Program, game system, and game control method
The game system incentivizes users to host and participate in events by using personal items to enhance rewards, increasing event frequency and engagement through dynamic reward structures.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2024-11-14
- Publication Date
- 2026-05-26
Smart Images

Figure 2026085980000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, a game system, and a game control method.
Background Art
[0002] Conventionally, games in which users play against each other via a communication network have become widespread. In such games, in order to prevent users from getting bored with the game, it is common practice to hold game events within the game at irregular intervals. In recent years, there are also known games in which the users themselves hold the game events (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such games, since it is less likely for users to get bored when the frequency of holding game events is higher, there is a desire to hold more game events.
[0005] An object of the present invention is to provide a game system that can promote the holding of game events by users.
Means for Solving the Problems
[0006] The program according to the present invention causes a computer to function as follows: an event acceptance means for accepting requests to hold a game event; a reward setting means for setting rewards corresponding to the game events accepted by the event acceptance means; a participation acceptance means for accepting user participation in the game events accepted by the event acceptance means; an event control means for controlling the execution of the game events in which users whose participation has been accepted by the participation acceptance means are participating; and a reward granting means for granting the rewards set by the reward setting means to users who participated in the game event when the game event is executed by the event control means, wherein the reward setting means is characterized by adding to the content of the rewards by utilizing items owned by the user who is holding the game event. [Brief explanation of the drawing]
[0007] [Figure 1] This is a diagram showing an example configuration of a game system according to the embodiment. [Figure 2] This diagram illustrates the general flow of a game event according to the embodiment. [Figure 3] This is a block diagram showing an example of the functional configuration of a server device according to an embodiment. [Figure 4] This is a block diagram showing an example of the functional configuration of a game device according to an embodiment. [Figure 5] This is a diagram illustrating the reward items. [Figure 6] This diagram illustrates the time structure of a game event. [Figure 7] This diagram illustrates the exception handling that occurs when maintenance is performed on a server device. [Figure 8] This flowchart shows an example of the processing procedure performed by the server device. [Figure 9] This figure shows an example of the top screen for a game event. [Figure 10] This diagram shows an example of a screen for selecting whether to host or participate in a game event. [Figure 11]This diagram shows an example of the settings screen for a game event. [Figure 12] This figure shows an example of a game event participation status screen. [Figure 13] This figure shows an example of a matchmaking screen displayed during the time between matches. [Figure 14] This diagram shows an example of a screen used to check match results. [Figure 15] This figure shows an example of a display screen for the annual ranking related to the hosting of a game event. [Figure 16] This figure shows an example of a display screen for the annual ranking related to the hosting of a game event. [Figure 17] This is a block diagram showing an example of the functional configuration of a server device in a modified example. [Figure 18] This flowchart shows an example of the procedure for determining who will be selected for the lottery. [Figure 19] This diagram schematically shows the probability of winning in the lottery process for participation. [Figure 20] This figure shows an example of the top screen for a game event. [Modes for carrying out the invention]
[0008] Preferred embodiments of the present invention will be described below with reference to the attached drawings. In this embodiment, a game will be described in which one user becomes the organizer of a game event in the game, accepts participation in the game event, holds a match between the participants of the game event for confrontation, and gives a reward to the winner. Note that the match held in the game event of this embodiment is a match not accompanied by the operation of the participant side. By purchasing with in-game currency or obtaining it through events or the like, a team is created using objects (character cards) in the game held by the participant side, and the server device side determines the win or loss based on the total strength of the team according to the ability values of the objects in the game. Also, as an example of the game in this embodiment, a soccer game will be described, but any game may be used as long as it can hold a match for confrontation between participants, such as baseball, basketball, or martial arts, not limited to the soccer game.
[0009] [Configuration of Game System] FIG. 1 is a diagram showing a configuration example of a game system 1 according to this embodiment. The game system 1 according to this embodiment includes a server device 10 and game devices 30-1 to 30-N of each user. The server device 10 and the plurality of game devices 30-1 to 30-N are connected to each other so as to be able to transmit and receive data wired or wirelessly via a network 20.
[0010] The server device 10 includes a CPU 101, a ROM 102, a RAM 103, a communication unit 104, and a storage device 105. The CPU 101 reads the control program stored in the ROM 102 into the RAM 103 and executes various processes. The ROM 102 stores the control program (such as an OS) necessary for operating the server device 10. A flash memory (NVRAM) may be used instead of the ROM 102. The RAM 103 is used as a main memory of the CPU 101 and a temporary storage area such as a work area. The communication unit 104 performs communication processing with the game devices 30-1 to 30-N and other external devices via the network 20. The storage device 105 stores programs related to games, user identification information such as the IDs of users who operate the game devices 30-1 to 30-N, and other various information for each user necessary for the games. Note that a part of this information may be stored in a database or the like not shown in the figure.
[0011] Note that the functions and processes of the server device 10 are realized by the CPU 101 reading out the program stored in the ROM 102 or the storage device 105 and executing this program. As another example, instead of reading out the program stored in the ROM 102 or the like, the CPU 101 may read out the program stored in a removable recording medium such as an SD card. Also, the means for supplying the program to the computer may be a computer-readable recording medium such as a CD-ROM storing the program or a transmission medium such as the Internet for transmitting the program.
[0012] The game devices 30-1 to 30-N are constituted by, for example, a home game console, a portable communication device such as a smartphone, a dedicated portable game device, a personal computer, a tablet, or the like. Hereinafter, the hardware configuration of the game device 30-1 will be described as a representative. The game device 30-1 has a CPU 301, a ROM 302, a RAM 303, a communication unit 304, an operation unit 305, a display unit 306, and a storage device 307.
[0013] The CPU 301 reads the control program stored in the ROM 302 into the RAM 303 and executes various processes. The ROM 302 stores the control program (OS, etc.) necessary to operate the game device 30-1. Flash memory (NVRAM) may be used instead of ROM 302. The RAM 303 is used as the main memory and temporary storage area for the CPU 301, such as the work area. The communication unit 304 performs communication processing with the server device 10 and other external devices via the network 20. The operation unit 305 accepts various operations from the user. If the display unit 306 is a liquid crystal display panel equipped with a touch panel, the touch panel is the operation unit 305. The display unit 306 displays various information, such as the game screen mentioned above. The storage device 307 mainly stores game programs related to the game and various data related to the game.
[0014] Similarly, the functions and processing of the game device 30-1 are realized by the CPU 301 reading a program stored in the ROM 302 or storage device 307 and executing this program. Alternatively, the CPU 301 may read a program stored in a removable storage medium such as an SD card, instead of reading a program stored in the ROM 302 or the like. Furthermore, the means for supplying the program to the computer may be a computer-readable storage medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the internet for transmitting the program. Hereinafter, the game device 30-1 will be described as a smartphone with a liquid crystal display panel equipped with a touch panel.
[0015] [Overview of the Game Event Organizing Process] Next, we will explain the general flow of holding a game event, referring to Figure 2. Below, we will describe an example in which a user of game device 30-1 hosts a game event as the organizer, and a user of game device 30-2 participates in the game event as a participant.
[0016] First, T201 sends a request to the server device 10 to hold a game event from the game device 30-1. When the server device 10 receives the request from the game device 30-1, T211 accepts the request and notifies the game device 30-1 that the request has been accepted. The server device 10 then makes the game event available for other game devices to confirm.
