Program, method and server device

By introducing a point matching and management system in social games, players are allowed to decide the effect of attack power or event based on the accumulated points, which solves the problem of insufficient player interaction in existing games and achieves a higher sense of game fun and participation.

JP7660933B2Active Publication Date: 2025-04-14GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2023209228
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-12
Publication Date
2025-04-14
Estimated Expiration
2033-05-30

AI Technical Summary

Technical Problem

In existing social games, although there are mechanisms such as raid battle to stimulate interaction between players, there is still a need to further stimulate player interaction, especially in terms of point exchange and use.

Method used

By introducing a point matching and management system in the game, players allow them to attack the enemy by commanding characters or performing specific events in the game, and determine the attack power or the effect of the event based on the accumulated points.

Benefits of technology

It effectively stimulates interaction and competition among players. Through the accumulation and use of points, it increases the fun and sense of participation of the game, and at the same time promotes the establishment and maintenance of relationships between players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To further activate exchange among players of a game.SOLUTION: A server device stores a point provided according to an instruction from another player for each player in a game, and executes control so as to perform an event according to the point provided to a character of one player according to an instruction from the player, in a match between a group of characters of a plurality of players and an enemy character.SELECTED DRAWING: Figure 3
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Description

[Technical field]

[0001] The present invention relates to a program, a method, and a server device. [Background technology]

[0002] An online game where players compete against each other or cooperate with each other ( In order to increase the interest of the game in social games, It is important to establish a mechanism to stimulate exchanges between players. As a mechanism to stimulate interaction between players, players cooperate with each other and encounter enemies during the game. Raid battles are known in which players battle with enemies (see Patent Document 1). Another mechanism to stimulate interaction is to give points to players and encourage them to play. It is also possible to set up a system that allows players to acquire items in exchange for accumulated points. It is. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2011-255080 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in games such as social games, in addition to the above mechanisms, There is a demand for a mechanism to stimulate interaction between players. For example, the above mentioned raid By providing a mechanism to activate the gameplay itself, we hope to further stimulate interaction between players. In addition, when players exchange points, In addition to the player who received the point, the player who gave the point will also receive points during the match. By giving players benefits that can be enjoyed by each other, players will be encouraged to give points to each other, As a result, there is room for further invigorating interaction between players.

[0005] The present invention has been made in view of the above, and its object is to facilitate communication between game players. The present invention aims to provide a technique for further activating the system. [Means for solving the problem]

[0006] The program according to the present invention is a program for causing a computer to execute a game for each player in a game. a storage means for storing points provided in response to instructions from the players; In a battle between a group of characters and an enemy character, the characters respond to instructions from one player. In response to the points provided to the player, an event is executed according to the points provided to the player. The present invention is characterized in that it functions as a control means for controlling the

[0007] The method according to the present invention provides a method for each player in a game to respond to instructions from other players. A server device including a storage means for storing the points provided in response to the user's request and a control means. The method according to the present invention, wherein the control unit controls a group of a plurality of player characters and an enemy In a battle with a character, in response to an instruction from a player, A step of controlling the execution of an event according to the provided points is provided. It is characterized by:

[0008] The server device according to the present invention transmits to each player in a game a message from other players. A storage means for storing points provided in response to an instruction, and a storage means for storing the points of the characters of the plurality of players. In a match between a group and an enemy character, the player a control means for controlling the ear to execute an event according to the provided points. The present invention is characterized by having a step.

[0009] The program of the present invention can be stored on an optical disk such as a CD-ROM, a magnetic disk, a semiconductor Downloaded via various recording media such as memory or via a communication network The software can be installed or loaded onto a computer by

[0010] In this specification, the term "part" does not simply mean a physical configuration. This also includes cases where the functions of the configuration are realized by software. Even if the functions are realized by two or more physical components, the functions of the two or more components are not considered to be a single object. This may be realized by a physical configuration. Effect of the Invention

[0011] According to the present invention, a technique for promoting interaction between game players is provided. It is possible. [Brief description of the drawings]

