System, method, and program for providing games
By allowing users to set game decks and reward them based on performance information and parameters, the system enhances the enjoyment of games using sports and other match results.
Patent Information
- Application Number
- JP2021204632
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-16
- Publication Date
- 2025-09-05
- Estimated Expiration
- 2041-12-16
AI Technical Summary
Conventional games that utilize performance information from sports and other matches may not fully satisfy users seeking enhanced enjoyment beyond simple prediction.
A system and method that allows users to set a deck of game contents selected by them, with rewards granted based on performance information and parameters associated with each content, enhancing strategic engagement.
This approach increases user enjoyment by requiring strategic decision-making and rewarding users based on performance information, thus improving the overall gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a system, a method, and a program for providing a game. [Background technology]
[0002] Conventionally, various games have been provided that utilize performance information (sometimes called "stats") from sports and other matches. For example, Patent Document 1 below discloses a game that predicts the performance of a specific player in a sport. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-012706 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the conventional games described above, although users can enjoy predicting the performances of athletes, there may be some users who are not satisfied with just the enjoyment of such predictions themselves.
[0005] One of the objects of the embodiments of the present invention is to improve the enjoyment of games that use the results information of matches such as sports. Other objects of the embodiments of the present invention will become apparent by reading the entire specification. [Means for solving the problem]
[0006] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors, in response to execution of readable instructions, perform the steps of: setting up a deck for a specific match, the deck including one or more game contents selected by a user; and granting a reward to the user based at least on performance information for the specific match and the value of a first parameter associated with each of the one or more game contents.
[0007] A method according to one embodiment of the present invention is a method for providing a game, executed by one or more computers, comprising the steps of: configuring a deck for a particular match, the deck including one or more game contents selected by a user; and awarding a reward to the user based at least on performance information for the particular match and the value of a first parameter associated with each of the one or more game contents.
[0008] A program according to one embodiment of the present invention is a program for providing a game, which causes one or more computers to execute the steps of setting a deck for a specific match, the deck including one or more game contents selected by a user, and granting a reward to the user based at least on performance information for the specific match and the value of a first parameter associated with each of the one or more game contents. [Effects of the Invention]
[0009] Various embodiments of the present invention enhance the enjoyment of games using performance information of sports and other games. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a game providing server 10 according to an embodiment of the present invention. [Figure 2] FIG. 3 is a diagram illustrating an example of information managed by a user information table 151. [Figure 3] FIG. 3 is a diagram illustrating information managed by a content information table 152. [Figure 4] FIG. 10 is a diagram illustrating an example of information managed by a participant information table 153. [Figure 5] FIG. 3 is a diagram illustrating an example of information managed by a grade information table 154. [Figure 6] FIG. 2 is a diagram illustrating information managed by a deck management table 155. [Figure 7] 10 is a flowchart illustrating a process executed by the server 10 when setting up a deck. [Figure 8] FIG. 10 is a diagram illustrating a match selection screen 50. [Figure 9] FIG. 10 is a diagram illustrating a deck organization screen 60. [Figure 10] FIG. 7 is a diagram illustrating an example of a player selection screen 70. [Figure 11] FIG. 10 is a diagram illustrating a card selection screen 80. [Figure 12] FIG. 10 is a diagram illustrating a card details screen 90. [Figure 13] FIG. 10 is a diagram illustrating a deck organization screen 60. [Figure 14] 10 is a flowchart illustrating a process executed by the server 10 in response to the start of a match. [Figure 15] FIG. 2 is a diagram illustrating an example of a progress screen 200. [Figure 16] FIG. 2 is a diagram illustrating a result screen 210. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the drawings, the same reference numerals may be used to designate the same or similar components.
[0012] FIG. 1 is a diagram illustrating a schematic configuration of a network including a game providing server 10 according to one embodiment of the present invention. As illustrated, the server 10 is communicably connected to a score information management server 22 and a user terminal 30 via a communication network 20 such as the Internet. Although only one user terminal 30 is illustrated in FIG. 1, the server 10 may be communicably connected to a plurality of user terminals 30. The server 10 provides a game to a user who operates the user terminal 30. The game providing server 10 is an example of a device that implements all or part of the system of the present invention.
