Programs and systems

The game system maintains user motivation by forcing users into a mix of competitive and non-competitive play modes based on their skill level, addressing the issue of low-skilled users losing interest.

JP7725433B2Active Publication Date: 2025-08-19COLOPL
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Patent Information

Application Number
JP2022139027
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-01
Publication Date
2025-08-19
Estimated Expiration
2042-09-01

AI Technical Summary

Technical Problem

Users with lower skills in competitive games tend to lose motivation due to frequent losses and penalties, leading to a decrease in their willingness to continue playing.

Method used

A game system that assigns users to play modes based on their progress, including a competitive 'battle mode' for rewards or penalties and a non-competitive 'enjoy mode' for scoring, to maintain engagement.

Benefits of technology

Prevents a decrease in motivation by providing a balanced gaming experience that encourages users to continue playing by alternating between competitive and non-competitive modes.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To allow for the prevention of reduced motivation in users playing a game.SOLUTION: A game system provides a gameplay environment in which, when a user plays a game, it is possible to forcibly assign one play mode among a plurality of play modes that are prepared in advance and to play the game in the forcibly assigned play mode. The forcibly assigned play mode is selected on the basis of the progress of the user in the game.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

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

[0002] In recent years, game systems have become known that allow users to play games online, for example.

[0003] In such a game system, it is expected that a variety of users will play the game, and the operator of the game system hopes that many users will continue to play the game.

[0004] However, users who are not sufficiently skilled at a game are more likely to have lower motivation to play the game than users who are highly skilled. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent No. 5621879 Summary of the Invention [Problem to be solved by the invention]

[0006] Therefore, an object of the present invention is to provide a program and a system that can prevent a decrease in motivation of users who play games. [Means for solving the problem]

[0007] According to one aspect of the present invention, a program is provided that causes a computer to function as an assignment means that forcibly assigns one of a plurality of pre-prepared play modes when a user plays a game, and as a provision means that provides a game play environment in which the game can be played in the forcibly assigned one play mode, and the forcibly assigned one play mode is selected based on the user's progress in the game. The plurality of play modes include a first play mode and a second play mode. The first play mode is a play mode in which a user competes against other users and is awarded a reward or penalized based on the result of the competition. The second play mode is a play mode in which a reward is awarded based on the user's score when playing the game. [Effects of the Invention]

[0008] The present invention makes it possible to prevent a decrease in motivation of users who play games. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of the hardware configuration of a first user terminal. [Figure 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 4] FIG. 2 is a diagram showing an example of the functional configuration of a first user terminal. [Figure 5] FIG. 2 is a diagram illustrating an example of the functional configuration of a server device. [Figure 6] 10 is a sequence chart showing an example of a processing procedure of the game system. [Figure 7] FIG. 4 is a diagram showing an example of the data structure of user data of a first user. [Figure 8] FIG. 4 is a diagram showing an example of a data structure of cycle data. [Figure 9] FIG. 4 is a diagram for explaining an example of a play mode cycle. [Figure 10] FIG. 10 is a diagram showing an example of an operation screen. [Figure 11] FIG. 10 is a diagram showing another example of the operation screen. [Figure 12] FIG. 10 is a diagram showing an example of the data structure of a battle mode point table. [Figure 13] FIG. 10 is a diagram showing an example of the data structure of an enjoy mode point table. [Figure 14] FIG. 10 is a diagram for explaining an example of changing the play mode cycle. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Fig. 1 shows an example of the configuration of a game system according to this embodiment. The game system 1 shown in Fig. 1 is configured to enable users to play games online, for example, and includes a first user terminal 10, a second user terminal 20, and a server device 30. Note that the games played by users in this embodiment include competitive games in which users compete against other users.

[0011] The first user terminal 10 is, for example, an electronic device used by a first user. The second user terminal 20 is, for example, an electronic device used by a second user different from the first user. In this embodiment, it is assumed that the first user terminal 10 and the second user terminal 20 are, for example, smartphones, but the first user terminal 10 and the second user terminal 20 may be other electronic devices such as, for example, a tablet terminal and a personal computer.

[0012] The server device 30 is communicably connected to a first user terminal 10 and a second user terminal 20 via a network 40 such as the Internet.

[0013] Although only two user terminals (first user terminal 10 and second user terminal 20) are shown in Figure 1, the game system 1 is assumed to have multiple user terminals used by each of multiple users (i.e., multiple users who can play a competitive game) who have been pre-registered in the game system 1 (server device 30).

[0014] Fig. 2 shows an example of the hardware configuration of the first user terminal 10 shown in Fig. 1. Here, with reference to Fig. 2, a hardware configuration in the case where the first user terminal 10 is a smartphone will be described.

[0015] As shown in FIG. 2, the first user terminal 10 includes a nonvolatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.

[0016] The nonvolatile memory 11 stores various programs. The various programs stored in the nonvolatile memory 11 include, for example, an operating system (OS) and various application programs that run on the first user terminal 10.

[0017] The CPU 12 is a processor for controlling the operation of various components within the first user terminal 10, and executes various programs stored in the non-volatile memory 11, for example. The CPU 12 may be a single processor or may be composed of multiple processors. The various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 to the main memory 13 and executed by the CPU 12, and the programs (application programs) executed by the CPU 12 include a game program 13A for operating as a user terminal in the game system 1.

[0018] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 30, etc.).

[0019] The display 15 is a display device for displaying, for example, various screens relating to the fighting game played by the first user.

[0020] The touch panel 16 is an input device that detects the position touched by the fingertip or the like of the first user, and is disposed, for example, on the front surface of the display 15, overlapping it.

[0021] The display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect various operations on the screen by the first user.

[0022] 2, the hardware configuration of the first user terminal 10 used by the first user has been described, but the hardware configuration of the second user terminal 20 used by the second user (and user terminals of songs used by other users) is the same as that of the first user terminal 10. Therefore, in the following description, the hardware configuration of the second user terminal 20 (and other user terminals) will also be described using FIG. 2.

[0023] Fig. 3 shows an example of the hardware configuration of the server device 30 shown in Fig. 1. As shown in Fig. 3, the server device 30 includes a nonvolatile memory 31, a CPU 32, a main memory 33, a wireless communication device 34, and the like.

[0024] The nonvolatile memory 31 stores various programs. The various programs stored in the nonvolatile memory 31 include, for example, an operating system (OS) and various application programs that run on the server device 30.

[0025] The CPU 32 is a processor for controlling the operation of various components within the server device 30, and executes various programs stored in the nonvolatile memory 31, for example. The CPU 32 may be a single processor or may be composed of multiple processors. The various programs stored in the nonvolatile memory 31 are loaded from the nonvolatile memory 31 to the main memory 33 and executed by the CPU 32, and the programs (application programs) executed by the CPU 32 include a game program 33A for operating as a server device in the game system 1.

[0026] The wireless communication device 34 is a device for performing wireless communication with external devices (for example, the first user terminal 10 and the second user terminal 20, etc.).

[0027] The functional configuration of the game system 1 according to this embodiment will be described below. The game system 1 according to this embodiment has a function of providing a game play environment in which a first and second user can play a competitive game, for example, by the first user terminal 10, the second user terminal 20, and the server device 30 operating in cooperation with each other. In this embodiment, the game play environment refers to the environment necessary to play a competitive game in a broad sense, and includes various elements related to the competitive game. An example of the game play environment is a game space.

[0028] 4 shows an example of the functional configuration of the first user terminal 10. As shown in FIG. 4, the first user terminal 10 includes an operation receiving unit 101, a control unit 102, a display processing unit 103, and a storage unit 104.

[0029] 4 are functional units that are realized by, for example, the CPU 12 (the computer of the first user terminal 10) of the first user terminal 10 executing the above-mentioned game program 13A (i.e., software). This game program 13A may be downloaded to the first user terminal 10 via the network 40, or may be distributed by being stored in advance on a computer-readable storage medium.

[0030] 4 is realized by the nonvolatile memory 11 shown in FIG. 2 or another storage device (not shown).

[0031] The operation reception unit 101 receives operations (instructions) from the first user for playing a competitive game in a game play environment provided by the game system 1. When the first user terminal 10 is a smartphone as described above, the operations received by the operation reception unit 101 include operations of touching a fingertip to a touch panel 16 (touch screen display) provided on the first user terminal 10 (for example, a tap operation, a drag operation, a flick operation, a swipe operation, etc.).