[0017] Then, the game device 30-2 confirms that the game event is being held, and at T221, the game device 30-2 sends a request to participate in the game event to the server device 10. When the server device 10 receives the participation request from the game device 30-2, at T212 it accepts the participation request and notifies the game device 30-2 that it is possible to participate in the game event. When the number of participants reaches the limit or when the application period ends, at T213, the server device 10 makes the final decision on the rewards for the game event and determines the match schedule for the participants. The match schedule and other information for the game event are sent from the server device 10 to the organizer's game device 30-1 and the participant's game device 30-2. In this embodiment, the game event matches are held in a tournament format, and at T214, the server device 10 controls the progress of each match based on the ability values of the participating soccer teams and determines the winner of the match. The server device 10 then sends the match video and match result information to the participant's game device 30-2.
[0018] Then, when all matches in the game event are completed, at T215, the server device 10 distributes rewards such as in-game currency to the game device of the participant who won the game event. Meanwhile, the organizer's game device 30-1 also receives a reward for the organizer. In this embodiment, one of the rewards for the organizer is an increase in the event level 1001 shown in Figure 10. Then the game event ends. After the game event ends, at T216, the server device 10 updates ranking information such as the prize money earned and the number of participants for each organizer as information related to the game event that was held, and transmits this information to game devices 30-1 to 30-N.
[0019] [Functional configuration of server and game equipment] Figure 3 is a block diagram showing an example of the functional configuration of the server device 10 according to this embodiment. The storage device 105 of the server device 10 stores a program for running the game. The storage device 105 also includes a data storage unit 120 that stores various data necessary for game processing. For example, the data storage unit 120 stores user data 121, game data 122, ranking data 123, and so on.
[0020] User data 121 is associated with a user ID to identify each game user, and includes information such as the user's level, username, friends, amount of in-game currency, and owned items. Game data 122 contains data necessary to run the game, including game events. Specifically, when a game event is held, it includes user matching data, data on rewards set for the game event, and information on the soccer team currently formed by each user (including information on the character cards that make up the soccer team). Soccer teams are generated by using character cards owned by each user for each position (forward (FW), midfielder (MF), defender (DF), and goalkeeper (GK)), and the character cards that make up the soccer team are obtained through gacha or events. Ranking data 123 contains ranking information such as prize money earned and number of participants for each organizer.
[0021] The server device 10 also includes a game control unit 130, the functions of which are realized by the CPU 101 executing a game program stored in the storage device 105. The game control unit 130 performs control for running the game. For example, when the server device 10 is notified of the content of the game operation by the user from game devices 30-1 to 30-N, the game control unit 130 executes processing to advance the game based on the content of the game operation notified from game devices 30-1 to 30-N. At this time, the game control unit 130 updates various data stored in the data storage unit 120 as necessary. After that, the server device 10 notifies the game devices 30-1 to 30-N of the processing results. The game control unit 130 also includes an event registration unit 131, a participant registration unit 132, a reward setting unit 133, a reward granting unit 134, an event control unit 135, and a ranking output unit 136.
[0022] The event reception unit 131 receives requests to hold game events from game machines. Game events can be held from any game machine at any time, and the event reception unit 131 is always accepting requests to hold game events. When the event reception unit 131 accepts requests to hold game events, it does not require any costs such as event tickets or in-game currency.
[0023] The participant registration unit 132 receives participation requests for the game event from the game device when the event registration unit 131 has accepted the request to hold the game event. The number of participants in the game event is not particularly limited, but in this embodiment, the number of participants in the game event is set to 4 to 16. In addition, in this embodiment, the organizer of the game event not only holds the game event but also participates in the game event as one of the participants.
[0024] The reward setting unit 133 sets the rewards for the winners of the game events being held. In this embodiment, when a game event is held, the organizer uses items called reward items to add to the rewards for the game event. Details of the reward items will be described later.
[0025] The reward distribution unit 134 distributes the rewards set by the reward setting unit 133 to the participants who win the game event. The reward distribution unit 134 also distributes predetermined rewards to the organizers of the game event.
[0026] The event control unit 135 controls a series of processes related to the game event. Specifically, once the number of participants in the game event is determined, it performs tasks such as matching participants in each match of the tournament, controlling the content of each match, and managing the time before and during the match.
[0027] The ranking output unit 136 updates the ranking data stored in the data storage unit 120 after the end of a game event, and outputs the updated ranking data to the game devices 30-1 to 30-N.
[0028] Next, the functional configuration of game device 30-1 will be described. Figure 4 is a block diagram showing an example of the functional configuration of game device 30-1 according to this embodiment. Since game devices 30-2 to 30-N have a similar configuration, their explanation will be omitted.
[0029] The storage device 307 of the game device 30-1 stores a program for running the game. The storage device 307 also includes a data storage unit 320 that stores various data necessary for game processing. For example, the data storage unit 320 stores user data 321, drawing data 322, game data 323, and so on.
[0030] User data 321 includes information such as the user ID, user level, username, friend users, amount of in-game currency, owned items, and login information of the user of game device 30-1. User data 321 is constantly updated by sending and receiving data with server device 10. Drawing data 322 is data for drawing each screen in the game and includes basic data for drawing the screen displayed on display unit 306 based on information input from operation unit 305 by user operation. Game data 323 includes data necessary to run the game, including game events. Game data 323 is constantly updated by sending and receiving data with server device 10. For example, when information regarding the content of a match in a game event is received from server device 10, that information is stored in data storage unit 320 as game data 323. Game data 323 also includes ranking data output by ranking output unit 136 of server device 10.
[0031] Furthermore, the game device 30-1 is equipped with a game control unit 330, the functions of which are realized by the CPU 301 executing a game program stored in the storage device 307. The game control unit 330 includes an input receiving unit 331, a drawing processing unit 332, and a display control unit 333.
[0032] The input receiving unit 331 performs various processes based on the information input from the operation unit 305. For example, if the operation unit 305 inputs a request to hold a game event, the input receiving unit 331 sends the request to hold a game event to the server device 10. Also, if the operation unit 305 inputs a request to participate in a game event, the input receiving unit 331 sends the request to participate in a game event to the server device 10. Furthermore, if the operation unit 305 inputs a request for a screen transition within the game, the input receiving unit 331 instructs the drawing processing unit 332, which will be described later, to generate the destination screen.
[0033] The drawing processing unit 332 performs processing to generate data for the screen to be displayed on the display unit 306. Specifically, based on the data stored in the data storage unit 320, it generates, for example, a screen for accepting applications to host a game event or a screen for accepting applications to participate in a game event.
[0034] The display control unit 333 displays the screen generated by the drawing processing unit 332 on the display unit 306. Specifically, it displays screens for accepting applications to host game events, screens for accepting applications to participate in game events, and screens for ranking information.
[0035] [Specific details of the game event] Next, we will explain the specific details of the game event. The following explanation, similar to the explanation in Figure 2, describes an example where a user of game device 30-1 hosts a game event as the organizer, and a user of game device 30-2 participates as a participant. In this embodiment, the organizer also participates as a participant. As mentioned earlier, a game event can be hosted from any game device at any time. For example, when game device 30-1 requests to host a game event, the input reception unit 331 of game device 30-1 receives the specific conditions for the game event. These specific conditions include the maximum number of participants, team formation conditions, rewards for winning, and stadium conditions. Once these conditions are entered, the input reception unit 331 transmits information regarding these conditions along with the game event hosting request to the server device 10. When sending the hosting request, information to identify the user of game device 30-1 (including a token) and other information necessary for the game's progress are also transmitted. Note that while the stadium can be freely configured, it cannot be changed midway through the game. Furthermore, no special items such as event tickets are required to host a game event.