[0013] In this embodiment, the game provided by the server 10 is a game that uses results information of matches such as sports, and the results information is provided from a results information management server 22. The results information management server 22 is configured as a general computer and is managed, for example, by the governing body of the corresponding sport, etc. Furthermore, the matches that are the subject of the game in this embodiment are not limited to real-world sports matches, but also include, for example, virtual-world sports (e-sports) matches, as well as matches of various non-sports competitions (such as shogi and mahjong) and events.
[0014] First, we will explain the hardware configuration of the game providing server 10. The game providing server 10 is configured as a general computer, and as shown in Fig. 1, it includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like (not shown).
[0015] The computer processor 11 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 15 or the like into a main memory 12 and executes various instructions included in the programs. The main memory 12 is configured, for example, by a DRAM or the like.
[0016] The input / output I / F 13 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 13 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), a voice input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display, and an audio output device such as a speaker.
[0017] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to enable wired or wireless communication via the communication network 20 or the like.
[0018] The storage 15 is configured, for example, with a magnetic disk, a flash memory, or the like. The storage 15 stores various programs, including an operating system, and various data. For example, as shown in FIG. 1 , the storage 15 includes a user information table 151 that manages information about users, a content information table 152 that manages information about game content used in the game, a participant information table 153 that manages information about participants participating in the match, a results information table 154 that manages match results, and a deck management table 155 that manages information about decks set in accordance with user instructions. The storage 15 also stores, for example, a server-side program 40 according to one embodiment of the present invention. The program 40 is a program that causes the game providing server 10 to function as all or part of a system for providing a game. At least a portion of the server-side program 40 may be configured to be executed on the user terminal 30 via a web browser or other application.
[0019] In this embodiment, the game providing server 10 may be configured using a plurality of computers each having the above-described hardware configuration. For example, the server 10 may be configured by one or a plurality of server devices.
[0020] The game providing server 10 configured in this manner functions as a web server and an application server, and executes various processes in response to requests from a web browser or other application (for example, an application for the game of this embodiment) installed on the user terminal 30, and transmits screen data (for example, HTML data) and control data according to the results of the processes to the user terminal 30. The user terminal 30 outputs a web page or other screen based on the received data.
[0021] Next, we will explain the hardware configuration of the user terminal 30. The user terminal 30 is configured as a general computer, and as shown in Fig. 1, it includes a computer processor 31, a main memory 32, an input / output I / F 33, a communication I / F 34, and a storage (storage device) 35, and these components are electrically connected via a bus or the like (not shown).
[0022] The computer processor 31 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 35 or the like into the main memory 32 and executes various instructions included in the programs. The main memory 32 is configured, for example, by a DRAM or the like.
[0023] The input / output I / F 33 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 33 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 33 also includes an image output device such as a display, and an audio output device such as a speaker.
[0024] The communication I / F 34 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to be able to realize wired or wireless communication via the communication network 20 or the like.
[0025] The storage 35 is configured by, for example, a magnetic disk or a flash memory, etc. The storage 35 stores various programs including an operating system, various data, etc. The programs stored in the storage 35 can be downloaded from an application market or the like and installed.
[0026] In this embodiment, the user terminal 30 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a game terminal, or the like.
[0027] A user operating a user terminal 30 configured in this manner can play games provided by the server 10 by communicating with the server 10 via a web browser or other application installed on storage 35, etc.
[0028] Next, we will explain the functions of the game providing server 10 configured as above. As shown in Figure 1, the computer processor 11 of the server 10 is configured to function as a management function control unit 111 and a game progress control unit 112 by executing instructions included in a program (for example, at least a part of the server-side program 40) loaded into the main memory 12.
[0029] The management function control unit 111 is configured to execute various processes related to the control of the management functions of the game in this embodiment. For example, the management function control unit 111 transmits screen data and control data of various screens related to the management functions to the user terminal 30, executes various processes in response to operation input by the user via the screens output on the user terminal 30, and transmits screen data and control data according to the results of the processes to the user terminal 30. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and user account management.
[0030] The game progress control unit 112 is configured to execute various processes related to the control of the progress of the game in this embodiment. For example, the game progress control unit 112 transmits screen data and control data of various screens for progressing the game to the user terminal 30, executes various processes in response to operation inputs by the user via the screens output on the user terminal 30, and transmits screen data, control data, etc. according to the results of the processes to the user terminal 30.