[0032] The control unit 102 interprets the operation received by the operation receiving unit 101 and executes control to progress the competitive game being played in the game play environment.

[0033] The display processing unit 103 executes processing to display the above-described game play environment and a screen (image) according to the progress of the competitive game in accordance with the control by the control unit 102. The first user can perform operations to play the competitive game while referring to the screen displayed by the display processing unit 103.

[0034] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user (e.g., a first and second user) who can play a competitive game. Game data is data (information) common to the accounts and is referenced when the above-described game program 13A is executed. Specifically, the game data includes, for example, data for defining a game play environment and setting data related to the competitive game. On the other hand, user data is data managed for each user account. Specifically, the user data stored in the storage unit 104 included in the first user terminal 10 indicates, for example, the first user's game progress in the competitive game, various points and items acquired by the first user in the competitive game, etc. In this embodiment, the game progress refers to the degree of progress in the competitive game as the competitive game is repeatedly played, and the game progress is expressed by an index such as a rank or level. In the following description, the game progress is assumed to be a rank.

[0035] 4, the functional configuration of the first user terminal 10 used by the first user has been described, but the functional configuration of the second user terminal 20 used by the second user (and other user terminals used by other users) is the same as that of the first user terminal 10. Therefore, in the following description, the functional configuration of the second user terminal 20 (and other user terminals) will also be described using FIG. 4.

[0036] 5 shows an example of the functional configuration of the server device 30. As shown in FIG. 5, the server device 30 includes a storage unit 301, a data management unit 302, and a control unit 303.

[0037] The storage unit 301 shown in FIG. 5 is realized by the nonvolatile memory 31 shown in FIG. 3 or another storage device (not shown).

[0038] 5 are functional units that are realized, for example, by a CPU 32 (a computer of the server device 30) provided in the server device 30 executing the above-described game program 33A (i.e., software). This game program 33A may be downloaded to the server device 30 via the network 40, for example, or may be distributed by being stored in advance in a computer-readable storage medium.

[0039] The storage unit 301 stores game data similar to the game data stored in the storage unit 104 included in the first user terminal 10 (and the second user terminal 20) described above. The storage unit 301 also stores user data for each user (e.g., first and second users) who has been registered in advance in the game system 1 (server device 30).

[0040] The data management unit 302 manages the game data and user data stored in the storage unit 301. Specifically, the data management unit 302 executes processes such as adding, updating, and deleting game data and user data.

[0041] As described above, the game data and user data are stored in the storage unit 104 included in the first user terminal 10, and the game data and user data are transmitted from the data management unit 302 (server device 30) to the first user terminal 10 and stored in the storage unit 104. While only the first user terminal 10 has been described here, the same applies to other user terminals including the second user terminal 20. However, while the game data is transmitted to multiple user terminals including the first user terminal 10 and the second user terminal 20, the user data is transmitted only to the user terminal used by the user corresponding to the user data. In the following description, for example, the user data stored in the storage unit 104 included in the first user terminal 10 (i.e., the user data transmitted from the server device 30 to the first user terminal 10) will be referred to as the user data of the first user, and the user data stored in the storage unit 104 included in the second user terminal 20 (i.e., the user data transmitted from the server device 30 to the second user terminal 20) will be referred to as the user data of the second user.

[0042] The control unit 303 controls processing for realizing a battle between a plurality of users (for example, a first and a second user) in a battle game played in a game play environment provided by the game system 1.

[0043] Here, for example, assume that a first user using a first user terminal 10 and a second user using a second user terminal 20 are competing in a real-time battle. In this case, for example, the first user can play a battle game on the first user terminal 10 by operating the first user terminal 10, but if the operations of the second user are not reflected in the battle game (battle) played on the first user terminal 10, the first user cannot compete against the second user using the first user terminal 10. Similarly, for example, the second user can play a battle game on the second user terminal 20 by operating the second user terminal 20, but if the operations of the first user are not reflected in the battle game (battle) played on the second user terminal 20, the second user cannot compete against the first user using the second user terminal 20.

[0044] For this reason, the control unit 303 receives from the first user terminal 10 an operation of the first user performed at the first user terminal 10 (i.e., an operation accepted by the operation accepting unit 101 included in the first user terminal 10), and executes a process of transmitting the operation to the second user terminal 20 (i.e., relaying the operation of the first user from the first user terminal 10 to the second user terminal 20). Similarly, the control unit 303 receives from the second user terminal 20 an operation of the second user performed at the second user terminal 20 (i.e., an operation accepted by the operation accepting unit 101 included in the second user terminal 20), and executes a process of transmitting the operation to the first user terminal 10 (i.e., relaying the operation of the second user from the second user terminal 20 to the first user terminal 10). According to this, control for progressing the competitive game based on operations of the first and second users is executed on both the first user terminal 10 and the second user terminal 20, and a screen (competitive game screen) reflecting operations of both the first and second users can be displayed on both the first user terminal 10 and the second user terminal 20. In other words, in the game system 1 according to this embodiment, actions in the competitive game caused by operations of the first user are reproduced (synchronized) on the second user terminal 20, and actions in the competitive game caused by operations of the second user are reproduced (synchronized) on the first user terminal 10, thereby realizing a real-time battle using the first user terminal 10 and the second user terminal 20.

[0045] The game system 1 according to this embodiment provides a game play environment, and this "provision of a game play environment" is realized by a game program (i.e., the game program 13A executed on a plurality of user terminals including the first user terminal 10 and the second user terminal 20, and the game program 33A executed on the server device 30) that runs on the game system 1. However, the game program according to this embodiment may be a part of the game programs 13A and 33A.

[0046] Furthermore, in the game system 1 according to this embodiment, for example, the server device 30 may have at least some of the functions of multiple user terminals (such as the first user terminal 10 and the second user terminal 20), or the multiple user terminals may have at least some of the functions of the server device 30. Furthermore, the game system 1 may include devices other than the multiple user terminals and the server device 30. That is, the game program according to this embodiment (game programs 13A and 33A) may be executed by multiple user terminals, the server device 30, or other devices.

[0047] Incidentally, in this embodiment, the game system 1 can provide a game playing environment in which users can play competitive games (i.e., compete against each other) as described above, but it is difficult to maintain the motivation (willingness) of users with low levels of proficiency to play competitive games compared to users with high levels of proficiency in competitive games.

[0048] Specifically, for example, in the case of a competitive game in which a reward is awarded to a user who wins a match, a user who is highly skilled in the competitive game is more likely to win the match (i.e., be awarded the reward), and therefore is thought to maintain motivation to play the competitive game and continue to play the competitive game.

[0049] On the other hand, users with low (insufficient) skill in competitive games often find it difficult to win a match (i.e., they are not awarded a reward), and it is thought that their motivation to play the competitive game is likely to decrease.

[0050] Therefore, in the game system 1 according to this embodiment, a mechanism for preventing a decrease in motivation of users playing a competitive game is proposed.

[0051] The following is a brief description of the operation of the game system 1 according to this embodiment. In this embodiment, for example, when a match is played in a game play environment provided by the game system 1, a reward is given to the user who wins the match (hereinafter referred to as the winning user) based on the results of the match, and a penalty is imposed on the user who loses the match (hereinafter referred to as the losing user).

[0052] In this case, as mentioned above, a user with low skill level may lose motivation to play the competitive game due to consecutive losses in matches (i.e., being penalized), and may give up on continuing to play the competitive game.

[0053] For this reason, in this embodiment, multiple play modes are provided, such as a play mode in which a player competes against other users and is awarded a reward or penalized based on the outcome of the match (hereinafter referred to as a battle mode), and a play mode in which a player is awarded a reward based on the score achieved when playing a battle game (hereinafter referred to as an enjoy mode).By forcibly assigning one of the multiple play modes when a user plays a battle game, a decrease in the motivation of users playing a battle game is suppressed.

[0054] An example of a processing procedure of the game system 1 according to this embodiment will be described below with reference to the sequence chart of FIG.

[0055] In the following description, it is assumed that, in a game play environment provided by the game system 1, two users play a golf game in which they alternately hit the ball and compete to see who can get the ball into the cup in the most strokes (i.e., they play a golf match).

