GAME SERVER, GAME PROGRAM, AND GAME SYSTEM

The game server and system address the limitations of existing simulation games by offering a unified platform with multiple sub-games, seamless transitions between game types, and progressive profile disclosure, thereby enhancing user interaction and engagement.

JP7678440B1Active Publication Date: 2025-05-16BANK OF INNOVATION INC

Patent Information

Application Number
JP2024167802
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-09-26
Publication Date
2025-05-16
Estimated Expiration
2044-09-26

AI Technical Summary

Technical Problem

Existing simulation games lack a platform function that provides multiple sub-games to accommodate various user needs, and they do not allow seamless interaction and progression between the main game and sub-games, limiting user engagement and matching opportunities.

Method used

A game server and system that offers a unified platform with multiple sub-games, includes a matching management unit for user pairing, and a profile management unit that adjusts profile disclosure based on game progress, allowing users to transition smoothly between main games and sub-games.

Benefits of technology

This solution enhances user interaction and engagement by providing a diverse range of games, facilitating seamless transitions between game types, and promoting deeper relationships through progressive profile disclosure.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Promote and support interaction between specific users via games. [Solution] The system comprises a game providing unit 131 that provides a game including multiple sub-games to a user terminal used by a user, a memory unit 120 that stores the user's profile and the user's progress in the game, a matching management unit 132 that manages matching between users within the game and accepts registration of matching partners who have been mutually approved with the user up to a predetermined upper limit for each user, and a profile management unit 133 that changes the amount of profile information disclosed between the user and the matching partners based on the progress of the game.
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Description

[Technical field]

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

[0002] 2. Description of the Related Art In recent years, communication tools that allow users to access a server via a program installed on a terminal such as a smartphone or a PC have become widely used.

[0003] One such communication tool is one that has a so-called matching function, which allows users to interact with each other through games, and when users have increased their intimacy by exchanging messages, they can recognize each other and communicate with a greater degree of freedom than is possible with other users.

[0004] For example, some simulation games have a matching function in which each user is assigned their own virtual space within the game and develops their virtual space through activities that mimic real-world activities and environments, such as growing crops, raising animals, fishing, and mining. In such simulation games, users can devise ways to manage their time and use resources and progress through the game based on their own choices. In addition, in some cases, various joint activities that users can cooperate with each other to increase the intimacy between users prior to matching (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2017-113400 A Summary of the Invention [Problem to be solved by the invention]

[0006] In simulation games such as that shown in Patent Document 1, the available games are unified into one, so users who want to be matched but do not like or are not good at the available games will not actively play them, and therefore will not be able to level up and will not be able to fulfill the in-game conditions for matching.

[0007] Therefore, even if the main game is a simulation game like that in Patent Document 1, a platform function is desired that has a matching function and provides multiple sub-games to meet various user needs. Furthermore, a function is desired that allows users to carry over their matching partners even when moving between the main game and the sub-game.

[0008] Therefore, an object of the present invention is to provide a server, a program, and a game system that promote and support interaction between specific users through games. [Means for solving the problem]

[0009] The game server of the present invention comprises a game providing unit that provides a game including a plurality of sub-games to a user terminal used by a user, a memory unit that stores the user's profile and the user's progress in the game, a matching management unit that manages matching between users within the game and accepts registration of matching partners mutually approved with the user up to a predetermined upper limit for each user, and a profile management unit that changes the amount of disclosure of profile information between the user and the matching partners based on the progress of the game.

[0010] In addition, the game program of the present invention causes a computer to execute the steps of providing a game including multiple sub-games to a user terminal used by a user, storing the user's profile and the user's progress in the game, managing matching between users within the game and accepting registration of matching partners who have been mutually approved with the user up to a predetermined upper limit for each user, and changing the amount of profile information disclosed between the user and the matching partners based on the progress of the game.

[0011] The game system of the present invention comprises a game providing unit that provides a game including a plurality of sub-games to a user terminal used by a user; a memory unit that stores the user's profile and the user's progress in the game; a matching management unit that manages matching between users within the game and accepts registration of matching partners mutually approved with the user up to a predetermined upper limit for each user; and a profile management unit that changes the amount of disclosure of profile information between the user and the matching partners based on the progress of the game. Effect of the Invention

[0012] According to the present invention having the above-mentioned configuration, it is possible to provide a game server, a game program, and a game system that can promote and support interaction between specific users through a game. [Brief description of the drawings]

[0013] [Figure 1] 1 is a schematic diagram showing a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram of a game server according to an embodiment of the present invention. [Diagram 3] FIG. 2 is a diagram showing an example of information stored in a memory unit of a game server according to an embodiment of the present invention. [Figure 4] FIG. 2 is a functional block diagram of a user terminal according to an embodiment of the present invention. [Diagram 5] FIG. 2 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 6] FIG. 2 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 7] FIG. 2 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 8] FIG. 2 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 9] 11 is a flowchart showing a matching process performed by the game system according to the embodiment of the present invention. [Figure 10] 11 is a flowchart showing an information disclosure process performed by the game system according to the embodiment of the present invention. [Figure 11] 11 is a flowchart showing a takeover process by the game system according to the embodiment of the present invention. [Figure 12] FIG. 1 is a block diagram showing a basic configuration of a computer. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] Hereinafter, a game system 1 to which a game server 100 according to an embodiment of the present invention is applied will be described with reference to the drawings. In all the drawings explaining the embodiment, the same components are given the same reference numerals, and the repeated description will be omitted.

[0015] <System configuration> FIG. 1 is a schematic diagram showing a game system 1 to which a game server 100 according to an embodiment of the present invention is applied.

[0016] The game system 1 includes a game server 100 and multiple user terminals 300 (300(1), 300(2), ..., 300(N)). The game server 100 and the user terminals 300 are connected to a network NW and can communicate with each other via the network NW. The network NW includes the Internet. The network NW may include a LAN (Local Area Network) and / or a WAN (Wide Area Network).

