Computer and gaming systems

The computer system enhances player engagement by allowing users to compete for affection towards game objects through fan groups, calculating an affection index, and granting benefits based on game results, addressing the lack of competition for affection in existing game technologies.

JP7752214B2Active Publication Date: 2025-10-09BANDAI NAMCO ENTERTAINMENT INC
View PDF 9 Cites 0 Cited by

Patent Information

Application Number
JP2024091062
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-06-05
Publication Date
2025-10-09
Estimated Expiration
2040-03-23

AI Technical Summary

Technical Problem

Existing game technologies lack mechanisms to foster interest among players through competition for affection towards game objects, such as humanoid characters, animals, and buildings, which are commonly visible to multiple players.

Method used

A computer system that controls competitive games featuring multiple game objects, allowing users to belong to fan groups, calculates an affection index based on user interactions, and determines benefits based on game results and affection index, fostering excitement through competition.

Benefits of technology

Enhances player engagement by promoting competition for affection towards game objects, with users receiving benefits tied to their affection index and game performance.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007752214000001
    Figure 0007752214000001
  • Figure 0007752214000002
    Figure 0007752214000002
  • Figure 0007752214000003
    Figure 0007752214000003
Patent Text Reader

Abstract

To provide a technology to foster an amusement property to compete for affection for an object appearing in a game among players.SOLUTION: A server system 1100 includes: a match game control part 231 for controlling execution of a match tame in which a plurality of characters appear; a group setting part 237 for setting a fan group to which one or more users can belong for each character; an affection index calculation part 241 for calculating an affection index for the character of the group to which a user belongs on the basis of an affection operation for the character by the user, for each user; and a privilege determination part 243 for determining a privilege imparted to each user on the basis of a result of the match game and the affection index of each user belonging to the fan group.SELECTED DRAWING: Figure 11
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a computer system and the like. [Background technology]

[0002] In a game in which multiple players share and develop a character, a technique has been known in which the magnitude of the attribute change is changed depending on the degree of contribution of each player to the growth (attribute change) of the shared character (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-7339 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the technology of Patent Document 1 is a technology that focuses on having all players belonging to a group (guild) develop (change attributes) a shared character in order to promote communication within the group (guild). In other words, it can be said to be a game in which all players belonging to a group have fun developing one character.

[0005] Therefore, the technology of Patent Document 1 does not create the following interest: that is, the interest of competing among players to see who can contribute more to a single character. In particular, there has been no game technology in the past that creates the interest of competing among players for feelings of affection, attachment, and affection (hereinafter collectively referred to as "affection") toward a character. Furthermore, there has been no game technology in the past that creates the interest of competing among players for affection toward objects that appear in the game, such as humanoid characters, animals, vehicles such as cars, and buildings, which are commonly visible to multiple players in the game.

[0006] The problem to be solved by the present invention is to provide a technology that can foster interest among players by having them compete with each other over their affection for objects that appear in the game. [Means for solving the problem]

[0007] The first invention for solving the above problem is a computer system that controls the provision of results of a competitive game featuring multiple game objects to each user's user terminal, and includes: a competitive game control means (e.g., competitive game control unit 231 in Figure 10) that controls the execution of the competitive game; a group setting means (e.g., group setting unit 237 in Figure 10) that sets, for each game object, a fan group to which one or more users can belong; an affection index calculation means (e.g., affection index calculation unit 241 in Figure 10) that calculates, for each user, an affection index for the game object related to the fan group to which the user belongs based on the affection operation by the user regarding the game object; and a benefit determination means (e.g., benefit determination unit 243 in Figure 10) that determines a benefit to be granted to each user based on the results of the competitive game and the affection index of each user belonging to the fan group.

[0008] According to the first aspect of the present invention, a fan group to which a user can belong can be set for each game object appearing in a competitive game. Then, based on the affection operations performed by each user on the game object of the fan group to which the user belongs, an affection index for the corresponding game object can be calculated for each user. Meanwhile, based on the results of the competitive game and the affection index of each user, a benefit to be granted to each user can be determined. This can foster excitement among players as they compete for affection for objects appearing in the game.

[0009] A second invention is the computer system of the first invention, wherein the fighting game control means executes the fighting game by automatic control.

[0010] According to the second invention, it is possible to automatically control the execution of a fighting game in which a game object appears.

[0011] A third invention is a computer system of the first or second invention, in which the competitive game control means controls the execution of the competitive game based on parameter values ​​set for the game object that are unrelated to the affection operation.

[0012] According to the third aspect of the present invention, the competitive game can be executed by controlling game objects appearing in the competitive game using parameter values ​​that are unrelated to the affection index for the game objects.

[0013] A fourth invention is a computer system of any of the first to third inventions, wherein the benefit determination means includes a match result benefit determination means (e.g., the match result benefit determination unit 245 of Figure 10) that determines a match result benefit for each game object that appears based on the match result of the competitive game, and a user-specific benefit determination means (e.g., the user-specific benefit determination unit 247 of Figure 10) that determines a benefit to be granted to each user belonging to a fan group of the game object based on the match result benefit and the affection index of each user.

[0014] According to a fourth aspect of the present invention, a match result benefit can be determined for each game object that appeared in a competitive game based on the match result of the competitive game. A benefit for each user belonging to a fan group of a game object that appeared in the competitive game can then be determined based on the match result benefit determined for the game object and the affection index of each user. For example, the match result benefit can be distributed to each user according to the affection index of each user.

[0015] A fifth invention is a computer system of any of the first to fourth inventions, in which the benefit determination means determines a higher value benefit for a first user who belongs to the same fan group and a second user who has a higher affection index than the first user.

[0016] According to the fifth aspect of the present invention, a user with a high affection index can be given a higher valued benefit than a user with a low affection index.

[0017] A sixth invention is a computer system of any of the first to fifth inventions, further comprising an affiliation control means (e.g., affiliation control unit 239 in Figure 10) that determines the fan group to which each user belongs, with a maximum of one fan group to which one user can belong.

