Game system, game system operation method and program
The game system addresses the challenge of balancing player legitimacy and ease of gameplay by offering modes with and without biometric authentication, effectively preventing fraudulent proxy play in competitive events.
Patent Information
- Application Number
- JP2024118745
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-24
- Publication Date
- 2025-08-06
- Estimated Expiration
- 2040-02-05
AI Technical Summary
Existing game systems fail to balance the need for player legitimacy verification through biometric authentication with the desire for easy gameplay, particularly in competitive events where fraudulent proxy play is a concern.
A game system that allows players to select between a normal mode without biometric authentication and a qualifying mode with authentication, ensuring legitimacy in competitive events while enabling easy gameplay in non-competitive situations.
The system effectively prevents fraudulent proxy play in competitive events while allowing players to enjoy seamless gameplay in non-competitive modes, reducing the need for repeated biometric registration and authentication processes.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to games. [Background technology]
[0002] In events such as game tournaments where multiple players compete in games (e-sports), cheating can become a problem, with players hoping to achieve good results getting others, such as experienced gamers, to play the game on their behalf. Therefore, it is important to verify the legitimacy of the players who actually play the game (for example, that they are the same people who have been registered in advance). Patent Document 1 proposes a technology for verifying the legitimacy of competitors in various competitions. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5628393 Summary of the Invention [Problem to be solved by the invention]
[0004] For example, it is possible to determine the legitimacy of a player by performing an authentication process using the player's biometric information. However, because pre-registration of biometric information and authentication process during play are required, the player's desire to play games easily cannot be satisfied. In consideration of the above circumstances, one aspect of the present invention aims to satisfy both the desire to ensure the legitimacy of a player and the desire to play games easily. [Means for solving the problem]
[0005] In order to solve the above problems, a game system according to a preferred embodiment of the present invention includes a mode selection unit that selects one of a plurality of modes including a first mode and a second mode, an authentication processing unit that performs an authentication process using biometric information of a player, and a game control unit that, in the first mode, allows the player to play the game without requiring the authentication process, and, in the second mode, allows the player to play the game on the condition that the authentication process is successful.
[0006] A preferred embodiment of the present invention provides a method of operating a game system that selects one of a plurality of modes including a first mode and a second mode, and in the first mode, allows the player to play the game without requiring the authentication process, and in the second mode, allows the player to play the game on the condition that the authentication process is successful.
[0007] A program according to a preferred embodiment of the present invention causes a computer system to function as a mode selection unit that selects one of a plurality of modes including a first mode and a second mode, an authentication processing unit that performs authentication processing using biometric information of a player, and a game control unit that, in the first mode, allows the player to play the game without requiring the authentication processing, and, in the second mode, allows the player to play the game on the condition that the authentication processing is successful. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram illustrating the configuration of a game system according to a first embodiment. [Figure 2] FIG. 1 is a block diagram illustrating a configuration of a game device. [Figure 3] FIG. 1 is a block diagram illustrating a configuration of a management system. [Figure 4] FIG. 2 is a schematic diagram of registered data. [Figure 5] 10 is a flowchart illustrating a specific procedure of processing executed by the game device. [Figure 6]10 is a flowchart illustrating a specific procedure of a process for registering biometric information. [Figure 7] 10 is a flowchart illustrating a specific procedure for authentication processing. [Figure 8] 10 is a flowchart illustrating a specific procedure of a process executed to manage the ranking of each player in a competitive event. [Figure 9] 10 is a flowchart illustrating a specific procedure of processing executed by a game device and a management system according to a second embodiment. [Figure 10] FIG. 10 is a block diagram illustrating the configuration of a game system according to a third embodiment. [Figure 11] 10 is a flowchart illustrating a specific procedure of processing executed by a terminal device of the third embodiment. [Figure 12] 10 is a flowchart illustrating a specific procedure of processing executed in parallel with the progress of a game in the fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] The present invention will be described with reference to the accompanying drawings. The embodiments described below include various technically suitable limitations. The scope of the present invention is not limited to the embodiments exemplified below.
[0010] [First embodiment] FIG. 1 is a block diagram illustrating the configuration of a game system 100 according to the first embodiment. As illustrated in FIG. 1, the game system 100 of the first embodiment includes a management system 10 and a plurality of game devices 20. Each of the plurality of game devices 20 is a computer system that provides a game to a player. The plurality of game devices 20 are installed in, for example, a gaming facility. The gaming facility is, for example, an entertainment facility such as a game arcade, or a commercial facility such as a shopping center. Each of the plurality of game devices 20 can communicate with the management system 10 via a communication network 200 such as the Internet. The management system 10 is a computer system installed inside or outside the gaming facility, and controls the operation of each of the plurality of game devices 20.
[0011] Each of the multiple game devices 20 is used by a player to play a game individually, or by each player to play a game in an event such as a game tournament in which multiple players compete against each other (hereinafter referred to as a "competitive event"). The game played by each player in a competitive event may be, for example, a game in which multiple players compete against each other to determine the winner or loser, or a game in which each player's ranking is determined based on the results (e.g., scores) of the game played by each player individually. In the first embodiment, the content of the game played by players in normal situations other than a competitive event is substantially the same as the content of the game played by each player in a competitive event.
[0012] The game device 20 of the first embodiment operates in either a normal mode or a qualifying mode. The normal mode is an operation mode in which each player plays the game in normal circumstances other than a competitive event. On the other hand, the qualifying mode is an operation mode in which players play the game in a competitive event. The normal mode is an example of a "first mode," and the qualifying mode is an example of a "second mode."
[0013] Players who achieve good results in competitive events are recognized and may be awarded rewards such as prize money. Therefore, in competitive events, it is important to verify the legitimacy of the players who actually play the game (specifically, that they are the same people who have registered in advance). Specifically, in competitive events, it is necessary to eliminate the fraudulent behavior of players who want to achieve good results by having others, such as experienced gamers, play the game on their behalf (hereinafter referred to as "fraudulent proxy play").
[0014] Considering the above circumstances, in order to play a game in a competitive event of the first embodiment, authentication processing using the player's biometric information (i.e., biometric authentication) is required. On the other hand, a configuration in which authentication processing using the player's biometric information is required even in normal situations other than competitive events cannot satisfy the player's desire to play a game easily. Considering the above circumstances, authentication processing using the player's biometric information is not required in the normal mode of the first embodiment.
