The server control unit 31 is a processor that performs various calculations and operational controls according to a predetermined program. The server 30 is configured as a computer combining the server storage unit 32, which includes internal memory necessary for the processor's operation, and other peripheral devices.

[0032] The processor is, for example, a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit). The processor controls the entire server 30 based on the program stored in the server memory unit 32, and also comprehensively controls various processes. The server memory unit 32 is a computer-readable, non-temporary storage medium. Specifically, the server memory unit 32 includes RAM (Random Access Memory), which is the system work memory for the processor to operate, as well as storage devices such as ROM (Read Only Memory), HDD (Hard Disk Drive), and SSD (Solid State Drive) for storing programs and system software.

[0033] In this embodiment, the CPU performs various calculations, control, and discrimination operations according to a game program PG stored in ROM or HDD. The server control unit 31 is connected via wired or wireless connection to an operation unit including a keyboard or various switches for inputting predetermined commands and data. The server control unit 31 is also connected via wired or wireless connection to a display unit that displays the device's input status, setting status, measurement results, and various information. Furthermore, the server control unit 31 can also perform control according to a program stored on a portable recording medium such as a CD (Compact Disc), DVD (Digital Versatile Disc), CF (Compact Flash) card, and USB (Universal Serial Bus) memory, or an external storage medium such as a server on the Internet.

[0034] The server storage unit 32 stores the game program PG, user information 32A, game information 32B, and ranking information 32C. User information 32A includes information registered by the user and information related to the user, including the user's game performance and play results. Game information 32B includes information necessary for game processing to advance the game, such as game images and game music. Ranking information 32C includes information necessary for calculating rankings and information showing the calculation results (e.g., rankings).

[0035] The server control unit 31 has functional units including a ranking management unit 31A as an example of association means, an acquisition unit 31B as an example of acquisition means, a determination unit 31C as an example of determination means, an assignment unit 31D as an example of assignment means, and a notification unit 31E as an example of notification means. The game program PG then makes the server 30, which acts as a computer, function as each of these functional units. In other words, the server control unit 31 has each of these functional units as a logical device realized by a combination of computer hardware and software. Alternatively, the game program PG can be stored in a computer-readable non-temporary storage medium other than the server storage unit 32.

[0036] [Means of association] The ranking management unit 31A calculates rankings based on match results and accepts user registrations for events. Furthermore, the ranking management unit 31A directly or indirectly associates events with user attributes. For example, by applying data from club team groups categorized by the operator, the ranking management unit 31A associates a user's favorite team, as an example of user attributes, with events through these groups. Users can then receive preferential treatment beyond the normal conditions by participating in events associated with their own user attributes.

[0037] Furthermore, the ranking management unit 31A associates a different user attribute from the one associated with a particular user with the user attributes of other users who are not that user. As a result, other users will receive preferential treatment when they participate in those other activities. Therefore, other users tend to register and participate in activities to which they receive preferential treatment. Consequently, this improves the imbalance in the number of user registrations depending on the activity.

[0038] For example, user attributes are attributes related to the user, or attributes selected or registered by the user. User attributes are identified by information that indicates the attribute, and this information is included in user information 32A. For example, user attributes include team attributes such as the user's favorite team. The user can select their favorite team on a selection screen S1 as shown in Figure 3. Specifically, the user can select their favorite team by selecting icons that indicate club team names such as OO, NY, KT, and YH. When the user selects a favorite team, the server control unit 31 includes team identification information in the user information that uniquely identifies the favorite team in association with the user identification information. This team identification information allows the favorite team to be identified as a team attribute.

[0039] For example, after the game application is installed on the user terminal 10, the server control unit 31 displays a selection screen S1 on the user terminal 10 when the user starts playing for the first time. The user can choose one club team as their favorite team from among several existing club teams based on their preference or personal attachment. Alternatively, the user may choose multiple club teams as their favorite teams. The user can also change their favorite team at any time on the user information settings screen (not shown). Although 20 teams are displayed on the selection screen S1, the number of teams will be changed as appropriate depending on the number of existing club teams. For example, the number of teams may be 18.