[0031] In this embodiment, the game progress control unit 112 is configured to set a deck for a specific match. The deck includes one or more game contents selected by the user. For example, the game progress control unit 112 sets a deck for the match in association with a match selected by the user from multiple matches. For example, the game progress control unit 112 sets a deck including game content selected by the user from multiple game contents available to the user (e.g., owned by the user). Information about the set deck is managed, for example, in the deck management table 155. The deck for a specific match is set, for example, by a predetermined timing before the start of the specific match (e.g., a predetermined time before the start date and time of the match).
[0032] The game progress control unit 112 is also configured to grant a reward to the user based at least on the performance information of the specific match and the value of a first parameter associated with each of one or more game contents included in the set deck. The performance information is, for example, acquired from the performance information management server 22 and managed in the performance information table 154. The value of the first parameter for each game content is managed, for example, in the content information table 152. The reward granted to the user includes various types of rewards, such as virtual and electronic rewards (points, scores, characters, items, etc.) and real rewards. The reward also includes game content.
[0033] In this way, the game providing server 10 in this embodiment sets a deck containing game content selected by the user and awards the user a reward based on the performance information of the corresponding match and the values of parameters associated with the game content included in the deck, thereby providing the user with the enjoyment of organizing a deck using game content, compared to a game in which the user simply predicts the results of the match. In this way, the game providing server 10 increases the interest of games that use performance information of sports and other matches.
[0034] In this embodiment, the game content for organizing a deck includes various virtual and electronic content, and is implemented as, for example, cards, characters, or items.
[0035] Furthermore, in this embodiment, game content may be associated with participants (which may also be referred to as players or athletes, etc.) in a match. For example, such game content may be implemented as content such as trading cards of professional athletes. In this case, the game progress control unit 112 may be configured to award rewards based at least on performance information of participants associated with each game content included in the deck and the value of a first parameter associated with each game content. This configuration requires the user to be strategic about which participants to include in their deck the corresponding game content, thereby further increasing the enjoyment of the game.
[0036] The first parameter may also be a parameter possessed by a participant in a match. In this case, the value of the first parameter possessed by the participant is managed, for example, in participant information table 153. In this case, for example, multiple game contents associated with the same participant (for example, cards of the same participant but with different rarities) will also have the same value of the associated first parameter. This configuration requires even more strategy from participants in deciding which corresponding game contents to include in their decks.
[0037] The first parameter may also be a multiplier held by a participant in a match. In this case, the game progress control unit 112 may be configured to calculate a score by applying (multiplying) the multiplier held by the participant to a reference score based on the participant's performance information associated with each game content included in the deck, and to award a reward based at least on the score of each game content. In this case, the reward may include, for example, the total score of each game content, a ranking based thereon, or virtual and electronic items or real items awarded based at least on such scores. This configuration allows the user to enjoy organizing a deck that takes into account the multiplier held by each participant.
[0038] The game progression control unit 112 may also be configured to set the multiplier value of each of the multiple participants based at least on the deck settings of each of the multiple users. For example, the more frequently a participant is included in the decks of the multiple users (the more decks that include associated game content), the smaller the multiplier value (lower the multiplier). For example, the multiplier value of a participant is set (updated) to the latest value based on the deck settings of the multiple users for each of one or more past matches (e.g., the most recent one or more matches). For example, the multiplier value of a participant is set for each match (e.g., for each combination of participant and match), and the multiplier value for a specific match is set based on the deck settings of each of the multiple users for that specific match. This configuration allows users to enjoy setting the multiplier value of the participants.
[0039] Furthermore, game content may have a directly associated second parameter separate from the first parameter associated via the participant. For example, multiple game content associated with the same participant may have the same value of the first parameter but different values of the second parameter. In this case, the game progress control unit 112 may be configured to award rewards based at least on the participant's performance information associated with each game content included in the deck, the value of the first parameter possessed by the participant, and the value of the second parameter possessed by each game content. This configuration requires a greater level of strategy from the user regarding deck composition.
[0040] In this embodiment, the second parameter may be set to a value that is more advantageous to the user for paid game content than for free game content. In this case, the game progress control unit 112 may be configured to grant a first reward to the user based on the participant's performance information associated with each game content included in the deck and the value of the first parameter held by the participant, while granting a second reward to the user based at least on the participant's performance information associated with each game content included in the deck, the value of the first parameter held by the participant, and the value of the second parameter held by each game content. In other words, in this case, the second parameter, which is set to a value that is more advantageous to the user for paid game content, is taken into consideration when granting the second reward, but is not taken into consideration when granting the first reward. This configuration may achieve high satisfaction for both users who own paid game content and users who do not own paid game content.