[0015] In the first embodiment, a competitive event is divided into, for example, a qualifying stage and a final stage. The qualifying stage is a stage for selecting a predetermined number of players who will advance to the final stage from a large number of players. On the other hand, the final stage is a stage for determining the winner or ranking among a predetermined number of players who have passed the qualifying stage. The qualifying stage is held in an environment where a relatively small number of spectators watch, or in an environment where no spectators are present. On the other hand, the final stage is watched by a large number of spectators attending a large venue. In addition, a video recording of the final stage may be widely distributed, allowing a large number of spectators to watch. As described above, player substitution is practically difficult in the final stage, which is watched by a large number of spectators, so the aforementioned fraudulent proxy play is particularly problematic in the qualifying stage. Therefore, the authentication process in the game system 100 of the first embodiment is performed in the qualifying stage of the competitive event.
[0016] FIG. 2 is a block diagram illustrating the specific configuration of each of the multiple game devices 20. As illustrated in FIG. 2, the game device 20 of the first embodiment includes a control device 21, a storage device 22, a communication device 23, a display device 24, an operation device 25, a reading device 26, and an imaging device 27. The game device 20 may be realized as a single device, or may be realized as a plurality of devices (i.e., a system) configured separately from each other. The game device 20 may be realized as a device dedicated to games in an amusement facility, or may be realized as an information terminal such as a smartphone or tablet.
[0017] The control device 21 is a single or multiple processors that control each element of the game device 20. Specifically, the control device 21 is configured by one or more types of processors, such as a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processor (DSP), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC). The communication device 23 communicates with the management system 10 via the communication network 200 under the control of the control device 21. Note that in a game in which multiple players play against each other using different game devices 20, the communication device 23 of each game device 20 may communicate with the other game devices 20 via the communication network 200.
[0018] The storage device 22 is one or more memories that store programs executed by the control device 21 and various data used by the control device 21. For example, a well-known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media, is used as the storage device 22. Note that a portable recording medium that can be attached to and detached from the game device 20, or an external recording medium with which the game device 20 can communicate (for example, online storage) may also be used as the storage device 22.
[0019] The display device 24 displays images under the control of the control device 21. For example, a display panel such as a liquid crystal display panel or an organic EL (ElectroLuminescence) display panel is used as the display device 24. The control device 21 causes the display device 24 to display, for example, a game screen showing the game situation. The operation device 25 is an input device that accepts instructions from the player. A plurality of operators operated by the player, or a touch panel that detects contact by the player, is used as the operation device 25.
[0020] Each of the multiple players possesses a recording medium 30. The recording medium 30 is a portable medium (e.g., an IC card) that stores identification information D for identifying the player. The reading device 26 acquires the identification information D from the recording medium 30 by communicating with the recording medium 30. In addition to a contactless reading device that acquires the identification information D by short-range wireless communication with the recording medium 30, a contact reading device that acquires the identification information D via a terminal that contacts the recording medium 30 can be used as the reading device 26.
[0021] The imaging device 27 is an image input device that captures an image. The imaging device 27 of the first embodiment captures an image of a player's face. Specifically, the imaging device 27 includes an optical system such as a photographic lens, and an imaging element that generates image data according to incident light from the optical system. The image data representing the player's face captured by the imaging device 27 is used as biometric information B that represents the player's biometric characteristics. In the first embodiment, player authentication processing (specifically, face authentication) is executed using the biometric information B. As can be understood from the above explanation, the imaging device 27 of the first embodiment functions as an element that generates the biometric information B (biometric information generation unit).
[0022] Fig. 3 is a block diagram illustrating a specific configuration of the management system 10. As illustrated in Fig. 3, the management system 10 of the first embodiment includes a control device 11, a storage device 12, and a communication device 13. The management system 10 may be realized by a single device, or may be realized by multiple devices configured separately from each other.
[0023] The control device 11 is one or more processors that control each element of the management system 10. Specifically, the control device 11 is configured by one or more types of processors, such as a CPU, GPU, DSP, FPGA, or ASIC. The communication device 13 communicates with each of the multiple game devices 20 via the communication network 200 under the control of the control device 11.
[0024] The storage device 12 is one or more memories that store programs executed by the control device 11 and various data used by the control device 11. For example, a well-known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media, is used as the storage device 12. Note that the storage device 12 may be a portable recording medium that can be attached to and detached from the management system 10, or an external recording medium (for example, online storage) with which the management system 10 can communicate.
[0025] The storage device 12 of the first embodiment stores the registration data X of FIG. 4 for each of a plurality of players who own the recording medium 30. As illustrated in FIG. 4, one piece of registration data X for each player includes identification information D of the player and game data G representing the status of games that the player has played in the past. For example, the game data G represents the ability values of the character controlled by the player and the player's playing record (e.g., stages that have been cleared). Note that other identification information associated with the identification information D recorded on the recording medium 30 may be registered in the registration data X instead of the identification information D of FIG. 4.
[0026] Furthermore, for a player who has previously registered to participate in a competitive event among multiple players who own the recording medium 30, biometric information B is included in the registration data X in addition to identification information D and game data G. As described above, the biometric information B of each player is image data representing the face of the player captured by the imaging device 27.
[0027] 5 is a flowchart illustrating a specific procedure of processing executed by the game device 20 of the first embodiment. For example, the processing of FIG. 5 is started each time a player instructs the start of a game by operating the operation device 25. A player who wishes to start a game presents the recording medium 30 to the reading device 26. The control device 21 controls the reading device 26 to obtain the player's identification information D from the recording medium 30 (Sa1). Note that the control device 21 may obtain other identification information associated with the identification information D stored in the recording medium 30 from an external device that manages the correspondence of identification information.
[0028] The player selects the operation mode (normal mode / qualifying mode) of the game device 20 by operating the operation device 25. Specifically, a player who wishes to participate in a competitive event instructs the qualifying mode by operating the operation device 25. The control device 21 determines whether or not the player has instructed to select the qualifying mode (Sa2).
[0029] If the player instructs the preliminary mode (Sa2: YES), the control device 21 selects the preliminary mode as the operation mode (Sa3). On the other hand, if the player does not instruct the preliminary mode (Sa2: NO), the control device 21 selects the normal mode as the operation mode (Sa4). As can be understood from the above explanation, the control device 21 functions as a mode selection unit that selects one of a plurality of operation modes including the normal mode and the preliminary mode.
[0030] As illustrated above, the control device 21 of the first embodiment selects the qualifying mode when the user instructs the qualifying mode, and selects the normal mode when the qualifying mode is not instructed. In other words, unless there is a special situation such as a competitive event, the normal mode is selected when the player does not explicitly instruct the normal mode. Therefore, the number of players who do not participate in the competitive event who select the normal mode is reduced.
