Game system, computer program used therein, and control method

The game system addresses the issue of improper valuation in currency conversion across games by using conversion rates to accurately convert common value into game value, improving user convenience and game progression.

JP7618290B2Active Publication Date: 2025-01-21KONAMI ARCADE GAMES CO LTD
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Patent Information

Application Number
JP2023184531
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-27
Publication Date
2025-01-21
Estimated Expiration
2039-06-28

AI Technical Summary

Technical Problem

Existing game systems fail to appropriately reflect the value of exchange source virtual currencies in exchange destinations due to the lack of an exchange rate, leading to improper valuation when converting between different virtual currencies across multiple games.

Method used

A game system that associates common value with user identification information and utilizes a value conversion mechanism based on conversion rates to convert common value into game value, managing these values through data storage and processing systems.

Benefits of technology

This approach allows for more accurate conversion of common value into game value, ensuring that the value of the exchange source is appropriately reflected in the value of the exchange destination, enhancing user convenience and game progression.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game system capable of more properly converting a common value to a game value.SOLUTION: A game system 1 provides an "A game" including an "A value" used for progress and, via play data PD in which a common value convertible to the "A value" and a user ID for identifying each user are described in association with each other, manages the common value as a value other than the "A value." Then, the game system 1 changes the common value to the "A value" according to a conversion rate in rate data RD in which a conversion rate between the "A value" and the common value is described, and converts the common value to the "A value" to increase or decrease the "A value" and the common value according to a result of the change.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a game system etc. that provides a game including game value used for progression, and manages the common value as a value separate from the game value via value data described so as to associate a common value convertible to the game value with user identification information for identifying each user. [Background technology]

[0002] There is a game system that provides a game including a game value used for progress, and manages the common value as a value separate from the game value through value data that is written so that a common value convertible to the game value is associated with user identification information for identifying each user. For example, a system is known that uses a first virtual currency that is irreversibly exchangeable from cash and a second virtual currency that is irreversibly exchangeable from the first virtual currency as the common value and the game value, respectively (see, for example, Patent Document 1). Alternatively, a system is also known that uses web points and game points as the common value and the game value, respectively (see, for example, Patent Document 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6390031 [Patent Document 2] Patent No. 4185155 Summary of the Invention [Problem to be solved by the invention]

[0004] In the system of Patent Document 1, the concept of a rate (exchange rate or ratio) does not arise when exchanging a first virtual currency to a second virtual currency. Similarly, in the system of Patent Document 2, the concept of a rate also does not arise when exchanging web points to game points. In other words, neither the system of Patent Documents 1 nor 2 is configured to use an exchange rate at the time of exchange. For this reason, the value of the exchange source such as the first virtual currency may not be properly reflected in the value of the exchange destination such as the second virtual currency. In particular, the value of the second virtual currency used in a game often differs for each game. For this reason, when there are multiple exchange destinations corresponding to multiple games, if the currency is exchanged uniformly with all of the exchange destinations, the possibility that the value of the exchange source is not properly reflected in the value of the exchange destination increases.

[0005] Therefore, an object of the present invention is to provide a game system etc. that can more appropriately convert common value into game value. [Means for solving the problem]

[0006] The game system of the present invention is a game system that provides a game including a game value used for progress, and manages the common value as a value separate from the game value via value data described so that a common value convertible to the game value is associated with user identification information for identifying each user, and is equipped with a value conversion means that converts the common value into the game value according to a conversion rate in rate data describing the conversion rate between the game value and the common value, and a value conversion means that converts the common value into the game value so that the game value and the common value increase or decrease according to the conversion result of the value conversion means.

[0007] On the other hand, the computer program of the present invention is configured to cause a computer connected to a value data storage means for storing the value data and a rate data storage means for storing the rate data to function as each of the means of the above-mentioned game system.

[0008] In addition, the control method of the present invention provides a game including a game value used for progress, and causes a computer incorporated in a game system that manages the common value as a value separate from the game value via value data described so that a common value convertible to the game value is associated with user identification information for identifying each user, to execute a value conversion step of converting the common value into the game value according to a conversion rate in rate data describing the conversion rate between the game value and the common value, and a value conversion step of converting the common value into the game value so that the game value and the common value increase or decrease according to the conversion result of the value conversion step. [Brief description of the drawings]

[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Diagram 3] FIG. 1 is an explanatory diagram for explaining an overview of a platform service. [Figure 4] FIG. 1 is a diagram showing an example of schematic steps of a process executed to provide a conversion service. [Diagram 5] FIG. 1 is a diagram showing an example of a schematic procedure of a process executed to provide a game providing service. [Figure 6] FIG. 4 is a diagram showing an example of the configuration of play data. [Figure 7] FIG. 4 is a diagram showing an example of a configuration of rate data. [Figure 8] 11 is a flowchart showing an example of a procedure for a value conversion process. [Figure 9] 11 is a flowchart showing an example of a procedure of a game providing process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] An example of a game system according to an embodiment of the present invention will be described below. First, with reference to FIG. 1, the overall configuration of the game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network NT. The center server 2 is configured as one logical server device by combining server units 2A, 2B, etc. as a plurality of computer devices. However, the center server 2 may also be configured by a single server unit. Alternatively, the center server 2 may be configured logically by using cloud computing.