[0040] Information indicating your favorite team is displayed on various screens during the game. For example, the emblem representing your favorite team is displayed on the screen along with your username. Also, the uniforms of the players in your deck will be those of your favorite team, and players wearing those uniforms will play soccer during matches. Furthermore, the team name announced by the commentator during matches will be that of your favorite team. In short, your favorite team functions as a symbol of the club team in your deck, through information displayed on various screens and the audio output.

[0041] Furthermore, the players represented by the cards in the deck may match your favorite team with the club team they actually belong to. In this case, the effect of certain abilities of that player (e.g., skills or sense) will be enhanced. For example, the club team the player belongs to may correspond to one of several clubs participating in the Japan Professional Football League.

[0042] Team attributes may include a favorite team or the club team to which the user belongs. User attributes may include attributes related to the user's preferences, such as favorite food or hobbies. Furthermore, user attributes may include attributes related to the individual user, such as user identification information, zodiac sign, blood type, place of residence, age, gender, and Chinese zodiac sign. User attributes may also include attributes based on the user's game play results, such as in-game level or performance in past events (for example, advanced, intermediate, or beginner).

[0043] As a way of associating user attributes with events, for example, the ranking management unit 31A associates group attributes with each event. Specifically, assuming that club teams are associated with each group as a group attribute, the ranking management unit 31A associates each group with each event (for example, event identification information that uniquely identifies an event). Thus, the ranking management unit 31A indirectly associates team attributes, which are user attributes, with events through the groups associated with the events.

[0044] Alternatively, the ranking management unit 31A may directly associate user attributes with each category. For example, the ranking management unit 31A may associate user identification information with category identification information for each category and apply it. Furthermore, the ranking management unit 31A may apply other attributes different from group attributes. For example, attributes related to the aggregation method of a category may be cumulative and per match. In this case, there are user attributes associated with the cumulative attribute and user attributes associated with the per match attribute. Furthermore, the grouping of group attributes may be geographical groupings such as East Japan and West Japan, or temporal groupings such as this year and last year. Even in this case, user attributes are associated with each group attribute.

[0045] As an example, let's look at how club teams are grouped. Figure 4 shows a table that associates club teams with groups, and this table is stored in the server storage unit 31. As shown in Figure 4, the club teams are grouped. In Figure 4, twenty club teams are associated with seven groups, A through G. The rankings shown in Figure 4 are based on rankings in the Japan Professional Football League or rankings in past events. Specifically, the first-place team OO belongs to group A, the second-place team NY belongs to group B, the third-place team KT belongs to group C, and the fourth-place team YH belongs to group E.

[0046] Furthermore, the teams are grouped (associated with groups) to prevent a concentration of top teams in a single group. While the grouping remains unchanged throughout the event, it may be re-grouped during the event. Although the aforementioned grouping is based on a table designed by the organizers, the ranking management unit 31A may perform this automatically. Additionally, club teams may be grouped randomly. Each event is associated with a corresponding group. For example, Figure 5 shows a table associating events (rankings) with groups. As shown in Figure 5, events and groups are associated on each day of the event (days 1-7). While this association is based on a table designed by the organizers, the ranking management unit 31A may perform this automatically. Furthermore, events and groups may be associated randomly.

[0047] In the example in Figure 5, on the first day of the event, Group A is associated with the event called "Scoring Rush." ​​Therefore, the ranking management unit 31A refers to the ranking information 32C and applies data that associates the club teams belonging to Group A with the event called "Scoring Rush." ​​In this way, the club teams and the events are indirectly associated through the group. In the example in Figure 5, club teams OO, SP, and HM, all belonging to Group A, are associated with the event called "Scoring Rush." ​​Alternatively, each club team may be directly associated with the event.

[0048] Regarding the events in Figure 5, "Scoring Rush" is an event where participants compete for the total number of points scored in one day, with a daily counting period. "Skill Rush" is an event where participants compete for the total number of skill activations in one day, with a daily counting period. "Point Trial" is an event where participants compete for the number of points earned in a single match. "Pass Rush" is an event where participants compete for the total number of passes in one day, with a daily counting period. "Shoot Rush" is an event where participants compete for the total number of shots taken in one day, with a daily counting period. "Point Rush" is an event where participants compete for the total number of points earned in one day, with a daily counting period. "Skill Trial" is an event where participants compete for the number of skill activations in a single match.