[0041] In this embodiment, the game progress control unit 112 can be configured to associate each game content included in the deck with at least one of a plurality of game periods (called by various names depending on the type of sport, etc., such as quarters, periods, rounds, and halves) that divide a game, and to provide a reward to the user based at least on the performance information corresponding to the game period associated with each game content and the value of the first parameter associated with each game content. This configuration requires the user to be strategic in associating game content with game periods, thereby further increasing the enjoyment of the game.
[0042] In this embodiment, a third parameter may be associated with each of the multiple game periods. In this case, the game progress control unit 112 may be configured to award a reward to the user based on at least the performance information corresponding to the game period associated with each game content included in the deck, the value of the third parameter associated with the game period, and the value of the first parameter associated with each game content. This configuration requires the user to be more strategic in associating game content with game periods.
[0043] Alternatively, the first and third parameters may be multipliers. In this case, the game progress control unit 112 may be configured to calculate a score by applying (multiplying) a standard score based on performance information corresponding to a match period associated with each game content included in the deck by the value of the multiplier (third parameter) associated with the match period and the value of the multiplier (first parameter) associated with the game content, and to award a reward to the user based at least on the score of each game content. In this case, the reward may include, for example, the total score of each game content, a ranking based thereon, or virtual and electronic items or real items awarded based on such scores. This configuration requires the user to compile a deck taking into account the multipliers associated with the game content and the match period, thereby further enhancing the enjoyment of the game.
[0044] Next, a specific example of one aspect of the game-providing server 10 of this embodiment having such functions will be described. In this example, the game-providing server 10 provides a game using game performance information of a specific professional basketball team. In addition to such a game, the server 10 may also provide various services for fans of the team.
[0045] First, the information managed by each table in this example will be described. FIG. 2 illustrates information managed by user information table 151 in this example. In this example, user information table 151 manages information about users who use (play) the game, and as shown in the figure, manages information such as "basic information" including account name, gender, date of birth, etc., in association with a "user account" that identifies an individual user, "number of owned points" which is the number of owned points that can be exchanged for various items, "number of owned coins" which is the number of owned coins that can also be exchanged for various items, and "owned card information" which is information about owned player cards (game content). The owned card information includes a card ID that identifies each individual player card. Points, which will be described in detail later, are granted to users as part of game rewards. Coins are paid items that are purchased with real currency.
[0046] In this example, a user playing the game for the first time is given a predetermined number of player cards. Thereafter, the user can purchase player cards for a fee, for example, by exchanging them for a predetermined number of coins. The user can also acquire player cards free of charge, for example, by exchanging them for points, or as various rewards (for example, login bonuses, etc.). As the user acquires player cards, the owned card information is updated. Note that, for paid player cards, for example, NFT (Non-Fungible Token) technology may be used to manage individual player cards in an identifiable manner.
[0047] FIG. 3 illustrates information managed by the content information table 152 in this example. The content information table 152 in this example manages information related to player cards as game content used to organize decks, and as shown in the figure, manages information such as a "player ID" that identifies the corresponding player, "image information" that is information related to the image of the card, a "billing flag" that indicates whether the card is subject to a fee (paid), and "rarity" in association with a "card ID" that identifies an individual player card. Player cards identified by card IDs can also be said to be types of player cards. In this example, there are multiple player cards for the same player, and these multiple player cards differ from each other in at least one of the image (appearance), billing flag, and rarity.
[0048] 4 illustrates information managed by participant information table 153 in this example. Participant information table 153 in this example manages information related to players belonging to a target team as participants in a basketball game, and as shown in the figure, manages information such as "name," "image information," "position," and "odds" in association with "player IDs" that identify individual players.
[0049] In this example, the odds (first parameter) of a player are the multiplier applied when calculating the score, as will be described in detail later. The latest odds of each player are determined based on the deck settings of each of multiple users for the most recent match. Specifically, the more corresponding player cards are included in the decks set by each user for the most recent match (i.e., the more decks containing corresponding player cards), the smaller the odds value (the lower the multiplier).