[0031] In the preliminary mode, as will be described later, a player is permitted to play the game on the condition that authentication processing using biometric information B is performed. On the other hand, in the normal mode, the control device 21 receives from the management system 10 game data G corresponding to the identification information D (or other identification information associated with the identification information D) acquired from the recording medium 30 (Sa5), and progresses the game applying the game data G (Sa6). That is, in the normal mode, a player is permitted to play the game without requiring authentication processing using biometric information B.
[0032] A specific processing procedure in the preliminary mode will be described below. When the preliminary mode is selected (Sa3), the control device 21 determines whether or not the player's biometric information B is registered in the management system 10 (Sa7). That is, it is determined whether or not a registration process has been performed for the player in the past. Specifically, the control device 21 inquires of the management system 10 whether or not the biometric information B is registered for the identification information D acquired from the recording medium 30. The control device 11 of the management system 10 determines whether or not the biometric information B is registered in the registration data X including the identification information D notified from the game device 20, and transmits the result of the determination to the game device 20 that originated the inquiry. If the biometric information B is not registered (Sa7: NO), the control device 21 executes processing (Sa8-Sa10) for newly registering the player's biometric information B.
[0033] Fig. 6 is a flowchart illustrating specific steps of the process executed by the game device 20 and the management system 10 for registering biometric information B. Fig. 6 shows both a part of the process (Sa8-Sa10) of Fig. 5 executed by the game device 20 and the process (Sb1-Sb3) executed by the management system 10.
[0034] 5 and 6, the control device 21 causes the imaging device 27 to perform an operation of imaging the face of the player, thereby acquiring image data representing the face of the player as biometric information B (Sa8). Note that the control device 21 may acquire the biometric information B on the condition that the player agrees to be imaged.
[0035] The control device 21 transmits a registration request from the communication device 23 to the management system 10 (Sa9). The registration request is a message for requesting registration of biometric information B. Specifically, the registration request includes the player's identification information D acquired from the recording medium 30 and the biometric information B generated by the imaging device 27.
[0036] The control device 11 of the management system 10 receives a registration request transmitted from the game device 20 via the communication device 13 (Sb1). Then, the control device 11 executes a registration process to register biometric information B of the player (Sb2). Specifically, the control device 11 searches the storage device 12 for registration data X corresponding to the identification information D included in the registration request, and adds the biometric information B included in the registration request to the registration data X. As can be understood from the above description, the control device 11 of the first embodiment functions as a registration processing unit that executes the registration process Sb2 to register the biometric information B.
[0037] After executing the registration process Sb2 according to the above procedure, the control device 11 transmits a registration notification from the communication device 13 to the game device 20 that sent the registration request (Sb3). The registration notification is a message notifying that the registration process Sb2 has been executed properly.
[0038] The control device 21 of the game device 20 receives the registration notification transmitted from the management system 10 via the communication device 23 (Sa10). As illustrated in Fig. 5, upon receiving the registration notification, the control device 21 receives, from the management system 10, game data G corresponding to the identification information D acquired from the recording medium 30, as in the normal mode (Sa5), and progresses the game using the game data G (Sa6).
[0039] As described above, if the preliminary mode is selected when biometric information B has not yet been registered (Sa7: NO), the registration process Sb2 is executed to newly register the player's biometric information B. On the other hand, if the preliminary mode is selected after biometric information B has been registered (Sa7: YES), the control device 21 executes processes (Sa11-Sa15) to permit the player to play the game on the condition that authentication process Sc2 using the biometric information B is successful.
[0040] Fig. 7 is a flowchart illustrating specific steps of the process executed by the game device 20 and the management system 10 for the authentication process Sc2 using biometric information B. Fig. 7 shows both a part of the process (Sa11-Sa13) of Fig. 5 executed by the game device 20 and the process (Sc1-Sc3) executed by the management system 10.
[0041] 5 and 7, the control device 21 causes the imaging device 27 to perform an operation of capturing an image of the player's face, thereby acquiring image data representing the player's face as biometric information B (Sa11). Note that the control device 21 may acquire the biometric information B on the condition that the player agrees to being imaged.
[0042] The control device 21 transmits an authentication request from the communication device 23 to the management system 10 (Sa12). The authentication request is a message requesting authentication using biometric information B. Specifically, the authentication request includes the player's identification information D acquired from the recording medium 30 and the biometric information B generated by the imaging device 27.
[0043] The control device 11 of the management system 10 receives an authentication request transmitted from the game device 20 via the communication device 13 (Sc1). Then, the control device 11 executes authentication processing using the biometric information B of the player (Sc2). Specifically, the control device 11 searches the storage device 12 for enrollment data X corresponding to the identification information D included in the authentication request, and determines the legitimacy of the player by comparing the biometric information B registered in the enrollment data X with the biometric information B included in the authentication request. That is, the control device 11 affirms the legitimacy of the player when the biometric information B included in the authentication request matches or is similar to the registered biometric information B (e.g., when the similarity between the two exceeds a threshold). On the other hand, the control device 11 denies the legitimacy of the player when the biometric information B is not similar to the registered biometric information B (e.g., when the similarity between the two is below a threshold). As can be understood from the above description, the control device 11 of the first embodiment functions as an authentication processing unit that executes authentication processing Sc2 using the biometric information B of the player.
[0044] After executing the authentication process Sc2 according to the above procedure, the control device 11 transmits the authentication result to the game device 20 that sent the authentication request from the communication device 13 (Sc3). The authentication result is a message notifying the result (success / failure) of the authentication process Sc2.
[0045] The control device 21 of the game device 20 receives the authentication result transmitted from the management system 10 via the communication device 23 (Sa13). Then, as illustrated in FIG. 5, the control device 21 determines whether the authentication result received from the management system 10 is successful (Sa14). If the authentication result is successful (Sa14: YES), the control device 21 allows the player to play the game. Specifically, as in the normal mode, the control device 21 receives game data G corresponding to the identification information D acquired from the recording medium 30 from the management system 10 (Sa5), and progresses the game using the game data G (Sa6).
[0046] If the current player is a different person from the player who registered the biometric information B, the biometric information B included in the registration data X is not similar to the biometric information B included in the authentication request. Therefore, the result of the authentication process Sc2 is a failure. If the authentication result is a failure (Sa14: NO), the control device 21 prohibits the player from playing the game (Sa15). Specifically, the control device 21 does not acquire the game data G corresponding to the identification information D or progress the game using the game data G. In other words, the current player cannot play the game in the preliminary mode. As can be understood from the above explanation, the control device 21 of the game device 20 functions as a game control unit that allows the player to play the game in the preliminary mode on the condition that the authentication process Sc2 is successful, and allows the player to play the game in the normal mode without requiring the authentication process Sc2.