[0049] Furthermore, as shown in Figure 5, on the first day of the event, among the various events, events other than "Score Rush," which is associated with the team attributes of Group A (for example, "Skill Rush"), are associated with user attributes of other users other than the users corresponding to the team attributes of Group A. In other words, "Skill Rush" is associated with other users corresponding to the team attributes of Group B.

[0050] Furthermore, the ranking management unit 31A associates a user's user attributes with a different event from the one previously associated with that user's user attributes, as time progresses. Specifically, the operator sets up a table containing mapping data (data whose mapping changes daily) so that the mapping between club team groups and events changes over time. The ranking management unit 31A then applies the data in these tables according to the number of days the event is running, associating the favorite team, as an example of a user attribute, with the changed event through the group. For example, the ranking management unit 31A associates the favorite team, as an example of a user attribute, with an event different from the one it was associated with the previous day by associating the event identification information of a different event from the previous day with the club team group and applying it.

[0051] For example, as shown in Figure 5, the ranking management unit 31A changes the mapping between groups and events after one day has passed since the start of the event. In other words, in the example in Figure 5, the mapping is rotated (shifted). The changed mapping is set in advance by the operator as data in the table. Therefore, at the start of the event, the event "Score Rush" is associated with the team attributes belonging to Group A, but on the second day, after one day has passed, a different event, "Skill Rush," is associated with the team attributes belonging to Group A. The passage of time is not limited to one day; it may be two days or more, or a shorter period of time such as six hours.

[0052] This allows users to continuously select events that qualify for preferential treatment throughout the event. As a result, users can comfortably participate in a variety of events. It also creates fairness in the mapping between user attributes (e.g., favorite team) and events. In other words, the rotation (shift) makes it easier for users to participate in events that qualify for preferential treatment at the time. This helps to prevent feelings of unfairness from arising among users with different user attributes.

[0053] Furthermore, the timing at which the mapping to other different events is applied may coincide with the timing at which the game scores are accumulated, or they may be different. For example, the ranking management unit 31A may apply the mapping to other different events when one day has passed and accumulate the game scores at the same time. Alternatively, the ranking management unit 31A may apply the mapping to other different events when one day has passed and accumulate the game scores at a different time (for example, when four days have passed).

[0054] Alternatively, the ranking management unit 31A may associate other events with the user's user attributes in such a way that the number of events to which preferential conditions apply increases. Specifically, the ranking management unit 31A sets up data to add mappings between club team groups created by the operator and events, and associates the favorite team, as an example of a user attribute, with the added events via the group. For example, one day after the event starts, the ranking management unit 31A applies the mapping of "Skill Rush" in addition to "Score Rush". As a result, the number of events to which preferential conditions apply increases over time, and the user receives preferential conditions in "Skill Rush" in addition to "Score Rush". Furthermore, the ranking management unit 31A may apply the mappings of events in such a way that the number of events to which preferential conditions apply decreases over time.

[0055] When a user participates in an event not associated with their user attributes, the normal conditions apply. Specifically, the normal conditions apply to the draw for additional rewards among the match victory rewards, with the normal probability of winning (e.g., 24%). On the other hand, when a user participates in an event associated with their user attributes, preferential conditions apply to the user, which are more favorable than the normal conditions. Specifically, the preferential conditions apply to the draw for additional rewards among the match victory rewards, with a higher probability of winning than usual (e.g., 40%). If the user wins the draw, they can receive a gift (e.g., an item) as an additional reward. In the first embodiment, the state in which preferential conditions are applied is called a "bonus chance." Each event is associated with at least one group, and a bonus chance occurs targeting at least one group. Furthermore, the user's favorite team is associated with one of several groups.