[0012] [Figure 1] FIG. 1 is a conceptual diagram showing the configuration of a game system according to one embodiment. [Diagram 2] FIG. 2 is a block diagram showing a configuration of a server device according to an embodiment. [Diagram 3] FIG. 2 is a block diagram illustrating information stored in a server device in one embodiment. [Figure 4] FIG. 1 is a conceptual diagram showing a game flow in one embodiment. [Diagram 5] FIG. 4 is a diagram illustrating an example of information stored in a server device in one embodiment. [Figure 6] FIG. 13 is a conceptual diagram for explaining an example of point awarding between players in one embodiment. [Figure 7] 10 is a flowchart illustrating a process performed by a server device in an embodiment. [Figure 8] FIG. 2 is a block diagram showing a configuration of a terminal device according to an embodiment. [Figure 9] FIG. 4 is a conceptual diagram illustrating an example of a screen displayed on a terminal device in an embodiment. [Figure 10] FIG. 4 is a conceptual diagram illustrating an example of a screen displayed on a terminal device in an embodiment. [Figure 11] FIG. 4 is a conceptual diagram illustrating an example of a screen displayed on a terminal device in an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. The scope is not limited to these.

[0014] A configuration of a game system according to an embodiment will be described with reference to FIG. The system 1 mainly includes information processing devices such as a server device 10 and a terminal device 20. The device 10 and a plurality of terminal devices 20 can communicate with each other via a network N. In addition, although three terminal devices 20 are shown in FIG. 1, they are capable of communicating with the server device 10. The number of such terminal devices 20 is arbitrary.

[0015] The network N is a communication network for transmitting and receiving information between the server device 10 and the terminal device 20. For example, the Internet, LAN, dedicated lines, packet communication networks, telephone lines, This may be a company network, other communication lines, or a combination of these. , whether wired or wireless.

[0016] The server device 10 communicates with the terminal device 20 via the network N, The user of the terminal device 20 can play as a player by operating the terminal device 20. The server device 10 provides a game that is suitable for playing a game. The game character (hereinafter also referred to as the player character) operated by the user may be connected to another terminal device. The character operated by the user of the device 20 as a player (hereinafter, other player characters) (also called "combat"). We provide a competitive game in which the game progresses from one player to another. In this way, multiple players can be controlled by one player. The group of characters is called a deck. [Server device configuration and operation]

[0017] An example of a schematic configuration of the server device 10 will be described with reference to FIG. 2. The server device 10 has the following configuration: The device mainly includes a control unit 11, a communication unit 14, a storage unit 15, a display unit 16, and an operation unit 17. The control unit 11 includes a CPU (Central Processing Unit) 12 and and a memory 13.

[0018] The server device 10 uses an information processing device such as a dedicated or general-purpose server computer. For example, the CPU 12 can be configured to execute a predetermined program stored in the memory 13, etc. By executing the above, the server device 10 functions as a means for implementing various functions. Even if it is composed of a single device, it may be composed of multiple devices distributed over a network. The present invention may be configured as follows.

[0019] In the control unit 11, the CPU 12 writes a program stored in the storage unit 15 or the like into the memory 13. By deploying and executing the program, the operation of various components of the server device 10 is controlled, and The control unit 11 controls the execution of various processes. The processes executed by the control unit 11 will be described in detail later.

[0020] The communication unit 14 is a communication interface for communicating with other information processing devices via the network N. The communication unit 14 is, for example, a communication unit for transmitting and receiving game information or user operation information. Do the following.

[0021] The storage unit 15 is configured with a storage device such as a hard disk. The storage unit 15 stores various programs and various information required for executing the processes in the storage unit 11. Specific examples of the information stored in will be described later.

[0022] The display unit 16 is a display device that displays various information such as the results of processing by the control unit 11. The display unit 16 is configured using materials such as liquid crystal or organic electroluminescence (EL).

[0023] The operation unit 17 is a user interface for accepting operations on the server device 10. The operation unit 17 may include a keyboard, a mouse, operation keys, a touch panel, a stylus, etc. The input device is configured as follows:

[0024] Next, referring to FIG. 3, information stored in the storage unit 15 of the server device 10 according to an embodiment will be described. The storage unit 15 stores a game control program 111, a friend management program, and RAM 112, point management program 113, event execution control program 114, and The database 120 is mainly stored in the control unit 11. The program is then loaded into the memory 13 and executed by the CPU 12 to realize various functions.

[0025] The game control program 111 is a program for controlling the operation of the terminal device 20 by the game player and the This is a program that processes the game progress according to the set game flow. be.

[0026] Referring to FIG. 4, an example of a preset game flow in one embodiment is a battle type game. Here, we will outline an example of the game flow of the social game. First, the player character The game player (i.e., the user of the terminal device 20) operates the terminal device 20. Depending on the situation, a quest will begin, and players will battle various enemy characters they encounter during the quest. A quest is a task given to the player character during the game (for example, The quest is to defeat a pre-defined number and type of characters in the game. In a battle in Street Fighter, the player character must fight against an opponent character (hereafter, You can attack enemy characters (called enemy characters) and also block attacks from enemy characters. In exchange for defeating enemy characters, the player character receives various items. Get the program.