[0018] According to the sixth aspect of the present invention, it is possible to determine the fan group to which each user belongs so that one user belongs to only one fan group.

[0019] A seventh invention is a computer system of any of the first to sixth inventions, further comprising a communication control means (e.g., the communication control unit 235 of Figure 10) that controls virtual communication between the game object and a user belonging to a fan group of the game object based on the affection operation of the user.

[0020] According to the seventh invention, when a user performs an affection operation on a game object of a fan group to which the user belongs, the user can enjoy virtual communication with the game object.

[0021] An eighth invention is the computer system of the fifth invention, wherein the affection operation includes an operation of giving a given present to the game object from a user belonging to a fan group of the game object.

[0022] According to the eighth aspect of the present invention, the user can perform an operation of giving a present to a character in a fan group to which the user belongs, as one of the affection operations.

[0023] A ninth invention is a computer system of any of the first to eighth inventions, wherein the affection index calculation means variably calculates the affection index based on the number of affection operations and / or the frequency of the affection operations.

[0024] According to the ninth aspect of the present invention, for example, it is possible to calculate a higher affection index as the number of affection operations increases, or to calculate a higher affection index as the frequency of affection operations increases.

[0025] A tenth invention is a computer system of any of the first to ninth inventions, in which the affection index calculation means evaluates the timing at which the affection operation was performed based on an affection operation timing standard determined according to the results of the competitive game, and variably calculates the affection index based on the evaluation result.

[0026] According to the tenth aspect of the present invention, it is possible to calculate the affection index of a user in consideration of the timing of the affection operation performed by the user.

[0027] An eleventh invention is a computer system of any of the first to tenth inventions, further comprising a history information storage means for storing information on fan group affiliation history for each user, and the affection index calculation means variably calculates the affection index based on the user's affiliation history.

[0028] In addition, a twelfth invention is a computer system of the eleventh invention, in which the affection index calculation means calculates the affection index to be higher when the membership time length of the fan group to which the user currently belongs is a second membership time length that is longer than the first membership time length than when the membership time length is a first membership time length.

[0029] In addition, the 13th invention is a computer system of the 11th or 12th invention, in which the affection index calculation means calculates the affection index to be lower when the number of other fan groups to which the user has belonged in the past is a second number, which is greater than the first number, than when the number is a first number.

[0030] In addition, a 14th invention is a computer system of any of the 11th to 13th inventions, in which the history information storage means stores, for each user, the affection index for game objects related to fan groups to which the user previously belonged, included in the affiliation history information, and the affection index calculation means variably calculates the affection index based on whether it exceeds the affection index for game objects related to fan groups to which the user previously belonged.

[0031] According to the eleventh to fourteenth aspects of the present invention, the affection index of a user can be calculated taking into account the user's fan group membership history. For example, the affection index of a user who has been in the fan group to which they currently belong for a long period of time can be calculated higher than the affection index of a user who has been in the fan group for a short period of time. Also, the affection index of a user who has previously belonged to a large number of other fan groups can be calculated lower than the affection index of a user who has previously belonged to a small number of other fan groups. Also, the affection index of a user for a game object of a fan group to which they currently belong can be calculated taking into account the affection index of the user for the game object of the fan group to which they previously belonged, based on the affection operation performed by the user on the game object.

[0032] A fifteenth aspect of the present invention is the computer system according to any one of the first to fourteenth aspects of the present invention, further comprising game object number control means for controlling the number of game objects that can appear in the fighting game.

[0033] According to the fifteenth aspect, for example, characters that can appear in the fighting game can be changed by adding or deleting characters that appear in the fighting game.

[0034] A 16th invention is a computer system of any of the 1st to 15th inventions, in which the competitive game control means controls the execution of the competitive game by treating a group of objects including at least two or more of the game objects as one ally group, and the benefit determination means variably determines the benefit of each user belonging to a fan group of a game object of the ally group based on whether the ally group wins the competitive game.

[0035] According to the sixteenth aspect of the present invention, a competitive game in which two or more game objects form one allied group can be executed as a competitive game in which a plurality of game objects appear, and benefits for each user belonging to a fan group of the game objects forming the allied group can be determined based on the wins and losses of the allied group in the competitive game.

[0036] A 17th invention is a computer system of any of the 1st to 16th inventions, in which the computer system is a server system (e.g., server system 1100 in Figure 1) that is communicatively connected to each user's user terminal (e.g., user terminal 1500 in Figure 1).

[0037] According to the seventeenth aspect of the present invention, a server system can be realized that provides the same effects as any one of the first to sixteenth aspects of the present invention.

[0038] An 18th invention is a game system (for example, game system 1000 in Figure 1) comprising a user terminal of each user and a computer system described in any one of claims 1 to 16, which is a server system communicatively connected to the user terminal.

[0039] According to the eighteenth aspect of the present invention, it is possible to realize a game system that provides the same effects as any one of the first to sixteenth aspects of the present invention. [Brief explanation of the drawings]

[0040] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system. [Figure 2]FIG. 2 is a diagram showing an example of the device configuration of a user terminal. [Figure 3] FIG. 1 is a diagram illustrating a fan group. [Figure 4] A diagram showing one fan group and its member users. [Figure 5] FIG. 10 is a diagram showing an example of a conversation screen. [Figure 6] FIG. 10 is a diagram showing an example of a game screen. [Figure 7] FIG. 10 is a diagram showing an example of the data configuration of fighting game definition data. [Figure 8] FIG. 10 is a diagram showing an example of bonus data. [Figure 9] FIG. 10 is a diagram showing another example of bonus data. [Figure 10] FIG. 2 is a block diagram showing an example of the functional configuration of a server system. [Figure 11] FIG. 3 is a diagram showing examples of programs and data stored in a server storage unit. [Figure 12] FIG. 4 is a diagram showing an example of the data configuration of user management data. [Figure 13] FIG. 4 is a diagram showing an example of the data configuration of fan group data. [Figure 14] FIG. 10 is a diagram showing an example of the data structure of executed competitive game data. [Figure 15] FIG. 2 is a block diagram showing an example of the functional configuration of a user terminal. [Figure 16] 10 is a flowchart illustrating a processing flow in the server system. [Figure 17] FIG. 10 is a diagram illustrating a benefit determination process according to a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0041] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiments described below, and the forms to which the present invention can be applied are not limited to the following embodiments. In addition, in the description of the drawings, the same parts are given the same reference numerals.