[0017] The game server 100 and the user terminal 300 are each configured with one or more computers 900. The basic configuration of the computer 900 will be described later.

[0018] 2 is a functional block diagram of a game server 100 according to an embodiment of the present invention. The game server 100 includes a communication unit 110, a storage unit 120, and a processing unit 130. The game server 100 is a server that provides a game G to a user terminal 300 that accesses the game server 100 via a network NW. In this embodiment, the following describes an example in which the user terminal 300 is a smartphone and the user needs to install an app for the game G in the user terminal 300.

[0019] The communication unit 110 is a network interface and communicates with the user terminal 300 via the network NW. The communication unit 110 passes data received from the user terminal 300 to the processing unit 130, and transmits data generated by the processing unit 130 to the user terminal 300.

[0020] The storage unit 120 is configured using a storage device such as a magnetic hard disk, a semiconductor storage device, etc. The storage unit 120 stores user information, game G information, application programs, etc., which are necessary for the game server 100 to function.

[0021] 3 is a diagram showing an example of information included in the user information stored in the storage unit 120. The user information includes basic information, avatar information, progress information, matching information, and reward information.

[0022] The basic information includes a user ID, a user name, profile information, and age information. The user name is information that is made public to all other users, and is transferable information that can be transferred in the transfer process described later. The profile information includes multiple items, and each item can be set to be public or private. The items of the profile information are, for example, hometown, blood type, educational background, annual income and savings, hobbies, marital history, view on marriage, attitude toward housework, job and occupation, work-life balance, purpose of the main game MG, chat message reply speed, active time, club activities, favorite subject, sibling relationship, housemate, pet, favorite type, how to spend holidays, timing of holidays, favorite cooking, tendency at what age to fall in love, tastes, number of friends, number of people you have dated, communication ability, car, etc. At least a part of the profile information is also referred to as a private question (answer) in the game G. The public / private settings may be changed by the game server 100 in accordance with at least one of the user's progress in the game G, the status with the matched partner, and the matching level with the matched partner. The game server 100 may also propose a change to the public / private settings to the user and change the settings after receiving approval from the user. The public / private settings of some items of profile information may be changeable by the user. Furthermore, some items of profile information may be set to "public" by default for all users and all periods, similar to the user name, and the user may not be able to set the items to public / private.

[0023] The avatar information is information about the avatar of the user that the user operates in the game G, and includes the character and the equipment. The user can select the character and the equipment on a user setting screen (not shown). The avatar information is transferable information.

[0024] The progress information is information that is managed and updated for each user according to the progress of each game in the game G. The progress information of each game includes the type of game and the stage (level). The types of the game G include type 1: main game MG, type 2: limited subgame SGL that is only released to users who have a matching partner, and type 3: subgame SG other than type 2. The limited subgame SGL is a type of subgame SG. The progress information of the main game MG further includes work process name information, work completion information, work time information, handover process information, and play video. The progress information of each subgame SG further includes a release status.

[0025] The matching information is information managed for each user regarding the matching function provided by the game G. The matching information includes an upper limit number and matching partner information. The upper limit number is a numerical value set in advance in the game server 100 indicating the upper limit number of matching partners that can be registered for the user. The matching partner information is information managed for each matching partner of the user, and includes the user ID of the matching partner, the status of the matching state, the number of "Likes", the matching level, the disclosure amount, and the chat history between the user and the matching partner. The status includes at least the status of matching in progress and matching dissolution. The status may include friends and couples as subcategories of the matching in progress. Note that couples is a status limited to only one matching partner. The matching level is a numerical value that increases or decreases according to the progress of a collaborative work with the matching partner in the game G, mainly the main game MG. The disclosure amount may indicate the items that the user discloses to the matching partner among all items of the user's profile information, or may indicate the items that the matching partner discloses to the user among all items of the matching partner's profile information, or may be both. The disclosure amount may be changed by the game server 100 or by the user depending on the user's game progress information and / or matching information (status, evaluation information (number of "likes"), matching level), or both. Matching partner information is transferable information.

[0026] The reward information is information managed for each user regarding rewards and experience points owned by the user. The reward information includes currency, experience points, and belongings. The currency includes common currency and dedicated currency. The experience points include common experience points and dedicated experience points. The owned items include commonly owned items and exclusively owned items. Here, "common" includes cases where it is common between the main game MG and the sub game SG, where it is common between the user and the matching partner, and both cases. Furthermore, here, "exclusive" includes cases where it is exclusive for each game, where it is exclusive for each user, and both cases. At least a part of the reward information is set in the transferable information.

[0027] In addition to the information shown in FIG. 3, the storage unit 120 may store information related to the user's billing as transferable information.

[0028] Returning to FIG. 2, the processing unit 130 includes, as functional units, a game providing unit 131, a matching management unit 132, a profile management unit 133, an age authentication unit 134, a chat providing unit 135, and a reward management unit 136. The processing unit 130 executes application programs stored in the storage unit 120 to realize each of these functional units, and executes a matching process, an information disclosure process, and a handover process. The matching process is a process for managing matching registration between users in the game G and functions related to matching, and executes a series of processes including a matching establishment determination process, an upper limit number determination process, a matching registration process, a sub-game release process, an age acquisition process, an age determination process, a disclosure change function application process, and a function restriction process, which will be described later. The information disclosure process is a process for changing and managing the amount of disclosure in the mutual disclosure of profile information executed for a pair of users who are currently matched. The takeover process is a process for taking over the relationship between the user and the matched partner and setting information such as rewards linked to the relationship when the user moves between games, and executes a series of processes including a game providing process, a progress updating process, a move determining process, a game type determining process, a takeover process, a cooperation determining process, and a reward condition applying process, which will be described later. The details of these processes will be described later. The move between games includes the move between the main game MG and the sub game SG and the move between the sub games SG when the user is logged in to the game G.