[0027] In addition, in battles, the player character cooperates with other player characters to defeat enemy characters. This includes raid battles where you face off against other players. Raid bosses are usually one-player It is difficult to defeat the enemy with a layer character, and the enemy is defeated by one or more characters registered in advance against the player. It can be defeated by fighting together with several other player characters (hereinafter referred to as friends). As an example of how to cooperate, a player character encounters a raid boss. When this happens, you can request support from other player characters (friends), and other players who respond to the request will Attack the raid boss asynchronously with the player character within a preset period of time In addition, if the game's normal scenario is a quest and you encounter a raid boss, When you defeat an enemy character in a raid battle, you will be added to the battle. All player characters will obtain various items according to the enemy characters they defeated. It is possible.

[0028] In addition, the player character may receive a gift in advance from another player who is a friend. Depending on the amount of accumulated points (charge amount), various events that can only be carried out in raid battles will be available. As this event, for example, the player character can In Ido battles, attacks are made against enemy characters with power according to the amount of charge points. Another example of an event is a player character who performs an event and the player character who performs the event. Other player characters who are participating in the raid battle in a cooperative relationship with the player character You can also increase the defense power of the Rakuta. There are various other events that can be considered. In one raid battle, multiple player characters are fighting the same enemy character. Anything that can share the benefits is acceptable. The points provided by the player character to other player characters are given at a specific timing during the game. For example, it can be done at any time before the start of a raid. This specification makes it possible for players to build relationships before the raid battle begins.

[0029] Returning to the explanation of FIG. 3, the friend management program 112 manages the registration of friends of each player. Specifically, the friend management program 112, for example, A terminal device 20 that controls a player character A sends a friend command to a player character B. When the request for uploading is accepted, the terminal device 20 that controls the player character B is notified of the request. The friend management program 112 then sends the information about the loan request to the player. When an instruction to approve the friend request is received from the terminal device 20 that operates the character B, When you play a game, you can register the relationship between player character A and player character B as friends. The registered friend information is stored in the database 120. When the program 112 receives an instruction to delete the friend registration from the terminal device 20, The information stored in database 120 is updated to remove the registration.

[0030] FIG. 5(A) shows information registered for a player among information stored in the database 120. 1 shows an example of friend information that has been collected. In this example, the friend information is The identification information of the player who controls the robot (player ID) and the friend ID for that player are The identification information of each of the multiple players registered as friends (Friends 1 to 4) The number of friends that can be registered for one player can be set at will. For example, the player's level (the number of enemies defeated and the amount of gameplay) Set the number of friends that can be registered for the player according to the value added depending on the player's For example, the number of friends that can be registered may be increased as the player's level increases. The player's level can be determined by the game according to preset rules. It increases as the program progresses.

[0031] The point management program 113 is for each player in the game to receive points from other players. This is a program that manages the points provided and accumulated according to instructions from the users. Points may be provided to each player and accumulated (hereinafter the same). The management program 113 manages the accumulated amount (charge amount) of points provided to each player. The information is stored in the database 120. Note that the player can also send the Points can only be given to friends within a certain period of time. The amount of points that can be offered and the amount that can be accumulated are limited within a certain value. The limit value (upper limit) is set according to the player's experience level, for example. In addition, the number of points that a player can provide to one friend within a given period of time can be set. The number of pieces is also limited to a certain amount.

[0032] Referring to FIG. 6, the points between players managed by the point management program 113 are As shown in FIG. 1, for example, when the player is at level 10, Sometimes, you can set it so that you can give 30 points to your friends per day. Each player is set to be able to donate one point to one friend per day. In this case, a player can give 30 points to a friend per day. This means that a player can give points to 30 friends per day.

[0033] FIG. 5B shows information stored in the database 120 that is associated with player information. 1 shows an example of information on the amount of charge points that have been acquired and stored. The player's information includes the identification information (player ID) of the player who controls the player character, The level of the player's equipment (Level), the amount of points the player has charged (Point Charge) Charge amount), the upper limit of points that can be held (point charge limit), the player can The maximum number of points that can be given to a friend within a period (for example, one day) (maximum number of points given) , including the upper limit of the number of other players who can be registered as friends (friend limit). It is recommended that the maximum number of points granted is set lower than the maximum number of friends granted. By setting the int cap like that, players can only use the int cap of their friends, not all of them. This means that points can only be awarded to a select few, which increases the value of the points.