[0056] In this embodiment, the golf game is played in one of the above-mentioned play modes, the competition mode and the enjoyment mode.

[0057] When a golf game is played in the match-up mode, two users compete against each other using, for example, four holes prepared in advance. In this case, the user who puts the ball in the cup with the fewest strokes on the first hole of the four holes is determined as the winning user, and the other user is determined as the losing user. In a golf game, it is possible that two users have the same number of strokes on one hole (i.e., the outcome is a draw). However, if the two users have the same number of strokes on the first hole, the game proceeds to the second hole as an overtime game. If one user has fewer strokes on the second hole, that user is determined as the winning user and the other user is determined as the losing user. Furthermore, if the two users have the same number of strokes on the second hole, the game proceeds to the third hole. If one user has fewer strokes on the third hole, that user is determined as the winning user and the other user is determined as the losing user. If the two users have the same number of strokes on the third hole, the winning user and the losing user are determined by, for example, a nearest-to-the-pin competition on the fourth hole. In the match-up mode, the winning user determined in this way is awarded a reward, and the losing user is penalized.

[0058] The method of determining the winning user and the losing user in the match mode (i.e., the match method) described here is just one example, and the winning user and the losing user may be determined by other methods. One example of such a method is the PK method. In the PK method, two users compete against each other sequentially using, for example, five holes prepared in advance, and the user who puts the ball into the cup with the fewest strokes on each hole receives one additional win. If the two users have the same number of strokes, the result is a draw, and neither user receives an additional win. According to the PK method, the matches are played sequentially from the first hole to the fifth hole, and the user with the most wins at the end of the fifth hole is determined as the winning user, and the user with the fewest wins is determined as the losing user. If a situation arises in which a comeback is not possible even if all remaining matches are won (for example, if one user wins all three holes), the winning user and the losing user may be determined (i.e., the match may end) without competing for all five holes. If the number of wins is the same at the end of the fifth hole, a sudden-death match, such as the nearest-to-the-pin match described above, may be played.

[0059] On the other hand, when the golf game is played in the enjoy mode, two users play the golf game in the same format as in the match mode described above, but in this golf game, two of the four holes prepared in advance are used, and the winner of the match between the two users (i.e., the winning user and the losing user) is not determined. In the enjoy mode, a reward is awarded to each of the two users based on the score (number of strokes) when playing the golf game on the two holes described above.

[0060] In the game play environment provided by the game system 1 as described above, the user plays the golf game by operating the user's character, for example.

[0061] First, for example, when a first user using a first user terminal 10 plays a golf game, a game program 13A is launched in the first user terminal 10, and an operation receiving unit 101 included in the first user terminal 10 receives an operation by the first user to start playing the golf game (hereinafter referred to as a play start operation) (step S1).

[0062] When the processing of step S1 is executed, the first user terminal 10 transmits a play start request to the server device 30 based on the play start operation accepted in step S1 (step S2). Note that the play start request transmitted in step S2 includes a user ID for identifying the first user who uses the first user terminal 10, etc.

[0063] The play start request transmitted in step S2 is received by the server device 30. When the play start request is received, the server device 30 executes a process (hereinafter referred to as a play mode assignment process) of forcibly assigning one of the above-described plurality of play modes (battle mode and enjoy mode) to the first user identified by the user ID included in the play start request (step S3).

[0064] The play mode allocation process will be described below. In this embodiment, the play mode allocation process is executed based on user data and cycle data.

[0065] First, the user data will be described with reference to Fig. 7. Note that the storage unit 301 included in the server device 30 stores user data for each user (first user, second user, etc.) who plays the golf game, but here, the user data for the first user will be described.

[0066] As shown in FIG. 7, the user data of the first user includes a user ID, a rank, rank points, an item, and the like.

[0067] The user ID is identification information for identifying the first user, and is assigned to the first user when the first user registers with the game system 1.

[0068] The rank indicates the rank of a first user identified by a user ID. The rank points are points acquired by a first user identified by a user ID. Rank points can be acquired by playing a golf game, and the rank increases (is promoted) according to the rank points. In this embodiment, the rank functions as an index that simply indicates the skill of ball control (i.e., golf game), and one of the goals of a user playing a golf game is to acquire rank points and increase the rank.

[0069] The item is (information indicating) an item acquired by the first user identified by the user ID. The item is used, for example, to improve (assist) the golfing ability of the character operated by the first user.

[0070] Although the user data of the first user has been described here, the data structure of the user data of other users, including the second user, is similar.

[0071] Also, although the user data has been described here as including a user ID, rank, rank points, and items, the data structure of the user data may be at least partially different from the data structure shown in FIG.

[0072] Next, cycle data will be described with reference to Fig. 8. Note that, for example, in Fig. 5, it has been described that game data and user data are stored in the storage unit 301 included in the server device 30, but it is assumed that cycle data is stored in the storage unit 301 together with the game data and user data.

[0073] The cycle data indicates the cycle of play modes defined for each rank, and includes a correspondence between the rank and the cycle of play modes. In this embodiment, seven ranks are provided: Beginner, Rookie, Bronze, Silver, Gold, Platinum, and Diamond. Beginner is the lowest rank, and Diamond is the highest rank.

[0074] Beginner is a rank that aims to help users learn how to play a golf game by implementing an operation tutorial that explains basic operations related to the golf game. Rookie is a rank that starts the introduction of the competitive mode, and minimizes the penalty even if a user loses while playing the golf game in the competitive mode. Bronze is a rank that aims to improve scores (make a good score) and to make users focus on winning in competitions. Silver is a rank that aims to improve skills beyond the above-mentioned bronze users and win competitions. Gold is a rank for highly skilled users. Platinum corresponds to a rank where users playing the golf game in this embodiment compete in a summit battle, and is a rank where users can aim for the highest rank (diamond). Diamond is a rank that corresponds to a kind of goal in the golf game in this embodiment.

[0075] FIG. 8 shows cycle data 301a to 301g including each of the seven ranks (cycle data for each rank).

[0076] The cycle data 301a includes a rank "Beginner" and a play mode cycle "All Enjoy Mode" in association with each other.

[0077] The cycle data 301b includes a rank "rookie" and a play mode cycle "battle mode once, enjoy mode twice" in association with each other.

[0078] The cycle data 301c includes a rank "Bronze" and a play mode cycle "one time in battle mode, one time in enjoy mode" in association with each other.

[0079] The cycle data 301d includes a rank "Silver" and a play mode cycle "one time in battle mode, one time in enjoy mode" in association with each other.

[0080] The cycle data 301e includes the rank "Gold" and the play mode cycle "All Battle Mode" in association with each other.

[0081] The cycle data 301f includes the rank "Platinum" and the play mode cycle "All Battle Mode" in association with each other.

[0082] The cycle data 301g includes the rank "Diamond" and the play mode cycle "All Battle Mode" in association with each other.

[0083] Here, it has been explained that seven types of ranks are prepared (i.e., cycle data 301a to 301g are stored in the storage unit 301), but the number and names of the ranks may be changed as appropriate.

[0084] In the example shown in FIG. 8, the play mode cycle may be the same even if the ranks are different, but it is also possible to make the play mode cycle different whenever the ranks are different.

[0085] Here, in the play mode allocation process executed in step S3 described above, a play mode to be forcibly assigned to the first user is selected (determined) in accordance with a play mode cycle predetermined for the rank of the first user.

[0086] Specifically, the data management unit 302 included in the server device 30 acquires the rank of the first user by referring to the user data stored in the storage unit 301. The rank of the first user is acquired from the user data of the first user (user data including the user ID included in the play start request transmitted in the above-described step S2).

[0087] Next, the data management unit 302 refers to the cycle data stored in the storage unit 301 and acquires the cycle of play modes determined for the rank of the first user described above.

[0088] Here, it is assumed that the first user is ranked as a rookie, and the play mode cycle defined for the rookie is one time of the competition mode and two times of the enjoy mode. In this case, as shown in FIG. 9, the control unit 303 selects a play mode such that one cycle of the competition mode and two times of the enjoy mode is repeated in sequence. That is, for example, if the first user has played a golf game for the first time since being ranked as a rookie, the competition mode is selected as the play mode assigned to the first user. If the first user has played a golf game for the second time, the enjoy mode is selected as the play mode assigned to the first user. If the first user has played a golf game for the third time, the enjoy mode is selected as the play mode assigned to the first user. Similarly, if the first user has played a golf game for the fourth time or more times, the play mode is selected according to the play mode cycle.