[0047] As explained above, in the preliminary mode, the legitimacy of the player is guaranteed by the authentication process Sc2 using the player's biometric information B. Therefore, it is possible to effectively prevent fraudulent surrogacy in which someone other than the legitimate player plays the game on behalf of the legitimate player in a competitive event. On the other hand, in the normal mode, a player is permitted to play the game without the need for the registration process Sb2 and the authentication process Sc2. Therefore, it is possible to satisfy the player's desire to play the game easily without the need for the registration process Sb2 of the biometric information B and the authentication process Sc2 using the biometric information B.
[0048] In the first embodiment, if the player's biometric information B has not been registered (Sa7: NO), the registration process Sb2 is executed to register the biometric information B for the authentication process Sc2. This has the advantage that a player whose biometric information B has not been registered can easily register his or her own biometric information B.
[0049] 8 is a flowchart illustrating a specific procedure for the management system 10 to manage the rankings of each player in the qualifying stage of a competitive event. The process of FIG. 8 is executed in parallel with the processes illustrated in FIGS. 6 and 7, triggered by an interrupt that occurs at a predetermined interval.
[0050] The control device 11 of the management system 10 acquires the results of games played in the qualifying mode by registered players (hereinafter referred to as "game results") from each game device 20 (Sd1). For example, the control device 11 receives, via the communication device 13, the game results transmitted from each game device 20 at the end of the game. The game results may be, for example, the points acquired by the player in the game, or the win / loss result of the player in a competitive game. The control device 11 registers the game results of each player in the registration data X of that player (Sd2). As described above, the game results in the qualifying mode are collected for each of the registered players.
[0051] The control device 11 determines whether the qualifying stage of the competitive event has ended (Sd3). The condition for the end of the qualifying stage is arbitrary. For example, the qualifying stage may be determined to have ended when a predetermined period of time set before the start of the final stage has elapsed.
[0052] When the qualifying stage is over (Sd3: YES), the control device 11 determines the rankings of the multiple players in the qualifying stage (hereinafter referred to as "qualifying rankings") by tallying up the game results of each of the multiple registered players (Sd4). For example, the control device 11 determines the qualifying rankings (rankings) based on the points each player has earned in the qualifying mode games or the number of wins each player has in the qualifying mode competitive games. As can be understood from the above explanation, the control device 11 functions as a ranking determination unit that determines the rankings of the multiple players.
[0053] The control device 11 determines a predetermined number of players who will advance to the final stage based on their preliminary rankings (Sd5). For example, a predetermined number of players ranked in the top positions in descending order of the preliminary rankings are selected. Specifically, the control device 11 registers data indicating that each player has advanced to the final stage in the registration data X of each player who has been determined to advance to the final stage. Furthermore, when a player instructs the operation device 25 to display the results of the preliminary stage, the game device 20 requests the management system 10 to display the results of the preliminary stage. In response to the request from each game device 20, the control device 11 causes the display device 24 of that game device 20 to display the results of the preliminary stage (Sd6). For example, a list of each player's name and preliminary ranking is displayed on the display device 24. On the other hand, if the preliminary stage has not ended (Sd3: NO), the determination of the rankings (Sd4), the selection of players (Sd5), and the display of the results (Sd6) are not executed.
[0054] After the preliminary stage described above is completed, a final stage is held in which multiple players who have passed the preliminary stage compete against each other. In the final stage, the legitimacy of each player is confirmed, for example, by the organizer of the competition event checking documents submitted by each player. Therefore, in the final stage in the first embodiment, the authentication process Sc2 using biometric information B is not executed. That is, in the final stage, each player plays the game in a normal mode in which the registration process Sb2 and the authentication process Sc2 are not executed.
[0055] In the final stage, game devices 20 different from the game devices 20 used in the preliminary stage are used. For example, a plurality of game devices 20 in a gaming facility are used in the preliminary stage, and a plurality of game devices 20 installed in a venue separate from the gaming facility are used in the final stage. However, the plurality of game devices 20 used in the preliminary stage may also be used in the final stage.
[0056] In the above explanation, the qualifying rankings are determined when the qualifying stage is completed (Sd3: YES), but provisional qualifying rankings (i.e., progress) may be determined in a similar manner at an appropriate point during the qualifying stage. By referring to the provisional qualifying rankings, it is possible to predict the final rankings.
[0057] [Second embodiment] A second embodiment of the present invention will be described. Note that, in each of the following exemplary embodiments, for elements whose functions are similar to those of the first embodiment, the reference numerals used in the description of the first embodiment will be used and detailed descriptions of each element will be omitted as appropriate.
[0058] The game device 20 of the second embodiment operates in one of three operation modes: a normal mode, a preliminary mode, and a final mode. The operation in the normal mode and the preliminary mode is the same as in the first embodiment. The final mode is an operation mode used in the final stage in which multiple players who have passed the preliminary stage compete against each other. The final mode is an example of a "third mode."
[0059] 9 is a flowchart illustrating a specific procedure of the process executed by the game device 20 and the management system 10 of the second embodiment. As in the first embodiment, when the identification information D is acquired from the recording medium 30 (Sa1), the control device 21 of the game device 20 determines whether the preliminary mode or the final mode has been instructed by the player (Sa2).
[0060] If the preliminary mode or final mode is not instructed by the player (Sa2: NO), the control device 21 selects the normal mode as the operation mode (Sa4). Specific operations in the normal mode (Sa5, Sa6) are the same as those in the first embodiment.
[0061] If the player has instructed the preliminary mode or the final mode (Sa2: YES), the control device 21 determines whether the player has instructed the preliminary mode (Se1). If the player has instructed the preliminary mode (Se1: YES), the control device 21 selects the preliminary mode as the operation mode (Sa3). The specific operations in the preliminary mode (Sa7 to Sa14) are the same as those in the first embodiment.
[0062] If the player instructs the final mode (Se1: NO), the control device 21 selects the final mode as the operation mode (Se2). As illustrated above, the control device 21 of the second embodiment selects the normal mode when the player does not instruct the preliminary mode or the final mode. That is, as in the first embodiment, the player does not need to explicitly instruct the normal mode. As can be understood from the above explanation, the control device 21 of the second embodiment functions as a mode selection unit that selects one of the normal mode, the preliminary mode, and the final mode. Note that the control device 21 may automatically select the preliminary mode and the final mode regardless of an instruction from the player. For example, the control device 21 selects the final mode during the period in which the final stage is held, and the control device 21 selects the preliminary mode during the period in which the preliminary stage is held.