[0036] The maximum number of participants in a game event can be selected from 4 to 16. Team formation is determined by the in-game objects (character cards). Character cards for club teams and national teams are available within the game. When forming a team for a game event, players can choose from three options: using only club team character cards, only national team character cards, or no restrictions. Additionally, conditions based on character traits may be added to team formation. For example, character traits such as technique, power, speed, stamina, and balance could be added, and matches where these traits are advantageous could be scheduled for the game event.
[0037] The reward for winning varies depending on the number of participants in the game event and whether or not reward items are used. Here, we will explain the reward items in detail. Figure 5 is a diagram illustrating the overview of reward items. Reward items have no value on their own; they are used by the organizer when hosting a game event to add to the reward for the winner of the game event. Therefore, since the reward for the organizer does not change when using reward items, they are not necessarily items that benefit the organizer.
[0038] In this embodiment, as shown in Figure 5, three types of reward items are available in the game: "Users Cup Reward Small," "Users Cup Reward Medium," and "Users Cup Reward Large," each offering a different reward to the winner. These reward items can be purchased by consuming a predetermined number of the first in-game currency. For example, the "Users Cup Reward Small" item can be purchased in the in-game shop by consuming 200 units of the first in-game currency. In a game event using the "Users Cup Reward Small" item, if there are 4 to 7 participants, the winner will receive 20,000 units of the second in-game currency. Here, the first in-game currency is mainly consumed in gacha to acquire in-game objects (character cards), and is also obtained through other events and paid content. In matches during game events, soccer teams generated using the in-game objects (character cards) owned by each participant compete against each other. Therefore, by spending or paying for the first in-game currency to obtain one or more character cards with high ability values through gacha, and then using those character cards to create a soccer team, players can gain an advantage in game event matches. On the other hand, the second in-game currency is necessary to enhance the properties (power, speed, etc.) of in-game objects and is distinct from the first in-game currency. Reward items may be used only to increase rewards in game events. Also, when selling reward items, the number of items received should be significantly less than the number of items received as rewards in game events.
[0039] In addition to using in-game currency, these reward items may also be obtainable through other events, login bonuses, etc. Furthermore, when holding game events, it is possible to choose not to use reward items; in this case, the rewards for the winners will be smaller compared to when reward items are used.
[0040] As shown in Figure 5, one of the features of the reward items in this embodiment is that the rewards increase according to the number of participants in the event. For example, with any of the reward items shown in Figure 5, the reward for the winner increases with the number of participants, but by using the reward items, additional rewards are added for specific numbers of participants, and furthermore, the additional rewards for specific numbers of participants differ depending on the type of reward item. For example, if there are 4 to 7 participants, the winner's reward is 1000 units of second-game currency if no reward items are used, but if the "Users Cup Reward Small" reward item is used, the winner's reward is overwritten to 20000 units of second-game currency for the same number of participants of 4 to 7. It is also possible to configure the reward items to increase the reward (the number of units of second-game currency). In this way, as the number of participants increases, it becomes more difficult to win and it becomes harder to obtain rewards, but by using reward items, it is possible to increase only the rewards while keeping the number of participants the same, thus encouraging tournament organizers to hold events and participants to participate. The more participants a tournament has, the more opportunities it increases for many users to participate in the tournament.
[0041] When the server device 10 receives a request to hold a game event from the game device 30-1, the event acceptance unit 131 accepts the request to hold the game event based on the specific conditions of the received game event. At this time, if reward items are to be used, the reward setting unit 133 adds to the rewards for the game event according to the type of reward items used. In this way, anyone can hold a game event at any time without using any items. However, as mentioned above, if reward items are not used, the rewards for the game event will be less than when reward items are used.
[0042] In this embodiment, the rewards are enhanced by using reward items owned by the user hosting the game event, and these enhanced rewards are then given to participating users upon the execution of the game event. This configuration encourages users to host game events. Furthermore, since the rewards are enhanced by using reward items owned by the user hosting the game event, it is possible to improve the motivation to participate in the game event, and an increase in the number of participating users can revitalize the game event. Moreover, in this embodiment, by preparing multiple types of reward items with different added rewards, the host can change the rewards for the game event according to the circumstances, further encouraging users to host game events.
[0043] As described above, once a game event is accepted, the event acceptance unit 131 notifies game device 30-1 that the event has been accepted. The participant acceptance unit 132 of server device 10 then notifies game device 30-1 that participation in the game event has been accepted, and also makes the event available for participation to other game devices 30-2 to 30-N. At this time, the game event is advertised with a name such as "(Organizer's Username)'s Tournament". The method for checking the recruitment of participants for the game event on game device 30-2 will be described later. When the input acceptance unit 331 of game device 30-2 receives a request to participate in the game event from the operation unit 305, it sends the participation request to server device 10. When sending the participation request, information to identify the user of game device 30-2 (including a token) and other information necessary for the progress of the game are also sent. No special items such as participation tickets are required to participate in the game event.
[0044] When the server device 10 receives a participation request from the game device 30-2, the participation reception unit 132 associates the user ID of the game device 30-2 that sent the participation request with a participant in the game event and notifies the game device 30-2 that it is eligible to participate in the game event. In this embodiment, the recruitment period for the game event is 10 minutes from the time the recruitment notice is sent. If the number of participants reaches the maximum number of participants set by the organizer's game device 30-1 before the recruitment period expires, the recruitment is terminated, and the game event starts after the recruitment period has expired. In addition, in this embodiment, the organizer's game device 30-1 can skip the remaining recruitment period if the maximum number of participants is reached, etc. Details of this process will be described later.
[0045] On the other hand, in this embodiment, the minimum number of participants in a game event is set to four. If the number of participants (including the organizer) is three or less during the registration period, the event registration unit 131 decides to invalidate the game event. If the game event is invalidated, and any reward items have been used on the game device 30-1, those reward items are returned. By setting a minimum number of participants in the game event in this way, it is possible to prevent fraud such as the organizer using reward items to play a match alone and obtain the rewards. In addition, since reward items are returned when the game event is invalidated, it is possible to prevent the wasteful consumption of reward items.
[0046] Once the registration period for the game event has ended, the number of participants is finalized. Accordingly, the reward setting unit 133 determines the content of the game event rewards according to the types of reward items used. The event control unit 135 then matches participants against each other and determines the schedule and pairings for each match in a tournament format. The event control unit 135 then determines the win rate based on the overall ability value of the soccer team pre-set for each participant and determines the winner and loser of each match. In addition to the win / loss record, the event control unit 135 also generates a video of the match for each match and transmits the video of the match and the match result data to the participant's game device. For the match results, a random number seed may be pre-stored in the data storage unit 120, and a match simulation may be performed against the teams of the participants to output the match results. In this case, the event control unit 135 obtains information on the soccer teams of the participants from the game data 122 stored in the data storage unit 120, performs a match simulation based on the overall strength of the soccer teams based on the ability values of the character cards that make up each soccer team and the random number seed, and outputs the match results.
[0047] Figure 6 is a diagram illustrating the time structure of the game event. Unless there are any skips as described later, the game event is conducted in a tournament format with a 5-minute interval between matches and a 1-minute match duration. In other words, if there are 16 participants in the game event, it will last a total of 90 minutes; if there are 8 participants, it will last a total of 42 minutes; and if there are 4 participants, it will last a total of 18 minutes. If the number of participants is not 4, 8, or 16, one of the matches will be seeded.