[0089] Note that the control unit 303 is assumed to retain, for example, a history of previously selected (assigned) play modes in chronological order in order to select the next play mode according to the play mode cycle as described above. Accordingly, for example, if the two most recently selected play modes were the battle mode and the enjoy mode (i.e., the battle mode and the enjoy mode were selected in that order), the control unit 303 can select the enjoy mode as the next play mode. Furthermore, for example, if the two most recently selected play modes were both the enjoy mode, the control unit 303 can select the enjoy mode as the next play mode. Furthermore, for example, if the two most recently selected play modes were the enjoy mode and the battle mode (i.e., the enjoy mode and the battle mode were selected in that order), the control unit 303 can select the enjoy mode as the next play mode.

[0090] Here, it has been explained that a history of previously selected play modes is maintained, but this embodiment may be configured so that the next play mode can be selected according to the above-described cycle of play modes.

[0091] Specifically, the control unit 303 may retain the order (position) of the most recently selected play mode in the one cycle described above (a cycle of the battle mode, the first enjoy mode, and the second enjoy mode). In this case, assuming that the order of the battle mode in one cycle is "1," the order of the first enjoy mode is "2," and the order of the second enjoy mode is "3," for example, if the order of the held play mode is "1," the control unit 303 selects the enjoy mode, which has the order "2," as the next play mode and updates the order of the held play mode to "2." Also, for example, if the order of the held play mode is "2," the control unit 303 selects the enjoy mode, which has the order "3," as the next play mode and updates the order of the held play mode to "3." Furthermore, for example, if the order of the held play mode is "3," the control unit 303 selects the battle mode, which has the order "1," as the next play mode and updates the order of the held play mode to "1." In this embodiment, even with this configuration, the next play mode can be appropriately selected according to the play mode cycle.

[0092] Here, the case where the first user is ranked as a rookie has been described, but the same applies to other ranks. In the example shown in FIG. 8, when the first user is ranked as a beginner, the enjoy mode is selected (assigned) for all of them. Also, when the first user is ranked as a gold, platinum, or diamond, the battle mode is selected (assigned) for all of them. In this way, ranks to which only the same play mode is assigned may be prepared.

[0093] In the play mode allocation process, the play mode selected as described above is forcibly allocated (set) to the first user.

[0094] When the process of step S3 is executed, the control unit 303 executes a matching process based on the play start operation received by the server device 30 (step S4).

[0095] 6, for convenience, steps S1 to S3 are shown which are executed when a first user using the first user terminal 10 plays a golf game, but steps S1 to S3 are also executed when another user plays a golf game. Although not shown, taking a second user using the second user terminal 20 as an example, when the operation acceptance unit 101 included in the second user terminal 20 accepts an operation to start play by the second user, a play start request including a user ID for identifying the second user is transmitted from the second user terminal 20 to the server device 30, and one of a plurality of play modes (a battle mode and an enjoyment mode) is forcibly assigned to the second user.

[0096] In this case, in the matching process in step S4, two users are matched from among a plurality of users identified by the user IDs included in each of a plurality of play start requests received by the server device 30. Note that the matching is performed using conditions (hereinafter referred to as matching conditions) such as the rank included in the user data including the user ID included in the play start request and the play mode assigned to the user identified by the user ID. Specifically, in the matching process, for example, two users with the same rank and the same assigned play mode are matched.

[0097] Here, we have explained that two users with the same rank are matched, but two users with similar ranks may also be matched, or two users with the same sub-rank, which is a further division of that rank, may also be matched.

[0098] Furthermore, in this embodiment, users with the same play mode must be matched, but matching conditions other than the play mode may be changed as appropriate.

[0099] In the following description, it is assumed that a first and second user are matched as two users who will play a golf game.

[0100] When the processing of step S4 is executed, the server device 30 instructs the first user terminal 10 to play the golf game in the play mode assigned to the first user, and transmits the game data stored in the storage unit 301 included in the server device 30 to the first user terminal 10 (step S5). In other words, the processing of step S5 downloads game data for playing a golf game with the second user from the server device 30 to the first user terminal 10.

[0101] When the process of step S5 is executed, the first user terminal 10 provides a user interface that allows an operation to instruct the start of play of the golf game.

[0102] Fig. 10 shows an example of an operation screen corresponding to a user interface provided on the first user terminal 10. The operation screen 50 shown in Fig. 10 is provided with a character operated by the first user when playing a golf game, as well as a rank icon 51, a rank point display area 52, a play start button 53, and the like.

[0103] The rank icon 51 represents the rank of the first user. In the example shown in Fig. 10, the rank icon 51 represents that the rank of the first user is rookie. Note that the rank icon 51 is displayed in different modes depending on the rank included in the user data stored in the storage unit 104 included in the first user terminal 10.

[0104] The rank point display area 52 displays the rank points acquired by the first user (hereinafter referred to as acquired rank points) and the rank points required to increase the rank of the first user (i.e., to be promoted to the next rank) (hereinafter referred to as target rank points). In the example shown in FIG. 10, the rank point display area 52 displays that the acquired rank points are 350 and the target rank points are 400. The acquired rank points and target rank points displayed in the rank point display area 52 differ depending on the rank points and rank included in the user data stored in the storage unit 104 included in the first user terminal 10.

[0105] The play start instruction button 53 is a button for instructing the start of play of the golf game. In the example shown in Fig. 10, "Match" is displayed on the play start instruction button 53. That is, Fig. 10 illustrates an operation screen that is displayed on the first user terminal 10 when the play mode assigned to the first user is the match mode.

[0106] The operation screen 50 shown in FIG. 10 is a screen that corresponds to the home screen in a golf game, for example, but the home screen may have a user interface that allows the first user to transition to a screen that allows the first user to use an item that the first user has acquired or to purchase a new item.

[0107] As described above, Fig. 10 assumes an operation screen that is displayed on the first user terminal 10 when the play mode assigned to the first user is the battle mode, but when the play mode is the enjoy mode, an operation screen 50 shown in Fig. 11 is displayed. Note that the operation screen 50 shown in Fig. 11 is the same as the operation screen 50 shown in Fig. 10, except that "Battle" displayed on the play start instruction button 53 is changed to "Enjoy."

[0108] That is, the first user can check the play mode assigned to the first user (i.e., the play mode when playing the next golf game) by checking the start play instruction button 53 provided on the operation screen 50 displayed on the first user terminal 10.

[0109] In this embodiment, the operation screen 50 displayed on the first user terminal 10 has only a play start instruction button 53 corresponding to one play mode, and the operation screen 50 (user interface) is configured not to accept an operation to change the play mode that has been forcibly assigned to the first user (i.e., the first user cannot perform an operation to change the play mode).

[0110] Here, the operation screen 50 shown in FIGS. 10 and 11 has been described as an example of a user interface (operation screen) provided on the first user terminal 10, but the user interface may take a different form.

[0111] 6, the server device 30 instructs the second user terminal 20 to play the golf game in the play mode assigned to the second user, and transmits the game data stored in the storage unit 301 included in the server device 30 to the second user terminal 20 (step S6). In other words, by the processing of step S6, game data for playing the golf game with the first user is downloaded from the server device 30 to the second user terminal 20.

[0112] When the process of step S6 is executed, a user interface that allows an operation to instruct the start of play of the golf game is provided on the second user terminal 20. The user interface provided on the second user terminal 20 is similar to the user interface (operation screen) provided on the first user terminal 10 described above, and therefore a detailed description thereof will be omitted here.

[0113] When an instruction to start playing the golf game is given via a user interface (start play instruction button) provided on the first user terminal 10 and an instruction to start playing the golf game is given via a user interface (start play instruction button) provided on the second user terminal 20, play of the golf game by the first and second users via the first user terminal 10 and the second user terminal 20 (i.e., a match between the first and second users) begins (step S7).