[0063] When the final mode is selected (Se2), the control device 21 causes the imaging device 27 to capture an image of the player's face, thereby acquiring image data representing the player's face as biometric information B (Se3). The control device 21 may acquire the biometric information B on the condition that the player agrees to being imaged. Note that for players who have advanced to the final stage, the biometric information B has already been registered in the registration process Sb2 in the preliminary stage, and therefore the registration process Sb2 is not executed in the final mode. However, the registration process Sb2 may be executed again in the final mode.
[0064] The control device 21 transmits an authentication request from the communication device 23 to the management system 10 (Se4). The authentication request includes the player's identification information D acquired from the recording medium 30 and the biometric information B generated by the imaging device 27. The control device 11 of the management system 10 receives the authentication request transmitted from the game device 20 via the communication device 13 (Sf1). The control device 11 then executes authentication processing using the player's biometric information B (Sf2). Specifically, as in the first embodiment, the control device 11 searches the storage device 12 for enrollment data X corresponding to the identification information D included in the authentication request, and determines the legitimacy of the player by cross-checking the biometric information B registered in the enrollment data X with the biometric information B included in the authentication request.
[0065] When the authentication process Sf2 is executed, the control device 11 transmits the authentication result from the communication device 13 to the game device 20 that transmitted the authentication request (Sf3). The control device 21 of the game device 20 receives the authentication result transmitted from the management system 10 via the communication device 23 (Se5). The control device 21 determines whether the authentication result received from the management system 10 is successful (Se6). If the authentication result is successful (Se6: YES), the control device 21 permits the player to play the game. Specifically, as in the normal mode, the control device 21 receives game data G corresponding to the identification information D acquired from the recording medium 30 from the management system 10 (Sa5), and progresses the game using the game data G (Sa6). As described above, in the final mode, the control device 21 of the second embodiment progresses the game played by each of the multiple players selected according to the results of the game in the preliminary mode.
[0066] If the current player is a different person from the player who passed the preliminary stage, the biometric information B included in the registration data X is not similar to the biometric information B included in the authentication request. Therefore, the result of the authentication process Sf2 is failure. If the authentication result is failure (Se6: NO), the control device 21 prohibits the player from playing the game (Se7). For example, the control device 21 causes the display device 24 to display an image indicating that the legitimacy of the player cannot be authenticated.
[0067] The second embodiment also achieves the same effects as the first embodiment. Furthermore, in the second embodiment, in the final mode, the legitimacy of the player is ensured by the authentication process Sf2 using the player's biometric information B. Therefore, for example, in the final stage of a competitive event, it is possible to effectively prevent fraudulent surrogacy, in which someone other than the legitimate player plays the game on behalf of the legitimate player. Furthermore, the biometric information B used in the authentication process Sc2 in the preliminary mode is also used in the authentication process Sf2 in the final mode. Therefore, the processing load for registering the biometric information B is reduced compared to a configuration in which the player's biometric information B is registered separately for each of the preliminary stage and the final stage of a competitive event.
[0068] [Third embodiment] FIG. 10 is a block diagram illustrating the configuration of a game system 100 according to a third embodiment. As illustrated in FIG. 10, the organizer of a competitive event using the game system 100 possesses a terminal device 40. The terminal device 40 is an information terminal such as a smartphone or a tablet. The terminal device 40 is used to authenticate the legitimacy of each player participating in the final stage.
[0069] 10, the terminal device 40 includes an imaging device 41 and a display device 42. The imaging device 41, like the imaging device 27 of the first embodiment, is an image input device (biometric information generation unit) that captures an image of a player's face to generate biometric information B of the player. The display device 42 displays an image.
[0070] 11 is a flowchart illustrating a specific procedure of the processing executed by the management system 10 and the terminal device 40 of the third embodiment. For each player participating in the final stage, the processing of FIG. 11 is executed before the start of the final stage. For example, the processing of FIG. 11 is started in response to an instruction from the operator to the terminal device 40.
[0071] The operator or a player inputs the identification information D of the player into the terminal device 40. The terminal device 40 accepts the input of the identification information D (Sg1). Furthermore, in response to an instruction from the operator, the imaging device 41 of the terminal device 40 captures an image of the face of the player to generate biometric information B (Sg2). The terminal device 40 transmits an authentication request to the management system 10 (Sg3). The authentication request includes the identification information D input into the terminal device 40 and the biometric information B generated by the imaging device 41.
[0072] The control device 11 of the management system 10 receives an authentication request transmitted from the terminal device 40 via the communication device 13 (Sh1). Then, the control device 11 executes authentication processing using the biometric information B of the player (Sh2). Specifically, as in the first embodiment, the control device 11 searches the storage device 12 for enrollment data X corresponding to the identification information D included in the authentication request, and determines the legitimacy of the player by comparing the biometric information B registered in the enrollment data X with the biometric information B included in the authentication request. The control device 11 transmits the authentication result of the authentication processing Sh2 via the communication device 13 to the terminal device 40 that transmitted the authentication request (Sh3).
[0073] The terminal device 40 receives the authentication result transmitted from the management system 10 (Sg4) and displays the authentication result on the display device 42 (Sg5). The operator confirms the legitimacy of the player by visually checking the image displayed on the display device 42. The operator permits players who have passed the authentication process Sh2 to play the game, and prohibits players who have failed the authentication process Sh2 from playing the game. For example, the operator disqualifies a player who has failed the authentication process Sh2.
[0074] The third embodiment also achieves the same effects as the first embodiment. Furthermore, in the third embodiment, in the final mode, the authenticity of the player is guaranteed by the authentication process Sh2 using the player's biometric information B. Therefore, for example, in the final stage of a competitive event, it is possible to effectively prevent fraudulent proxy play, in which a person other than the legitimate player who participated in the preliminary stage plays the game on behalf of the legitimate player. In other words, it is possible to prevent fraudulent proxy play, in which a person other than the player participating in the final stage plays the game on behalf of the legitimate player in the preliminary stage. Furthermore, the biometric information B used in the authentication process Sc2 in the preliminary mode is also used in the authentication process Sh2 in the final mode. Therefore, the processing load for registering the biometric information B is reduced compared to a configuration in which the player's biometric information B is registered separately for each of the preliminary stage and the final stage of a competitive event.
[0075] [Fourth embodiment] In the fourth embodiment, when the preliminary mode is selected, the process of Fig. 12 is repeated in parallel with the progress of the game by the game device 20. For example, when the preliminary mode is selected (Sa3), the control device 21 executes the process of Fig. 12 in response to an interrupt that occurs at a predetermined cycle. The process of Fig. 12 is a process for permitting continuation of the game on the condition that the authentication process Sc2 using the biometric information B is successful.