[0029] The game providing unit 131 provides the user terminal 300 with a game G that can be played by multiple users logging in through their own user terminals 300. The game G is a platform game having a main game MG and multiple sub-games SG (SG1, SG2, ..., SGN). The main game MG has a matching function. The app providing the game G may be a super app that integrates functions and services other than the game G. When logged in to the app for the game G, the user can freely move between the main game MG, the sub-game SG, and functions and services other than the game G. Details of the game G will be described later using screen examples.

[0030] The Main Game MG is a simulation game in which users can display and progress their avatar's activities in a virtual space. In the Main Game MG, users can develop their own virtual space assigned to them, and can visit and collaborate in other users' virtual spaces or virtual spaces shared by multiple users.

[0031] The sub-games SG are, for example, puzzle, action, music, card, board, adventure, family, racing, role-playing, sports, strategy, trivia, word, etc., which are different in genre from the main game MG. The puzzle game may be, for example, a royal match format. The action game may be, for example, a battle game. The sub-games SG include limited sub-games SGL that are only available to users who have been matched.

[0032] When a user moves between a main game MG and a sub game SG, the game providing unit 131 may carry over transferable information in the main game MG or sub game SG before the move to the main game MG or sub game SG after the move. Also, when a user moves between a main game MG and a sub game SG, the game providing unit 131 may carry over transferable information in the main game MG or sub game SG before the move to the main game MG or sub game SG after the move. Similarly, when a user moves between sub games SG, the gaming providing unit 131 may transfer the transferable information in the sub game SG before the move to the sub game SG after the move.

[0033] Furthermore, in addition to the main game MG, the game providing unit 131 provides a limited sub-game SGL, which is a sub-game SG that can be played only by a user who has a matching partner.

[0034] The matching management unit 132 manages matching between users. The matching management unit 132 accepts registration of a matching partner who has been mutually approved by the user up to a predetermined upper limit for each user.

[0035] The profile management unit 133 changes the amount of profile information disclosed between the user and the matching partner based on the progress of the game G and / or the matching partner information (disclosure amount change function). Specifically, for example, when user A is currently being matched with user B (i.e., user A and user B are matching partners), the amount of profile information of user B displayed on the game screen of user A and / or the amount of profile information of user A displayed on the game screen of user B is changed based on the progress of user A and / or user B in the game G and / or the matching partner information.

[0036] The profile management unit 133 may gradually increase the amount of disclosure of the profile information of the user and the matching partner according to the progress of the game G of the user and / or the matching partner.

[0037] The age authentication unit 134 acquires age information of the user and determines whether the user satisfies a predetermined age condition (age determination).

[0038] The chat providing unit 135 provides a chat function between the user and the matching partner. The chat providing unit 135 also manages the provision of the chat function between the user and the matching partner according to the result of the age determination by the age authentication unit 134. For example, when the chat providing unit 135 determines that the user is a legal minor as a result of the age determination, the chat providing unit 135 may restrict the chat function for the user as one of the function restrictions. Restrictions on the chat function include, for example, prohibiting the use of the chat function itself, detecting inappropriate terms in the contents of messages and, if detected, presenting an error message, or restricting the use of stamps only.

[0039] The reward management unit 136 manages in-game rewards that a user can acquire and use in the game G. The in-game rewards include currency that can be used in the game, experience points, and possession items that can be owned in the game. The in-game rewards include common game rewards that are common rewards (common currency, common experience points, and common possession items) that can be used in common in the main game MG and the sub-game SG. The common game reward has a gradient in the grant rate and / or evaluation rate for each sub-game SG depending on the number of users playing the sub-game SG, the difficulty level of the sub-game SG, or the usage rate of the common currency. The reward management unit 136 may change the gradient of the grant rate / evaluation rate of the reward depending on the progress information of the user's game G and / or matching partner information.

[0040] 4 is a functional block diagram of a user terminal 300 according to an embodiment of the present invention. The user terminal 300 includes a communication unit 310, a storage unit 320, a control unit 330, a display unit 340, and an operation unit 350. The communication unit 310, the storage unit 320, the control unit 330, the display unit 340, and the operation unit 350 are electrically connected to each other via a communication bus 360. The user terminal 300 is a terminal that can play the game G by itself or together with other users using other user terminals 300 by accessing the game server 100 via an installed program, such as a smartphone, a tablet terminal, or a PC.

[0041] <Screen example> Next, a specific example of the game G provided to the user terminal 300 by the game server 100 having the above-described configuration and functions will be described using example screens.

[0042] FIG. 5 is a diagram showing a screen D100 as an example of a screen of a game G displayed on a user terminal 300 according to an embodiment of the present invention.

[0043] Screen D100 is a game selection screen for game G. Arranged on screen D100 are a menu button D110, a button D120 for selecting a main game MG, buttons D131, D132, D133, and D134 for selecting a sub game SG (sub game 1 to sub game 4), and an icon D140 of a logged-in user. While FIG. 5 shows an example in which there are four buttons for the sub game SG, there may be three or less, or there may be five or more.

[0044] The game selection screen D100 may be displayed when the game G application is started, or may be displayed by selecting a transition to the game selection screen from a menu button displayed on a screen during provision of the main game MG or sub game SG. The user transitions from screen D100 to a game provision screen of the main game MG or sub game SG that the user wants to play. Note that, when the user starts the application while logged in, the display of screen D100 may be omitted and the game may be resumed from the game provision screen of the scene last played the previous time.

[0045] 6 is a diagram showing a screen D200 as an example of a screen of the game G displayed on the user terminal 300 according to an embodiment of the present invention. The screen D200 shows an example of a game providing screen of the main game MG.