[0114] In this case, the first user terminal 10 (including the control unit 102 and display processing unit 103), the second user terminal 20 (including the control unit 102 and display processing unit 103), and the server device 30 (including the control unit 303) execute a process to provide a game play environment in which the first and second users can play a golf game (step S8). The game play environment in which the golf game can be played includes external factors such as the hole (playing area) where the golf game is played and the direction and strength of the wind that affects the ball.

[0115] The processing executed in step S8 includes processing for defining a game play environment (game space) based on the game data transmitted from the server device 30 in steps S5 and S6, processing for relaying the operation of the first user from the first user terminal 10 to the second user terminal 20 via the server device 30 as described above, processing for relaying the operation of the second user from the second user terminal 20 to the first user terminal 10 via the server device 30, and processing related to control of progressing the golf game in the first user terminal 10 and the second user terminal 20 based on the operations of the first and second users.

[0116] In addition, in a golf game, the first and second users alternately hit balls, and in the processing of step S8, each time the balls of the first and second users move, the positions of the balls of the first and second users are notified to the server device 30 from the first user terminal 10 and the second user terminal 20 (or at least one of them).

[0117] The control unit 303 included in the server device 30 detects the end of the golf game based on the positions of the balls of the first and second users notified from the first user terminal 10 and the second user terminal 20 as described above.

[0118] In this embodiment, the game data transmitted (downloaded) from the server device 30 to the first user terminal 10 and the second user terminal 20 is common whether the play mode for playing the golf game is the competition mode or the enjoyment mode, and is game data for playing the golf game on four holes. Note that these four holes are assumed to be randomly selected (determined) from a plurality of holes prepared in advance, for example.

[0119] In this case, if the golf game is played in the competition mode, the end of the golf game is detected when one of the first and second users can be determined as the winning user. On the other hand, if the golf game is played in the enjoyment mode, the end of the golf game is detected when the first and second users have completed two of the four holes.

[0120] When the end of the golf game is detected as described above, the control unit 303 executes processing according to the play mode in which the golf game was played (the play mode assigned to the first and second users) (step S9).

[0121] The processing executed in step S9 will be described below. In step S9, different processing is executed when the first and second users play the golf game in the duel mode and when the first and second users play the golf game in the enjoy mode. Here, the processing executed in step S9 when the first and second users play the golf game in the duel mode (hereinafter referred to as the duel mode processing) and the processing executed in step S9 when the first and second users play the golf game in the enjoy mode (hereinafter referred to as the enjoy mode processing) will be described.

[0122] First, the match mode processing will be described. Match mode is a play mode in which a winning user is given a reward and a losing user is penalized depending on the result of the golf game played in the match mode (i.e., the result of the match). In this embodiment, rewards in match mode include an increase in rank points to increase the rank as described above. In other words, "a reward is given" includes an increase in the user's rank points. Furthermore, penalties in match mode include a decrease in rank points to increase the rank. In other words, "a penalty is imposed" includes a decrease in the user's rank points (the user loses rank points).

[0123] Therefore, in the battle mode processing, the control unit 303 determines the winning user and the losing user based on the positions of the balls of the first and second users notified from the first user terminal 10 and the second user terminal 20 as described above.

[0124] Next, the control unit 303 determines the reward (hereinafter referred to as increased points) to be awarded to the winning user and the penalty (hereinafter referred to as decreased points) to be imposed on the losing user. Note that in the battle mode processing, the increased points and decreased points are determined by referring to a battle mode point table. The battle mode point table is assumed to be stored in advance in the storage unit 301 included in the server device 30, for example.

[0125] Fig. 12 shows an example of the data structure of a battle mode point table. In the battle mode point table shown in Fig. 12, increase points and decrease points 1 to 4 are defined in association with ranks.

[0126] Increased points are rank points that are increased when a match is won. As described above, in a golf game played in a match mode, the outcome may be decided on the first hole (the winning user and losing user are determined), on the second hole, on the third hole, or in a nearest-to-the-pin showdown (i.e., the fourth hole). Decreased points 1 are rank points that are deducted when a player loses on the first hole. Decreased points 2 are rank points that are deducted when a player loses on the second hole. Decreased points 3 are rank points that are deducted when a player loses on the third hole. Decreased points 4 are rank points that are deducted when a player loses in a nearest-to-the-pin showdown.

[0127] That is, the match mode point table shown in FIG. 12 defines different deductible points depending on the number of holes where the outcome was decided (that is, the number of times the outcome ended in a draw).

[0128] In the example shown in Figure 8 above, if the rank is beginner, the enjoy mode is assigned (i.e., the golf game is not played in versus mode), so the increase and decrease points 1 to 4 corresponding to the rank "beginner" (i.e., rewards and penalties in versus mode) are not defined in the versus mode point table.

[0129] Furthermore, in the battle mode point table, increase points "60", decrease points 1 "0", decrease points 2 "0", decrease points 3 "0", and decrease points 4 "0" are defined in association with the rank "Rookie". This indicates that if the winning user is ranked as Rookie, the rank points of the winning user will be increased by 60. Furthermore, it indicates that if the losing user is ranked as Rookie, the rank points of the losing user will not be decreased (that is, even if the losing user loses the battle, he or she will not lose rank points).

[0130] In addition, in the battle mode point table, an increase point of "60," a decrease point 1 of "-15," a decrease point 2 of "-13," a decrease point 3 of "-11," and a decrease point 4 of "-10" are defined in association with the rank "bronze." This indicates that if the winning user is ranked bronze, the rank points of the winning user are increased by 60. Furthermore, if the losing user who lost on the first hole is ranked bronze, the rank points of the losing user are decreased by 15. Furthermore, if the losing user who lost on the second hole is ranked bronze, the rank points of the losing user are decreased by 13. Furthermore, if the losing user who lost on the third hole is ranked bronze, the rank points of the losing user are decreased by 11. Furthermore, if the losing user who lost in the nearest-to-the-pin competition is ranked bronze, the rank points of the losing user are decreased by 10.

[0131] Here we have explained the increase points and decrease points 1 to 4 defined in the battle mode point table in correspondence with the ranks "Beginner," "Rookie," and "Bronze." However, since the only difference for other ranks is the value of the increase points and decrease points 1 to 4, we will not explain them in detail here.

[0132] In this embodiment, the increase and decrease points of the first and second users can be determined according to their ranks and the results of the match (win / lose results) by referring to the match mode point table shown in Fig. 12. Specifically, for example, if the ranks of the first and second users are rookie and the first user wins the first hole, the increase points of the first user are determined to be 60, and the decrease points of the second user are determined to be 0.

[0133] The increase points and decrease points 1 to 4 defined in the battle mode point table shown in FIG. 12 are merely examples, and other values may be defined.

[0134] Specifically, in the battle mode point table shown in FIG. 12, the increased points are the same even for different ranks, but the increased points may be different values for each rank.

[0135] In addition, in the battle mode point table shown in Figure 12, the reduction points 1 to 4 are defined in the order of reduction points 1 to 4 so that the rank points to be reduced decrease in that order, but the reduction points 1 to 4 corresponding to the same rank may have the same value, or may be defined in the order of reduction points 1 to 4 so that the rank points to be reduced increase in that order.

[0136] Furthermore, the reduction points 1 to 4 in the battle mode point table shown in Figure 12 are defined so that the higher the rank, the more rank points are reduced (i.e., it is difficult to increase your rank unless you win many battles), but the values of reduction points 1 to 4 may be the same between different ranks.

[0137] Also, in the battle mode point table shown in Figure 12, the reduction points 1 to 4 associated with the rank "Rookie" are 0 (i.e., if the rank is Rookie, the rank points of the losing user are not reduced), but the reduction points 1 to 4 may be defined so that even if a user is ranked Rookie, the rank points are reduced if the user loses a battle.

[0138] Furthermore, in the battle mode point table shown in Fig. 12, points are mainly increased when a battle is won and decreased when the battle is lost, but for example, points may be increased whether the battle is won or lost, but there may be a clear difference in the points increased when the battle is won and when the battle is lost (i.e., the winning user's points increase significantly, while the losing user's points increase only a small amount). Furthermore, even when points decrease due to a loss in a battle, a predetermined number of points, such as a participation prize, may be increased.