[0076] The control device 21 causes the imaging device 27 to perform an operation of capturing an image of the player's face, thereby acquiring image data representing the player's face as biometric information B (Sa21). The control device 21 transmits an authentication request including the player's identification information D acquired from the recording medium 30 and the biometric information B generated by the imaging device 27 from the communication device 23 to the management system 10 (Sa22).
[0077] The operation of the management system 10 that has received an authentication request is the same as in the first embodiment. That is, the control device 11 of the management system 10 receives the authentication request via the communication device 13 (Sc1), and executes authentication processing Sc2 using biometric information B in the authentication request. Then, the control device 11 transmits the authentication result from the communication device 13 to the game device 20 (Sc3). As can be understood from the above explanation, the control device 11 of the fourth embodiment repeats authentication processing Sc2 in parallel with the progress of the game on the game device 20.
[0078] The control device 21 of the game device 20 receives the authentication result transmitted from the management system 10 via the communication device 23 (Sa23). The control device 21 determines whether the authentication result received from the management system 10 is successful or not (Sa24). If a player who has already succeeded in the authentication process Sc2 continues playing the game, the authentication result is successful. If the authentication result is successful (Sa24: YES), the control device 21 continues playing the game (Sa25).
[0079] On the other hand, if the player is replaced by another player during the progress of the game after the authentication process Sc2 has succeeded, the result of the authentication process Sc2 will be a failure. If the authentication result is a failure (Sa24: NO), the control device 21 prohibits further play of the game (Sa26). For example, the control device 21 stops the progress of the game.
[0080] The fourth embodiment also achieves the same effects as the first embodiment. Furthermore, in the fourth embodiment, the authentication process Sc2 is repeated in parallel with the progress of the game in the preliminary mode. Therefore, it is possible to effectively prevent fraudulent substitution, in which a player is replaced by another player during the progress of the game.
[0081] In the above description, the authentication process Sc2 is repeated in the preliminary mode. However, the authentication process Sf2 may be repeated in the final mode in a similar manner in parallel with the progress of the game. However, since the final stage is held in an environment where a large number of spectators are watching, it is unlikely that a player will be replaced by another player during the progress of the game. Therefore, the configuration of the fourth embodiment in which the authentication process Sc2 is repeated is particularly effective for the preliminary stage, which is held in an environment where there are few spectators.
[0082] Furthermore, in a competitive event in which players play a game multiple times in the qualifying stage, players are authenticated for each play, making it relatively easy to ensure the legitimacy of the players. On the other hand, in a competitive event in which each player plays a game only once in the qualifying stage, if players are authenticated only at the start of the game, the legitimacy of each player is authenticated only once in the qualifying stage. Considering the above circumstances, the configuration of the fourth embodiment, in which the authentication process Sf2 is executed in parallel with the progress of the game, is particularly effective in a competitive event in which each player plays a game only once in the qualifying stage.
[0083] [Fifth embodiment] The game system 100 of the fifth embodiment provides a game played by a team made up of multiple players. That is, a competitive event is a game tournament in which multiple teams compete against each other to determine victory or defeat or ranking. Each of the multiple players making up each team plays the game, for example, by using one game device 20 in turn. However, the multiple players making up a team may also play the game in parallel using different game devices 20.
[0084] The biometric information B in the fifth embodiment is image data representing an image of each face of a plurality of players constituting a team. For example, when a plurality of players are gathered, a single image data set obtained by capturing an image of an area including the faces of all the players by the imaging device 27 is generated as the biometric information B. Note that the biometric information B may include a plurality of image data sets capturing images of the faces of different players. The biometric information B exemplified above is registered in the registration data X by the registration process Sb2 similar to that of the first embodiment, and is compared with the registered biometric information B in the authentication process Sc2.
[0085] In the authentication process Sc2 of the fifth embodiment, the authenticity of each of the multiple players included in the biometric information B is authenticated by comparing it with each player in the registered biometric information B. Specifically, the control device 21 of the management system 10 affirms the authenticity of each of the multiple players represented by the biometric information B included in the authentication request when the information matches or resembles each player represented by the registered biometric information B, and denies the authenticity when the information does not resemble any of the players represented by the registered biometric information B. The authentication process Sc2 is successful when the authenticity of all players constituting one team is affirmed.
[0086] The fifth embodiment also achieves the same effects as the first embodiment. Furthermore, the fifth embodiment can prevent fraudulent proxy play, in which a player has another player play a game on their behalf in a game played by a team of multiple players. The above explanation focuses on the authentication process Sc2 of the first embodiment. However, the fifth embodiment, which uses biometric information B relating to multiple players, can also be applied to the authentication process Sf2 of the second embodiment and the authentication process Sh2 of the third embodiment.
[0087] In the above description, the authentication process Sc2 is determined to be successful when the legitimacy of all players constituting a team is confirmed. However, the legitimacy of each player may also be confirmed when the legitimacy of a portion of the multiple players constituting a team, the portion exceeding a predetermined number, is confirmed. For example, the authentication process Sc2 may also be determined to be successful when some players on the team are absent at the time of executing the registration process Sb2, or when the number of players on the team has increased since the time of executing the registration process Sb2. Furthermore, a configuration is also conceivable in which the success of the authentication process Sc2 is required for one or more specific players (so-called core members) on the team, and the success of the authentication process Sc2 is not required for other players.
[0088] [Variations] The above-described embodiments can be modified in various ways. Specific modifications that can be applied to the above-described embodiments are exemplified below. Two or more embodiments arbitrarily selected from the following examples may be combined to the extent that they are not mutually contradictory.
[0089] (1) A management device for managing game media used to play games is installed in an amusement facility. Game media are tangible or intangible media of value consumed by players to play games. Tangible game media are, for example, token coins (medals), coins (currency), or tickets. Intangible game media are, for example, electronic medals, credits, or points. The quantity of intangible game media is stored as electronic data on a recording medium such as an IC card. The management device is a computer system that manages the deposit or withdrawal of game media. The management devices exemplified above may be equipped with the functions of the management system 10 according to each of the above-mentioned embodiments.
[0090] (2) In each of the above-described embodiments, the player's face is captured by the imaging device 27 installed in the game device 20. However, the player's face may also be captured by an imaging device installed separately from the game device 20. For example, the player's face may be captured by an imaging device installed in the aforementioned management device that manages the game media. As can be understood from the above description, the element that generates the player's biometric information B (biometric information generation unit) does not need to be installed in the game device 20.