[0034] Returning to the explanation of FIG. 3, the event execution control program 114 controls the characters of multiple players. In a battle (raid battle) between a group of players and an enemy character, the players play through the terminal device 20. Depending on the instruction from the player, the character of the player will be given points according to the accumulated points. Specifically, the event execution control program In a raid battle, the player 114 receives an instruction from one of the players participating in the raid battle. When receiving the ball, the point information stored in the database 120 is referenced and the player's It controls the character to execute events according to the points accumulated. The event is executed when the accumulated points reach a certain value (e.g., 5 points). When an event is performed, the accumulated points are All (or part) of the points will be lost. Also, the event will be held if the accumulated points are equal to or greater than a certain value. The size of the event can be determined according to the amount of points added from a predetermined value. It is okay to change the size of the event (parameters such as attack power) for 5 points. The size of the event is smaller than the size of the 6-point event. This can increase motivation to collect points.

[0035] As an example of an event, as described above, the player's character may An attack can be made against an enemy character with a power according to the amount of points charged. In other words, the more points you charge, the more powerful your attacks will be against enemy characters. Another example of an event is the character of the player who performed the event. and other players who are participating in the raid battle in cooperation with the player's character. You can also increase your character's defense and recover from damage. There are various other types of events, and it is possible to battle against the same enemy character in one raid battle. What if multiple player characters in combat could share the benefits? It may be.

[0036] In this way, the event execution control program 114 executes events that can only be executed in raid battles. To control the execution of events, players will be motivated to play in raid battles. That is, even if a player encounters a strong enemy that he or she cannot defeat alone, If you interact with your friends more frequently before the encounter (i.e., you spend more points with them), If you get it from a certain point, your chances of defeating the enemy character will increase in proportion to the frequency of that. This will increase the motivation to challenge raid battles and further increase the continuation of the game. This structure also ensures that other players will be motivated to try new things. While keeping track of the other players' points, players can play the game and collect points from each other. By bringing together the points you have acquired and challenging enemy characters, you can achieve better results more efficiently. It is possible to give all players a way to achieve the goal (success in defeating the enemy).

[0037] In addition, the results of the event will be shared among all players participating in the raid. Since points are shared among friends, players are more motivated to give points to their friends. As a result, the exchange of points between players is stimulated. Correlate the frequency of such interactions between players with the outcomes and rewards that can be shared between players. This will improve the sense of unity between players compared to the previous method of simply participating in raid battles. It is possible.

[0038] The database 120 stores information necessary for the above-mentioned processing executed in the server device 10, The database 120 stores various information, such as the information generated by the process. For example, the above-mentioned point information and friend information are stored.

[0039] Next, referring to FIG. 7, the process related to the event executed in the server device 10 will be described. An example of a flow will be described. Each processing step included in the processing flow described below is as follows: As long as there is no inconsistency in the processing content, the order can be changed or the processing can be executed in parallel. In addition, other steps may be added between each processing step. While the steps described as steps may be performed in multiple steps, Anything that is described in multiple steps for convenience can be understood as one step. Cut.

[0040] First, in step S11, the control unit 11 controls the player to It is determined whether or not an Idoboss has been encountered, and if so, the raid battle process is completed. Then, the process proceeds to step S12.

[0041] In step S12, the control unit 11 determines whether the player is capable of executing the event. In order to determine whether an event can be executed, the control unit 11 For example, points stored in association with player information stored in the database 120 are If the charge amount is equal to or greater than a certain value (e.g., 5 points), If the event is not executable (step If it is determined that the process is executable (Y in step S12), the process ends. es), the process proceeds to step S13.

[0042] In this way, if the amount of points charged is not equal to or greater than a certain value, the event cannot be carried out. , players come to recognize points as important. Therefore, players , players start to like other players who give them points, and start to like them. As a result, interaction between players is stimulated.

[0043] In step S13, the control unit 11 receives an event from the player via the terminal device 20. It is determined whether execution of the above has been instructed.

[0044] When the execution of the event is instructed (Yes in step S13), the control unit 11 Executes an event according to the points (charge amount) accumulated for the character. (Step S14). After the event is executed, the process ends. If not (No in step S13), the process proceeds to step S15.

[0045] In step S15, the control unit 11 determines whether the match has ended. If the game has not ended (No in step S15), the process proceeds to step S13. If the event has ended (Yes in step S15), the process ends. The details are as described above.