[0139] Next, the enjoy mode process will be described. The enjoy mode is a play mode in which rewards are awarded based on the results of the golf game played in the enjoy mode (i.e., the score achieved when the golf game is played). Note that the rewards in the enjoy mode include an increase in rank points, similar to the above-mentioned competition mode.

[0140] Therefore, in the enjoy mode processing, the control unit 303 obtains the scores of the first and second users based on the (transition of) positions of the balls of the first and second users notified from the first user terminal 10 and the second user terminal 20 as described above.

[0141] Next, the control unit 303 determines rewards to be given to the first and second users (i.e., increased points for the first and second users) based on the acquired scores of the first and second users. Note that in the enjoy mode process, the increased points are determined by referring to an enjoy mode point table. The enjoy mode point table is assumed to be stored in advance in the storage unit 301 included in the server device 30, for example.

[0142] Fig. 13 shows an example of the data structure of the enjoy mode point table. In the enjoy mode point table shown in Fig. 13, increased points 1 to 10 are defined in association with ranks.

[0143] In this embodiment, when playing a golf game in enjoy mode, the amount of rank point increase varies depending on the user's score when playing the golf game on two holes. Increase point 1 is a rank point increased when the user's score is -4 (or less). Increase point 2 is a rank point increased when the user's score is -3. Increase point 3 is a rank point increased when the user's score is -2. Increase point 4 is a rank point increased when the user's score is -1. Increase point 5 is a rank point increased when the user's score is 0. Increase point 6 is a rank point increased when the user's score is +1. Increase point 7 is a rank point increased when the user's score is +2. Increase point 8 is a rank point increased when the user's score is +3. Increase point 9 is a rank point increased when the user's score is +4 (or more).

[0144] As described above, when playing a golf game in enjoy mode, rank points are increased regardless of the scores of other users. However, in this embodiment, the golf game is played in enjoy mode in the same manner as when playing against other users, with the aim of interacting with other users. Therefore, for example, if another user retires, the golf game may be interrupted. Therefore, in this embodiment, the enjoy mode point table defines an increase point of 10 so that rank points can be increased (rewards can be awarded) even if the golf game is interrupted due to the above-mentioned retirement of another user. Note that the increase point of 10 is a rank point that is increased when another user retires, but it may also be applied when the golf game is interrupted due to a communication failure or the like.

[0145] According to the example shown in Figure 13, in the enjoy mode point table, increase points 1 "70", increase points 2 "65", increase points 3 "60", increase points 4 "55", increase points 5 "50", increase points 6 "45", increase points 7 "40", increase points 8 "40", increase points 9 "40", and increase points 10 "50" are defined in correspondence with the rank "Beginner". According to this, if a user whose rank is beginner has a score of -4 (or less), the user's rank points will be increased by 70, if the score is -3, the user's rank points will be increased by 65, if the score is -2, the user's rank points will be increased by 60, if the score is -1, the user's rank points will be increased by 55, if the score is 0, the user's rank points will be increased by 50, if the score is +1, the user's rank points will be increased by 45, if the score is +2, the user's rank points will be increased by 40, if the score is +3, the user's rank points will be increased by 40, if the score is +4 (or more), the user's rank points will be increased by 40, and if the golf game is interrupted, for example, due to another user retiring, the user's rank points will be increased by 50.

[0146] Here we have explained the increase points 1 to 10 defined in the Enjoy Mode point table in association with the rank "Beginner," but since the only difference for other ranks is the value of the increase points 1 to 10, we will not explain them in detail here.

[0147] In this embodiment, the increase points for the first and second users according to their ranks and scores can be determined by, for example, referring to the enjoy mode point table shown in Fig. 13. Specifically, for example, if a first user who is ranked rookie has a score of -2, the increase points for the first user are determined to be 50, and if a second user who is ranked rookie has a score of +1, the increase points for the second user are determined to be 35.

[0148] The increased points 1 to 10 defined in the enjoy mode point table shown in FIG. 13 are just an example, and other values may be defined.

[0149] Specifically, the increase points 1 to 10 in the enjoy mode point table shown in Figure 13 are defined so that the lower the rank, the more rank points are increased, but the values of the increase points 1 to 10 may be the same between different ranks.

[0150] In addition, in this embodiment, it is assumed that points do not decrease in enjoy mode, but if certain conditions are met, such as being at a specific rank (for example, a high rank such as diamond), a system may be adopted in which points are decreased according to the score even in enjoy mode.

[0151] 6, the result of the processing in step S9 is stored in the server device 30 (for example, the control unit 303). When a battle mode process is executed in step S9, the result of the processing in step S9 includes the increased points of the first user and the decreased points of the second user (or the decreased points of the first user and the increased points of the second user). On the other hand, when an enjoy mode process is executed in step S9, the result of the processing in step S9 includes the increased points of the first and second users.

[0152] Here, it is assumed that the battle mode process is executed in step S9 described above, and the first user is determined to be the winning user and the second user is determined to be the losing user in the target mode process.

[0153] In this case, the increased points of the first user determined in the battle mode processing are notified from the server device 30 to the first user terminal 10 (step S10). When the processing of step S10 is executed, the display processing unit 103 included in the first user terminal 10 displays a result screen including the increased points notified in step S10 on the display 15 of the first user terminal 10.

[0154] Similarly, the server device 30 notifies the second user terminal of the decrement points of the second user determined in the battle mode processing (step S11). When the processing of step S11 is executed, the display processing unit 103 included in the second user terminal 20 displays a result screen including the decrement points notified in step S11 on the display 15 of the second user terminal 20.

[0155] Although the case where the first user is a winning user has been described here, if the first user is a losing user, the first user's reduced points are notified from the server device 30 to the first user terminal 10 in step S10, and a result screen including the reduced points is displayed on the display 15 of the first user terminal 10. Similarly, although the case where the second user is a losing user has been described here, if the second user is a winning user, the second user's increased points are notified from the server device 30 to the second user terminal 20 in step S11, and a result screen including the increased points is displayed on the display 15 of the second user terminal 20.

[0156] Furthermore, although the case where the battle mode process is executed in step S9 has been described here, it is assumed that the enjoy mode process is executed in the above-mentioned step S9. In this case, the increased points of the first user determined in the enjoy mode process are notified from the server device 30 to the first user terminal 10, and a result screen including the increased points is displayed on the display 15 of the first user terminal 10. Similarly, the increased points of the second user determined in the enjoy mode process are notified from the server device 30 to the second user terminal 20, and a result screen including the increased points is displayed on the display 15 of the second user terminal 20.

[0157] When the processing of steps S10 and S11 described above is executed, the data management unit 302 included in the server device 30 updates the user data of the first and second users stored in the storage unit 301 based on the result of the processing of step S9 held in the server device 30 (step S12).

[0158] If the battle mode processing is executed in step S9 and the result of the processing in step S9 includes, for example, increased points for the first user and decreased points for the second user, in step S12, the increased points for the first user are added to the rank points included in the user data for the first user stored in the storage unit 301, and the decreased points for the second user are subtracted from the rank points included in the user data for the second user stored in the storage unit 301.

[0159] Furthermore, if the battle mode processing is executed in step S9 and the result of the processing in step S9 includes, for example, decrement points for the first user and increment points for the second user, in step S12, the decrement points for the first user are subtracted from the rank points included in the user data for the first user stored in the storage unit 301, and the increment points for the second user are added to the rank points included in the user data for the second user stored in the storage unit 301.

[0160] Furthermore, if the enjoy mode processing is executed in step S9 and the result of the processing in step S9 includes increased points for the first and second users, in step S12, the increased points for the first user are added to the rank points included in the user data for the first user stored in the storage unit 301, and the increased points for the second user are added to the rank points included in the user data for the second user stored in the storage unit 301.

[0161] That is, the process of step S12 corresponds to the process of reflecting the reward and penalty based on the results of playing the golf game in the play modes assigned to the first and second users in the user data as described above.

[0162] Note that when a user's rank increases due to the above-mentioned increase (addition) of rank points, the rank included in the user data of the user is also updated. Note that, in this embodiment, it is primarily assumed that the rank will not decrease (demotion), but the rank may also decrease (demotion) in accordance with a decrease in rank points. In this way, when a user's rank decreases due to a decrease (subtraction) of rank points, the rank included in the user data of the user is updated in the same way.