[0050] 5 illustrates information managed by the performance information table 154 in this example. The performance information table 154 in this example manages information related to the performance of a target team's games, and as shown in the figure, manages information such as a "standard score" in association with a combination of a "game ID" that identifies an individual game, a "period ID" that identifies an individual game period (quarter), and a "player ID" that identifies an individual player. In this way, the performance information table 154 manages performance information of a specific player in a specific game period (quarter) of a specific game.
[0051] Furthermore, a value representing the contribution of a basketball player, called EFF (short for Efficiency), is set as the standard score. Specifically, EFF is calculated, for example, using the following formula: EFF = (points + rebounds + assists + steals + blocks) - (missed field goals + missed free throws + turnovers) The EFF is provided by the result information management server 22 at the end of each period (quarter) of the game.
[0052] It should be noted that EFF is an example of performance information of a player in a basketball game, and various other information can be used as performance information.
[0053] 6 illustrates information managed by the deck management table 155 in this example. The deck management table 155 in this example manages information related to the deck of a set user, and as shown in the figure, in association with a combination of a "user account" that identifies an individual user and a "game ID" that identifies an individual game, stores a "captain player card ID" that identifies a captain player card included in the deck, a "captain player score" that is the score obtained by the captain player, a "1st quarter player card ID" that identifies a player card of the 1st quarter included in the deck, a "1st quarter player score" that is the score obtained by the player in the 1st quarter, and a "1st quarter player card ID" that identifies a player card of the 1st quarter included in the deck. The deck manages information such as a "2nd Quarter Player Card ID" that identifies a player card in the second quarter included in the deck, a "2nd Quarter Player Score" that is the score earned by the player in the second quarter, a "3rd Quarter Player Card ID" that identifies a player card in the third quarter included in the deck, a "3rd Quarter Player Score" that is the score earned by the player in the third quarter, a "4th Quarter Player Card ID" that identifies a player card in the fourth quarter included in the deck, a "4th Quarter Player Score" that is the score earned by the player in the fourth quarter, and "Number of Points Earned" that is the number of points earned in the corresponding game. In this way, a user's deck is set in association with a game (for each game).
[0054] As will be described in more detail later, the deck includes five player cards corresponding to five players, and each of the five players (i.e., five player cards) is assigned the role of captain or one of the roles of the first through fourth quarters. The player with the role of captain is associated with all of the first through fourth quarters, and each player with the role of the first through fourth quarters is associated with a corresponding quarter.
[0055] The information managed by each table in this example has been described above. Next, the processing executed by the game providing server 10 and the screens output on the user terminal 30 in this example will be described. FIG. 7 is a flowchart illustrating the processing executed by the server 10 when setting up a deck. As shown in the figure, the server 10 first accepts the selection of a game by the user (step S100). The selection of a game is accepted via a screen output on the user terminal 30.
[0056] 8 illustrates an example of a match selection screen 50 that allows a user to select a target match. The screen 50 displays a list of one or more matches for which decks can be set. Specifically, as shown in the figure, the screen 50 displays one or more match objects 52, each corresponding to a separate match, arranged vertically.
[0057] The matches listed on the match selection screen 50 (i.e., matches for which deck settings can be configured) are matches of the target team for which deck setting acceptance has begun and has not yet closed. In this example, deck setting acceptance begins at midnight one month before the match date, and then closes at midnight on the day of the match. Users can organize decks during the deck setting acceptance period.
[0058] As shown in the figure, the match object 52 displays the name of the opposing team in the corresponding match, the start date and time of the match, and the time remaining until the deadline for accepting deck settings, and has a circular deck setting status display object 521 in its lower right corner. The object 521 displays the deck setting status for the corresponding match; specifically, if the corresponding user's deck has been set, the word "Done" is added, and if the deck has not been set, the word "Not yet" is added. When a user selects a match object 52, the server 10 accepts the selection of the corresponding match.
[0059] Returning to the flowchart of FIG. 7, the server 10 then sets the deck (step S110). FIG. 9 illustrates a deck organization screen 60 that is displayed in place of the game selection screen 50 in response to the selection of a game object 52 on the game selection screen 50. As shown in the figure, the screen 60 displays information about the game for which the deck is being set (the name of the opposing team and the start date and time of the game). The screen 60 also includes a captain player object 620 located on the left side of the screen and extending vertically, and first through fourth quarter player objects 621 through 624 arranged vertically on the right side of the screen. The captain player object 620 is an object for registering a player card for the role of captain, and the first through fourth quarter player objects 621 through 624 are objects for registering player cards for the roles of first through fourth quarter, respectively. The deck organization screen 60 of FIG. 9 corresponds to a state in which no player cards have been registered. In this case, the five objects 620 through 624 each have the character string "unselected" added to them.