[0011] The network NT may be configured appropriately as long as it can connect each of the game machines 3 to the center server 2. As an example, the network NT may include the Internet as a WAN, and various connection facilities or devices such as a LAN or an access point AP that connects each of the center server 2 and the game machines 3 to the Internet.

[0012] In the example of FIG. 1, game machines 3A, 3B, and 3C are shown as the game machines 3. Each of the game machines 3 is an example of a game device that provides a game. The game machine 3A is installed in a facility such as an amusement store, and is configured as an arcade game machine that allows users to play a game within a range corresponding to a play fee in exchange for payment of a predetermined fee. This type of game machine is sometimes called an arcade game machine. This type of game machine 3A (hereinafter, sometimes referred to as an arcade game machine 3A) is often installed in a predetermined facility such as a store with the main purpose of making many users repeatedly play games to generate profits. On the other hand, the game machines 3B and 3C are home-use stationary game machines or portable game machines provided for personal use by users. As such game machines 3B and 3C (hereinafter, sometimes referred to as stationary game machine 3B or portable game machine 3C, respectively, and when there is no distinction between them, sometimes referred to as user terminal device type game machine 3), a mobile phone such as a smartphone or a portable information terminal (including a tablet terminal and a personal computer) may function. In the example of FIG. 1, a plurality of types of game machines 3 are connected to the center server 2, but the number of game machines 3 connected to the center server 2 may be one type.

[0013] The center server 2 provides various services for the game machine to the game machine 3 or its user. The services for the game machine include a platform service. The platform service is a service for making the game machine 3 function as a platform for multiple games. In other words, the game machine 3 provides multiple games via the platform service. The platform service may be configured to provide each game to the game machine 3 via streaming distribution (packet communication), or may be configured to distribute (allow downloading) programs for playing each game to the game machine 3. Details of the platform service will be described later.

[0014] The game machine services may also include, for example, a distribution service that distributes and updates programs or data for the game machine 3 via the network NT, and a matching service that matches users when multiple users play a common game via the network NT. Similarly, the game machine services may include services such as a service that receives user identification information from the game machine 3 and authenticates the user, a service that receives play data of the authenticated user from the game machine 3 and stores it, or provides the stored play data to the game machine 3, a billing service that collects fees from users, and a service that assigns a user ID for identifying each user. Alternatively, these various services may be provided as part of a platform service.

[0015] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.

[0016] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data in one storage unit, or may be configured to distribute and store data in a plurality of storage units. The storage unit 22 records a program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to users. The storage unit 22 also stores server data necessary for providing various services. Such server data includes various data for platform services, and in the example of FIG. 2, play data PD and rate data RD are shown as one type of such various data. The play data PD and rate data RD will be described in detail later.

[0017] The server data may also include various other data for implementing various services. For example, such data may include ID data for managing various IDs such as user IDs, or various game data for providing each game. However, illustration of such data is omitted.

[0018] The control unit 21 is provided with a game machine service management unit 24 as a logical device realized by a combination of the hardware resources of the control unit 21 and the program PG1 as a software resource. The game machine service management unit 24 executes various processes for implementing the above-mentioned game machine services for the game machine 3. Such various processes include processes related to the platform service. For example, the game machine service management unit 24 executes a value conversion process and a game provision process as processes related to such platform services. The procedures of the value conversion process and the game provision process will be described in detail later. An input device such as a keyboard, an output device such as a monitor, and the like may be connected to the control unit 21 as necessary. However, illustration of these is omitted.

[0019] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program with an internal memory and other peripheral devices required for the operation.

[0020] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 32 records a program PG2 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. The storage unit 32 also records game data necessary for providing a game. Such game data includes various data for the game, and in the example of FIG. 2, play data PD is shown as one type of data. The parameter data PD is provided by the center server 2 as a part of the platform service (or through a distribution service). In addition to the parameter data PD, various data such as ID management data may be provided by the center server 2 as a part of the game data. The game data may also include, for example, image data for displaying various images for the game, BGM data for playing various BGM, and the like. However, these are not shown in the figures.

[0021] In the control unit 31, various logical devices are configured by a combination of the hardware resources of the control unit 31 and the program PG2 as a software resource. Various processes required for providing a game (including processes required for enjoying the game machine services provided by the game machine service management unit 24 of the center server 2) are executed through these logical devices, and in the example of FIG. 2, a game providing unit 33 and a data management unit 34 are shown as logical devices related to the game. The game providing unit 33 executes various processes for providing a game. Such processes include processes for providing a game through a platform service. Meanwhile, the data management unit 34 executes various processes for managing data stored in the storage unit 32. Such processes include processes for updating the play data PD, or processes for providing the play data PD after such updates to the center server 2.

[0022] In addition, the game machine 3 may be provided with various output devices and input devices as appropriate depending on the type of the arcade game machine 3A or the user terminal type game machine 3, and in the example of FIG. 2, a monitor 37 and a speaker SP are shown as output devices provided in the game machine 3. The monitor 37 and the speaker SP are a well-known display device for displaying a game screen and the like, and a well-known audio playback device for playing audio, respectively. Similarly, in the example of FIG. 2, an input device 36 for inputting a user's play action (operation or movement) is shown as an input device provided in the game machine 3. The input device 36 may be configured as appropriate depending on the type of the game machine 3. For example, in the case of the arcade game machine 3A, a control panel provided with multiple push buttons may be prepared as the input device 36. In such a case, the operation of pressing the push button with a hand is used as the play action. Also, a touch pad or a touch panel display may be used as the input device 36. In this case, the action of touching these with a hand or a touch pen (so-called stylus pen) is used as the play action.