[0163] Furthermore, the processing of step S12 described above may be executed after the processing of steps S10 and S11 has been executed, but for example, the update of the user data of the first user may be executed when the home screen is displayed on the first user terminal 10 (for example, when a "Go to Home" button on a result screen displayed on the first user terminal 10 is selected), and the update of the user data of the second user may be executed when the home screen is displayed on the second user terminal 20 (for example, when a "Go to Home" button on a result screen displayed on the second user terminal 20 is selected). In other words, the update of the user data may be set to be executed at a predetermined timing.

[0164] When the process of step S12 is executed, the server device 30 transmits the user data of the first user updated in step S12 to the first user terminal 10 (step S13). The user data of the first user transmitted from the server device 30 in step S13 is received by the first user terminal 10 and stored in the storage unit 104 included in the first user terminal 10. Based on such user data of the first user, the first user can check the rank, rank points, etc. of the first user.

[0165] Similarly, the server device 30 transmits the user data of the second user updated in step S12 to the second user terminal 20 (step S14). The user data of the second user transmitted from the server device 30 in step S14 is received by the second user terminal 20 and stored in the storage unit 104 included in the second user terminal 20. Based on such user data of the second user, the second user can check the rank, rank points, etc. of the second user.

[0166] Although Fig. 6 shows the process when the first user plays the golf game once, the process shown in Fig. 6 is repeatedly executed each time the first user plays the golf game. By repeatedly executing the process shown in Fig. 6 in this manner, the first user can play the golf game in a play mode that is sequentially selected (forcibly assigned) according to a cycle of play modes corresponding to the rank of the first user.

[0167] As described above, in this embodiment, when a user plays a golf game (competitive game), one of the pre-prepared competitive mode and enjoy mode (multiple play modes) is forcibly assigned to the user, and a game play environment is provided in which the user can play the golf game in the forcibly assigned play mode. In this case, the play mode forcibly assigned to the user is selected based on the user's rank.

[0168] In this embodiment, the above-described configuration makes it possible to prevent a decrease in motivation of a user playing a golf game.

[0169] Specifically, in a case where a golf game has seven ranks (game progress levels) as shown in Figure 8, a user ranked as a rookie may not be sufficiently skilled in the golf game and may find it difficult to win a match even when playing against another user. If such a user loses rank points every time they lose a match, the user will not be able to increase their rank, and their motivation to play the golf game will gradually decrease.

[0170] In contrast, in this embodiment, not only is there a match mode that increases or decreases rank points based on the results of matches against other users, but an enjoy mode that increases rank points based on the score when the golf game is played is forcibly assigned (at a predetermined timing). Even if a user loses a match in the match mode (and their rank points decrease), they can still increase their rank points in the enjoy mode, which makes it possible to increase the user's rank. In other words, in this embodiment, by forcibly assigning the enjoy mode to the user, rank points can be easily adjusted. Increasing rank in this way can motivate the user to continue playing the golf game.

[0171] Furthermore, even if a golf game has a system in place where losing (reducing) rank points causes a rank to drop (i.e., being demoted to a lower rank), forcibly assigning enjoy mode can avoid a situation where the rank would easily drop, which is thought to prevent a decrease in motivation among users playing the golf game.

[0172] Furthermore, since the golf game can be played more casually in the enjoy mode than in the match mode, it is possible to encourage players to play the golf game continuously.

[0173] Furthermore, in the enjoy mode, rank points are increased according to the user's own score without being influenced by the scores of other users, so it is thought that the user will play the golf game in a way that improves their score (skill). In other words, the enjoy mode has the advantage of providing an environment in which the user can improve their golf game proficiency (i.e., practice the golf game) without losing rank points.

[0174] On the other hand, by forcibly dividing not only the enjoyment mode but also the competition mode, it is possible to increase the interest in terms of beating other users, and as a result, to increase the motivation of users to play the golf game.

[0175] Note that, since the golf game in this embodiment has gameplay in which one of the objectives is to increase the rank based on the rank points acquired, the reward has been described as an increase in rank points and the penalty as a decrease in rank points, but the reward and penalty may be something else. Specifically, the reward may be the provision of an item, and the penalty may be the loss of an item.

[0176] Furthermore, the competition mode and the enjoy mode described in this embodiment are examples of multiple pre-prepared play modes. In this embodiment, it is sufficient that one of the multiple play modes is forcibly assigned to prevent a user from losing motivation to play the golf game. That is, in this embodiment, multiple play modes may be prepared that differ, for example, in rewards awarded for playing the golf game or penalties imposed for playing the golf game. Furthermore, in the golf game described in this embodiment, external factors such as wind direction and strength that affect the hole and the ball can be considered to correspond to the difficulty level of the golf game. In this embodiment, multiple play modes with different levels of difficulty may be prepared. Furthermore, the difficulty level may be a concept that includes the strength of the opponent, the difficulty of the operations required to play the golf game, etc.

[0177] Furthermore, in this embodiment, by configuring the play mode to be forcibly assigned according to a predetermined cycle of play modes for each rank, the ratio at which enjoy modes are assigned can be adjusted according to rank, thereby appropriately suppressing a decline in user motivation.

[0178] In this embodiment, for example, as shown in Fig. 8, if the user's rank is rookie, bronze, or silver (first rank), a different play mode (battle mode or enjoy mode) may be forcibly assigned each time the user plays a golf game, and if the user's rank is beginner, gold, platinum, or diamond (second rank), the same play mode may be forcibly assigned each time the user plays a golf game. That is, in this embodiment, ranks to which multiple play modes are selectively assigned in sequence according to a cycle, and ranks to which one play mode out of multiple play modes is fixedly assigned may be prepared as user ranks.

[0179] In addition, in this embodiment, when one of a plurality of play modes is forcibly assigned, the user terminal used by the user is instructed to play the golf game in that play mode, and the user interface provided on the user terminal does not accept an operation to change the forcibly assigned play mode. With this configuration, the user must play the golf game in the forcibly assigned play mode, and it is possible to avoid a situation in which the user's motivation decreases as a result of the user freely changing (selecting) the play mode.

[0180] However, it is possible to employ a mechanism that allows the user to change (select) the play mode when a specific condition is met, such as when the user reaches a predetermined rank. Also, instead of the user directly changing (selecting) the play mode, it is possible to configure the system so that parameters (such as weights) that affect the selection of the play mode in the play mode allocation process are changed by user instruction.

[0181] In addition, in this embodiment, the play mode is forcibly assigned according to a predetermined cycle of play modes for each rank, but the play mode may be selected according to a probability of each play mode that is predetermined for each rank (i.e., the play mode for the next golf game may be determined by lottery). This probability may be set so that, for example, the lower the rank, the more likely the enjoy mode is to be selected, and the higher the rank, the more likely the battle mode is to be selected.

[0182] In this embodiment, although high-ranking users often play the golf game in the versus mode, it is conceivable that even such users may wish to play the golf game in the enjoy mode. In such cases, for example, a cycle may be prepared in which the user plays M times in the enjoy mode and then plays N times in the versus mode, and such a cycle may be selected by some users regardless of their rank.

[0183] Incidentally, in Figure 8 above, it was explained that when the rank is Gold, Platinum, or Diamond, the competitive mode is assigned (i.e., the golf game is not played in enjoy mode), but according to the enjoy mode point table shown in Figure 13, increased points 1 to 10 are defined in correspondence with the rank.

[0184] That is, in this embodiment, the play mode cycle shown in FIG. 8 can be configured to be changed based on the results of playing the golf game in the match mode (i.e., the results of the match performed in the match mode).

[0185] Specifically, for example, if a user with a gold rank loses one match against another user, one Enjoy Mode may be added to the cycle of play modes for that rank. Also, for example, if a user with a platinum rank loses two consecutive matches against another user, one Enjoy Mode may be added to the cycle of play modes for that rank. Furthermore, for example, if a user with a diamond rank loses three consecutive matches against another user, one Enjoy Mode may be added to the cycle of play modes for that rank.