[0056] The preferential treatment conditions may include conditions that increase the probability of winning, as well as conditions that grant rewards of higher in-game value (for example, items of higher rarity). Furthermore, the preferential treatment conditions may include conditions that result in higher game performance or conditions that allow the game to progress more favorably. For example, the preferential treatment conditions may include conditions that multiply game performance (for example, score) by a predetermined coefficient (for example, 1.2), or conditions that add a predetermined number (for example, 5 points). Higher game performance gives users an advantage in ranking calculations. Additionally, the preferential treatment conditions may include conditions that increase player parameters, conditions that shorten the activation interval of player skills, or conditions that relax the skill activation requirements.

[0057] A bonus chance will occur for each user in one of the events during the event period. The event in which the bonus chance is available will be notified to the user through the registration screen for each event. The event in which the bonus chance is available will differ for each user and from day to day. Alternatively, the bonus chance may be available to only some of multiple users. Furthermore, the event in which a user is eligible for a bonus chance will remain fixed for the duration of the day. However, the event in which a user is eligible for a bonus chance may change during the day.

[0058] Furthermore, the ranking management unit 31A accepts user participation in and / or registration for participation in events. For example, on the registration screen S2 shown in Figure 6, users can select rank button B1, registration button B2, and participation button B3. When a user selects registration button B2 (for example, by touching the button icon), the ranking management unit 31A accepts registration for the event corresponding to the registration button B2 that was selected. The ranking management unit 31A then stores event identification information that uniquely identifies the event registered by the user in the user information. In addition, the registration screen S2 displays the status of the number of registrants for each event or a numerical value indicating the number of registrants. Users can view the status of the number of registrants and choose to participate in events in which they can aim for a high ranking.

[0059] When a user selects the rank button B1, the ranking management unit 31A displays the ranking screen (not shown) for each event. The ranking screen displays the rank in the event, along with the emblem of the user's favorite team, the username, and the user's performance in the ranking (e.g., cumulative score). When a user selects the participate button B3, the server control unit 31 runs one match corresponding to the event. Users can participate in events they have not registered for. However, participation in events that a user has not registered for will not be included in the ranking calculation. In this way, the number of registrations included in the calculation is limited. This makes it difficult for users to register for both popular events and events to which preferential conditions apply, thereby suppressing bias. Alternatively, the ranking management unit 31A may restrict users to participating only in events they have registered for.

[0060] [Acquisition method] The acquisition unit 31B acquires user attributes to which a user belongs. For example, the acquisition unit 31B refers to user information 32A and acquires user attributes (e.g., favorite team) via information indicating user attributes (e.g., team identification information for favorite teams). More specifically, the acquisition unit 31B refers to an address area where information indicating user attributes in user information 32A is stored, and reads the information indicating user attributes stored in that address area into the registers or cache of the processor (CPU) or into the internal memory (work area, etc.) necessary for the operation of the processor in the server storage unit 32. The acquisition unit 31B also acquires user attributes when applying normal conditions or preferential conditions. For example, the acquisition unit 31B acquires user attributes when a user participates in an event or when a user registers an event to participate in. Alternatively, the acquisition unit 31B may acquire user attributes when granting rewards to the user. Furthermore, the acquisition unit 31B may acquire user attributes by receiving user attributes entered by the user from the user terminal 10.

[0061] [Judgment means] The determination unit 31C determines whether the event in which the user participates is directly or indirectly associated with the user's attributes. For example, when a user participates in an event, the determination unit 31C refers to the user attributes acquired by the acquisition unit 31B and the ranking information 32C to determine whether the event in which the user participates is associated with the user's attributes.

[0062] As a concrete example, in a game, teams compete against each other. Here, the teams are composed of NPCs, but they may also be teams used by other users. In an event, multiple users participating in the event compete for rankings based on their match performance. Furthermore, the user attribute is a team attribute that indicates the team selected by the user, and the determination unit 31C determines that an event is associated with a user attribute if the team attribute is associated with the group attribute associated with the event. This association may be direct or indirect.

[0063] [Means of granting] The assignment unit 31D refers to the determination result by the judgment unit 31C. If the event is not associated with a user attribute, the assignment unit 31D applies the normal conditions to the user. If the event is associated with a user attribute, the assignment unit 31D applies preferential conditions that are more favorable than the normal conditions to the user. Therefore, by participating in an event associated with a favorite team, the user is given preferential conditions. Note that the preferential conditions do not affect the ranking in the event. However, the preferential conditions may be conditions that affect the ranking, such as an increase in performance.