[0048] The event control unit 135 prepares for processing related to the next match during the time between matches, and during the match itself, it determines the match content and generates a video of the match. The generated video is temporarily stored in the storage device 105 for a predetermined period. After the match time has elapsed, it transmits the match result data to the participant's game device 30-2. If a request to view the match is received from the participant's game device 30-2, the video is also transmitted to the game device 30-2. Viewing the match results on the game device will be described later. On the other hand, if there are many participants, the number of matches will increase, so in order to reduce the processing load on the server device 10, in the 1st Round and 2nd Round shown in Figure 6, the video of the match content may not be generated, and only the match result data may be transmitted.
[0049] As described above, once all matches are completed, the reward distribution unit 134 distributes the rewards determined at the start of the game event to the winner of the game event. The reward distribution unit 134 also distributes predetermined rewards to the organizer of the game event. For example, the reward distribution unit 134 distributes 5 units of the first in-game currency to the organizer of the game event and increases the organizer's event level by 1. The organizer's rewards can be anything that encourages the holding of game events, such as an increase in the event level or ranking rewards. The ranking output unit 136 then updates the ranking data 123 stored in the data storage unit 120 and outputs the updated ranking information to the game devices 30-1 to 30-N in response to a request to acquire ranking information. In this embodiment, the reward for the winner of the game event and the reward for holding the game event are different. By having these different rewards, more game events are held in search of rewards that cannot be obtained by winning a game event, thereby revitalizing the game. Furthermore, when many game events are held, there is always some kind of game event going on, which increases the desire to participate in game events and can revitalize the gaming community.
[0050] As described above, the duration of the game event is determined by the number of participants. However, since the period during participant registration and the time between matches are basically waiting times, in this embodiment, the organizer is allowed to shorten these times to some extent. It should be noted that if any user were allowed to shorten the time at will, malicious participants could proceed with the game event, so only the organizer is allowed to shorten the time.
[0051] For example, if the number of participants reaches the maximum limit during the registration period, the remaining time during the registration period becomes wasted. In such cases, the organizer can skip the waiting time (time between matches) and forcibly end the registration period. However, the organizer can only forcibly end the registration period if the game event can be held; it cannot be done when the number of participants is three or less. This prevents participants from having to wait for the remaining time. On the other hand, since the game event will not start until the registration period has elapsed, even if the number of participants reaches the maximum limit, some users may cancel their participation. However, by not forcibly ending the registration period, if the number of participants decreases, other participants can join the game event.
[0052] Furthermore, although the time between matches is set to 5 minutes, the organizer can also skip the waiting time (match time) until the next match and forcibly end the time between matches, even for preparations related to the processing of the subsequent match. However, the time between matches cannot be forcibly ended unless at least 1 minute has passed. As shown in Figure 6, if all time between matches is shortened to 2 minutes, the total duration of the game event will be shortened to 45 minutes if there are 16 participants, to 21 minutes if there are 8 participants, and to 9 minutes if there are 4 participants. Also, as mentioned above, the matches in the game event are matches that do not involve participant operation. In matches that involve participant operation, if the match starts suddenly due to time reduction, participants may be at a disadvantage if they have not made prior preparations or are unaware that the match has started. By making the matches in the game event matches that do not involve participant operation, it is possible to prevent participants from waiting for the remaining time and to prevent participants from being at a disadvantage due to time reduction.
[0053] This section explains how maintenance on the server device 10 is handled during the participant registration period or the time between matches. Figure 7 is a diagram illustrating the exception handling that occurs when maintenance is performed on the server device 10. For example, if maintenance begins before 10 minutes have elapsed in the participant registration period, the participant registration unit 132 will be unable to register participants. In this case, if maintenance begins during the participant registration period, the event registration unit 131 will invalidate the game event after the maintenance is completed. However, if the organizer forcibly ends the participant registration period before maintenance begins, the game event will proceed after the maintenance is completed. Also, if maintenance begins before 5 minutes have elapsed in the time between matches, the game event will have already started, so the match time will begin after the maintenance is completed.
[0054] [Processing procedure on server device 10] Next, we will explain the processing procedure on the server device 10. Figure 8 is a flowchart showing an example of the processing procedure performed on the server device 10. First, in S801, the event reception unit 131 waits until it receives an event request from any game device. Then, in S802, the event reception unit 131 refers to the information for identifying the user and the conditions of the game event that were received along with the event request, and accepts the game event with the name "Username's Tournament". If reward items are used, the reward setting unit 133 adds the content of the game event rewards according to the type of reward item used. If the organizer has used a reward item, one reward item is consumed, so the event reception unit 131 updates the organizer's user data 121 stored in the data storage unit 120. Then, the event reception unit 131 sets the content of the game event to be held based on information such as the presence or absence of reward items and the conditions for team formation.
[0055] Next, in S803, the participant registration unit 132 sets the recruitment period for the game event to 10 minutes and processes the acceptance of participants for the game event. First, the participant registration unit 132 accepts the user (organizer) of the game device that sent the event request as a participant. The participant registration unit 132 also makes the game event information with the set content viewable from other game devices, and when it receives a participation request from another game device, it associates the user ID of the game device that sent the participation request as a participant in the game event. If the number of participants reaches the maximum number of participants, the participant registration unit 132 closes the registration of participants. If it receives a participation request when registration of participants has been closed, it notifies the game device that sent the participation request that recruitment has ended and it can no longer participate.
[0056] Next, in S804, the participant registration unit 132 determines whether the participant registration period has ended. Specifically, it determines whether 10 minutes, which is the registration period, has elapsed, or whether it has received an instruction from the organizer's game device to forcibly end the participant registration period. If the participant registration period has not ended, it returns to S803 and continues the participant registration process. On the other hand, if the participant registration period has ended, it proceeds to the next step, S805.
[0057] Next, in S805, the event registration unit 131 checks the number of participants and determines whether the game event can be held. If the number of participants is 3 or less and the game event cannot be held, the process proceeds to S806. On the other hand, if the number of participants is 4 or more and the game event can be held, the process proceeds to S807.
[0058] In S806, the event registration unit 131 invalidates the game event and notifies the organizer and participants' game devices accordingly. If the organizer has used reward items, the event registration unit 131 updates the organizer's user data 121 stored in the data storage unit 120 in order to return the consumed reward items.
[0059] In S807, the reward setting unit 133 determines the content of the game event rewards according to the type of reward item used. The event control unit 135 then matches participants against each other, determines the schedule and pairings for each match in a tournament format, and controls each match. As mentioned above, when controlling each match, the event control unit 135 determines the win rate based on the overall ability value of the soccer team that each participant has set in advance, and determines the winner and loser for each match. Then, if necessary, it sends video of the match and match result data to the participant's game device. Finally, it controls all matches and determines the winner.
[0060] In S808, the reward distribution unit 134 distributes the reward to the winner as determined at the start of the game event, and also distributes the reward to the organizer as predetermined. Specifically, the reward distribution unit 134 notifies the winner and the organizer's game devices that the rewards have been given. It then updates the user data 121 of the winner and the organizer stored in the data storage unit 120. When the game devices are notified that the rewards have been given, the winner's game device updates the amount of second in-game currency obtained as a reward in the user data 321 stored in the data storage unit 320. The organizer's game device updates the amount of first in-game currency obtained as a reward and the event level information in the user data 321 stored in the data storage unit 320.
[0061] In S809, the ranking output unit 136 updates the ranking data 123 stored in the data storage unit 120. When an operation to display ranking information is performed on the game device, a request to acquire ranking information is sent from that game device. Upon receiving the ranking acquisition request, the ranking output unit 136 sends the updated ranking information to that game device.