[0060] In this example, the character string "x2" is added to the lower right corner of the captain player object 620 and the fourth quarter player object 624. As will be described in more detail later, a score bonus (third parameter) of double is applied to the scores obtained by the players corresponding to these objects 620, 624 (i.e., the captain player and the fourth quarter player).
[0061] 10 shows an example of a player selection screen 70 that is displayed and superimposed on the deck compilation screen 60 in response to the selection of one of the objects 620 to 624 on the screen 60. As shown in the figure, the screen 70 has a plurality of individual display areas 72 arranged in two columns, each displaying information about an individual player.
[0062] The individual display area 72 displays the image, name, position, and latest odds value of the corresponding player. This information is managed in the participant information table 153.
[0063] In this example, a deck can only contain one player card of the same player (in other words, a deck cannot contain multiple player cards of the same player). On the player selection screen 70, players corresponding to player cards already included in the deck are excluded from the list display.
[0064] 11 illustrates a card selection screen 80 that is displayed in place of the player selection screen 70 in response to a selection in the individual display area 72 of the screen 70. As shown in the figure, the screen 80 has a basic information display area 82 that displays basic information about the corresponding player, and a list display area 84 that displays a list of player cards of the corresponding player owned by the user. The basic information display area 82 displays the image, name, position, and latest odds value of the corresponding player.
[0065] One or more individual display areas 841, each corresponding to an individual player card, are arranged in two columns in the list display area 84. If the user does not own any player cards of the corresponding player, this is displayed in the area 84. The individual display area 841 displays an image of the corresponding player card.
[0066] 12 illustrates a card details screen 90 that is displayed in place of the card selection screen 80 in response to a selection in the individual display area 841 of the card selection screen 80. As shown in the figure, the screen 90 has a details display area 92 that displays details of the corresponding player card, and a selection button 94 to which the character string "Select this card" is added. The details display area 92 displays an image of the corresponding player card, a description, and information related to the point bonus (second parameter).
[0067] In this example, a "point bonus" is set for player cards with a rarity of "rare" or higher, and a "limited-time point bonus" is also set for player cards that are subject to a fee. The card details screen 90 in FIG. 12 corresponds to the case where a player card with a rarity of "rare" or higher that is subject to a fee is displayed, and the details of the point bonus and limited-time point bonus (both "10% UP") are displayed in the details display area 92. The limited-time point bonus is only applied for a specified period of time.
[0068] When the selection button 94 on the card details screen 90 is selected, the corresponding player card is registered in the deck. In response to the registration of the player card, the corresponding fields of the captain player card ID and the 1st to 4th quarter player card IDs in the deck management table 155 are updated.
[0069] 13 illustrates a deck organization screen 60 in which a captain's player card and first-quarter player cards have been registered. In the deck organization screen 60 in this state, as shown in the figure, an image 64 of the registered player card and an odds object 66 displaying the odds of the corresponding player are arranged in a captain player object 620 corresponding to the captain's player card and a first-quarter player object 621 corresponding to the first-quarter player cards. The user registers the captain's player card and all of the first- to fourth-quarter player cards during the deck setting acceptance period.
[0070] The above has described the processing when setting up the deck. Next, the processing executed in response to the start of a match will be described. FIG. 14 is a flowchart illustrating the processing executed by the server 10 in response to the start of a match. As shown in the figure, the server 10 first waits to acquire performance information for each quarter (NO in step S200). In this example, each time each quarter of the match ends, the standard score (EFF) of each player is provided from the performance information management server 22 as performance information for the completed quarter.
[0071] Then, after acquiring the performance information for each quarter (YES in step S200), the server 10 updates the scores of the decks of each user (step S210). Specifically, the scores of the captain players and the scores of the players for the corresponding quarters included in each user's deck are updated. For example, when performance information for the second quarter is acquired, the captain player score in the deck management table 155 is added with a value obtained by multiplying the captain player's standard score (EFF for the second quarter) by the odds of the player and the odds bonus (2x) set for the role of captain, and similarly, the second quarter player score in the deck management table 155 is set with a value obtained by multiplying the player's standard score for the second quarter (EFF for the second quarter) by the odds of the player. Also, for example, when performance information for the fourth quarter is obtained, the captain player score in the deck management table 155 is set to the value obtained by multiplying the captain player's standard score (fourth quarter EFF) by the player's odds and the odds bonus (2x) set for the captain's role, and the fourth quarter player score in the deck management table 155 is set to the value obtained by multiplying the player's standard score for the fourth quarter (fourth quarter EFF) by the player's odds and the odds bonus (2x) set for the fourth quarter role.