[0091] (3) In the above-described embodiments, a configuration in which game play is prohibited if the authentication process (Sc2, Sf2, Sh2) fails has been exemplified. However, a single failure in the authentication process does not necessarily mean that game play is immediately prohibited. For example, game play may not be prohibited if the authentication process fails only once, but may be prohibited if the authentication process fails multiple times. It is also conceivable that, if the authentication process fails, a record is recorded that cheating has occurred in game play, or that a cheating has been committed is displayed on the display device 24. In other words, prohibiting game play is not essential. In a configuration in which authentication process failures are recorded, the record may be referenced when determining whether each player is eligible to pass the qualifying stage.
[0092] (4) In the above-described embodiments, the authentication process (Sc2, Sf2, Sh2) uses the identification information D in addition to the biometric information B of the player, but the use of the identification information D in the authentication process may be omitted. For example, the biometric information B of the player to be authenticated may be compared with the biometric information B of each of multiple players registered in the registration process Sb2, and if biometric information B similar to the biometric information B of the player to be authenticated is present among the multiple registered biometric information B, the legitimacy of the player may be affirmed. In the above processes, the identification information D is not required.
[0093] (5) In each of the above-described embodiments, face authentication using biometric information B representing the player's face is exemplified, but the type of biometric information B is not limited to these examples. For example, any biometric authentication such as iris authentication using the player's iris pattern as biometric information B, fingerprint authentication using the player's fingerprint pattern as biometric information B, vein authentication using the player's vein pattern as biometric information B, or voice authentication using the player's voiceprint pattern as biometric information B may be used as the authentication process (Sc2, Sf2, Sh2) in each of the above-described embodiments.
[0094] (6) In the above-described embodiments, image data representing an image of the player's face is exemplified as biometric information B. However, any format may be used for the data relating to biometric information B. For example, feature point data representing feature points extracted from an image of the player's face may be used as biometric information B.
[0095] (7) In the above-described embodiments, the management system 10 executes the registration process Sb2, the authentication process (Sc2, Sf2, Sh2), and the determination of the preliminary ranking (Sd3). However, the management system 10 may be configured with multiple devices that execute the above processes. That is, the functions of the management system 10 illustrated in the above-described embodiments are installed in multiple devices that are configured separately from each other. Furthermore, some or all of the management system 10 may be installed in each gaming facility. Some or all of the functions of the management system 10 may be installed in the game device 20. As can be understood from the above description, as long as each function is realized by the game system 100 as a whole, it is not important in the present invention which device of the game system 100 installs each function, and whether each function is installed in a single device or distributed across multiple devices.
[0096] (8) In the above-described embodiments, examples have been given in which players play the same type of game in a competitive event (qualifying mode or final mode) and outside of the competitive event (normal mode), but the game played in the competitive event and the game played outside of the competitive event may be different types of games. Similarly, the game played in the qualifying stage and the game played in the final stage may also be different types of games. In the above-described embodiments, examples have been given in which a competitive event is composed of a qualifying stage and a final stage, but the distinction between the qualifying stage and the final stage is not essential. The present invention is also applicable to competitive events in which there is no distinction between the qualifying stage and the final stage.
[0097] (9) The functions of the game system 100 according to each of the above-described embodiments are realized by a program. The program may be provided in a form stored on a computer-readable recording medium and installed on a computer. The recording medium may be, for example, a non-transitory recording medium, such as an optical recording medium (optical disc) such as a CD-ROM, but may also include any known form of recording medium, such as a semiconductor recording medium or a magnetic recording medium. Note that a non-transitory recording medium includes any recording medium other than a transitory, propagating signal, and does not exclude volatile recording media. Furthermore, in a configuration in which a distribution device distributes a program via a communication network, the storage device in the distribution device that stores the program corresponds to the non-transitory recording medium.
[0098] [Note] From the above description, for example, the following preferred embodiments of the present invention can be understood. Note that, in order to facilitate understanding of each embodiment, reference numerals in the drawings are written in parentheses for convenience, but this is not intended to limit the present invention to the embodiments shown in the drawings.
[0099] [Appendix 1] A game system (100) according to a preferred aspect (Supplementary Note 1) of the present invention includes a mode selection unit (21, Sa3, Sa4, Se2) that selects one of a plurality of modes including a first mode and a second mode, an authentication processing unit (11, Sc2, Sf2, Sh2) that executes an authentication process using biometric information (B) of a player, and a game control unit (21, Sa5, Sa6) that, in the first mode, allows the player to play the game without requiring the authentication process, and, in the second mode, allows the player to play the game on the condition that the authentication process is successful.
[0100] In the above aspect, in the second mode, the legitimacy of the player (e.g., that the player is the person registered in advance) is guaranteed by an authentication process using the player's biometric information (B). Therefore, for example, in a competitive event in which multiple players compete against each other, it is possible to effectively prevent fraudulent surrogacy, in which someone other than the legitimate player plays the game on behalf of the legitimate player. On the other hand, in the first mode, a player is permitted to play the game without requiring authentication processing. Therefore, it is possible to satisfy the player's desire to play the game easily without requiring registration processing of biometric information (B) and authentication processing using the biometric information (B).
[0101] "Biometric information (B)" is information that represents the player's biological characteristics. Specifically, information such as the player's face image, vein pattern, fingerprint pattern, iris pattern, and voiceprint pattern, or features extracted from such information, are good examples of "biometric information (B)."
[0102] A typical example of a configuration that "permits a player to play the game on the condition that the authentication process is successful" is a configuration that permits game play if the authentication process is successful and prohibits game play if the authentication process fails. However, a single failure in the authentication process does not necessarily mean that game play is immediately prohibited. For example, game play may not be prohibited if the authentication process fails only once, but may be prohibited if the authentication process fails multiple times. Also conceivable is a configuration that records the occurrence of cheating in game play or displays the fact that cheating has occurred if the authentication process fails. In other words, it is not essential to prohibit game play.
[0103] "Allowing the player to play the game without requiring the authentication process" means that authentication process using biometric information (B) is not required as a condition for playing the game. Therefore, a configuration in which successful simple authentication process that does not use biometric information (B) is required as a condition for playing the game in the first mode is not excluded.
[0104] [Appendix 2] A game system (100) according to a specific example (Supplementary Note 2) of Supplementary Note 1 includes a registration processing unit (11, Sb2) that, in the second mode, executes a registration process to register the biometric information (B) of the player for the authentication process when the biometric information (B) of the player is not registered. According to the above aspect, a player whose biometric information (B) is not registered can register the biometric information (B).
[0105] [Appendix 3] In a specific example (Supplementary Note 3) of Supplementary Note 1 or Supplementary Note 2, the mode selection unit (21, Sa3, Sa4, Se2) selects the second mode when the second mode is instructed, and selects the first mode when the second mode is not instructed. According to the above aspect, unless there is a special situation such as a competitive event, the second mode is not instructed, and the first mode, which does not require authentication processing, is selected. Therefore, for many players who do not participate in a competitive event, the process of selecting an operation mode is reduced.