[0064] The rewarding unit 31D grants rewards to users who have played the game. The rewarding unit 31D then stores the granted rewards in the user information 32A. Furthermore, if the game category is not associated with user attributes, the rewarding unit 31D grants rewards to users based on normal conditions. On the other hand, if the game category is associated with user attributes, the rewarding unit 31D grants rewards to users based on preferential conditions. For example, when the rewarding unit 31D grants a lottery ticket as a reward to a user, and applies normal conditions to the lottery for additional rewards among the victory rewards, the lottery is conducted with the normal winning probability. On the other hand, when preferential conditions are applied to the lottery for additional rewards among the victory rewards, the lottery is conducted with a higher winning probability. The rewarding unit 31D may grant rewards to users who have played the game only when certain conditions are met, such as winning a match or winning a lottery.

[0065] The preferential treatment conditions may be set to be related to user attributes. For example, the preferential treatment condition may be related to the user attribute of team attribute, such as a higher probability of winning player cards of players who actually belong to the user's favorite team. Alternatively, the preferential treatment condition may be related to the user attribute of gender, such as additional rewards of in-game items aimed at women or men. This can better prevent users from being concentrated in only a few of the multiple events. In other words, because the preferential treatment conditions are related to the user, users who are motivated by rewards will tend to choose the events to which the preferential treatment conditions apply when selecting which events to participate in from among multiple types of events.

[0066] Therefore, while improving the imbalance in the number of registered users depending on the content of the event, users can participate in events in which they are given preferential treatment. Furthermore, in a configuration where the application of preferential treatment is determined by the time of participation, the same preferential treatment is applied to all users in the same event and all users are notified of that same event. On the other hand, in a configuration of this embodiment, users with different user attributes (e.g., favorite teams) will be subject to preferential treatment in different events and will be notified of those different events. Therefore, the imbalance in the number of registered users depending on the content of the event can be further improved. Furthermore, by reducing the need for users to adjust or change their game play times, users can comfortably participate in events with multiple events.

[0067] [Notification means] The notification unit 31E notifies the user of which of the multiple events will offer preferential treatment if the user participates. For example, the notification unit 31E displays a notification display D containing the words "Bonus Chance" on the registration screen S2 shown in Figure 6. In this way, the notification unit 31E notifies the user of the target event (the "Score Rush" event in the example of Figure 6). As a result, the user can understand which event will offer preferential treatment if they participate and take part in the event to which the preferential treatment applies. Alternatively, the notification unit 31E may notify the user by voice or by sending an email. The notification unit 31E also functions as a display control means and notifies the user by displaying the ranking results, such as the user's rank, on the terminal display unit 15.

[0068] [User terminal] The user terminal 10 comprises a terminal control unit 11 and a terminal storage unit 12. The terminal control unit 11 is a processor that performs various arithmetic processing and operation control according to a predetermined program. The user terminal 10 is configured as a computer combining the terminal storage unit 12, which includes internal memory necessary for the processor's operation, and other peripheral devices. The processor is, for example, a CPU or MPU, and controls the entire user terminal 10 and comprehensively controls various processes based on a program (not shown) stored in the terminal storage unit 12. Furthermore, the terminal control unit 11 can also perform control according to a program stored on a portable recording medium or external storage medium.

[0069] Furthermore, the terminal storage unit 12 is a computer-readable non-temporary storage medium. Specifically, the terminal storage unit 12 includes storage devices such as RAM, ROM, HDD, and SSD. The user terminal 10 also includes a terminal display unit 15, such as a touch panel, which functions as a display means for displaying the registration screen S2, etc., and an operation means for inputting operations such as selecting a favorite team. Alternatively, the user terminal 10 may include an operation unit separate from the display means, which includes a keyboard or various switches for inputting predetermined commands and data. Furthermore, the user terminal 10 may include a display unit separate from the operation means, which displays the device's input status, setting status, measurement results, and various information. The user terminal 10 also includes an audio output unit 16 for outputting game music, etc.