[0072] 15 illustrates an example of a progress screen 200 that is output on the user terminal 30 during a game in response to a user instruction. As shown in the figure, the screen 200 displays information about the game (such as the name of the opposing team) and the current quarter (the second quarter in the example of FIG. 15), and also has a first display area 202 and a second display area 204 that respectively display the scores of each player included in the deck.
[0073] In the first display area 202, images 2021 of each of a plurality of player cards included in the deck of the corresponding user are arranged horizontally, and below each image 2021, a score object 2022 displaying the score achieved by the corresponding player is arranged. In this area 202, the player cards displayed are switched by a horizontal slide or flick operation, etc. Meanwhile, the second display area 204 displays the scores of each player included in the deck of the corresponding user in a table format.
[0074] In the example of Figure 15, the second quarter is in progress, so the first display area 202 and the second display area 204 display the scores achieved in the first quarter by the captain player and the first quarter players, respectively.
[0075] Returning to the flowchart of FIG. 14, after updating the score in this manner, if the game is not over (end of the fourth quarter) (NO in step S220), the process returns to step S200 (waiting for acquisition of quarter-by-quarter performance information). After that, the deck scores are repeatedly updated each time performance information for the second to fourth quarters is acquired, and when the game ends (YES in step S220), the server 10 updates the points of each user (step S230). Specifically, the points of each player included in the deck are calculated by applying the point bonus of the corresponding player card to the score acquired by each player, and the sum of the points of each player becomes the number of points acquired by the user. The points acquired by the user are registered in the number of acquired points in the deck management table 155 and are added to the number of points owned in the user information table 151.
[0076] FIG. 16 illustrates a result screen 210 that is displayed on the user terminal 30 in response to a user instruction after a match ends. As shown, the screen 210 displays information about the match (the name of the opposing team and the start date and time of the match) and includes a first display area 212 that displays a summary of the results, and a second display area 214 that displays the scores of each player included in the deck. The first display area 212 displays the score (the total score of each player) the user achieved in the match, the ranking of the scores (ranking among users), and the points they achieved. It also includes a point confirmation button 216 labeled "Check points." When the button 216 is selected, a screen (not shown) is displayed for confirming the number of points the user has and for using points. The user can confirm the number of points they have and exchange them for items, etc., via the screen.
[0077] Similarly to the second display area 204 of the progress screen 200 described above, the second display area 214 displays the scores of each player included in the deck of the corresponding user in a table format.
[0078] In the above example, a game using performance information for a specific professional basketball team is provided, but a game using performance information for games of multiple teams may also be provided. In this case, a deck containing player cards of players belonging to a team selected by a user from the multiple teams may be set for the games of the selected team.
[0079] In the above example, the odds for players are determined based on the deck settings of each of the multiple users for the most recently played match. However, the odds for players may be determined for each match. In this case, the odds for players are managed, for example, in association with a combination of a player ID and a match ID, and are determined based on the deck settings of each of the multiple users for the corresponding match. Then, when the acceptance of deck settings for the corresponding match is closed, the odds for players for that match are finalized. Furthermore, determining odds based on the deck settings of each of the multiple users is one example of a method for determining odds, and in other examples of this embodiment, odds may be determined by various other methods.
[0080] In the above example, odds are set for each player, but odds may be set for each player card. In this case, different odds may be set for multiple player cards associated with the same player.
[0081] In the above example, the score of each player is calculated by applying odds to the player's base score, the points of each player are calculated by applying a point bonus to the score obtained by each player, and the user is awarded the total value of the points of each player, but this method of calculating the score and points is one example, and in other examples of this embodiment, scores, points, or other rewards are awarded to the user in various other ways. For example, parameters other than odds may be associated with the player card, and the score, points, or other reward may be awarded to the user based at least on the value of the parameter.
[0082] In the above example, a game is provided using performance information from a basketball game, but in other examples of this embodiment, games are provided using performance information from games of sports other than basketball, or from various competitions and events other than sports.