[0186] That is, in this embodiment, a play mode is forcibly assigned based on the user's rank. However, this embodiment may also be configured to forcibly assign a play mode (e.g., Enjoy mode) based on the results of past matches (results of past golf games played), as described above. In this case, a play mode may be assigned based on both the rank and the results of past matches, or based only on the results of past matches. In other words, this embodiment may be configured to forcibly assign another play mode based on the results of past matches, for example, when a golf game is being played in one play mode regardless of rank. Furthermore, while rank and past match results have been mainly described here, this embodiment may also be configured to forcibly assign a predetermined play mode when a predetermined condition related to the game situation, etc. is met. Note that the "game situation" may include, for example, a situation where a predetermined number of consecutive losses have occurred in the match mode. In this case, the Enjoy mode may be added (forcibly assigned) based on the number of consecutive losses. Furthermore, the "game situation" may be a concept that includes rank, match results, etc.

[0187] Also, while the play mode cycles for ranks Gold, Platinum, and Diamond have been described here, the play mode cycles for ranks Rookie, Bronze, and Silver may be changed, for example. For example, when the rank is Rookie, Bronze, or Silver, the enjoy mode is already included in the play mode cycle, but if a player is defeated once in a battle mode, the enjoy mode may be added to the play mode cycle.

[0188] Here, Fig. 14 shows an example of changing the play mode cycle when the rank is rookie. Fig. 14 shows an example in which, when the play modes are repeated in a cycle of one battle mode and two enjoy modes as shown in Fig. 9, for example, if a player loses a battle in the battle mode, the play mode cycle "one battle mode, two enjoy modes" is changed to "one battle mode, three enjoy modes."

[0189] After the play modes are assigned according to the changed play mode cycle (one battle mode and three enjoy modes) to which one enjoy mode has been added, the play modes are assigned according to the play mode cycle before the change (one battle mode and two enjoy modes). By changing the play mode cycle as shown in Figure 14, it is possible to assign play modes such that, if a player loses one battle, they must play the golf game in enjoy mode three times in a row before playing the golf game in battle mode again.

[0190] It has been explained here that one loss in a match in the match mode adds one Enjoy Mode, but in this embodiment, it is also possible to adopt a configuration in which if the number of consecutive losses in the match (i.e., the number of consecutive losses) exceeds a threshold, the player is made to play in Enjoy Mode n times in a row before the next match mode is played.

[0191] Although the configuration described here is one in which the enjoy mode is added to the cycle of play modes when a player loses a match, it is also possible to change the cycle of play modes by, for example, replacing the match mode in the cycle of play modes with the enjoy mode when a player loses a match. Furthermore, if a play mode is selected (assigned) according to a predetermined probability for each play mode for each rank as described above, the probability (appearance rate of the match mode and the enjoy mode) may be changed when a player loses a match. In this case, it is conceivable to change the probability so that the enjoy mode is selected with a higher probability.

[0192] Also, although it has been explained here that after one cycle of play modes is assigned according to the cycle of the changed play mode, play modes are assigned according to the cycle of the play mode before the change (i.e., the cycle of the changed play mode is applied only once), the cycle of the changed play mode may be applied multiple times.

[0193] In addition, in this embodiment, for example, from the perspective of increasing motivation by enjoying a golf game with other users, a configuration is adopted in which the golf game is played in a format in which the user competes against other users even in enjoy mode (i.e., two users play a golf game), but the opponent in the golf game played in enjoy mode may be a non-player character (NPC: Non-Player Character). Also, in this embodiment, the opponent in the golf game played in competition mode may be a non-player character.

[0194] Furthermore, in this embodiment, a golf game has been described as an example of a competitive game, but the competitive games to which this embodiment can be applied are not limited to golf games. Furthermore, the competitive games to which this embodiment can be applied are not limited to competitive games in which one-on-one battles are held, but may also be competitive games in which multiple battles are held. Furthermore, this embodiment may be applied to games other than competitive games, as long as it is configured to forcibly assign one of multiple play modes when playing a game based on the viewpoint of preventing a decrease in user motivation.

[0195] The present invention is not limited to the above-described embodiments, and the components can be modified and embodied in practice without departing from the spirit of the invention. Furthermore, various inventions can be created by appropriately combining multiple components disclosed in the above-described embodiments. For example, some components may be omitted from all the components shown in the embodiments. Furthermore, components from different embodiments may be appropriately combined. [Explanation of symbols]

[0196] 1...game system, 10...first user terminal, 11...non-volatile memory, 12...CPU, 13...main memory, 13A...game program, 14...wireless communication device, 15...display, 16...touch panel, 20...second user terminal, 30...server device, 31...non-volatile memory, 32...CPU, 33...main memory, 33A...game program, 34...wireless communication device, 40...network, 101...operation reception unit, 102...control unit, 103...display processing unit, 104...storage unit, 301...storage unit, 302...data management unit, 303...control unit.

Claims

1. Computer, an allocation means for forcibly allocating one of a plurality of play modes prepared in advance to a user when the user plays a game; a providing means for providing a game play environment in which the game can be played in the one play mode forcibly assigned; It functions as the one play mode to be forcibly assigned is selected based on the user's game progress; the plurality of play modes include a first play mode and a second play mode, the first play mode is a play mode in which a game is played against another user, and a reward is given to the user or a penalty is imposed on the user based on the result of the game; The second play mode is a play mode in which a reward is awarded based on the user's score when the game is played. program.

2. A computer, an allocation means for forcibly allocating one of a plurality of play modes prepared in advance to a user when the user plays a game; a providing means for providing a game play environment in which the game can be played in the one play mode forcibly assigned; It functions as the one play mode to be forcibly assigned is selected based on the results of past plays of the game; the plurality of play modes include a first play mode and a second play mode; the first play mode is a play mode in which a game is played against another user, and a reward is given to the user or a penalty is imposed on the user based on the result of the game; The second play mode is a play mode in which a reward is awarded based on the user's score when the game is played. program.

3. The reward includes an increase in points for increasing the user's game progress; The penalty includes a reduction in the points.

3. The program according to claim 1 or 2.

4. When the user's game progress level is a first game progress level, the first or second play mode is forcibly assigned each time the user plays the game; When the user's game progress level is the second game progress level, the first play mode is forcibly assigned every time the user plays the game. The program according to claim 1.

5. causing the computer to further function as an instruction means for instructing a user terminal used by the user to play the game in one of the plurality of play modes when the play mode is forcibly assigned; The user interface provided on the user terminal does not accept an operation to change the one play mode forcibly assigned.

3. The program according to claim 1 or 2.

6. 3. The program according to claim 1, wherein the second play mode is a play mode in which a battle is conducted against a non-player character.

7. A computer, an allocation means for forcibly allocating one of a plurality of play modes prepared in advance to a user when the user plays a game; a providing means for providing a game play environment in which the game can be played in the one play mode forcibly assigned; It functions as The one play mode that is forcibly assigned is selected according to a cycle of play modes that is predetermined for each stage of the user's game progress. program.

8. A program as described in claim 7, wherein the play mode cycle is changed based on the results of a match played in the one play mode that is forcibly assigned.

9. an allocation means for forcibly allocating one of a plurality of play modes prepared in advance to a user when the user plays a game; providing means for providing a game play environment in which the game can be played in the one play mode forcibly assigned; Equipped with the one play mode to be forcibly assigned is selected based on the user's game progress; the plurality of play modes include a first play mode and a second play mode, the first play mode is a play mode in which a game is played against another user, and a reward is given to the user or a penalty is imposed on the user based on the result of the game; The second play mode is a play mode in which a reward is awarded based on the user's score when the game is played. system.

10. an allocation means for forcibly allocating one of a plurality of play modes prepared in advance to a user when the user plays a game; providing means for providing a game play environment in which the game can be played in the one play mode forcibly assigned; Equipped with the one play mode to be forcibly assigned is selected based on the results of past plays of the game; the plurality of play modes include a first play mode and a second play mode, the first play mode is a play mode in which a game is played against another user, and a reward is given to the user or a penalty is imposed on the user based on the result of the game; The second play mode is a play mode in which a reward is awarded based on the user's score when the game is played. system.

11. An allocation means for forcibly allocating one of a plurality of pre-prepared play modes when a user plays a game; providing means for providing a game play environment in which the game can be played in the one play mode forcibly assigned; Equipped with The one play mode that is forcibly assigned is selected according to a cycle of play modes that is predetermined for each stage of the user's game progress. system.

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