[0042] [Overall configuration] Fig. 1 is a diagram showing an example of the overall configuration of a game system 1000 according to this embodiment. As shown in Fig. 1, the game system 1000 includes a server system 1100, which is a computer system, and a user terminal 1500 owned by a user 2 of the game according to this embodiment, which are connected via a network 9 so as to be able to communicate data with each other.

[0043] The network 9 refers to a communication path that allows data communication. That is, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a communication network such as a telephone communication network, a cable network, or the Internet, and the communication method may be either wired or wireless.

[0044] The server system 1100 includes a main device 1101, a keyboard 1106, a touch panel 1108, and storage 1140. The main device 1101 incorporates a control board 1150 on which electronic components such as a CPU (Central Processing Unit) 1151, various microprocessors such as a GPU (Graphics Processing Unit) and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM and ROM, and a communication device 1153 are mounted. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).

[0045] This server system 1100 realizes a user management function related to user registration and the like, and a game management function that provides data necessary for the game on the user terminal 1500 and manages execution control of the game on the user terminal 1500, by having the CPU 1151 and the like perform calculations based on predetermined programs and data. In other words, the game in this embodiment is realized as a kind of client-server online game. User 2 accesses the server system 1100 with his / her own user terminal 1500, logs in using an issued account (user ID), and enjoys the game of this embodiment.

[0046] The server system 1100 also cooperates with an external electronic settlement server operated by an electronic settlement service provider or the like to carry out the purchase procedure (billing process) of game coins, which are in-game currency. During the billing process, the electronic settlement server responds to an inquiry from the server system 1100 and processes a transaction to settle the purchase amount of the game coins with User 2's credit card, prepaid card, or the like. Then, the server system 1100 grants User 2 game coins equivalent to the purchase amount settled by the electronic settlement server.

[0047] 1, the server system 1100 may be configured to include multiple blade servers each assigned to one function, connected to each other via an internal bus for data communication. Alternatively, the server system 1100 may be configured to function as a whole as multiple independent servers installed in remote locations communicating data via the network 9.

[0048] The user terminal 1500 is a computer system that functions as a man-machine interface, and is connected to the network 9 via a mobile phone base station, a wireless communication base station, or the like, and can perform data communication with the server system 1100. The user terminal 1500 can take the form of, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a controller for a stationary home game device, an arcade game device, a personal computer, a tablet computer, a wearable computer, or the like.

[0049] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of a user terminal 1500. As shown in Fig. 2, the user terminal 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a control board 1550, and a memory card reader 1542 that can read and write data from and to a memory card 1540 that is a computer-readable storage medium. In addition, the device is provided with a power button, a volume control button, etc., which are not shown.

[0050] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP, various IC memories 1552 such as a VRAM, a RAM, and a ROM, and a wireless communication module 1553 for wireless communication with a mobile phone base station or a wireless LAN base station connected to the network 9. The control board 1550 is also equipped with so-called I / F circuits (interface circuits) 1557, such as a circuit for receiving signals from the direction input keys 1502 and the home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating an audio signal collected by the microphone 1512, and a signal input / output circuit for the memory card reader 1542. These elements equipped on the control board 1550 are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals. Note that part or all of the control board 1550 may be configured using an ASIC, an FPGA, or an SoC.

[0051] In this control board 1550, IC memory 1552 stores a game client program and various setting data necessary for executing this game client program. The game client program and the like are downloaded from server system 1100 at appropriate times. Alternatively, the program may be read from a separately obtained storage medium such as memory card 1540. Then, CPU 1551 and the like execute the game client program to perform arithmetic processing, and control each section of user terminal 1500 in response to operational inputs made to touch panel 1506, directional input keys 1502, and home key 1504.

[0052] [detail] In this embodiment, the server system 1100 executes a competitive game in which multiple game objects can appear, and controls the provision of the results of the competitive game to each user's user terminal 1500. The following describes an example of a competitive game in which the game objects are idol characters and multiple characters compete to pass an audition.

[0053] Specifically, the server system 1100 sets a fan group for each character that can appear in the fighting game (group setting process), and determines the fan group to which each user belongs (hereinafter also referred to as "belonging group") (affiliation control process). Then, for each user, the affection index for the characters in the belonging group is calculated (affection index calculation process). Meanwhile, the server system 1100 controls the execution of the fighting game in which characters fight each other (fighting game control process). Then, when the fighting game ends, the server system 1100 determines the benefit to be granted to each user based on the results of the fighting game and the affection operations of each user (benefit determination process).

[0054] 1. About Fan Groups FIG. 3 is a diagram illustrating fan groups, showing characters A, B, C, etc. that can appear in the fighting game and the fan groups set for each character A, B, C, etc. FIG. 4 is a diagram showing member users focusing on the fan group for character A. A fan group is made up of users (fans) who like that character. In this embodiment, a user can join the fan group for any one character. The user selects one of the characters that they like (favorite) to support and applies to join that fan group. If the application is approved, the user can join the fan group. Therefore, among the fan groups, there may be fan groups with zero members, such as the fan group for character C shown in FIG. 3, with no users.

[0055] Furthermore, characters that can appear in the fighting game are added as needed, for example, during updates. Some characters may also be deleted. Therefore, a user may want to change the group they belong to, for example, if they joined a fan group for a certain character but then started to like another character, or if they are attracted to a newly added character, or if the character in their current group is no longer available. In such cases, the user must perform a withdrawal operation to withdraw from their current group, and then apply to join the new fan group they wish to join.

[0056] Therefore, in the group setting process of this embodiment, the server system 1100 sets one or more fan groups to which users can belong for each character that appears in the fighting game. Then, in the affiliation control process, the server system 1100 determines the group to which each user belongs from among the fan groups of any of the characters, with one user being allowed to belong to a maximum of one fan group. The server system 1100 also makes changes such as adding or deleting characters that can appear in the fighting game at appropriate times.