[0083] The game providing server 10 according to the present embodiment described above sets a deck containing game content (e.g., player cards) selected by a user, and awards rewards (e.g., scores and points) to the user based on the results information of the corresponding match and the values of parameters (e.g., odds of the corresponding player) associated with the game content included in the deck. This allows the user to enjoy the creation of a deck using game content, compared to a game in which the results are simply predicted. In this way, the game providing server 10 enhances the enjoyment of games that use the results information of sports and other matches.
[0084] In other embodiments of the present invention, some or all of the functions possessed by the game providing server 10 in the above-described embodiments may be realized by cooperation between the game providing server 10 and the user terminal 30, or may be realized by the user terminal 30.
[0085] The processes and procedures described herein, other than those explicitly described, may be implemented by software, hardware, or any combination thereof. For example, the processes and procedures described herein may be implemented by implementing logic corresponding to the processes and procedures in media such as integrated circuits, volatile memory, non-volatile memory, and magnetic disks. The processes and procedures described herein may also be implemented as computer programs corresponding to the processes and procedures and executed by various computers.
[0086] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be implemented by combining them into fewer components or breaking them down into more components.
[0087] In this specification, even if a component of the invention is described as either singular or plural, or is described without limitation as either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]
[0088] 10 Game provider server 11. Computer Processor 111 Management function control section 112 Game progress control unit 15. Storage 151 User Information Table 152 Content Information Table 153 Participant Information Table 154 Grade Information Table 155 Deck Management Table 22 Grade information management server 30 User terminals 40 Server-side programs 50 Match selection screen 60 Deck organization screen 70 Player Selection Screen 80 Card Selection Screen 90 Card details screen 200 Progress screen 210 Results screen
Claims
1. 1. A system for providing a game, comprising one or more computer processors, the one or more computer processors, in response to execution of computer readable instructions: configuring a deck for a particular game, the deck including one or more game content selected by a user; and awarding a reward to the user based at least on performance information of the specific game and a value of a first parameter associated with each of the one or more game contents; the game content is associated with a participant of the match and has a second parameter; the first parameter is a parameter possessed by the participant, the step of granting the reward includes granting the reward to the user based on at least the performance information of the participant associated with each of the one or more game contents, the value of the first parameter, and the value of the second parameter; system.
2. the first parameter is a magnification; the step of granting the reward includes calculating a score by applying a value of the first parameter owned by the participant to a reference score based on the performance information of the participant associated with each of the one or more game contents, and granting the reward to the user based at least on the score of each of the one or more game contents; The system of claim 1.
3. The one or more computer processors further execute a step of setting a value of the first parameter owned by each of a plurality of participants based at least on a setting status of the deck of each of a plurality of users. The system of claim 2.
4. The step of setting the value of the first parameter includes setting the value of the first parameter so that the value of the first parameter is smaller as the participant is more frequently included in the decks of each of the plurality of users. The system of claim 3.
5. the second parameter is set to a value that is more advantageous to the user for the paid game content than for the free game content; The system of claim 1.
6. the step of granting the reward includes granting a first reward to the user based on the performance information of the participant associated with each of the one or more game contents and the value of the first parameter, and granting a second reward to the user based at least on the performance information of the participant associated with each of the one or more game contents, the value of the first parameter, and the value of the second parameter; The system of claim 5.
7. 1. A method executed by one or more computers for providing a game, comprising: configuring a deck for a particular game, the deck including one or more game content selected by a user; and providing a reward to the user based at least on performance information of the specific game and a value of a first parameter associated with each of the one or more game contents; the game content is associated with a participant of the match and has a second parameter; the first parameter is a parameter possessed by the participant, the step of granting the reward includes granting the reward to the user based on at least the performance information of the participant associated with each of the one or more game contents, the value of the first parameter, and the value of the second parameter; method.
8. A program for providing a game, which is installed on one or more computers, configuring a deck for a particular game, the deck including one or more game content selected by a user; and granting a reward to the user based at least on the performance information of the specific game and the value of a first parameter associated with each of the one or more game contents; the game content is associated with a participant of the match and has a second parameter; the first parameter is a parameter possessed by the participant, the step of granting the reward includes granting the reward to the user based on at least the performance information of the participant associated with each of the one or more game contents, the value of the first parameter, and the value of the second parameter; program.
Citation Information
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