[0046] As described above, according to this embodiment, events that can only be executed in raid battles are provided. This is expected to promote raid battles and improve player experience in the game. It can stimulate exchanges between the two.

[0047] In addition, according to this embodiment, if the amount of points charged is not equal to or greater than a predetermined value, the event is canceled. Because it cannot be executed (or the point charge amount is low, the effect of executing the event is The effect is low, so players will likely come to value points. Therefore, players tend to feel good toward other players who give them points. If a player becomes a racist, the team may consider awarding points to that player as well. By playing the role of uke, a relationship of trust (human relationship) can be built between players. If a player notices a friend in a raid, they can help that friend. In order to do so, players can participate in raid battles, hold events, and otherwise stimulate interaction between players. do.

[0048] In addition, according to the present embodiment, the results of the execution of the event are determined by participating in a raid battle. For example, an attack on a raid boss as an event is shared between all players. This will benefit all players who are participating in the raid. By sharing the results of the raid among the players, This can foster a sense of camaraderie among the players and stimulate interaction between them.

[0049] In addition, the results of the event will be shared among all players participating in the raid. Since points are shared among friends, players are more motivated to give points to their friends. As a result, the exchange of points between players is stimulated.

[0050] [Configuration and operation of terminal device] An example of a schematic configuration of the terminal device 20 will be described with reference to FIG. The electronic device mainly comprises a control unit 21, a communication unit 24, a storage unit 25, a display unit 26, and an operation unit 27. The control unit 21 mainly comprises a CPU 22 and a memory 23 .

[0051] The terminal device 20 may be a mobile phone (including a smartphone), a tablet terminal, a personal computer, or the like. The terminal device 20 may be an information terminal such as a computer. 22 executes various programs stored in the memory 23, etc., to perform various functions. It functions as a means to an end.

[0052] In the control unit 21, the CPU 22 writes the programs stored in the storage unit 25 and the like to the memory 23. By deploying and executing the program, the operation of various components of the terminal device 20 is controlled, and each An example of the processing executed in the control unit 21 will be described later.

[0053] The communication unit 24 is a communication interface for communicating with other information processing devices via the network N. The communication unit 24 is, for example, a communication unit for transmitting and receiving game information or user operation information. Do the following.

[0054] The storage unit 25 is configured with a storage device such as a hard disk. The storage unit 25 stores various programs and various information required for executing the processes in the storage unit 21. For example, the game control program 251 is stored in the game control program 251. The game is played according to the operation of the terminal device 20 by the game player and a preset game flow. This is a program for performing processing to control the progress of the game.

[0055] The display unit 26 is a display device that displays various information such as the results of processing by the control unit 21. The display unit 26 is configured using materials such as liquid crystal and organic electroluminescence (EL).

[0056] The operation unit 27 is a user interface for accepting operations on the terminal device 20. The operation unit 27 includes a keyboard, a mouse, operation keys, a touch panel, a stylus, etc. It is composed of an input device.

[0057] Next, the operation of the terminal device 20 will be described with reference to FIG. 9 to FIG. Figure 9 shows how the player checks the amount of points charged and how the player can give points to friends. 9 shows an example of an operation screen displayed on the display unit 26 of the terminal device 20 when the user gives the instruction. The upper row (91) shows the amount of points charged by the player, and the lower row (92) shows the amount of points charged. The points granted to players who are friends with you are displayed. As shown, there are 10 icons showing the charge amount (93), and the points indicates that the charge limit is 10. Also, the icon with the color inverted ( 931) indicates the current charge amount. In the example in Figure 9, the charge amount is shown as 6. One of the charge icons (931) represents 1 point from a friend. The charge amount may be set to a certain number of points or may correspond to a certain number of points. , may be proportional to the number of friends of the player. In this example, Although it is said to be displayed as an icon, the way in which the charge amount is displayed is not limited to this form. For example, a different display form such as a meter may be used. Along with the indication of the amount of int charge, an indication of whether the event is executable or not may be provided. That is, if the charge amount is equal to or greater than a predetermined value, the event is executed. Also, the amount of points charged is displayed along with the event parameters. For example, if an attack is performed as an event, the parameters of the attack power can be displayed. That's fine.