[0062] [Processing procedure for game device 30-1] Next, we will explain the processing procedure on the game device 30-1 side. Note that the processing procedure is the same for game devices 30-2 to 30-N.
[0063] First, when an operation to start the game application is input from the operation unit 305 of the game device 30-1, the game control unit 330 starts the game application and connects to the server device 10. Then, it retrieves user data 121 and other game-related information stored in the data storage unit 120 of the server device 10 from the server device 10 and updates the information stored in the data storage unit 320.
[0064] Then, based on the latest information obtained through communication with the server device 10, the display control unit 333 displays the game's top screen on the display unit 306. To host or participate in a game event, the user selects an icon related to the game event on the top screen, which transitions them to the game event's top screen.
[0065] For example, when an icon related to a game event on the top screen is selected from the touch panel operation unit 305, the input reception unit 331 saves the coordinate information of the touch position of that icon and information such as taps to the RAM 303. Then, the drawing processing unit 332 reads the drawing data 322 stored in the data storage unit 320 based on the information stored in the RAM 303, draws the top screen of the game event based on the drawing data 322, and temporarily saves it to the RAM 303. Then, the display control unit 333 displays the screen drawn by the drawing processing unit 332 on the display unit 306. The same processing procedure is followed when other icons are selected to switch to the selected screen or display a dialog box.
[0066] Figure 9 shows an example of the top screen 900 for a game event. On the top screen 900 for a game event, the participation history button 901 is a button for displaying the participation history of a participant in a game event. When the participation history button 901 is selected, a dialog box showing the participation history of the user of game device 30-1 is displayed in front of the top screen 900. The achievements button 902 is a button for displaying the achievements dialog box. The ranking button 903 is a button for displaying the annual ranking of game events hosted by the user of game device 30-1. When the ranking button 903 is selected, the input reception unit 331 sends a request to the server device 10 to obtain the latest ranking information, and obtains the latest ranking information from the server device 10. The ranking display screen will be described later.
[0067] The Coin Store button 904, when selected, takes the user to the in-game shop. To obtain reward items by spending the first in-game currency, the user selects the Coin Store button 904 and purchases the reward items in the in-game shop. To the right of the Coin Store button 904, the amount of first in-game currency held by the user of game device 30-1 is displayed. The Normal Tournament button 905 is used to host or participate in a game event. When the Normal Tournament button 905 is selected, the user is taken to a screen where they can choose to host or participate in a game event, as shown in Figure 10 below. The Back button 906 is used to return to the previously displayed screen. The Explanation Page button 907 is used to display an explanation page about the game content in front of the top screen 900.
[0068] Figure 10 shows an example of screen 1000 for selecting whether to host or participate in a game event. Frame 1001 displays the current hosting level of the user's game event on game device 30-1. The host button 1002 is for hosting a game event, and when the host button 1002 is selected, the user transitions to the game event settings screen shown in Figure 11, which will be described later.
[0069] The tournament code input button 1003 and the recruitment button 1004 are both buttons selected when participating in a game event. In this embodiment, two methods are provided for participating in a game event. The first method is to enter a tournament code, which is used, for example, when hosting a game event and having only a few friends participate. In this method, the host sends a tournament code to a specific user (e.g., a friend) using a tool other than the game (e.g., email). The user then enters the tournament code and sends a participation request to join the game event. The second method is to search for a tournament event and join it. In this method, the user selects a game event from a list screen of game events that are recruiting participants and sends a participation request to join that game event to join it. When the tournament code input button 1003 is selected, a dialog box for entering a tournament code is displayed in front of screen 1000. Once the tournament code is entered, a confirmation screen is displayed, and a participation request for the game event corresponding to that tournament code is sent to the server device 10. On the other hand, when the recruitment button 1004 is selected, the input reception unit 331 sends a command to the server device 10 requesting information on game events that are currently recruiting participants. After obtaining information on game events that are recruiting participants from the game device 10, the drawing processing unit 332 generates a list screen of game events that are recruiting participants, and the display control unit 333 displays the list screen of game events. When a player selects a game event they wish to participate in from the list screen, a confirmation screen is displayed, and a participation request for the selected game event is sent to the server device 10.
[0070] Frame 1005 displays the prize money earned from participating in game events (the total number of 2nd game currency units earned so far this year). The more prize money you have earned, the more icons of boxes containing coins will appear in frame 1005.
[0071] Figure 11 shows an example of the settings screen 1100 for a game event. The participant recruitment method setting screen 1101 is for setting how to recruit participants for the game event. On the participant recruitment method setting screen 1101, you can choose to accept participants by having them enter a high code (code recruitment) or by having them choose from a list of game events that are recruiting participants (free recruitment). It is also possible to change from code recruitment to free recruitment midway through. The participant limit setting screen 1102 is for setting the maximum number of participants for the game event, and you can choose from "4 people", "8 people", or "16 people".
[0072] The Series Type Selection Screen 1103 is used to specify the team composition of a participant's soccer team. On the Series Type Selection Screen 1103, one of the following can be selected: "ALL", "Regular", "National", "Technique", "Power", "Speed", "Stamina", and "Balance". In "Regular", only character cards for club teams can be used, and in "National", only character cards for national teams can be used. In "ALL", both character cards for club teams and character cards for national teams can be used in the team composition. In "Technique", character cards with high technique ability values will have an advantage in matches. Similarly, in "Power", "Speed", and "Stamina", character cards with high ability values for each characteristic will have an advantage in matches. In "Balance", a team with a balance of "Technique", "Power", "Speed", and "Stamina" characteristics will have an advantage in matches.
[0073] The Winner Reward Settings screen 1104 displays the rewards to be given to the winner of the currently set game event. When the Change button 1104a on the Winner Reward Settings screen 1104 is selected, a dialog box for changing the winner's reward will appear in front of the Settings screen 1100, allowing you to choose from four options: "No reward items", "Small reward for Users Cup", "Medium reward for Users Cup", and "Large reward for Users Cup". The Stadium Settings screen 1105 displays the match venue (stadium) for the currently set game event. When the Change button 1105a on the Stadium Settings screen 1105 is selected, a dialog box for changing the stadium will appear in front of the Settings screen 1100, allowing you to select a stadium. Note that the stadium only differs in appearance and does not affect the content of the match.
[0074] The confirmation button 1106 is used to send a request to the server device 10 to hold a game event with the settings displayed on the settings screen 1100. When the confirmation button 1106 is selected, a dialog box for confirming the settings is displayed in front of the settings screen 1100. When the OK button is selected in that dialog box, the input reception unit 331 sends the request to hold a game event, along with the conditions set on the settings screen 1100 and information for identifying the user, to the server device 10. The event acceptance unit 131 of the server device 10 then notifies the server device 10 that the request to hold a game event has been accepted and that participants are being recruited for the held game event. Upon receiving this notification, the drawing processing unit 332 draws the screen shown in Figure 12 and displays it on the display unit 306 by the display control unit 333.
[0075] Figure 12 shows an example of the game event participation status screen 1200. In the example shown in Figure 12, three people, including the organizer with the team name "Usagi-san FC," have been accepted as participants. Also, if a participation request is sent to the server device 10 via the screen 1000 shown in Figure 10, and notification is received from the participation acceptance unit 132 of the server device 10 that participation in the game event is possible, the screen shown in Figure 12 will be displayed.