[0057] More specifically, in the group setting process, at the time of initial setup of the game, a fan group is set for each character that can be registered in the fighting game at the time of the initial setup. After that, when a character that can appear in the fighting game is added, a fan group is set for the added character.

[0058] Furthermore, the affiliation control process monitors the user terminal 1500 for membership application operations. When a membership application operation is detected on any user terminal 1500, it first determines whether or not the user of that user terminal 1500 has a group to which they belong. If there is a group to which they belong, it controls the user terminal 1500 to display a withdrawal screen, prompting the user to perform the withdrawal operation. When a withdrawal operation is performed, the settings related to the user's group to which they belong are deleted. If the user then withdraws from the group to which they belong, or if they did not originally have a group to which they belong, it performs approval processing to determine whether or not to allow the user to join the fan group specified in the membership application operation. If joining is permitted, the user is added as a member of that fan group.

[0059] The approval process may be a process of unconditionally permitting the user who applied to join, or a process of permitting the user to join if a predetermined condition is met. For example, the approval process may be a process of permitting the user to join if the operation staff of the game site approves the application and the condition is met. The approval process may also be a process of permitting the user to join if the group leader of the fan group approves the application.

[0060] Note that the configuration is not limited to setting fan groups for all registrable characters, and fan groups may be set for some characters. For example, it may be configured such that whether or not a fan group can be set for each character is determined in advance, and fan groups are set for characters for which fan groups can be set, while fan groups are not set for characters for which fan groups cannot be set.

[0061] Furthermore, the affiliation control process is not limited to a configuration in which approval processing is performed in response to a membership application operation. For example, it may select a recommended character by analyzing the user's game data and determine the fan group of the selected character as the user's affiliation group. In this case, the affiliation group may be determined automatically, or the user's consent operation may be received before the determination. In the latter case, first, the display of a confirmation screen is controlled on the user terminal 1500 of the user, presenting the recommended character and encouraging the user to join the fan group. Then, if the consent operation on the confirmation screen is received, the user is added as a member of the fan group of the character.

[0062] On the other hand, the game data analyzed to select recommended characters includes 1) the types of items the user obtained through in-game lotteries, etc., 2) the types of lotteries executed and the number of times they were executed, 3) the disposition status of the acquired items, such as whether they were used as synthesis materials, sold, etc., or whether they were kept, 4) the usage status of characters in mini-games that can be played using characters that appear in the fighting game, 5) the results of playing the mini-games, 6) data such as favorite settings for characters, items, etc. Setting data such as the appearance of characters used by the user in other games may also be included.

[0063] Based on the user's game data, a character that matches the user's hobbies and preferences is selected as a recommended character from among the characters appearing in the game. For example, the character that is used most frequently in the mini-game may be selected as a recommended character, or a character that has been set as a favorite may be selected as a recommended character. Furthermore, for a user who collects items related to a specific character (e.g., fashion items for that character), that character may be selected as a recommended character. Furthermore, based on the settings of characters used by the user in other games, a character with a similar hairstyle, eye color, etc. may be selected as a recommended character.

[0064] Now, a user who has joined a fan group for a specific character in the above way can increase their affection index for that character by repeatedly performing affection operations on the character of that fan group (the group to which they belong) (i.e., the character they like and support). Basically, the more affection operations they perform, the higher the affection index value. For example, in the example of Figure 4, user e, who has the highest affection index (the largest value), can be said to be a user who performs a lot of affection operations. On the other hand, user d, who has the lowest affection index, is a user who performs fewer affection operations compared to other members.

[0065] 2. About affection manipulation In this embodiment, the affection operation includes a communication operation and an event operation.

[0066] 2-1. Communication operations In the game of this embodiment, the user can virtually communicate with characters in the group to which the user belongs. Communication operations are operations performed by the user in the course of the communication, and include conversation operations, contact operations, and gift-giving operations.

[0067] First, a conversation operation is an operation related to a conversation with a character in the group to which the user belongs. Specifically, in the game of this embodiment, a conversation menu is provided that allows the user to converse with a character in the group to which the user belongs using a chatbot or the like, and a message sending operation performed by the user on the conversation screen is detected as the user's conversation operation. Note that conversation operations are not limited to message sending operations on the conversation screen, and may also include one-sided message sending operations, such as sending a fan letter to a character in the group to which the user belongs.

[0068] Alternatively, a game event including a conversation scene in which a conversation with a character of a group to which the character belongs unfolds according to a predetermined scenario may be prepared, and a scenario selection operation in the conversation scene may be included in the conversation operation. FIG. 5 is a diagram showing an example of a conversation screen displaying one scene from the conversation scene in this case. The conversation screen shown in FIG. 5 displays character A as if he or she were face-to-face with the user, and dialogue options are displayed in the dialogue text display section W1. The dialogue options may include options with favorable content that increase the character's favor, options with content that decrease the character's favor, and options somewhere in between. When the user touches and selects one of the dialogue options in the dialogue text display section W1, the conversation branches and continues according to the selected option. In this example, for example, the touch operation is detected as one conversation operation.

[0069] Next, the contact operation is an operation relating to physical contact with a character of the group to which the user belongs. In this embodiment, a handshake operation performed by the user with a character of the group to which the user belongs at a handshake event held as one of the game events during the game is detected as the contact operation of the user. In addition, if the game object appearing in the fighting game is, for example, an animal character, a touch operation on the touch panel 1506 performed as an operation of stroking the character may also be included in the contact operation.

[0070] Next, the gift operation is an operation in which the user gives a given gift to a character in the group to which the user belongs. The content of the gift is not particularly limited, but examples include various items such as clothing, accessories, and other fashion items, as well as gifts such as sweets.