[0046] As shown in a screen D200 in Fig. 6, the game providing unit 131 of the game server 100 according to this embodiment provides, as a main game MG, a sandbox development game in which users develop a private sandbox D220 and a shared sandbox D230 in which they can work together. The avatar DA1 displayed on the screen D200 corresponds to a user who is the owner of the private sandbox D220, and the avatar DA1 moves within the private sandbox D220 and the shared sandbox D230 through operations by the user who is the owner of the private sandbox D220. The avatar DA2 corresponds to another user who is a matched partner, and the avatar DA2 moves within the shared sandbox D230 through operations by the other user.

[0047] The private garden D220 is a garden dedicated to each user, and is displayed only on the user terminal 300 of the user. The private garden D220 has a field D231 and a house D232 as a work area, and the user can perform cultivation work (main quest) of the private garden D220 through the avatar DA1, such as cultivating and harvesting crops D233 in the field D231, selling the harvested crops D233 to exchange for currency, and repairing the house D232. The harvested crops D233 can be sold in the game to obtain currency that can be used in the game. The obtained currency can be exchanged for items used in cultivating the private garden D220 or the shared garden D230, or for decorations for the user's avatar DA1. The private sandbox D220 is connected to the shared sandbox D230 by a bridge D240, and the avatar DA1 can freely move between the private sandbox D220 and the shared sandbox D230 via the bridge D240. In addition, the user can give the acquired items, decorations, etc. to other users with whom he / she is matched (hereinafter, sometimes referred to as a matched partner).

[0048] The shared garden D230 is displayed on the user terminal 300 of both the user who is the owner of the dedicated garden D220 and the other user who is matched with the user. The shared garden D230 has a field D231 and a house D232 as a work area, and the user and the other user who is matched with the user can perform various collaborative work (main quests) in the shared garden D230 through the avatar DA1 or avatar DA2, such as cultivating and harvesting the harvest D233 in the field D231, selling the harvested harvest D233 and exchanging it for currency, and repairing the house D232 in the shared garden D230. The harvested harvest D233 can be sold in the game, like the harvest D233, to obtain currency that can be used in the game and can be exchanged for various items and decorations.

[0049] In addition to being completed by performing one work step, some collaborative tasks performed in the shared sandbox D230 are completed by performing multiple work steps. Each work step can be performed by either the user or another user who is matched. For example, in a collaborative task consisting of five work steps, the first two work steps can be performed by the user, and the remaining three work steps can be performed by another user. In addition, each work step can be performed not only when both the user and another user are logged in at the same time, but also by one user alone when only one user is logged in and the other user is logged out.

[0050] In addition, with regard to this collaborative work, the game providing unit 131 of the game server 100 generates progress information including work process name information indicating which work processes have been completed among the work processes included in the collaborative work of the main quest, work completion information indicating that all work processes have been completed, the user ID of the user who performed the work process, work time information indicating the time the work process was performed, transferable process information indicating incomplete work processes that can be taken over by another user who is logged out, and gameplay video showing the user performing the work, and records it in the memory unit 120.

[0051] In addition to the shared sandbox D230, the avatar DA2 can freely move between other private sandboxes that are prepared separately for other users corresponding to the avatar DA2 and are not displayed to the user who owns the private sandbox D220. The other private sandboxes are displayed only on the user terminals 300 of the other users corresponding to the avatar DA2, and are therefore not displayed on the user's screen D200 shown in FIG.

[0052] Furthermore, a menu button D210 labeled "MENU" is provided in the upper left corner of the screen D200. When the user selects (clicks or taps) this menu button D210, menu items such as various operation items in the main game MG, an item for transitioning to a game selection screen, an item for transitioning to a sub game SG (none of which are shown), an item for saving and exiting the main game MG, etc. can be displayed.

[0053] Fig. 7 is a diagram showing a screen D300 as a specific example of a matching registration screen of the main game MG displayed on the user terminal 300 according to an embodiment of the present invention. The user can transition to the screen D300 shown in Fig. 7 by clicking the menu button D210 on the screen D200 shown in Fig. 6 and selecting user management from the operation items. It is also possible to return to the screen D200 of Fig. 5 from the menu button D310 shown in the upper left of the screen D300.

[0054] Screen D300 displays information about the user himself / herself and other users with whom he / she is matched. The information displayed includes the user's name (Haruto), experience points (10), his / her avatar DA1, the number of "Likes" received from other users with whom he / she is matched (14), the number of "Likes" from each other with whom he / she is matched (Hinata 9, Aoi 5), the number of currencies available in the main game MG (255), the number of common game currencies (55) and the number of game-specific currencies (200), and a "Change Settings" button for changing settings such as changing the accessories of the user's own avatar.

[0055] In addition, as information regarding other matched users, the names of the other matched users (Hinata, Aoi), experience points (8, 12), and matching levels (Matching Lv.) (5, 3) of the other matched users, as well as the avatars DA2 and DA3 of the other matched users, are displayed in area D320.

[0056] Furthermore, in the area D320, when the user (Haruto) logs in, each task indicating the transferable process information that can be taken over by the user (Haruto) is displayed under the character "Let's continue!" in the area D330 for showing progress information of the joint work in the shared sandbox D230 performed by each of the other matched users (Hinata, Aoi) during the user's (Haruto) logout period. In the example shown in Fig. 7, a button D331 indicating the task "turnip harvesting" is displayed as the transferable process information related to Hinata among the other users, and a button D332 indicating the task "house repair" is displayed as the transferable process information related to Aoi.

[0057] When the user (Haruto) selects a button (D331, D332) indicating the work content of this transferable process information, the user terminal 300 generates work process selection information indicating that the user terminal 300 has selected the work process corresponding to the transferable process information, and transmits this information to the game server 100. When the game server 100 receives the work process selection information, the game providing unit 131 transitions the screen displayed on the user terminal 300 from screen D300 in FIG. 5 to screen D200 in FIG. 4, and makes the avatar DA1 appear in the work area where the work process corresponding to the transferable process information is to be performed, enabling the user (Haruto) to immediately perform the work process. The work area is, for example, a field D231 or a house D232.