[0076] When the event details confirmation button 1201 is selected, a dialog box displaying the details of the game event (team composition, stadium, etc.) appears in front of the participation status screen 1200. The team name 1202 represents the organizer's team name. Display 1203 shows the current number of participants / maximum number of participants. The tournament code button 1204 displays the tournament code, which is used to copy the tournament code and paste it to a specific user (e.g., a friend) using a tool other than the game (e.g., email). The icon 1205 displays the participant recruitment method set by the organizer. Note that the icon 1205 can only be selected if the organizer's game device is set to "Code Recruitment". When the icon is selected, a dialog box for changing the participant recruitment method appears in front of the participation status screen 1200, and it is possible to change the participant recruitment method to "Free Recruitment" through the dialog box.
[0077] The participant list 1206 displays a list of the participating teams, and the organizer's team is marked to indicate that they are the organizer. Time 1207 represents the remaining period for registration. It is also possible to transition to other screens from the participation status screen 1200 shown in Figure 12, and only time 1207 counts down internally. In this way, the game device allows users to transition to other screens until the registration period expires, so that users can prepare for the game event without getting bored.
[0078] The Disband button 1208 and the Start button 1209 are buttons that can only be selected on the organizer's game device; these buttons are not displayed or selectable on participants' game devices. When the Disband button 1208 is selected, a confirmation dialog box appears in front of the participant status screen 1200. If Disband is selected on the confirmation screen, the game event currently accepting participants will be disbanded. Note that if a game event is disbanded, the organizer's event hosting level will decrease by one.
[0079] When the start button 1209 is selected, a confirmation dialog box appears in front of the participation status screen 1200. If "Start" is selected on the confirmation screen, the remaining participant recruitment period is skipped and the game event begins. If the start button 1209 is selected when the number of participants is 3 or less, a dialog box indicating that there are insufficient participants will be displayed. When the start button 1209 is selected, the input reception unit 331 sends an instruction to the server device 10 to forcibly terminate the participant recruitment period.
[0080] Figure 13 shows an example of the matching screen 1300 displayed during the time between matches. The matching screen 1300 displays the tournament screen for the game event, along with the pairings for each match. Time 1301 represents the remaining time until the next match starts. The fast-forward button 1302 is a button that can only be selected on the organizer's game device; on the participants' game devices, these buttons are either not displayed or cannot be selected. When the fast-forward button 1302 is selected, a confirmation dialog box appears in front of the matching screen 1300, and if fast-forward is selected on the confirmation screen, the remaining time between matches is skipped and the match starts. When the fast-forward button 1302 is selected, the input reception unit 331 sends an instruction to the server device 10 to forcibly end the time between matches.
[0081] Figure 14 shows an example of a screen 1400 for checking match results. When the event control unit 135 of the server device 10 generates a video of the match results and match content for a 1-minute match, the match result data is transmitted to the game device 30-1. Upon receiving the match result data, the drawing processing unit 332 of the game device 30-1 draws the screen shown in Figure 14, and the display control unit 333 displays it on the display unit 306.
[0082] On the score display 1401, "?-?" is initially displayed. When the play button 1402 is selected, a dialog box for checking the match results appears on the front of screen 1400, allowing the user to choose between "View match content" or "View match results only." If "View match" is selected, the input reception unit 331 sends a request to view the match to the server device 10, and retrieves the match video from the server device 10. A dialog box for viewing the video then appears on the front of screen 1400, and the video is displayed in the dialog box. When the video ends, the actual match results are displayed on the score display 1401. If "View match results only" is selected, the actual match results are displayed directly on the score display 1401. When the arrow 1403 is selected on screen 1400, a similar screen is displayed for matches that have already been played. Also, on screen 1400, the fast-forward button 1302 cannot be selected even if it is the organizer's game device 30-1.
[0083] The matches are repeated as described above, and once all matches are completed, the name of the winning team in the game event is displayed. In addition, the organizer's game device 30-1 displays a message indicating that the organizer has received a reward.
[0084] Figures 15 and 16 show examples of the display screen for the annual ranking related to the hosting of a game event. When the ranking button 903 is selected from the top screen 900 of the game event in Figure 9, a dialog box 1500 for displaying the annual ranking appears in front of the top screen 900 of the game event, as shown in Figure 15. The host screen 1501 displays the team name of the game device user (host), and the participant screen 1502 displays a list of users in descending order of the amount of rewards earned from game events hosted by the user (host) throughout the year, along with the total amount of rewards earned throughout the year (number of in-game currency units).
[0085] In the dialog 1500 shown in Figure 15, the prize money button 1503 is selected. However, if the number of participants button 1504 is selected within dialog 1500, the dialog 1600 shown in Figure 16 will appear in front of the game event's top screen 900. In the dialog 1600 shown in Figure 16, the participant screen 1602 displays the total ranking of users who participated in game events hosted by the organizer throughout the year. Although Figures 15 and 16 use annual rankings as an example, any period can be used to display rankings for a specified period, such as monthly or weekly rankings.
[0086] As described above, this embodiment allows for the addition of rewards by utilizing reward items owned by the game event organizer, thereby improving motivation to participate in the game event and revitalizing it by increasing the number of participating users. Furthermore, in this embodiment, by providing multiple types of reward items with different additional rewards, the organizer can change the rewards for the game event according to the circumstances, making it easier to encourage users to host game events.
[0087] Furthermore, in this embodiment, the system is configured to output the prize money earned by participants in game events held by users over a predetermined period (including a year) in a ranking format, thereby increasing the motivation of users to hold game events.
[0088] [Differentiation] While embodiments of the present invention have been described in detail with reference to the drawings, the specific configuration is not limited to the embodiments described above and can be modified as appropriate without departing from the spirit of the present invention. In the embodiments described above, the configuration was such that only the winner of the game event is given a reward, but it is also possible to configure the system to give rewards to other participants, such as the runner-up or top four. Furthermore, if no reward items are used, only the winner may be given a reward, and if reward items are used, other participants may also be given a reward. By adopting such a configuration, the number of users participating in the game event can be increased, and the game event can be revitalized.
[0089] Furthermore, in the embodiment described above, the participant reception unit 132 of the server device 10 unconditionally accepts participation from users of game devices that have sent participation requests until the maximum number of participants is reached, and then closes the recruitment of participants once the number of participants reaches the maximum number. Alternatively, participants may be selected by lottery from all game devices that have sent participation requests for the game event during the recruitment period. In this case, users whose participation is restricted (those who are not selected in the lottery) may be given benefits that make it easier for them to participate in other game events. The method of selecting participants by lottery will be described below.
[0090] Figure 17 is a block diagram showing an example of the functional configuration of the server device 10 in a modified example. Components similar to those in Figure 3 are denoted by the same reference numerals, and since these components are the same as those in Figure 3, their explanation is omitted. Only the differences from Figure 3 will be explained below.
[0091] The participant registration unit 1701 accepts all participation requests from game devices when the event registration unit 131 has accepted the request to hold a game event, provided that the number of participation requests from game devices within the registration period does not exceed the maximum number of participants. On the other hand, the participant registration unit 1701 is equipped with a restriction unit 1702, and if the number of participation requests from game devices within the registration period exceeds the maximum number of participants, the restriction unit 1702 performs a lottery process to limit the number of users who can participate in the game event to the maximum number of participants.