[0023] On the other hand, for example, in the case of the stationary game machine 3B, a keyboard including a plurality of push buttons or a dedicated controller may be used as the input device 36. In this case, the operation of pressing the push buttons is used as the play action. Similarly, for example, in the case of the portable game machine 3C, for example, a touch panel that outputs a signal corresponding to the user's touch operation (operation of touching with a finger) may be used as the input device 36. In this case, the touch operation and its position are used as the play action. Also, a dedicated controller (an appropriate controller according to the type of game, etc.) may be connected to the portable game machine 3C by wire or wirelessly and used.

[0024] In addition, for example, the arcade game machine 3A may be provided with a value collection device as an input device for collecting a predetermined value required for a game from a user using cash, substitute coins, medals, electronic currency (including points), a credit card function, or the like. Such a device may collect various values ​​such as electronic currency via a card that records the remaining amount of electronic currency. In addition, for example, in the case of a user terminal type game machine 3, the user terminal type game machine 3 may provide a game for a fee (including a case where a part of the game is paid for for additional play, etc.) or free of charge (including a case where the software is purchased in advance). When a game is provided for a fee, the fee may be collected in the user terminal type game machine 3 through various well-known settlement processes.

[0025] Next, the details of the platform service will be described with reference to Figures 3 to 5. The platform service is a service for providing a plurality of games to users via a game machine 3. As described above, various game devices may be used as such a game machine 3, but the following description will be given of a case where a portable game machine 3C is used as an example of the game machine 3.

[0026] FIG. 3 is an explanatory diagram for explaining an overview of the platform service. As shown in FIG. 3, the platform service provides each game via the portable game machine 3C in exchange for the consumption of a predetermined consideration within a range according to the consideration. For this reason, the platform service includes a game providing service for providing such games. As described above, such games may be provided by an appropriate method such as streaming distribution or downloading of an application (program), but the following describes a case where the game is provided through streaming distribution. In this case, the center server 2 streams the game corresponding to the selection result to the portable game machine 3C as part of the platform service in response to the consumption of the predetermined consideration. Then, the game providing service is realized through such streaming distribution.

[0027] In addition, when at least some of the four games such as "Game A" are provided through downloadable applications, the center server 2 may permit the portable game device 3C to play the games through such applications as part of the platform service, or may permit the portable game device 3C to download such applications in association with the consumption of such a fee.

[0028] Furthermore, the platform service may provide an appropriate number of games as candidates to be played, and in the example of FIG. 3, four games are provided: "Game A", "Game B", "Game C", and a "Game for Shared Value". The game to be played is determined appropriately from these through user selection or the like. Of these games, "Game A" to "Game C" are games provided in exchange for the consumption of a consideration such as cash (hereinafter, sometimes referred to as a primary consideration) collected through the well-known payment process as described above.

[0029] The "A game" to "C game" may be configured as appropriate games (including different types of games) such as role-playing games, action games, shooting games, sports games, simulation games, or music games, but the following description will be given of the cases where they are all configured as medal games. A medal game is a game played through a medium called a medal (which may be either a physical medium or an electronic medium). The medal game includes, for example, a pusher game in which a user inserts a medal into the action area of ​​a device (so-called a pusher, which may be configured electronically) that repeatedly performs a pushing action to push a medal in a motion area in a predetermined direction in a field where multiple medals are arranged, and when the medal pushes other medals to a drop position (or a winning position) through the pushing action of the device, other medals are awarded to the user. Similarly, the medal game includes a roulette game in which a user is awarded an amount of medals according to the result of roulette, or a slot game in which the rotation of multiple reels, which each rotate so as to change multiple pictures, is stopped by the user's operation, and medals are awarded to the user according to the combination of pictures on the multiple reels at the time of the stop. In a medal game, such medals function as game value used to progress through the game.

[0030] In addition, these medal games, etc. may be provided electronically through a game screen, or may be provided as a remote-operation type game in which physical tools, etc. are remotely operated. Specifically, for example, medal games, etc. may be provided virtually through a game screen including virtual tools, etc. that are electronically displayed so as to correspond to the above-mentioned tools, etc. In other words, these medal games, etc. may be realized as electronic games through a game screen including virtual tools, virtual roulette, virtual reel, etc. (In the case of a downloadable application, for example, it may be configured to provide a game that uses such a game screen). Alternatively, these medal games, etc. may be provided as a remote-operation type game in which the tools, etc. are remotely operated through a photographed screen that photographs the actual operation of the physical tools, etc. In other words, these medal games, etc. may be realized as a remote-operation type game in which physical tools, etc. actually prepared in a remote location are remotely operated through, for example, a user terminal device-type game machine 3 that displays such a photographed screen. For this reason, the streaming distribution provided by the game providing service may include both the distribution of these game screens and the distribution of the photographed screens.

[0031] In the example of FIG. 3, as such game values, an "A value" included in an "A game", a "B value" included in a "B game", and a "C value" included in a "C game" are shown. The condition for the "A value" to be awarded in an "A game" is different from the condition for the "B value" to be awarded in a "B game". Specifically, for example, if the "A game" is a pusher game and the "B game" is a roulette game, the amount of medals obtained in the pusher game (or the amount of medals consumed to obtain them) is different from the amount of medals obtained in the roulette game. For this reason, the "A value" is a game value specific to the "A game", and the "B value" is a value specific to the "B game". In other words, the "A value" cannot be used in the "B game", and conversely, the "B value" cannot be used in the "A game". The same is true for the "C game".