[0071] Specifically, the present item may be selected from among the items the user currently owns. That is, the present item may be a gift to a character in the group to which the user belongs, such as an item previously purchased by consuming game coins, real currency, in-game points, or the like, an item obtained by entering a lottery, or an item obtained as a login reward or participation reward for a game event. Alternatively, the present item may be newly purchased and given to the character in the group to which the user belongs. In addition to the operation of gifting an item, a "like" operation or a "clap" operation performed by the user on a character in the group to which the user belongs may also be detected as a gift operation.

[0072] 2-2. Event operation In the game of this embodiment, various game events such as a handshake event and a birthday event are prepared, and an event operation is an operation performed by a user to participate in a game event related to a character in the group to which the user belongs. For example, an operation to participate in a game event related to a character other than a character in the group to which the user belongs is detected as an event operation performed by the user. An operation to participate in a game event related to a character other than a character in the group to which the user belongs is not detected as an event operation performed by the user.

[0073] Note that the event operation may not be limited to the operation of participating in a game event, but may also include a game operation performed in the game event. For example, when a game event (quiz event) is held in which a quiz game is played in which questions are asked about the settings of a character in a group to which the character belongs (settings such as the character's characteristics, hobbies, etc., such as hometown, blood type, and zodiac sign), each correct answer operation in the quiz game may be detected as an event operation. If nine out of ten questions are answered correctly, this means that nine event operations have been performed. Alternatively, a configuration may be adopted in which an operation of participating in a game event is detected as an event operation if the number of correct answers in the quiz game is equal to or greater than a predetermined number. In this case, even if a player participates in the game event, if the number of correct answers in the quiz game does not reach a predetermined number, the participation operation will not be detected as an event operation.

[0074] Furthermore, game events may include game events that occur when a user actually visits a predetermined location in the real world. Alternatively, they may include events such as live events held at predetermined locations in the real world. In such cases, an event operation may be detected when a user visits the location where the game event is held. Alternatively, the number of visits to the location may be counted, and an event operation may be detected when the number of visits exceeds a predetermined number. Detection of a user's visit to the location where the game event is held may be performed, for example, by acquiring location information from the user terminal 1500 at regular intervals. Alternatively, information on whether or not the user is participating in the live event may be acquired from an external device installed on the management side, and an event operation may be detected if the user is participating. Furthermore, if a quiz event held at a predetermined location in the real world is included in the game event, the user's game results, such as the number of correct answers, may be acquired from an external device installed on the management side, and the number of event operations performed by the user or the presence or absence of an event operation may be detected from the acquired game results.

[0075] Furthermore, in addition to the communication operations and event operations described above, affection operations may also include operations for purchasing merchandise related to the character of the group to which the character belongs, such as merchandise, figurines, game software, and CDs, and operations for viewing videos and CD audio of the character, etc. It may be possible to purchase related merchandise and view videos, etc. within the game, or operation information for purchases, etc. may be obtained from external sites that provide such services.

[0076] Furthermore, the affection operation may include an operation of executing a lottery (a lottery operation). For example, if a character of a group to which the user belongs or an item related to the character is paid out as a result of the lottery, the lottery operation may be detected as an affection operation. Alternatively, a character-specific lottery game may be prepared in which only a specific character or its related items are paid out, and if the user performs an operation to execute a lottery game related to a character of the group to which the user belongs, the lottery operation may be detected as an affection operation.

[0077] 2. About the Love Index The server system 1100 monitors conversation operations, contact operations, gift operations, and event operations as affection operations in each user terminal 1500. When an affection operation by a user in any of the user terminals 1500 is detected, an affection index calculation process is performed. In this embodiment, the affection operation is treated as a calculation target operation, and points related to the calculation target operation are calculated. The affection index is calculated by calculating and updating the cumulative value of the calculated points for each user as needed.

[0078] Points are calculated by multiplying a reference point corresponding to the type of operation to be calculated by a coefficient. First, an initial value of the reference point is set in advance for each type of affection operation, i.e., conversation operation, contact operation, gift operation, and event operation. By adjusting the initial value, the reference point for each affection operation is set and updated for each user (reference point data 600; see FIG. 11). In this embodiment, the number of affection operations for each user is counted by type. Then, each time the number of affection operations of the corresponding type exceeds a predetermined threshold, the reference point is updated by adding a predetermined value.

[0079] The rewards given to the user after the end of the competitive game may include adjusting the reference points for each type of affection operation higher (for example, increasing the reference points for all affection operations by 1.2 times, or doubling the reference points for a specific affection operation, etc.) (the reward content setting in the reward data 557 in FIG. 7). In this case, when the reward is given to the user, the corresponding reference points of the user are updated.

[0080] On the other hand, the coefficient to be multiplied by the reference points is set each time points are calculated using the user who performed the operation to be calculated as the target user, the fan group affiliation history of the target user, the results of matches in competitive games with characters in the group to which the user currently belongs, etc.

[0081] Specifically, in this embodiment, a first coefficient K1 is set based on the length of time the calculation target user has belonged to the group to which the calculation target user belongs, a second coefficient K2 is set based on the number of fan groups to which the calculation target user has belonged in the past, a third coefficient K3 is set based on the affection index of the calculation target user for the characters in the fan groups to which the calculation target user has belonged in the past, and a fourth coefficient K4 is set based on the results of the most recent fighting game that was executed at the time of the calculation target operation. Then, the reference point Pb is multiplied by each coefficient K1, K2, K3, and K4 according to the following formula (1) to calculate the point P of the calculation target operation. P = Pb × K1 × K2 × K3 × K4 (1)

[0082] First, the first coefficient K1 is set based on the length of the belonging time. For example, the respective correspondences are set in a table so that the value of the first coefficient K1 increases stepwise as the belonging time length increases (first coefficient setting table 571; see FIG. 11). Then, based on the belonging time length during which the calculation target user belonged to the group (current belonging time length 524 in FIG. 12), the corresponding value of the first coefficient K1 is read and set from the first coefficient setting table 571. Note that it is also possible to set a relational expression between the belonging time length and the first coefficient K1, and then determine and set the first coefficient K1 from the current belonging time length 524 according to this relational expression.