[0058] As shown in the lower row (92), the player's character's list of friends (94) is displayed. You can tap the icon (95) next to each friend list to You can give points to your friends. You can also give points to each friend. Status indicator (96) showing whether the message is available (ready to send) or not (already sent) Also, if the status indicator (96) indicates that points cannot be awarded, The icon can be grayed out or hidden to indicate that points should be awarded. The player refers to this display and operates the operation unit 27 of the terminal device 20 as follows: You can give instructions to give points to friends who can give points. .

[0059] Figure 10 shows an example of an attack event (hereafter referred to as an attack) that a player performs against a raid boss in a raid battle. The screen displayed on the display unit 26 of the terminal device 20 when the friend bomb is performed is shown in FIG. When the amount of points accumulated for a player reaches a certain value (for example, 5 points), When it is above, it is possible to perform a Friend Bomb during a raid battle. The display is done on the play screen of this player. In this example, the Friend Bomb is executed. The "Friend Bomb" button will be displayed. The player can tap this button, Instructing the server device 10 to execute a friend bomb via the operation unit 27 By using this, you can launch a Friend Bomb at the Raid Boss with a power that corresponds to the amount of points accumulated. When the command to fire is given, the friend will attack the raid boss as shown in Figure 11. In other words, Figure 11 shows an example of a screen that displays the results of the event execution. As shown.

[0060] In addition, the ID (or nickname) of other players who have given points to the player The name, etc. of the player may be displayed on the display unit 26. You can visually see which players are responsible for executing events. can.

[0061] The present invention is not limited to the above-described embodiment, and the present invention is not limited to the above-described embodiment. The above-described embodiments are intended to be illustrative and not restrictive. These are merely examples and should not be construed as limiting. [Explanation of symbols]

[0062] 1 Game system, 10 Server device, 11, 21 Control unit, 12, 22 CPU, 13, 23 memory, 14, 24 communication unit, 15, 25 storage unit, 16, 26 display unit, 17, 27 Operation unit, 20 Terminal device

Claims

1. A game control program for providing a game in which a player can cooperate with another player to play against another player, One or more computers, a first control means for accumulating in the player game elements provided to the player by the other players before the start of the match; a second control means for causing a display to display a screen including information indicating an amount of game elements that have been granted to the player by the other players and accumulated in the player; and a third control means capable of executing a predetermined event when the amount of game elements accumulated by the player is equal to or greater than a predetermined value.

2. 2 . The game control program according to claim 1 , wherein an amount of game elements that can be given to said player from said other player within a predetermined period of time is within a range of a first predetermined amount set for said player.

3. 3. The game control program according to claim 1, wherein an amount of game elements that can be given to said player from said other player within a predetermined period of time is within a range of a second predetermined amount set for said other player.

4. 4. The game control program according to claim 1, wherein the other player has a predetermined relationship with the player.

5. 5. The game control program according to claim 1, wherein the player is able to request support from the other player in the match.

6. 6. The game control program according to claim 5, wherein, in the battle, the other player can cooperate with the player in response to a request for support from the player.

7. The second control means is 7. A game control program as described in any one of claims 1 to 6, which displays on a display a screen including information indicating the amount of game elements that can be granted to the player by the other players, information indicating the amount of game elements that have been granted to the player by the other players and accumulated in the player, and information indicating other players to which the player can grant game elements.

8. The game control program includes: The one or more computers, 8. The game control program according to claim 1, further comprising: a fourth control means for causing a display to display a screen on which information relating to the predetermined event can be recognized.

9. The information about the predetermined event includes information about whether the predetermined event is executable. The game control program according to claim 8 .

10. 10. The game control program according to claim 8, wherein the information relating to the predetermined event includes a parameter relating to the predetermined event.

11. The game control program includes: The one or more computers, 11. The game control program according to claim 1, further comprising: a fifth control means for causing a display to display a screen on which information of another player who has given the game element to the player can be recognized.

12. A game control system for providing a game in which a player can cooperate with another player to play against another player, comprising: a first control means for accumulating in the player game elements provided to the player by the other players before the start of the match; a second control means for causing a display to display a screen including information indicating an amount of game elements that have been granted to the player by the other players and accumulated in the player; and a third control means capable of executing a predetermined event when the amount of game elements accumulated by the player is equal to or greater than a predetermined value.

13. A game control method for providing a game in which a player can cooperate with another player to play a match, comprising: On one or more computers, accumulating in the player game elements given to the player by the other players before the start of the match; displaying on a display a screen including information indicating an amount of game elements that have been granted to the player by the other players and accumulated in the player; a predetermined event can be executed when the amount of game elements accumulated by the player is equal to or greater than a predetermined value; and

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