[0058] Furthermore, in the area D330, as progress information, task completion information indicating that all the task steps have been completed by other users (Hinata, Aoi) is displayed under the character "Done!" In Fig. 7, a button D333 indicating the task content "Plant flowers" is displayed as task completion information related to Hinata among other users.

[0059] When the user (Haruto) selects the task completion information button D333, the screen transitions from the screen D300 in Fig. 7 to the screen D200 in Fig. 6, and the avatar DA1 appears in the task area where the task corresponding to the task completion information was performed, allowing the user (Haruto) to immediately check the completed collaborative task. This task area is also a field D231, a house D232, etc.

[0060] The progress information also includes a gameplay video showing other users (Hinata, Aoi) working together in the game. If the user (Haruto) sets the gameplay video to be on in advance, the gameplay video can be played before or simultaneously with the transition to the screen D200 when the user clicks the button D331, D332 for the handover process information or the button D333 for the task completion information.

[0061] A "Like!" button is provided below the handover process information and the work completion information, and when the user (Haruto) clicks this "Like!" button, evaluation information indicating that a "Like" has been given is generated by the user's user terminal 300 and transmitted to the game server 100, and is further transmitted via the game server 100 to the user terminal 300 of the other user (Hinata or Aoi) who is the target of the "Like," and a message is displayed indicating that Haruto has given a "Like."

[0062] Similarly, when another user (Hinata, Aoi) clicks the "Like!" button under the handover process information and task completion information on the user terminal 300 of that other user, evaluation information is generated from the user terminal 300 of the other user and similarly transmitted to the user terminal 300 of the user (Haruto) via the game server 100, and a message is displayed on the user terminal 300 of the user (Haruto) indicating that the other user (Hinata or Aoi) has "Liked." The "Like!" from the user (Haruto) displayed on screen D300 shown in Fig. 5 indicates the evaluation information transmitted in this manner from the other user (Hinata, Aoi).

[0063] In this embodiment, only "Like!" indicating a high rating is provided as evaluation information, but the present invention is not limited to this, and other evaluation information can be provided, such as "No!" indicating a low rating or "Love!" indicating an even higher rating than "Like!".

[0064] Fig. 8 is a diagram showing a screen D400 as an example of a screen of a sub game SG displayed on the user terminal 300 according to an embodiment of the present invention. Fig. 8 shows an example of a screen of a puzzle game as a limited sub game SGL among the sub games SG.

[0065] The screen D400 is a play screen of a puzzle game output to the user terminal 300 of the user (Haruto). The puzzle game, which is a limited sub-game SGL, is a game in which the user (Haruto) and the matching partner (Hinata) can cooperate to progress through the game. The screen D400 includes a menu button D410, an area D420 displaying a puzzle, chat messages D431 to D439 between the user (Haruto) and the matching partner (Hinata), a button D441 for the user (Haruto) to send a chat message, a button D442 for the user (Haruto) to send a "Like" rating, an icon D451 of the user (Haruto), an area D452 showing the amount of currency held by the user (Haruto), an area D453 showing the level of the user (Haruto), an area D454 showing the interaction level (status) between the user (Haruto) and the matching partner (Hinata), and an area D460 showing information such as advice useful for promoting interaction between the user (Haruto) and the matching partner (Hinata).

[0066] In this way, information about matched opponents can be displayed and used in the main game MG and the sub game SG in a seamless manner.

[0067] <System Operation> Next, the operation of the game system 1 having the above-mentioned configuration and functions will be described with reference to a flowchart. In the following, it is assumed that a user A (e.g., "Haruto" shown in FIG. 7) is using the user terminal 300 and is currently matched with a user B (e.g., "Hinata" shown in FIG. 7) in the main game MG.

[0068] FIG. 9 is a flowchart showing the matching process by the game system 1 according to the embodiment of the present invention.

[0069] In step S101 , the game server 100 provides the game G to the user terminal 300 .

[0070] In step S102, the matching management unit 132 of the game server 100 judges whether or not matching has been established (matching establishment judgment process). Specifically, in the game G, matching is established when user A applies for matching to another user B and user B who has received the application accepts the application, or when user B applies for matching to user A and user A who has received the application accepts the application. If the judgment result is true (YES), that is, matching has been established, the process proceeds to step S103. On the other hand, if the judgment result is false (NO), that is, matching has not been established, the flow ends.

[0071] In step S103, the matching management unit 132 of the game server 100 determines whether the number of matchings between user A and user B established in step S102 is within the upper limit number (upper limit number determination step). Specifically, the matching management unit 132 refers to the matching partner information of user A in the storage unit 120, calculates the number of matching partners whose status is "established matching", and compares it with the upper limit number set for user A. If the determination result is true (YES), that is, within the upper limit number for user A and within the upper limit number for user B, the process proceeds to step S104. On the other hand, if the determination result is false (NO), that is, at least one of user A and user B has exceeded the upper limit number, the process proceeds to step S108.

[0072] In step S104, the matching management unit 132 of the game server 100 registers user B, who has been matched with user A in step S102, as a matched partner of user A (matching registration step). Specifically, the matching management unit 132 adds user B to the matched partner information of user A in the storage unit 120, and stores the status as "matched."

[0073] In step S105, the game providing unit 131 of the game server 100 releases the sub-game to user A (and user B) who was registered for matching in step S104 (sub-game release step). This step can be omitted if user A has already been matched with another user C and the limited sub-game SGL has already been released.

[0074] In step S106, the age authentication unit 134 of the game server 100 acquires the age information of the user A and the user B who have been registered as a match in step S104 (age acquisition step).

[0075] In step S107, the age authentication unit 134 of the game server 100 judges whether the age information of user A and user B acquired in step S106 satisfies a predetermined condition (age judgment step). If the judgment result is true (YES), that is, the predetermined condition is satisfied, the process proceeds to step S109. On the other hand, if the judgment result is false (NO), that is, the predetermined condition is not satisfied, the process proceeds to step S110.