[0070] [Applying process] An example of the application process will be explained with reference to Figure 7. The ranking management unit 31A directly or indirectly associates events with user attributes (S101). For example, the ranking management unit 31A applies data from the grouped club teams (table in Figure 4) and data from the event identification information of the events associated with those groups (data from the table in Figure 5 corresponding to the number of days since the event started) to associate a favorite team, as an example of a user attribute, with an event via a group. Then, the notification unit 31E notifies the user of the events to which preferential conditions apply (S102). As an example, the notification unit 31E displays a notification display D containing the words "Bonus Chance" on the registration screen S2. The user refers to the notification display D to recognize the events to which they should register to participate.

[0071] The user selects an event and registers to participate, for example by touching the registration button B2. The ranking management unit 31A then accepts the user's registration of the event (S103). Furthermore, the acquisition unit 31B acquires the user attribute to which the user belongs, for example, the favorite team (S104). Subsequently, when the user takes an action to participate in an event, for example by touching the participate button B3, the ranking management unit 31A accepts the user's participation in the event. The determination unit 31C then determines whether the event the user is participating in is associated with a user attribute (S105). If it is not associated (NO in S105), the assignment unit 31D applies the normal conditions to the user (S106). On the other hand, if it is associated (YES in S105), the assignment unit 31D applies preferential conditions to the user (S107).

[0072] The server control unit 31, acting as a means of providing games, then provides the user with a game for one match, and the user plays the game (S108). When the game is finished and predetermined conditions (for example, the condition of winning the match) are met, the reward unit 31D rewards the user according to the normal conditions or preferential conditions (S109). Furthermore, the server control unit 31 stores the user's performance in the user information.

[0073] The ranking management unit 31A then creates or updates a ranking by referring to each user's user information (S110). Subsequently, if the player can continue playing the same game (YES in S111), the user's participation registration and game provision (S108) are repeated. If the player cannot continue playing the same game (NO in S111), for example, if a day has passed, the ranking management unit 31A creates the final ranking result and the process ends. The notification unit 31E then notifies the user of the ranking result in response to the user's action (for example, touching the rank button B1). Furthermore, the notification unit 31E may also notify the user of a reward corresponding to the ranking result. In this case, the reward granting unit 31D grants the reward to the user according to the ranking result.

[0074] According to the game system 100 of the first embodiment described above, it is possible to suppress the bias of the number of user participants towards some of the multiple events. That is, because preferential conditions are applied, users tend to choose the event in which they are given preferential treatment when selecting which event to participate in from among multiple types of events. Therefore, it is possible to improve the bias of the number of user participants towards the content of the event. Furthermore, it reduces the need for users to adjust or change their game play times, allowing users to participate in events more comfortably.

[0075] Furthermore, in game system 100, the team attribute "favorite team" is used as a user attribute. This team attribute can be set to correspond to real teams participating in real-world sports (for example, the Central League, Pacific League, or Japan Professional Football League). Users tend to select their favorite team based on their preferences and feelings. Therefore, by associating favorite teams with each event, it is possible to increase the proportion of users who have set the same favorite team among the users participating in that event. As a result, a large number of users who have set the same favorite team will participate in the same event. Users who have set the same favorite team are friends or like-minded individuals who like or support the same team. Therefore, users can comfortably participate in events where many like-minded users gather and enjoy playing the event with a sense of unity.

[0076] Although the present invention has been described above with reference to the embodiments, the present invention is not limited to the embodiments described above. Inventions modified within the scope that does not contradict the present invention, and inventions equivalent to the present invention are also included in the present invention. Furthermore, each embodiment and each variation, as well as the technical means included in each embodiment or each variation, can be appropriately combined within the scope that does not contradict the present invention.

[0077] For example, at least one of the ranking management unit 31A, acquisition unit 31B, determination unit 31C, assignment unit 31D, and notification unit 31E may be provided in the terminal control unit 11. In this case, the server 30 and the user terminal 10 cooperate to function as the computer of the game system 100.

[0078] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.