[0032] On the other hand, the "shared value game" is a game that is provided with the consumption of a common value. In other words, the "shared value game" is configured as a different game with a different price for playing from the "A game". Specifically, the common value is a value purchased through a primary price, and functions as a secondary price by being consumed to provide the "shared value game". The common value also has another function in addition to its function (use) as a secondary price. The function is to be utilized (shared) in other games as a game value (various elements that can be quantified) specific to the game. Specifically, the common value is converted into other game values ​​according to a predetermined conversion rate (exchange rate or ratio). In addition, the other game values ​​are also converted into the common value according to the same conversion rate. In other words, game values ​​and common values ​​can be mutually converted according to the conversion rate for each game value. These game values ​​and common values ​​are managed via the play data PD. In addition, the conversion rate is managed via the rate data RD. In other words, the platform service includes a conversion service for performing such conversion via the play data PD and the rate data RD.

[0033] Fig. 4 is a diagram showing an example of a schematic procedure of a process executed to provide a conversion service. The example in Fig. 4 shows an example of a procedure when a common value is purchased. In this case, as shown in Fig. 4, the conversion service includes three procedures F1 to F3. Note that in each of Figs. 4 and 5, configurations that are not directly related to the procedures in the diagram are shown in gray.

[0034] Specifically, first, an instruction to purchase a common value is given via the portable game machine 3C (F1). The common value may be purchased by consuming an appropriate primary consideration, but the following describes a case where the common value is purchased by consuming electronic currency (by electronic currency). In this case, an instruction to consume electronic currency to purchase the common value is given as the purchase of the common value. Next, an instruction to convert between the common value and another game value is given (F2). Such an instruction includes both an instruction to convert the common value to another game value and an instruction to convert the other game value to the common value. For example, when an instruction to convert the common value to another game value is given, the instruction includes information on the amount of the game value to be converted and the game value to which it is converted. Alternatively, conversely, when an instruction to convert the other game value to the common value is given, the instruction includes information on the game value to be converted and the amount of the converted game value.

[0035] When such a conversion instruction is executed from the portable game machine 3C, the center server 2 executes the conversion between the common value and the other game value (F3). This conversion is executed, for example, as follows. For example, in the case of conversion from the common value to the other game value, when such an instruction is executed, the center server 2 first determines the amount of the "common value" to be converted and the game value to be converted from the instruction. Next, the center server 2 refers to the information of the "conversion rate" of the rate data RD and determines the conversion rate between the game value to be converted and the common value. Such a conversion rate is set so as to be different for each game. Specifically, for example, as such a conversion rate, "A rate" is set for "A value", "B rate" is set for "B value", and "C rate" is set for "C value". For this reason, the center server 2 refers to the information of the "conversion rate" and determines these conversion rates. Then, the amount of the common value to be converted is converted into the game value to be converted according to such a conversion rate, and the conversion is actually executed according to the conversion result. More specifically, the center server 2 updates information such as the "common value" and "A value" in the play data PD so that such a conversion is realized. That is, the center server 2 actually realizes such a conversion by increasing or decreasing information such as the "common value" and "A value" in the play data PD. The same applies to the conversion from other game values ​​to common value. That is, the center server 2 first determines the game value to be converted and its conversion amount, and converts the conversion amount into common value according to the conversion rate. Then, the conversion result is reflected in the play data PD, thereby actually realizing the conversion. As an example, the conversion service is realized in the above procedure.

[0036] The instruction to purchase the common value or the instruction to convert the common value to another game value may be executed, for example, via an appropriate screen. That is, the portable game machine 3C may provide an appropriate screen for implementing such an instruction. Furthermore, in cases where the user already owns the common value, or in other cases where the purchase of the common value is unnecessary, the step F1 may be omitted as appropriate.

[0037] FIG. 5 is a diagram showing an example of a schematic procedure of a process executed to provide a game providing service. The example of FIG. 5 shows a case where a "shared value game" is provided as a game to be played. In this case, as shown in FIG. 5, the game providing service includes two procedures F11 to F12. Specifically, first, consumption of the shared value is instructed via the portable game machine 3C (F11). This instruction may be realized through an appropriate screen, similar to an instruction to purchase the shared value. Furthermore, when this instruction is executed, the center server 2 consumes the shared value. Specifically, the center server 2 consumes the amount of common value required to play the "shared value game" from the "common value" of the play data PD. Then, the center server 2 executes streaming distribution of the "shared value game" after such consumption. That is, the "shared value game" is provided through such streaming distribution.