[0092] Furthermore, while the previously described embodiment did not require a participation ticket when sending a participation request from the game device, this modified version requires the use of a participation ticket when sending a participation request. Participation tickets are easily obtainable through login bonuses and other events, but they have an expiration date, after which they expire. If a participant wins the lottery for participation, one participation ticket is consumed. If a participant does not win the lottery, the participation ticket is returned, and one extra participation ticket is given. Extra participation tickets are automatically consumed along with participation tickets when sending a participation request to other game events, but there is no expiration date. Extra participation tickets are tickets to increase the probability of winning the lottery for participation and cannot be used alone; they must be used together with participation tickets. If a participant wins the lottery for participation using an extra participation ticket, both the participation ticket and the extra participation ticket are consumed. If a participant does not win the lottery, both the participation ticket and the extra participation ticket are returned, and another extra participation ticket is given. Please note that if you possess multiple extra participation tickets, all of them will be automatically consumed when you submit a request to participate in another game event. If you are unsuccessful in the participation lottery, all of your extra participation tickets will be returned. Therefore, the more extra participation tickets you have, the more advantageous it will be in the participation lottery.
[0093] Next, the detailed procedure for the lottery process for participation will be explained. Figure 18 is a flowchart showing an example of the lottery process for participation by the restriction unit 1702 of the server device 10. First, at S1800, the process starts when the application period for participation has elapsed and the participation acceptance unit 1701 determines that the number of participation requests has exceeded the maximum number of participants.
[0094] In S1801, the restriction unit 1702 calculates the total number of tickets for the users of the game device who sent participation requests (hereinafter referred to as "participation requesters"). In this process, the restriction unit 1702 calculates the total number of tickets as the sum of the number of participation tickets equal to the number of participation requests and all extra participation tickets. In S1802, the restriction unit 1702 assigns numbers to the participants in the order in which they were received, and initializes N=0.
[0095] In S1803, the restriction unit 1702 obtains a random number to be used for the lottery. The smaller the random number obtained, the more likely participants assigned to smaller numbers are to win, and the larger the random number obtained, the more likely participants assigned to larger numbers are to win. Since the random number is determined randomly, submitting a participation request early does not give an advantage in the lottery. In S1804, the limiting unit 1702 calculates the initial lottery value. The lottery value is calculated by dividing the random number obtained in S1803 by the total number of tickets calculated in S1801. In S1805, the limiting unit 1702 is set to N=N+1.
[0096] In S1806, the limiting unit 1702 calculates a new lottery value by subtracting the number of tickets submitted by the Nth participant requesting to participate from the lottery value. For example, if a participant submits two extra participation tickets along with a participation ticket when submitting a participation request, the total number of tickets submitted by the participant requesting to participate will be three. In S1807, the limiting unit 1702 determines whether the new lottery value calculated in S1806 is less than 0. If the result of this determination is less than 0, the process proceeds to S1808; otherwise, it returns to S1805.
[0097] In S1808, the restriction unit 1702 designates the Nth participant requesting to be the winner in the lottery process for participation and certifies them as a participant. The more tickets a participant requests to be participating, the higher the probability that the value calculated in S1806 will be less than 0. Therefore, having extra participation tickets and having a large number of extra participation tickets makes the lottery process for participation more favorable.
[0098] In S1809, the restriction unit 1702 determines whether the number of participants certified in S1808 has reached the maximum number of participants for the game event. If the maximum number of participants has been reached, the lottery process for participation ends; otherwise, the process proceeds to S1810. In S1810, the restriction unit 1702 removes the Nth participant who was previously approved as a participant from the list of participants. Then, it returns to S1801 and repeats the same process, removing participants who have already been approved as participants.
[0099] In the processing procedure shown in Figure 18, the number of tickets was subtracted in S1806 to update the lottery value, but the same lottery process may also be performed by adding the number of tickets. In this case, in S1804, the limiting unit 1702 sets the initial lottery value to 0. Then, in S1806, the number of tickets submitted by the Nth participant requesting to participate is added to the lottery value to calculate a new lottery value. Then, in S1807, if the limiting unit 1702 determines that the lottery value exceeds the random number obtained in S1803, the Nth participant requesting to participate is designated as the winner in the lottery process in S1808.
[0100] Figure 19 is a schematic diagram illustrating the probability of winning in the lottery process for participation. Figures 19(A) to 19(C) all show the probability that four applicants will be selected as the remaining participant. Figure 19(A) is an example of the probability of winning when none of the applicants submit an extra participation ticket. In this case, the probability of winning is 1 / 4 for all of the applicants 1 to 4.
[0101] Figure 19(B) shows an example of the probability of winning when only participant 2 uses one extra participation ticket out of four participants. In this case, participant 2 has twice the probability of winning compared to the other participants because they submitted two tickets. On the other hand, having an extra participation ticket only gives you a better chance of winning than not having one. For example, as shown in Figure 19(C), if all four participants use one extra participation ticket, the probability of winning for all four participants (1-4) is 1 / 4.
[0102] As described above, in this modified version, if the number of participation requests exceeds the maximum number of participants, a lottery process is conducted to determine who will participate. The more times a user has been unsuccessful in the lottery, the higher their chances of winning. This approach can increase the motivation of users whose participation in game events has been restricted to participate in other game events.
[0103] Furthermore, in the embodiments described above, an example was explained where the maximum number of participants was set to 4 to 16 so that anyone could host an event at any time. However, the maximum number of participants may be greater than 16. For example, core users such as experienced gamers may want to host larger-scale game events. Therefore, the event reception unit 131 may also accept the hosting of large-scale game events that are based on the premise that premium event tickets, which are given only to top performers in other events, are used. In this case, for example, as shown in Figure 20, a premium tournament button 2001 is provided on the top screen 2000 of the game event in the game device. When the premium tournament button 2001 is selected, the system transitions to a screen for selecting whether to host or participate in a game event that is based on the premise that premium event tickets are used. When setting the content of such a large-scale game event, different conditions may be used compared to the embodiments described above. For example, large-scale game events using premium event tickets are not held in large numbers simultaneously, unlike game events that anyone can host at any time without items, as in the embodiments described above. Therefore, the method of participating in the game event may be changed, such as by requiring advance reservations.
[0104] Furthermore, in the embodiment described above, the application period for participation was set to 10 minutes after the acceptance of the request to hold the game event, but it may be longer depending on the scale of the game event, for example, or it may be set to a predetermined period. For example, when accepting a request to hold a large-scale game event with a maximum number of participants of 1024, the participation acceptance unit 132 may set the application period for participation during a specific time period, and that period may be set to, for example, 48 hours. Also, in the case of a large-scale game event held by core users, there will be many requests for participation, and it is expected that the number of requests will exceed the maximum number of participants at a relatively early stage, so as described above, a lottery process for participation may be performed.
[0105] [Note] The present invention can be understood, for example, as follows.
[0106] (1) A program according to a first aspect of the present invention causes a computer to function as follows: an event acceptance means (131) for accepting the hosting of a game event; a reward setting means (133) for setting a reward corresponding to the game event accepted by the event acceptance means (131); a participation acceptance means (132) for accepting user participation in the game event accepted by the event acceptance means (131); an event control means (135) for controlling the execution of a game event in which a user whose participation has been accepted by the participation acceptance means (132) is in participation; and a reward granting means (134) for granting the reward set by the reward setting means (133) to the user who participated in the game event when the game event is executed by the event control means (135), wherein the reward setting means (133) is characterized in that it adds to the content of the reward by utilizing items owned by the user hosting the game event.