[0083] Next, the second coefficient K2 is set based on the number of fan groups to which the calculation target user has belonged in the past (i.e., the number of times the calculation target user has changed affiliation groups; hereinafter also referred to as the "number of affiliation changes"). Specifically, first, the fan group affiliation history 530 (see FIG. 11) for the calculation target user is read and the number of affiliation changes is counted. The number of times the calculation target user has left a affiliation group up to the time of the calculation target operation may be used as the number of affiliation changes, or withdrawals from the same affiliation group as the current affiliation group may not be counted, and only withdrawals from other fan groups may be counted and used as the number of affiliation changes.

[0084] Alternatively, the character's match results at the time of withdrawal may be used to determine whether or not the withdrawal should be counted. Specifically, first, the match result data 627 (see FIG. 14) is read, and the win rate (audition pass rate) of each character is calculated from the match results of the match games played before the withdrawal. Then, the win rates of the character in the fan group related to the withdrawal are compared with those of the character in the fan group that joined after the withdrawal. If the latter win rate is lower, that is, if the character moves from a fan group of a character with good match results to a fan group of a character with poor match results, the character may not be counted.

[0085] Then, for example, the respective correspondence relationships are set in a table so that the value of the second coefficient K2 decreases stepwise as the number of affiliation changes increases (second coefficient setting table 573; see FIG. 11), and based on the number of affiliation changes of the calculation target user, the corresponding value of the second coefficient K2 is read and set from the second coefficient setting table 573. Note that it is also possible to set a relational expression between the number of affiliation changes and the second coefficient K2, and determine and set the second coefficient K2 from the number of affiliation changes in accordance with this relational expression.

[0086] Next, when calculating the third coefficient K3, the value of the affection index for the character when the user to be calculated belonged to another fan group in the past (final affection index 535 at the time of leaving the fan group; see FIG. 12) is read from the fan group affiliation history 530 for the user to be calculated. The value of the final affection index 535 for the fan group to which the user previously belonged may be used, or if the user has belonged to multiple fan groups in the past, the average value or the maximum value of the final affection indexes 535 for each may be used.

[0087] The third coefficient K3 is set based on whether the affection index of the calculation target user for the character of the group to which the calculation target user belongs at the time of the calculation target operation exceeds the read final affection index 535. For example, different values ​​of the third coefficient K3 are set for cases where the affection index exceeds the final affection index 535, cases where the affection index does not exceed the final affection index 535, and cases where the user has no history of belonging to other fan groups in the past (third coefficient setting table 575; see FIG. 11). The third coefficient K3 for cases where the affection index exceeds the final affection index 535 and the third coefficient K3 for cases where the affection index does not exceed the final affection index 535 are both set to positive decimal values ​​less than 1, with the former being set to a larger value than the latter. On the other hand, the third coefficient K3 for cases where the user has no history of belonging to other fan groups is set to a value greater than 1.

[0088] Next, when calculating the fourth coefficient K4, first, by referring to the battle result data 627, among the battle games that have been executed before the calculation target operation and in which the character of the calculation target user's group appeared, identify the most recent battle game in which the character lost (failed the audition). Next, using the end time of the execution of the identified battle game as the affection operation timing standard, evaluate the timing of the calculation target operation. Specifically, calculate the time difference between the timing of the calculation target operation and the affection operation timing standard, and evaluate whether the calculated time difference exceeds a predetermined time difference.

[0089] The fourth coefficient K4 is set based on the evaluation result (whether or not the predetermined time difference is exceeded). For example, different values ​​of the fourth coefficient K4 are set for when the predetermined time difference is exceeded and when it is not exceeded (fourth coefficient setting table 577; see FIG. 11). For example, the value of the fourth coefficient K4 when the predetermined time difference is exceeded is set to 1, and when it is not exceeded, a value greater than 1 is set.

[0090] According to the affection index calculation process described above, the affection index of a user for a character in a group to which the user belongs can be calculated based on the affection operation of the user. Specifically, the points related to the affection operation are calculated for each affection operation, and the accumulated value is calculated and updated for each user, thereby calculating the affection index of each user.

[0091] In addition, since the points are calculated by multiplying the reference points corresponding to the type of operation to be calculated by the first coefficient K1, the length of time the calculation target user has belonged to the group to which they belong can be reflected in the affection index. Specifically, the longer a user has belonged to the same fan group, the larger the points added to the affection index for each affection operation. Therefore, the affection index will be calculated to be higher (its value will be larger) when the second belonging time length, which is longer than the first belonging time length, is used than when the belonging time length is the first belonging time length.

[0092] In addition, since the points are calculated by multiplying the reference points according to the type of operation to be calculated by the second coefficient K2, the number of times the user has changed affiliation can be reflected in the affection index. Specifically, for a user who has changed affiliation groups many times and whose favorite characters change frequently (easily distracted), the points added to the affection index for one affection operation will be smaller. Therefore, the affection index will be calculated lower when the number of affiliation changes is the second number, which is greater than the first number, than when the number of affiliation changes is the first number.

[0093] In addition, since the points are calculated by multiplying the reference points according to the type of operation to be calculated by the third coefficient K3, the status of affection operations after changing fan groups can be reflected in the affection index. In other words, basically, if the user to be calculated has a history of belonging to another fan group, points are deducted. However, even if a user has a history of belonging to another fan group, if they have performed affection operations on characters in their current group to an extent that exceeds the affection index for characters in the other fan group, the point deduction can be kept smaller than if they had not performed such operations.

[0094] In addition, since the points are calculated by multiplying the reference points according to the type of operation to be calculated by the fourth coefficient K4, whether or not an affection operation was performed immediately after a character in the group to which the character belongs lost a fighting game can be reflected in the affection index. In this example, such an affection operation can be regarded as an operation to encourage a character who is depressed after losing, and points can be added.