[0038] As the "shared value game", an appropriate game may be provided similar to the "A game", and for example, the center server 2 provides a prize acquisition game. The prize acquisition game is a game in which the objective is to acquire a prize (an electronic prize, a physical prize, etc., may be appropriate). Such prize acquisition games include, for example, crane games and lottery games. The crane game is a type of prize acquisition game that uses a crane as a means of acquiring a prize. The crane is a type of device for capturing (obtaining) a physical object to be captured, and has multiple claws (usually two) for pinching the object to be captured, and is configured to grasp (capture) the object to be captured by pinching it with these claws. The crane game is a game in which the objective is to acquire a prize by capturing an object to be captured (often the prize itself, but may also be a substitute associated with the prize) in a storage section through such a crane (including the case of remote control) and transporting it to a predetermined position (usually an opening for dropping the object to be captured). On the other hand, a lottery game is a game in which a lottery is held to determine whether or not a prize will be awarded (or the type of prize to be awarded), and the prize is awarded according to the result of the lottery. Such lottery games are sometimes called gacha. As an example, a game provision service in which a "game for shared value" is provided is realized by the above procedure. In this case, the "game for shared value" functions as the game for common value of the present invention.

[0039] The prize acquisition game may be configured as appropriate. For example, when the prize acquisition game is configured as a game using a physical mechanism, such as a crane game using a crane as described above, or a lottery game including a transport mechanism for transporting prizes (a gacha using a physical transport mechanism), it may be provided electronically through a game screen including an electronic display corresponding to these physical mechanisms, as in the medal game described above, or it may be provided as a remote-controlled game in which the physical mechanisms are actually operated remotely. For this reason, the "shared value game" may be provided by an appropriate method such as streaming distribution and application download, as in the "A game" as described above, but when the game is provided through streaming distribution, for example, such streaming distribution may include both the distribution of game screens and the distribution of captured screens. In addition, the prizes provided in the prize acquisition game may be appropriate, but when electronic prizes are provided, such as when provided through a game screen, such prizes may be configured to be usable in other games. In other words, the prize acquisition game may provide prizes for other games (which may be games provided by a game provision service such as the "A game", or may be completely different games provided by a game machine other than the game machine 3).

[0040] Next, the play data PD and the rate data RD will be described in detail. FIG. 6 is a diagram showing an example of the configuration of the play data PD. The play data PD is data describing information on the past play results of each user. The play data PD is used, for example, to carry over the play results (past results) up to the previous time to the next time or to carry over the settings specific to each user. The example of FIG. 6 shows a part of such play data PD related to the conversion service. In this case, as shown in FIG. 6, the play data PD includes a play record PDR that manages information on the common value and the game value in association with each user. In addition, such a play record PDR includes information on the "user ID", the "common value", the "game ID", and the "game value".

[0041] The "user ID" is information of a user ID unique to each user to identify each user. The "common value" is information indicating the above-mentioned common value. For example, information indicating the remaining amount (possession amount) of the common value is described as the "common value". The "game ID" is information indicating a game ID unique to each game to identify each game. For example, the "game ID" information is used to identify "A game" and the like. That is, the "game ID" describes information for identifying "A game" and the like as the game ID. The "game value" is information indicating the game value of each game. For example, information indicating the remaining amount (possession amount) of the game value such as "A value" is described as the "game value". In addition, when multiple game values ​​are prepared for each game, the "game value" information may include information for identifying these multiple game values. In the play record PDR, these pieces of information are recorded so as to be mutually associated. In this case, the "user ID" information functions as the user identification information of the present invention. In addition, by including the information of the "common value" and the "user ID", the play data PD functions as the value data of the present invention. It should be noted that the play data PD is not limited to this information and may manage any other appropriate information.

[0042] FIG. 7 is a diagram showing an example of the configuration of the rate data RD. The rate data RD is data for managing a conversion rate for realizing conversion between the common value and other game values. For this reason, as shown in FIG. 7, the rate data RD includes a rate record RDR for managing a conversion rate for each game. In addition, such a rate record RDR includes information on a “game ID” and a “conversion rate”. The “game ID” is information indicating a game ID, similar to the play data PD. The “conversion rate” is information indicating a conversion rate for each game. For example, when the common value is converted into a “A value” that is twice as much (a common value of “1” is converted into an “A value” that is “2”), “2” may be written as information on the “conversion rate”. Alternatively, when the common value is converted into a “B value” that is 0.5 times as much (a common value of “1” is converted into a “B value” that is “0.5”), “0.5” may be written as information on the “conversion rate”. In this case, different conversion rates for each game value, such as "2" indicating the conversion rate of "A value" and "0.5" indicating the conversion rate of "B value", function as different conversion rates of the present invention.

[0043] In addition, the "conversion rate" may include information on the conversion rate from the game value such as "A value" to the common value (hereinafter, may be referred to as the back conversion rate) separately from the information on the conversion rate from these common values ​​to the game value (hereinafter, may be referred to as the normal conversion rate), or such a back conversion rate may be calculated appropriately from the normal conversion rate. Specifically, for example, as the back conversion rate of the "A value", the "conversion rate" may include information on "0.5" indicating half (1 / 2) of the common value, or the value of "0.5" obtained by dividing the unit (1) of the value by the conversion rate ("2") so as to correspond to a 1:2 conversion rate based on the "conversion rate" may be calculated appropriately. In the rate record RDR, these pieces of information are recorded so as to be mutually associated. The normal conversion rate and the back conversion rate may be set appropriately. For example, they may be different from each other. Specifically, for example, when an equivalent amount (same value) is converted, the return conversion rate may be set lower than the normal conversion rate so that the amount (value) after conversion is smaller when the game value is converted to the common value than when the common value is converted to the game value. Alternatively, conversely, the return conversion rate may be set higher than the normal conversion rate. Furthermore, the rate data RD is not limited to these pieces of information, and may manage any appropriate information.