[0079] The game system (100) provides a game to the user in each of a plurality of events in which the user can participate, and includes a computer (30), the computer acquires the user attribute to which the user belongs, determines whether the event in which the user participates is directly or indirectly associated with the user attribute, applies normal conditions to the user if the event is not associated with the user attribute, and applies preferential conditions more favorable than the normal conditions to the user if the event is associated with the user attribute.

[0080] A game program (PG) that causes a computer (30) to provide a user with a game in each of several events in which the user can participate causes the computer to acquire the user attribute to which the user belongs, to determine whether the event in which the user participates is associated with the user attribute, to apply normal conditions to the user if the event is not associated with the user attribute, and to apply preferential conditions that are more favorable than the normal conditions to the user if the event is associated with the user attribute.

[0081] The control method is a control method for a game system (100) that provides a game to a user in each of a plurality of events in which the user can participate, and includes obtaining the user attribute to which the user belongs, determining whether the event in which the user participates is associated with the user attribute, applying normal conditions to the user if the event is not associated with the user attribute, and applying preferential conditions that are more favorable than the normal conditions to the user if the event is associated with the user attribute.

[0082] This helps to prevent users from favoring certain game types over others. In other words, because preferential conditions are applied, users tend to choose the game type that gives them an advantage when selecting which game to participate in from among several types. Therefore, it can improve the situation where the number of registered users is skewed towards certain game types. Furthermore, it reduces the need for users to adjust or change their game play times, allowing users to participate in games more comfortably.

[0083] The computer (30) associates other events from the plurality of events, different from the event associated with the user attribute, with other user attributes of other users different from the user. As a result, other users can receive preferential treatment in other events. Therefore, other users tend to register and participate in events to which they receive preferential treatment. Thus, it is possible to improve the imbalance in the number of registered users depending on the content of the event.

[0084] The computer (30) associates the user's user attributes with other events from the multiple events that are different from the event in question, as time progresses. This allows the user to continue selecting events to which preferential conditions apply during the event period. As a result, the user can comfortably participate in various types of events. Furthermore, fairness is ensured in the correspondence between user attributes and events.

[0085] The computer (30) notifies the user of the applicable events among the multiple events to which the preferential conditions will apply if the user participates. Therefore, the user can identify the applicable events and participate in the events to which the preferential conditions apply.

[0086] The computer (30) grants a reward to the user who played the game, and if the game is not associated with the user attribute, it grants the reward to the user based on the normal conditions, and if the game is associated with the user attribute, it grants the reward to the user based on the preferential conditions.

[0087] The aforementioned preferential conditions are set to be related to the aforementioned user attributes. This helps to further suppress the concentration of user participation in only a few of the multiple categories. In other words, because preferential conditions are applied that are relevant to the user, users who are motivated by rewards tend to choose categories to which the preferential conditions apply when selecting which categories to participate in from among multiple categories.

[0088] In the game, teams compete against each other; in the event, multiple users participating in the event compete for rankings based on their performance in the match; the user attribute is a team attribute indicating the team selected by the user; and the computer (30) determines that the event is associated with the user attribute if the team attribute is associated with the group attribute associated with the event.

[0089] Team attributes can be set to correspond to real-world teams participating in actual sports. Therefore, by associating favorite teams with each sport, it is possible to increase the proportion of users who have set the same favorite team among users participating in the same sport. As a result, a large number of users who have set the same favorite team will participate in the same sport. Consequently, users can comfortably participate in sports where many like-minded users gather, and enjoy the sport with a sense of unity. [Explanation of Symbols]

[0090] 30: Server (computer) 100: Game System PG: Game Program

Claims

[Claim 1] A game system that provides a game to the user in each of several categories in which the user can participate, and is equipped with a computer, The aforementioned computer, Obtain the user attributes to which the aforementioned user belongs, Determine whether the event in which the user participates is directly or indirectly associated with the user's attributes. If the aforementioned item is not associated with the user attribute, the normal conditions are applied to the user. A game system that, if the aforementioned event is associated with the user attribute, applies preferential conditions to the user that are more favorable than the normal conditions.

Citation Information

Patent Citations

  • Game managing device, game system, game managing method and program

    JP2013223798A