[0095] The fourth coefficient K4 in the fourth coefficient setting table 577 may be set inversely to the above, so that points are deducted when a love operation is performed whose time difference from the love operation timing reference does not exceed a predetermined time difference. Alternatively, the fourth coefficient K4 may be set by using the end of the most recent competitive game in which the character of the affiliated group won as the love operation timing reference, and evaluating the timing of the operation to be calculated in a similar manner. In this case, the love index can reflect whether or not a love operation was performed immediately after a competitive game in which the character of the affiliated group won. In other words, such love operations can be considered as operations to celebrate the victory of the competitive game together with the character, and points can be added.

[0096] Furthermore, when the affection operation includes the operation of purchasing related products, if the operation to be calculated is a purchase operation, the reference points used in the current point calculation may be appropriately adjusted. For example, first, the added points are set based on the purchase amount of the related products purchased by the calculation target user in the purchase operation. It is preferable to set the added points higher when the purchase amount is high than when the purchase amount is low. Then, the set added points are added to the reference points to calculate the points.

[0097] Furthermore, when the affection operation includes the operation of viewing a character's video or the like, and the operation to be calculated is a viewing operation, the reference point used in the current point calculation may be appropriately adjusted. For example, first, an additional point is set based on the viewing time of the video or the like viewed by the calculation target user by performing the viewing operation. It is preferable to set the additional point for a long viewing time to be larger than the additional point for a short viewing time. Then, the set additional point is added to the reference point to calculate the points.

[0098] Furthermore, when the operation to be calculated is a conversation operation, the reference points used in the current point calculation may be adjusted appropriately depending on whether the content is favorable or unfavorable. For example, when there is a touch operation of an option (line) in the conversation scene illustrated in Fig. 5, if the selected line is an option with favorable content, the reference points may be increased, whereas if the selected line is an option with unfavorable content, the reference points may be decreased.

[0099] Furthermore, if the affection operation is a lottery operation, the reference points may be appropriately adjusted according to the number of lottery operations. In this case, the number of lottery operations (number of lottery executions; cumulative number of lottery executions) is counted for each user. When preparing the above-mentioned lottery games for each character, the number of lottery executions for the character of the group to which the user belongs is counted for each user. Then, if the operation to be calculated is a lottery operation, the added points are set based on the number of lottery executions for the user to be calculated. It is advisable to set the added points higher when the number of lottery executions is high than when the number of lottery executions is low. Then, the set added points are added to the reference points to calculate the points.

[0100] In addition, although an example in which the affection index is calculated higher as the affection operation is repeated has been described here, the affection index may be calculated variably based on the frequency of the affection operation. It is preferable that the affection index is calculated higher as the frequency of the affection operation is higher.

[0101] Alternatively, the affection index may be calculated variably based on both the number and frequency of affection operations. For example, points are calculated each time an affection operation is detected as described above, and the affection index is calculated by accumulating the points for each user who performed the affection operation. In addition, the amount of time without any affection operation since the previous affection operation is measured for each user. Then, each time the amount of time without any affection operation exceeds a predetermined threshold, a predetermined value is subtracted from the affection index of the corresponding user. This allows the affection index of a user who does not perform an affection operation to be gradually reduced according to the amount of time without any affection operation.

[0102] Furthermore, the affection index is not limited to being calculated according to the above formula (1), but may be calculated by using the number of affection operations or the frequency of affection operations as the affection index value.

[0103] 3. About the Battle Game and Benefits The fighting game of this embodiment is a fighting game in which characters compete to pass an audition in which selection is made based on an assessment of practical skills and special abilities such as singing, dancing, and acting. FIG. 6 is a diagram showing an example of a game screen. As shown in FIG. 6, the game screen of the fighting game displays a video of each character taking turns singing, etc., as well as a question and answer session during the selection process. The character who ultimately passes the audition is declared the winner of the fighting game.

[0104] More specifically, in this embodiment, each character is preset with various ability parameter values, such as singing ability, dancing ability, acting ability, cuteness, and special skills. In the competitive game control process, the server system 1100 uses the ability parameter values ​​of each competing character (each character auditioning in the competitive game) to automatically control the audition and execute the competitive game. That is, in the competitive game control process, the execution of the competitive game is automatically controlled based on parameter values ​​that are unrelated to (unaffected by) the user's affiliation status with the fan group of a character appearing in the competitive game, such as the number of users (membership number) belonging to the fan group, the status of the user's affection operation regarding the character, or the level of the affection index toward the character. This automatic control may include a random element that affects the outcome of the battle. For example, a process is performed in which each ability parameter value set for each character is randomly adjusted within a range of +20% to -20% before the battle. Then, a process is performed to determine the battle result. In this way, since the ability parameter values ​​are fixed, it is possible to prevent players from always winning or losing to the same opponent. Furthermore, in the subsequent benefit determination process, the server system 1100 awards the user a benefit according to the affection index based on the results of the competitive game.

[0105] For this reason, in this embodiment, fighting game definition data 550 (see FIG. 11) that defines the content of each fighting game is set in advance, and the server system 1100 executes the fighting game based on the fighting game definition data 550 and grants benefits to users based on the fighting game definition data 550.

[0106] 7 is a diagram showing an example of the data configuration of one fighting game definition data 550. This fighting game definition data 550 stores various setting data necessary for executing the corresponding fighting game. Specifically, as shown in FIG. 7, one fighting game definition data 550 includes a fighting game ID 551 of the fighting game, appearing character settings 553, execution timing settings 555, and bonus data 557. The fighting game definition data 550 also stores various setting data for forming a game space related to the fighting game and setting a game stage, various setting data used to control the progress of the fighting game, etc.

[0107] The character settings 553 define the combination of characters that will appear in the fighting game. For example, it may include settings that define all characters or settings that define some characters. It may also include settings that define the number of characters that will appear in the fighting game. In that case, the characters that will appear in the game may be determined by, for example, randomly selecting from the set number of characters when the fighting game is executed.

[0108] The execution timing setting 555 specifies the execution timing of the fighting game. For example, it can include a setting that specifies the date and time when the fighting game is executed, a setting that specifies a periodic execution time such as once a week, a setting that specifies the execution date and time randomly, etc.