[0044] Next, the value conversion process and the game provision process will be described with reference to FIG. 8 and FIG. 9. The value conversion process is a process for realizing the conversion between the common value and another game value. More specifically, it is a process for realizing the procedure F3 in the example of FIG. 4. When a conversion instruction is executed via the portable game machine 3C, the game machine service management unit 24 starts the value conversion process of FIG. 8, and first determines the value of the conversion source and the value of the conversion destination (step S101). This determination is performed based on the information of the value of the conversion source and the value of the conversion destination included in the conversion instruction. Specifically, for example, when conversion from the common value to another game value such as "A value" is executed, the common value is determined as the conversion source and the other game value (such as "A value") as the conversion destination. Similarly, when the reverse conversion is executed, the other game value (such as "A value") is determined as the conversion source and the common value is determined as the conversion destination.

[0045] Next, the game machine service management unit 24 refers to the rate data RD and determines the conversion rate (step S102). Specifically, the game machine service management unit 24 refers to the rate data RD and determines the information of the "conversion rate" between the conversion destination value and the conversion source value determined in step S101 as the conversion rate. Next, the game machine service management unit 24 converts the conversion source value into the conversion destination value according to the conversion rate determined in step S102 (step S103). For example, the game machine service management unit 24 realizes this conversion by accumulating the value of the conversion source by the value of the conversion rate determined in step S102. Specifically, for example, when the conversion source value and the conversion destination value are a common value and an "A value", respectively, the amount of the common value to be converted (information included in the conversion instruction, for example, "1") is multiplied by the normal conversion rate (for example, "2"), and the multiplied value (for example, "2") is obtained as the conversion destination value of the conversion result. Alternatively, conversely, when an “A value” of “2” is converted into a common value, it is converted back to the target “2” and multiplied by the conversion rate (e.g., “0.5”), and the multiplied value (e.g., “1”) is obtained as the converted value of the conversion result.

[0046] Next, the game machine service management unit 24 executes the conversion of the value corresponding to the change instruction (step S104). Specifically, the game machine service management unit 24 updates information such as the "common value" of the play data PD so as to reflect the conversion result of step S103. For example, when a common value of "1" is converted to an "A value" of "2", such conversion is realized by updating the play data PD so that the remaining amount of the "common value" decreases by "1" and the remaining amount of the "A value" increases by "2". Alternatively, conversely, when an "A value" of "2" is converted to a common value of "1", such conversion is realized by updating the play data PD so that the remaining amount of the "A value" decreases by "2" and the remaining amount of the "common value" increases by "1". Then, the game machine service management unit 24 ends the current value conversion process after such conversion. As a result, conversion between the common value and the other game value, that is, conversion from the common value to the other game value, or conversion from the other game value to the common value, is realized according to a predetermined conversion rate. More specifically, the procedure F3 in FIG. 4 is implemented.

[0047] On the other hand, the game provision process is a process for providing a "common value game" in response to the consumption of the common value. The instruction to consume the common value may be permitted when the common value has a remaining amount necessary for playing the "common value game" (for example, if the remaining amount is insufficient, the portable game machine 3C may determine whether the instruction to consume the common value is possible or not based on the play data PD acquired in advance, such as not being able to execute the instruction to consume the common value), or the presence or absence of the necessary remaining amount may be determined after such an instruction, and whether or not the consumption corresponding to the instruction is possible may be determined (for example, the center server 2 may determine whether the remaining amount is appropriate, and if the remaining amount is insufficient, notification of non-permission of the consumption may be given). The example of FIG. 9 shows the game provision process in the case where an instruction to consume the common value is permitted when the common value has a remaining amount necessary for playing the "common value game" (when the remaining amount of the common value is appropriate at the time of the instruction to consume). In this case, when a conversion instruction is executed via the portable game machine 3C, the game machine service management unit 24 starts the game provision process of FIG. 9, and first consumes the common value according to the consumption instruction (step S201). That is, the game machine service management unit 24 consumes the common value based on information on the required amount (amount required to play the "common value game") included in the consumption instruction (if this required amount is fixed, the consumption instruction does not include information on such an amount, but only information indicating whether or not consumption is possible, and this fixed amount may function as the required amount). More specifically, the game machine service management unit 24 realizes this consumption by reducing the remaining amount of the "common value" in the play data PD by the required amount. That is, this consumption is realized by updating the play data PD to reflect such a product.

[0048] Next, the game machine service management unit 24 provides the "common value game" via the portable game machine 3C (step S202). More specifically, streaming distribution is started to realize the playing of the "common value game". Then, after providing this game (start of streaming distribution), the game machine service management unit 24 ends this game providing process. As a result, the "common value game" is provided with the consumption of the common value. In other words, the common value functions as a secondary payment necessary for providing the "common value game". More specifically, the procedures of F11 (the part corresponding to the procedure on the center server 2 side) and F12 in FIG. 5 are realized.

[0049] As described above, according to this embodiment, the conversion between the common value and the game value specific to each game is realized through the conversion service included in the platform service. More specifically, the common value is usually converted into a game value specific to another game, such as "value A", based on a conversion rate. Therefore, the common value can be converted into a game value more appropriately using such a conversion rate. Then, the common value is actually converted into a game value based on such a conversion result. This allows the common value to be converted into a game value more appropriately than when there is no such conversion rate and an equivalent conversion is performed uniformly. In particular, since the platform service provides not only "game A" but also multiple games such as "game B", and includes "value A" and "value B" that have different values, if the common value is exchanged uniformly with any game value, there is a high possibility that the common value cannot be reflected more appropriately in each game value. Therefore, by using such a conversion rate, the common value can be reflected more appropriately in each game value.