[0106] [Appendix 4] In any specific example (Supplementary Note 4) of Supplementary Note 1 to Supplementary Note 3, in the second mode, the authentication processing unit (11, Sc2, Sf2, Sh2) repeats the authentication process in parallel with the progress of the game. According to the above aspect, since the authentication process is repeated in parallel with the progress of the game in the second mode, it is possible to effectively prevent cheating in which a player has another person play the game on his or her behalf.
[0107] [Appendix 5] In a specific example (Supplementary Note 5) of any of Supplementary Notes 1 to 4, the multiple modes include a third mode, and the game control unit (21, Sa5, Sa6) progresses the game in the third mode, played by each of multiple players selected according to the results of the game in the second mode. According to the above aspect, multiple players selected according to the results of the game in the second mode play the game in the third mode. Therefore, for example, in a competitive event, the second mode is suitable for a qualifying stage for selecting multiple players, and the third mode is suitable for a final stage in which the multiple players selected in the qualifying stage compete against each other.
[0108] [Appendix 6] In a specific example (Supplementary Note 6) of Supplementary Note 5, the game control unit (21, Sa5, Sa6) permits each of the multiple players to play the game in the third mode, provided that the authentication process is successful. In the above aspect, in the third mode, the legitimacy of the player is guaranteed by the authentication process using the player's biometric information (B). Therefore, it is possible to effectively prevent fraudulent proxy play, in which a person other than the legitimate player plays the game on behalf of the legitimate player, for example, in the final stage of a competitive event. Furthermore, since the biometric information (B) used in the authentication process in the second mode is also used in the authentication process in the third mode, the processing load for registering the biometric information (B) is reduced compared to a configuration in which the player's biometric information (B) is registered separately for each of the preliminary stage and the final stage of a competitive event.
[0109] [Appendix 7] In any specific example (Supplementary Note 7) of Supplementary Note 1 to Supplementary Note 5, the authentication processing unit (11, Sc2, Sf2, Sh2) executes the authentication processing in response to a request from a terminal device (40) capable of communicating with the game system (100). In the above-described aspect, the authentication processing in response to a request from the terminal device (40) ensures the legitimacy of a player, for example, in the final stage of a competitive event. Therefore, it is possible to effectively prevent fraudulent proxy play, in which a person other than the legitimate player plays the game on behalf of the legitimate player, for example, in the final stage of a competitive event. Furthermore, since the biometric information (B) used in the authentication processing in the second mode is also used in the authentication processing in the third mode, the processing load for registering the biometric information (B) is reduced compared to a configuration in which the biometric information (B) of a player is registered separately for each of the preliminary stage and the final stage of a competitive event.
[0110] [Appendix 8] In a specific example (Supplementary Note 8) of any one of Supplementary Note 1 to Supplementary Note 7, the game is a game played by a team consisting of a plurality of players including the player, and the authentication processing unit (11, Sc2, Sf2, Sh2) performs authentication processing using biometric information (B) of the plurality of players. According to the above aspect, it is possible to prevent cheating in a game played by a team consisting of a plurality of players by having another person play the game on behalf of the player.
[0111] Regarding the "authentication process using the biometric information (B) of the multiple players," the condition for success of the authentication process may be that the legitimacy of all players constituting the team is authenticated, or that the condition for success of the authentication process may be that the legitimacy of some of the players on the team is authenticated.
[0112] [Appendix 9] In any specific example (Supplementary Note 9) of Supplementary Note 1 to Supplementary Note 5, the second mode is a mode for a competitive event in which multiple players, including the player, compete against each other. In a competitive event in which multiple pre-registered players compete against each other, cheating is likely to occur, where a player has another player, such as an expert player, play the game on their behalf. Therefore, an embodiment in which the second mode is provided for a competitive event is particularly preferable.
[0113] [Appendix 10] A method of operating a game system (100) according to a preferred embodiment (Appendix 10) of the present invention includes selecting one of a plurality of modes including a first mode and a second mode, allowing the player to play the game in the first mode without requiring authentication processing using the player's biometric information, and allowing the player to play the game in the second mode on the condition that the authentication processing is successful.
[0114] [Appendix 11] A program according to a preferred aspect of the present invention (Appendix 11) causes a computer system to function as a mode selection unit (21, Sa3, Sa4, Se2) that selects one of a plurality of modes including a first mode and a second mode, an authentication processing unit (11, Sc2, Sf2, Sh2) that performs authentication processing using the player's biometric information (B), and a game control unit (21, Sa5, Sa6) that, in the first mode, allows the player to play the game without requiring the authentication processing, and, in the second mode, allows the player to play the game on the condition that the authentication processing is successful. [Explanation of symbols]
[0115] 10...management system, 11...control device, 12...storage device, 13...communication device, 20...game device, 21...control device, 22...storage device, 23...communication device, 24...display device, 25...operation device, 26...reading device, 27...imaging device, 30...recording medium, 40...terminal device, 41...imaging device, 42...display device, 100...game system, 200...communication network, B...biometric information, D...identification information, G...game data, X...registration data.
Claims
1. In a game played by a team of multiple players, a biometric information generation unit that generates biometric information of a player; a registration processing unit that registers biometric information of all players constituting the team generated by the biometric information generation unit; an authentication processing unit that executes authentication processing of the registered biometric information; a game control unit that allows the team, including players who are not registered as players constituting the team, to play the game on the condition that the authentication process is successful for a predetermined number of players constituting the team whose biometric information has been registered by the registration processing unit; A game system comprising:
2. In a game played by a team consisting of multiple players, A computer in a game system including a biometric information generation unit that generates biometric information of a player, a registration process step of registering biometric information of all players constituting the team generated by the biometric information generation unit; an authentication processing procedure for executing authentication processing of the registered biometric information; a game control procedure for permitting the team, including players who are not registered as players constituting the team, to play the game, on the condition that the authentication process is successful for a predetermined number of players among the plurality of players constituting the team whose biometric information has been registered by the registration process procedure; A method of operation of a game system that executes the above.
3. In a game played by a team consisting of multiple players, A computer in a game system including a biometric information generation unit that generates biometric information of a player, a registration processing means for registering biometric information of all players constituting the team generated by the biometric information generation unit; authentication processing means for executing authentication processing of the registered biometric information; game control means for permitting the team, including players who are not registered as players constituting the team, to play the game, on the condition that the authentication process is successful for a predetermined number of players among the plurality of players constituting the team whose biometric information has been registered by the registration processing means; A program that functions as a
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