[0076] In step S108, i.e., if the upper limit number determination in step S103 is judged to be false (NO), the matching management unit 132 of the game server 100 notifies user A and user B that although a match has been established, matching registration is not possible because one or both of the users have exceeded the upper limit number, and the flow is terminated.

[0077] In step S109, i.e., if user A and / or user B satisfy a predetermined age condition in the age determination in step S107, the profile management unit 133 of the game server 100 applies a disclosure amount change function to the pair of user A and user B (disclosure change function application step) and ends the flow. The disclosure amount change function is a function for changing the amount of profile disclosure between user A and user B to be disclosed to each other depending on the progress of user A and / or user B in game G. Specifically, for example, the disclosure amount is set to a larger number of items to be disclosed (disclosure amount) than before matching registration.

[0078] In step S110, that is, in the age determination in step S107, if user A and / or user B does not satisfy the predetermined age condition, the age authentication unit 134 of the game server 100 applies a function restriction to the pair of user A and user B (function restriction process), and ends the flow. Specifically, for example, the chat function between user A and user B is restricted.

[0079] 10 is a flowchart showing an information disclosure process by the game system 1 according to an embodiment of the present invention. The information disclosure process is a process applied between user A and user B who have been registered as a matched pair through the above-described matching process (i.e., who are currently matched).

[0080] In step S201, the game providing unit 131 of the game server 100 provides the game G to the user terminals 300 of the users A and B.

[0081] In step S202, the game providing unit 131 of the game server 100 updates the progress information of user A in game G in response to user A's operation, and also updates the progress information of user B in game G in response to user B's operation.

[0082] In step S203, the profile management unit 133 of the game server 100 determines whether or not a predetermined disclosure condition is met based on at least one of the progress information of user A and the progress information of user B (disclosure condition determination process). If the determination result is true (YES), i.e., the predetermined disclosure condition is met, the process proceeds to step S204. On the other hand, if the determination result is false (NO), i.e., the predetermined disclosure condition is not met, the flow ends. The predetermined disclosure condition is, for example, clearing a quest in the main game MG, reaching a predetermined amount of experience points, reaching a predetermined matching level with a matching partner to be disclosed, etc. The predetermined condition may include multiple conditions that are gradually stricter to achieve.

[0083] In step S204, if the progress information of user A and / or user B satisfies a specified disclosure condition, the profile management unit 133 of the game server 100 gradually increases the amount of profile information to be mutually disclosed to the pair of user A and user B, and then terminates the flow.

[0084] 11 is a flowchart showing the takeover process by the game system 1 according to the embodiment of the present invention. The takeover process is applied when the user moves between games G.

[0085] In step S301, the game providing unit 131 of the game server 100 provides a game G (main game MG or sub game SG) to the user terminal 300 of the user A (game providing step).

[0086] In step S302, the game providing unit 131 of the game server 100 updates the progress information of the game G being provided in response to the operation of the user A (progress updating step).

[0087] In step S303, the game providing unit 131 of the game server 100 judges whether user A has requested a transfer to another game of game G based on an operation input from user A (transfer judgment step). If the judgment result is true (YES), that is, a transfer is requested, the process proceeds to step S304. On the other hand, if the judgment result is false (NO), that is, a transfer is not requested, the process returns to step S302 and continues providing the game.

[0088] In step S304, the game providing unit 131 of the game server 100 determines the type of the game to which the player is to move (game type determination step). The game types are type 1: main game MG, type 2: limited sub game SGL, and type 3: sub game SG that is not a limited sub game SGL. If the determination result is type 1 or type 2, the process proceeds to step S305. On the other hand, if the determination result is type 3, the process proceeds to step S309.

[0089] In step S305, the game providing unit 131 of the game server 100 takes over the takeover information of user A, starts providing the destination game (main game MG or limited sub-game SGL) to user A (takeover step), and proceeds to step S306.

[0090] In step S306, the game providing unit 131 of the game server 100 judges whether user B, who is matched with user A, is also participating in the destination game (main game MG or limited subgame SGL) and whether user A and user B are playing cooperatively (cooperation judgment process). If the judgment result is true (YES), that is, they are playing cooperatively, the process proceeds to step S307. On the other hand, if the judgment result is false (NO), that is, they are not playing cooperatively, the process proceeds to step S308. "Not playing cooperatively" includes user A playing the limited subgame SGL alone and user A playing cooperatively with another user D who is not matched with user A.

[0091] In step S307, that is, if it is determined in the cooperation determination in step S306 that cooperative play is being performed, condition 1 is applied to the reward acquisition conditions for user A and user B (reward condition application process), and the flow ends.

[0092] In step S308, that is, when it is determined in the cooperation determination in step S306 that cooperative play is not being performed, condition 2 is applied to the reward acquisition condition of user A (reward condition application step), and the flow ends.

[0093] In step S309, i.e., if the game type is determined to be type 3 in the game type determination in step S304, condition 3 is applied to the conditions for user A to obtain a reward (reward condition application process), the provision of the destination game (sub-game SG) to user A is started, and the flow is terminated.

[0094] Here, the conditions 1, 2, and 3 applied to the conditions for obtaining the reward are, for example, reward grant multipliers, with condition 1>condition 2>condition 3.

[0095] <Basic computer configuration> 12 is a block diagram showing a basic hardware configuration of a computer 900. The computer 900 has a control unit 901, a storage unit 902, a communication unit 903, an input unit 904, and an output unit 905. The control unit 901, the storage unit 902, the communication unit 903, the input unit 904, and the output unit 905 are electrically connected to each other via a communication bus 910.

[0096] The control unit 901 includes a CPU (Central Processing Unit, also called a processor) and is a device that controls each unit of the computer 900 and also reads out and executes various programs stored in the storage unit 902 .