[0107] (5) A game system according to a first aspect of the present invention comprises: an event acceptance means (131) for accepting requests to hold a game event; a reward setting means (133) for setting rewards corresponding to the game event accepted by the event acceptance means (131); a participation acceptance means (132) for accepting user participation in the game event accepted by the event acceptance means (131); an event control means (135) for controlling the execution of a game event in which a user accepted by the participation acceptance means (132) participates; and a reward granting means (134) for granting the rewards set by the reward setting means (133) to users who participated in the game event when the game event is executed by the event control means (135), wherein the reward setting means (133) is characterized in that it adds to the content of the rewards by utilizing items owned by the user who holds the game event.
[0108] (6) A game control method according to a first aspect of the present invention comprises: an event acceptance step (131) for accepting the hosting of a game event; a reward setting step (133) for setting rewards corresponding to the game event accepted by the event acceptance step (131); a participation acceptance step (132) for accepting user participation in the game event accepted by the event acceptance step (131); an event control step (135) for controlling the execution of the game event in which the user accepted by the participation acceptance step (132) participates; and a reward granting step (134) for granting the rewards set by the reward setting step (133) to the user who participated in the game event when the game event is executed by the event control step (135), wherein the reward setting step (133) is characterized in that it adds to the content of the rewards by utilizing items owned by the user hosting the game event.
[0109] According to the inventions described in (1), (5), or (6) above, the rewards, which have been enhanced by using items owned by the user hosting the game event, are granted to participating users when the game event is executed. This configuration makes it easier for users to host game events. Furthermore, since the rewards are enhanced by using items owned by the user hosting the game event, it is possible to improve the motivation to participate in the game event, and as the number of users participating in the game event increases, the game event can be revitalized.
[0110] (2) In a first aspect of the present invention, in the embodiment of (1) above, the game event may be a competitive game tournament between users, and the reward-granting means (134) may grant a reward to the user who wins the game tournament. According to the invention described in (2) above, the system is configured to reward users who win game events, thereby increasing the motivation of users who participate in game events for the purpose of earning rewards.
[0111] (3) In a first aspect of the present invention, in the embodiment of (1) or (2) above, the computer may be configured to function as a ranking output means (136) that outputs information about the game event held by each user who has held the game event in a ranking format. According to the invention described in (3) above, by outputting information about the held game event, for example, the number of users who participated in the game event in a ranking format, it becomes possible to encourage users to compete in hosting game events, thereby revitalizing game events.
[0112] (4) In a first aspect of the present invention, in any of the embodiments of (1) to (3) above, the number of users who can participate in the game event accepted by the event acceptance means (131) is set, and the participation acceptance means (1701) includes a restriction means (1702) that limits the number of users who can participate in the game event executed by the event control means (135) to the number of users who can participate if the number of users who have accepted to participate exceeds the number of users who can participate, and may also provide users whose participation in the game event is restricted by the restriction means (1702) with benefits that make it easier for them to participate in other game events. According to the invention described in (4) above, it is possible to increase the willingness of users whose participation in game events has been restricted to participate in other game events.
[0113] (1B) A program according to a second aspect of the present invention is a program for running a game in which a user participates, and the program causes a computer to function as follows: a hosting acceptance means (131) that accepts hosting of the game event; a participation acceptance means (132) that accepts participation in the game event that has been accepted by the hosting acceptance means (131); and an event control means (135) that controls the game in the game event in which the user's participation has been accepted by the participation acceptance means (132), wherein the hosting acceptance means (131) accepts items to add rewards for the game event when accepting hosting of the game event. According to the invention described in (1B) above, it is possible to increase the rewards given to participants and to encourage organizers to hold game events and participants to take part.
[0114] (2B) In a second aspect of the present invention, in the embodiment (1B) described above, a computer may be made to function as a ranking output means (136) that outputs a ranking related to the holding of the game event. According to the invention described in (2B) above, displaying rankings can increase the motivation to hold game events and promote the holding of game events.
[0115] (3B) In a second aspect of the present invention, in the embodiment of (1B) or (2B) above, a computer may be configured to function as a granting means for granting a benefit to a user whose participation in the game event was not accepted by the participation acceptance means (1701) that would give an advantage in participating in a different game event. According to the invention described in (3B) above, even if a player is unable to participate in the game event, their motivation to participate in the next game event can be increased.
[0116] (1C) In the first or second aspect of the present invention, in any of the embodiments of (1) to (4) and (1B) to (3B) above, the item may be an item for increasing the reward in proportion to the number of participants in the game event. Generally, the more participants there are, the less likely it is that rewards will be earned. However, according to the invention described in (1C) above, it is possible to increase the rewards while keeping the number of participants the same, thereby encouraging both organizers and participants to host game events. [Explanation of Symbols]
[0117] 1: Game System, 10: Server Device, 20: Network, 30-1~30-N: Game Device, 101: CPU, 102: ROM, 103: RAM, 104: Communication Unit, 105: Memory Device, 120: Data Storage Unit, 121: User Data, 122: Game Data, 123: Ranking Data, 130: Game Control Unit, 131: Event Registration Unit, 132: Participant Registration Unit, 133: Reward Setting Unit, 134: Reward Distribution Unit, 135: Event Control Unit, 136: Ranking Output Unit
Claims
1. A means of accepting applications for hosting game events, A reward setting means for setting rewards corresponding to game events whose hosting has been accepted by the aforementioned event registration means, A participation registration means for accepting user participation in a game event whose hosting has been accepted by the aforementioned event registration means, An event control means that controls the execution of a game event in which a user whose participation has been accepted by the aforementioned participation registration means participates, When a game event is executed by the event control means, a reward granting means grants the reward set by the reward setting means to the user who participated in the game event. To make the computer function as, The reward setting means is a program characterized by adding to the content of the reward by using items owned by the user who is hosting the game event.
2. The aforementioned game event is a game tournament in which users compete against each other. The program according to claim 1, wherein the reward-granting means grants a reward to a user who wins the game tournament.
3. The program according to claim 1 or 2, characterized in that a computer functions as a ranking output means for outputting information about the game event held by each user who has held the game event, in a ranking format.
4. The game event that has been accepted for hosting through the aforementioned event registration means has a set number of users that can participate. The participation registration means includes a restriction means that, if the number of users who have registered to participate exceeds the number of users who can participate, limits the number of users who can participate in the game event executed by the event control means to the number of users who can participate. The program according to claim 1, characterized in that it provides a user whose participation in the game event is restricted by the restricting means with a benefit that makes it easier for them to participate in other game events.
5. A means of accepting applications for hosting game events, A reward setting means for setting rewards corresponding to game events whose hosting has been accepted by the aforementioned event registration means, A participation registration means for accepting user participation in a game event whose hosting has been accepted by the aforementioned event registration means, An event control means that controls the execution of a game event in which a user whose participation has been accepted by the aforementioned participation registration means participates, When a game event is executed by the event control means, a reward granting means grants the reward set by the reward setting means to the user who participated in the game event. Equipped with, The reward setting means is a game system characterized by adding to the content of the rewards by using items owned by the user hosting the game event.
6. The process for accepting applications to host game events, A reward setting process is performed to set rewards corresponding to game events whose hosting has been accepted through the aforementioned event registration process, A participation registration process for accepting user participation in a game event whose hosting has been accepted through the aforementioned event registration process, An event control process that controls the execution of a game event in which users whose participation has been accepted through the aforementioned participation registration process are to participate, As a game event is executed by the event control step, a reward granting step is performed to grant the reward set by the reward setting step to the user who participated in the game event. Equipped with, The reward setting step is a game control method characterized by adding the content of the reward by using items owned by the user hosting the game event.