[0050] Conversely, the game value is converted into the common value based on the return conversion rate. In other words, the return from the game value to the common value is realized using the return conversion rate. This can improve the convenience of the common value. Specifically, for example, if a game such as "Game A" is a game in which the game value such as "Value A" cannot be carried over to the next play, such carryover can be realized using the common value. Furthermore, since multiple game values ​​such as "Value B" are prepared as exchange destinations for the common value, mutual use between these game values ​​(exchange of "Value A" for "Value B") can be realized through the common value. In particular, when the number of "Game A" such as a pusher game increases depending on the game play situation, there is a tendency for users to have a large need for carrying over these or exchanging them for other game values. Therefore, such needs can be met by improving the convenience of the common value.

[0051] Furthermore, the platform service includes a "game for common value" as a candidate game to be played, and when the common value is consumed, the "game for common value" is provided through the game provision service. This makes it possible to give the common value a function as a type of predetermined compensation. In other words, the common value can be given not only a function that can be converted into game value, but also a function as compensation for games. This makes it possible to further improve the convenience of the common value. As a result, it is possible to improve the convenience of the platform service.

[0052] In the above embodiment, the game machine service management unit 24 of the center server 2 functions as the value conversion means, value conversion means, return conversion means, and value return means of the present invention by executing the process of FIG. 8. More specifically, when conversion from a common value to a game value is executed through the process of FIG. 8, the game machine service management unit 24 functions as the value conversion means by executing the process of step S103 of FIG. 8, and as the value conversion means by executing the process of step S104 of FIG. 8. On the other hand, when conversion (return) from a game value to a common value is executed through the process of FIG. 8, the game machine service management unit 24 functions as the return conversion means by executing the process of step S103 of FIG. 8, and as the value return conversion means by executing the process of step S104 of FIG. 8. Furthermore, the game machine service management unit 24 of the center server 2 functions as the game providing means of the present invention by executing the process of step S202 of FIG. On the other hand, the storage unit 22 of the center server 2 functions as the value data storage means of the present invention by storing the play data RD. Similarly, the storage unit 22 of the center server 2 functions as the rate data storage means of the present invention by storing the rate data RD.

[0053] The present invention is not limited to the above-mentioned embodiment, and may be implemented in a form with appropriate modifications or changes. For example, in the above-mentioned embodiment, a two-way exchange is realized between the common value and the game value. However, the present invention is not limited to such an embodiment. For example, only one-way exchange between them may be executed. For example, even if only an exchange from the game value to the common value is executed, the convenience of the common value can be improved if the common value has other functions (uses) other than the exchange to the game value, such as a function as a consideration for the "game for common value". In addition, the other functions of the common value are not limited to the consideration for the "game for common value". As such other functions, for example, an appropriate function such as a value consumed during the game in the "game for common value" may be adopted. On the other hand, such other functions may be omitted. In other words, the common value may function as a value exclusively for exchange to other game values.

[0054] In the above embodiment, medals are exemplified as the game value. However, the game value is not limited to this embodiment. Various elements included in the game (elements consumed for the progress of the game, etc.) may function as the game value.

[0055] Furthermore, the game machine 3 may execute all or part of the role (various processes, etc.) of the center server 2 in the above-described embodiment. In other words, the game system of the present invention may be configured so that the center server 2 and the game machine 3 appropriately cooperate to realize various services such as a platform service. On the other hand, the center server 2 may be omitted. In this case, one game machine 3 may function as the game system of the present invention.

[0056] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.

[0057] The game system of the present invention is a game system (1) that provides a game including a game value used for progression, and manages the common value as a value separate from the game value via value data (PD) described so that a common value convertible to the game value is associated with user identification information for identifying each user, and is equipped with a value conversion means (24) that converts the common value into the game value according to a conversion rate of rate data (RD) describing the conversion rate between the game value and the common value, and a value conversion means (24) that converts the common value into the game value so that the game value and the common value increase or decrease according to the conversion result of the value conversion means.

[0058] According to the present invention, the common value is converted into game value based on the conversion rate. Therefore, the common value can be converted into game value more appropriately using the conversion rate. Then, the common value is actually converted into game value based on such a conversion result. This allows the common value to be converted into game value more appropriately. As a result, the common value can be reflected in game value more appropriately.

[0059] The game system may provide the game in various configurations. For example, the game system may be configured as a single game machine and provide the game directly. Alternatively, the game system may provide the game through a game machine connected via a network. For example, in one aspect of the game system of the present invention, the game may be provided through a game machine (3) that provides the game, when the game machine is connected via a network (NT).

[0060] As a game including a game value, one game may be used, or multiple games may be used. That is, the exchange destination of the common value may be one game value (including both the case of one game and the case of multiple games) or multiple game values ​​(which may be for one game or may correspond to multiple games). Furthermore, when there are multiple exchange destinations of the common value, the conversion rate may be uniform among those exchange destinations, or may be different among some of those exchange destinations. Alternatively, the conversion rate may be different among all of those exchange destinations. For this reason, for example, in one aspect of the game system of the present invention, when the game includes multiple games each using multiple game values, the rate data may be described so that a different conversion rate is associated with each game value as the conversion rate, and the value conversion means may convert the common value into each game value at the different conversion rate for each game value in accordance with the different conversion rate as the conversion rate. As mentioned above, the game system may provide games in various configurations. For example, in this embodiment, the multiple games may be provided via multiple game machines (3) each providing the multiple games, when the multiple game machines are connected via a network (NT).