[0097] The storage unit 902 includes a main storage device such as a dynamic random access memory (DRAM) and an auxiliary storage device such as a hard disk, and is a device for storing various programs for executing the operating system and various applications of the computer 900, as well as data used by these programs. The processes shown in the various flowcharts described above are realized by the control units 901 of the game server 100 and the computers constituting the user terminal 300 executing the programs stored in the respective storage units 902.

[0098] The communication unit 903 is a device for communicating with external devices, and transmits and receives data according to instructions from the control unit 901. The game server 100 and each computer constituting the user terminal 300 each use the communication unit 903 to communicate with other devices including the network NW shown in FIG. The input unit 904 is a device that receives input from the outside and supplies it to the control unit 901, and is configured to include, for example, a keyboard, a mouse, a touch panel, and a camera. The output unit 905 is a device that outputs the processing result of the control unit 901 to the outside, and is configured to include, for example, a display and a speaker.

[0099] <Program> Here, a program for realizing each functional unit of the game server 100 according to this embodiment will be described.

[0100] The game server 100 is implemented in a computer 900. The operation of each component of the game server 100 is stored in the form of a program in the auxiliary storage device of the storage unit 902. The control unit 901 reads the program from the auxiliary storage device of the storage unit 902, loads it in the main storage device of the storage unit 902, and executes the above-mentioned processing in accordance with the program. The control unit 901 also secures a storage area corresponding to the above-mentioned storage unit 120 in the main storage device of the storage unit 902 in accordance with the program.

[0101] Specifically, the program is a program to be executed by a computer 900 having a processor and a memory unit, and executes the following steps: providing a game G including a plurality of sub-games SG to a user terminal 300 used by a user; storing the user's profile and the user's progress in the game G; managing matching between users within the game G and accepting registration of matching partners who have been mutually approved with the user up to a predetermined upper limit for each user; and changing the amount of disclosure of profile information between the user and the matching partners based on the progress in the game.

[0102] The auxiliary storage device of the storage unit 902 is an example of a non-transient tangible medium. Other examples of non-transient tangible media include a magnetic disk, a magneto-optical disk, a CD-ROM, a DVD-ROM, and a semiconductor memory connected via the input unit 904. When this program is distributed to the computer 900 via the network NW, the computer 900 that has received the program may load the program into the main storage device of the storage unit 902 and execute the above process.

[0103] The program may be for realizing part of the above-mentioned functions. Furthermore, the program may be a so-called difference file (difference program) that realizes the above-mentioned functions in combination with another program already stored in the auxiliary storage device of the storage unit 902.

[0104] According to the game system 1 according to the present embodiment described above, interaction between specific users via the game G can be promoted and supported. Matching through GameG allows for deeper relationships to be fostered, as opposed to searching for a partner based solely on superficial information such as appearance or annual income, as in the case of regular matching apps. In addition, since certain tasks such as joint tasks and event capture are required, there is less room for simple bots and fraudulent activities (romance fraud) to occur. Furthermore, a plurality of sub-games SG with variations that can meet various user needs are provided within the game G, and the interactions and rewards of the main game MG can be carried over between the main game MG and the sub-games SG. Therefore, even if a user does not like the main game of the game G or is not good at it, he or she can obtain experience points, currency, etc. in a sub-game of his or her choice and progress through the game G.

[0105] The present invention is not limited to the above-described embodiment, and various modifications can be made.

[0106] For example, in the above embodiment, when a user moves between a main game MG and a sub game SG, or between sub games SG, the matching partner information and / or reward information before the move can be carried over after the move, but conversely, it may be possible to prevent the information from being carried over.

[0107] In addition, the status of the matching partner information in the above embodiment has one exchange relationship state, such as matching established and disbanded, but the exchange relationship state may be divided into three stages, namely friends, matching, and couple, with each having an established and disbanded state. The strength of the exchange relationship is friends < matching < couple. Also, when the state is dissolved and transitions to an exchange relationship of lower strength, the disclosure amount also changes accordingly.

[0108] In the above embodiment, the multiple games included in the game G are classified into the main game MG and the sub-games SG for the sake of convenience, but all of the games may be classified as sub-games SG.

[0109] Furthermore, the setting information transfer in step S305 in the above embodiment was performed between the main game MG and the limited sub game SGL, or between two limited sub games SGL, but it may be performed for transfers between all games.

[0110] In the matching process of the above embodiment, the function restriction is applied depending on the result of the age determination, but this may be omitted. Specifically, steps S106, S107, and S110 may be omitted.

[0111] In the matching process of the above embodiment, if the upper limit is exceeded as a result of the upper limit determination in step S103, a notification that registration is not possible is issued in step S108, but it is also possible to accept cancellation of existing matching registration in step S108 and return to step S103. This provides a means for allowing registration of the person with whom a match has been established this time.

[0112] (Additional Note) The following additional features relate to the above-described embodiment. (Appendix 1) a game providing unit that provides a game including a plurality of sub-games to a user terminal used by a user; a storage unit that stores a profile of the user and the progress of the user in the game; a matching management unit that manages matching between the users in the game and accepts registration of a matching partner mutually approved by the user up to a predetermined upper limit for each user; a profile management unit that changes an amount of profile information disclosed between the user and the matching partner based on a progress of the game; A game server comprising: In a game having a matching function, multiple sub-games with variations that can meet various user needs are provided, which promotes interaction between users by allowing them to acquire experience points, currency, etc. in their preferred sub-game and progress through the game. (Appendix 2) When the user moves between the sub games, the game providing unit carries over information about the matching partner that reflects the progress of the user in the sub game before the move to the sub game after the move. A game server as described in Appendix 1. This allows users in a game having a matching function to be able to carry over their relationships prior to moving between sub-games, thereby promoting interaction between users. (Appendix 3) When the user moves between the sub games, the game providing unit carries over reward information reflecting the progress of the user in the sub game before the move to the sub game after the move. A game server as described in Appendix 1. This allows users in games having a matching function to carry over rewards from before they moved between sub-games, thereby promoting interaction between users. (Appendix 4) The profile management unit gradually increases the disclosure amount according to the progress of the game of the user and / or the matching partner. A game server as described in Appendix 1. This allows you to deepen your relationship with your matched partner while constantly understanding their behavior and personality through the game. Unlike regular dating apps, where you don't search for a partner based only on superficial information such as appearance or annual income, you can foster a deeper relationship. In addition, since you are required to complete certain tasks such as event capture, there is less room for simple bots and fraud (romance scams) to occur. (Appendix 5) an age authentication unit for acquiring age information of the user; Further equipped with the game providing unit restricts a part of the functions of the game in accordance with the age information. A game server as described in Appendix 1. This allows the game to be offered to users of a variety of age groups. (Appendix 6) A chat providing unit that provides a chat function between the user and the matching partner; Further equipped with The chat providing unit restricts the chat function in accordance with the age information. Attachment 5: A game server. This allows the game to be offered to users of a variety of age groups. (Appendix 7) A reward management unit that manages reward information that the user can acquire and use in the game, the reward information includes common reward information that can be used in common between the sub-games, the common reward information has a gradient in the award rate and / or the evaluation rate for each sub game depending on the number of users playing the sub game, the difficulty level of the sub game, or the utilization rate of the common reward information; A game server as described in Appendix 1. This makes it possible to prevent users from concentrating too heavily on a particular sub-game, and distributes the load on the server. (Appendix 8) the game providing unit displays the user as an avatar in a virtual space of the game; A game server as described in Appendix 1. This protects users' privacy while providing them with a means of self-expression, increasing their immersion in the game and their motivation. (Appendix 9) providing a game including a plurality of sub-games to a user terminal used by a user; storing a profile of said user and said user's progress in said game; managing matching between the users in the game and accepting registration of a matching partner mutually approved by the user up to a predetermined upper limit for each user; changing an amount of profile information disclosed between the user and the matching partner based on a progress of the game; A game program that causes a computer to execute the above. (Appendix 10) a game providing unit that provides a game including a plurality of sub-games to a user terminal used by a user; a storage unit that stores a profile of the user and the progress of the user in the game; a matching management unit that manages matching between the users in the game and accepts registration of a matching partner mutually approved by the user up to a predetermined upper limit for each user; a profile management unit that changes an amount of profile information to be disclosed between the user and the matching partner based on a progress of the game; A game system comprising: [Explanation of symbols]

[0113] 1: Game System 100: Game server 110: Communications Department 120: Storage section 130: Processing section 131: Game Provider 132: Matching Management Department 133: Profile Management Department 134: Age Verification Department 135: Chat department 136: Compensation Management Department 300: User terminal S, U: Screen NW: Network

Claims

1. a game providing unit that provides a game including a plurality of sub-games to a user terminal used by a user; a storage unit that stores a profile of the user and the progress of the user in the game; a matching management unit that manages matching between the users in the game and accepts registration of a matching partner mutually approved by the user up to a predetermined upper limit for each user; a profile management unit that changes an amount of profile information to be disclosed between the user and the matching partner based on a progress of the game; a reward management unit that manages reward information that the user can acquire and use in the game; Equipped with the reward information includes common reward information that can be used in common between the sub-games, the common reward information has a gradient in the award rate and / or the evaluation rate for each sub game depending on the number of users playing the sub game, the difficulty level of the sub game, or the utilization rate of the common reward information; Game server.

2. When the user moves between the sub-games, the game providing unit carries over information about the matching partner that reflects the user's progress in the sub-game before the move to the sub-game after the move. The game server according to claim 1 .

3. When the user moves between the sub-games, the game providing unit carries over reward information reflecting the progress of the user in the sub-game before the move to the sub-game after the move. The game server according to claim 1 .

4. The profile management unit gradually increases the amount of disclosure according to the progress of the game of the user and / or the matching partner. The game server according to claim 1 .

5. An age authentication unit that acquires age information of the user; Further equipped with the game providing unit restricts a part of the functions of the game in accordance with the age information. The game server according to claim 1 .

6. A chat providing unit that provides a chat function between the user and the matching partner; Further equipped with The chat providing unit restricts the chat function in accordance with the age information. The game server according to claim 5.

7. The game providing unit displays the user as an avatar in a virtual space of the game. The game server according to claim 1 .

8. providing a game including a plurality of sub-games to a user terminal used by a user; storing a profile of said user and said user's progress in said game; managing matching between the users in the game and accepting registration of a matching partner mutually approved by the user up to a predetermined upper limit for each user; changing an amount of profile information disclosed between the user and the matching partner based on a progress of the game; Managing reward information that can be acquired and used by the user in the game; A game program for causing a computer to execute the following: the reward information includes common reward information that can be used in common between the sub-games, the common reward information has a gradient in the award rate and / or the evaluation rate for each sub game depending on the number of users playing the sub game, the difficulty level of the sub game, or the utilization rate of the common reward information; Game program.

9. a game providing unit that provides a game including a plurality of sub-games to a user terminal used by a user; a storage unit that stores a profile of the user and the progress of the user in the game; a matching management unit that manages matching between the users in the game and accepts registration of a matching partner mutually approved by the user up to a predetermined upper limit for each user; a profile management unit that changes an amount of profile information to be disclosed between the user and the matching partner based on a progress of the game; a reward management unit that manages reward information that the user can acquire and use in the game; Equipped with the reward information includes common reward information that can be used in common between the sub-games, the common reward information has a gradient in the award rate and / or the evaluation rate for each sub game depending on the number of users playing the sub game, the difficulty level of the sub game, or the utilization rate of the common reward information; Game system.

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