[0061] The common value may or may not have other uses (functions) than exchange for game value. When other uses are provided, the uses may be appropriate. For example, a game for common value may be used as such a use. That is, the common value may be used directly in the game (including both cases where it is consumed to start playing and cases where it is consumed in the game during playing). Specifically, for example, as one aspect of the game system of the present invention, an aspect may be adopted in which a game providing means (24) for providing a game for common value as a game separate from the game in exchange for consumption of the common value is further provided. As described above, the game system may provide games in various configurations. For example, in this aspect, when a game machine (3) that provides the game for common value is connected via a network (NT), the game providing means may provide the game for common value via the game machine.

[0062] The conversion between the common value and the game value may be limited to one direction, or may be performed bidirectionally. For example, as one aspect of the game system of the present invention, an aspect may be adopted that includes a return conversion means (24) that converts the game value into the common value according to the conversion rate, and a value return means (24) that returns the game value to the common value so that the common value and the game value increase or decrease according to the conversion result of the return conversion means. In this case, the convenience of the common value can be improved. Specifically, for example, in a game in which the game value cannot be carried over to the next play, such carryover can be realized via the common value. Alternatively, when multiple game values ​​are prepared as exchange destinations for the common value, mutual use between the multiple game values ​​(exchange of one game value for another game value) can be realized via the common value. In particular, when the game value increases according to the play situation of the game, there is a tendency for users to have a large need for the carryover or exchange for another game value. By improving the convenience of the common value, such needs can be met.

[0063] The game may be configured to use the game value for various purposes. For example, the game value may be increased only by exchange with common value, or may be increased by other methods (e.g., purchase with cash, etc.). Such other methods may include the game play status. Specifically, for example, in a mode in which the game value is returned to common value, the game may be configured to increase the remaining amount of the game value according to the game play status.

[0064] On the other hand, the computer program (PG1) of the present invention is configured to cause a computer (21) connected to a value data storage means (22) for storing the value data and a rate data storage means (22) for storing the rate data to function as each of the means of the above-mentioned game system.

[0065] In addition, the control method of the present invention causes a computer (21) incorporated in a game system (1) that provides a game including a game value used for progression, and manages the common value as a value separate from the game value via value data (PD) described so that a common value convertible to the game value is associated with user identification information for identifying each user, to execute a value conversion step of converting the common value into the game value according to a conversion rate in rate data describing the conversion rate between the game value and the common value, and a value conversion step of converting the common value into the game value so that the game value and the common value increase or decrease according to the conversion result of the value conversion step. [Explanation of symbols]

[0066] 1. Game System 3. Gaming consoles 21 Control unit (computer) 22 Storage unit (value data storage means, rate data storage means) 24 Game machine service management unit (value conversion means, value conversion means, game provision means, return conversion means, value return means) NT Network PG1 Program (Computer Program)

Claims

1. A game system that manages a game value used to progress a game and a common value that is a value that can be converted into the game value and irreversibly exchanged from a currency, in association with user identification information, the system comprising: a first conversion means for converting the common value into the game value in accordance with a first conversion rate for converting the common value into the game value; a second conversion means for converting the game value into the common value according to a second conversion rate for converting the game value into the common value; a first conversion means for converting the common value into the game value such that the common value and the game value increase or decrease according to a conversion result of the first conversion means; a second conversion means for converting the game value into the common value such that the common value and the game value increase or decrease according to a conversion result of the second conversion means; Equipped with the second conversion rate is lower than the first conversion rate; The game value cannot be carried over to the next play in the game, and can be carried over by converting it into the common value. Game system.

2. A computer incorporated in a game system that manages a game value used to progress a game and a common value that is a value that can be converted into the game value and irreversibly exchanged from a currency, in association with user identification information, a first conversion means for converting the common value into the game value according to a first conversion rate for converting the common value into the game value; a second conversion means for converting the game value into the common value according to a second conversion rate for converting the game value into the common value; a first conversion means for converting the common value into the game value such that the common value and the game value increase or decrease according to a conversion result of the first conversion means; a second conversion means for converting the game value into the common value such that the common value and the game value increase or decrease according to a conversion result of the second conversion means; the second conversion rate is lower than the first conversion rate; The game value cannot be carried over to the next play in the game, and can be carried over by converting it into the common value. Computer program.

3. A computer incorporated in a game system that manages a game value used to progress a game and a common value that is a value that can be converted into the game value and irreversibly exchanged from a currency, in association with user identification information, a first conversion step of converting the common value into the game value according to a first conversion rate for converting the common value into the game value; a second conversion step of converting the game value into the common value according to a second conversion rate for converting the game value into the common value; a first conversion step of converting the common value into the game value such that the common value and the game value increase or decrease according to a conversion result of the first conversion step; a second conversion step of converting the game value into the common value such that the common value and the game value increase or decrease according to a conversion result of the second conversion step; the second conversion rate is lower than the first conversion rate; The game value cannot be carried over to the next play in the game, and can be carried over by converting it into the common value. Control methods.

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