[0109] The bonus data 557 specifies the recipient (user) of a bonus related to the battle game and the content of the bonus. Figures 8 and 9 are diagrams showing an example of the bonus data 557. As shown in Figures 8 and 9, the bonus data 557 is, for example, a data table that associates a bonus generating character, an affection index condition, and a bonus content, and the user to whom the bonus is to be granted is specified by the combination of the bonus generating character and the affection index condition.

[0110] Then, in the bonus awarding process, when the battle game is finished, first, a battle result bonus for each character that appeared in the battle game is determined according to the bonus character setting in the bonus data 557 (battle result bonus determination process). In the example of FIG. 8, the character that won the battle game (passed the audition) is set as the bonus character, so the bonus D21 for each bonus content for each corresponding affection index condition is determined as the battle result bonus for the winning character. Since the loser character is not set as a bonus character, the battle result bonus for that character is set as "no bonus."

[0111] On the other hand, in the example of Figure 9, both the winning character and the losing character are set as bonus characters, and the bonus D231 for each bonus content for the corresponding love index condition is determined as the battle result bonus for the winning character, and the bonus D233 for each bonus content for the corresponding love index condition is determined as the battle result bonus for the losing character.

[0112] Once the match result benefit is determined by the match result benefit determination process, the server system 1100 determines the benefit to be granted to each user based on the match result benefit determined for the benefit generating character and the affection index of each user belonging to that fan group (user-specific benefit determination process). In this embodiment, the user-specific benefit determination process is performed by distributing the match result benefit to each user belonging to the fan group of that benefit generating character. The affection index of each user is used in the distribution. Specifically, in accordance with the setting of the affection index condition for the benefit generating character in the benefit data 557, a user among the users who satisfies the affection index condition is determined as the granted user, and a benefit with the corresponding benefit content is determined as the granted benefit to be granted to that granted user.

[0113] For example, in the bonus data 557 of FIG. 8, the affection index ranking is set as the affection index condition. Therefore, in the user bonus determination process, first, the users belonging to the fan group of the bonus-generating character are sorted in descending order of their affection index. Then, the users in each ranking (the top 10 in the example of FIG. 8) who satisfy the affection index condition are designated as the bonus users, and the bonus with the corresponding bonus content is designated as the bonus granted to each of the bonus users. As a result, the battle result bonus D21 is distributed to each of the users in the top 10 affection index rankings. In the example of FIG. 8, the bonus is a game item.

[0114] In addition, in the bonus data 557 of FIG. 9, the range of the affection index is set as the affection index condition. Therefore, in the user-specific bonus determination process, first, it is determined which affection index condition the affection index of each user belonging to the fan group of the bonus generating character satisfies (which range it belongs to). Then, each user is designated as the granted user, and the bonus (here, a predetermined number of medals) with bonus content corresponding to the determined affection index condition is set as the granted bonus. If there are multiple users who satisfy the same affection index condition, the medals are divided equally. As a result, the battle result bonuses D231 and D233 are distributed to each user belonging to the fan group of each bonus generating character. In the example of FIG. 9, the bonus is in-game currency.

[0115] More specifically, when the affection index condition is the ranking of the affection index, as in the benefit data 557 of FIG. 8, the higher the corresponding ranking, the higher the benefit value is set. When the affection index condition is the range of the affection index, as in the benefit data 557 of FIG. 9, the larger the range of the value, the higher the benefit value is set. Therefore, for a first user and a second user who belongs to the same fan group and has a higher affection index than the first user, the benefit for the second user will be determined to be higher than that for the first user. Furthermore, when both the winner and the loser are set as benefit generating characters, as in the benefit data 557 of FIG. 9, the benefit content for the winner will be set to be higher than that for the loser.

[0116] Specific bonuses may include, for example, various game objects, in-game currency, points, etc. Game objects include, for example, a new player character, weapons, armor, ammunition, medicine, and other items that the player character can equip or use, the player character's vehicle, skins, summoned creatures, etc. Bonuses may also include, for example, additional abilities that can be added to the player character, such as magic or skills, the unlocking of new game stages or maps, the activation of various game events, lottery tickets, etc. In this embodiment, bonuses may include items related to the character (idol character) of the group to which the player belongs, exchange tickets that can be collected to exchange for the related items, lottery tickets that can be used to enter lotteries for the related items, and the activation of various game events such as mini-games featuring the idol character. Bonuses may also include bonuses that increase the probability of winning rare items in lotteries. The value of the bonus content is adjusted depending on the rarity, number, and combination of the game objects to be awarded.

[0117] Note that the bonus data 557 may include not only the win or loss, but also bonus characters that are further divided into those that qualify for bonuses depending on the audition's progress. For example, if the audition proceeds in two stages, a first round and a second round, the losing characters may be further divided into those that failed the first round and those that failed the second round, and these may be set as bonus characters. In this case, the bonus content for the character that progressed further in the audition (the character that failed the second round) may be set to a higher value.

[0118] The affection index condition may also include a condition regarding the total affection index of each user belonging to the fan group of the corresponding bonus-generating character. For example, bonus data 557 may be included in which the range of the total value is set as the affection index condition. Alternatively, bonus data 557 may be included in which the affection index condition is whether the total value is larger or smaller than the total values ​​of other characters fought. The corresponding bonus content may be set to be more valuable the larger the total value.

[0119] Also, the affection index condition may be set to the affection index ranking, and the bonus data 557 may be included in such a way that the bonus is given only to the user ranked first. In this case, all match result bonuses will be given to the user ranked first. Conversely, the bonus data 557 may be included in such a way that the bonus is given only to the user ranked lowest. Alternatively, the entire ranking may be divided into several ranks (for example, five ranks), and the bonus data 557 may be included in such a way that each rank is set as the affection index condition. In this case, the bonus is given to all users, including users ranked low.

[0120] Furthermore, the affection index ranking may be set as an affection index condition, and when sorting the users belonging to the fan group of a special character in order of affection index, if some of the users have the same affection index value, the corresponding users may be ranked using the fan group membership history. For example, a user who has belonged to the fan group of the special character for a longer period of time may be ranked higher, or a user who has changed affiliations less frequently may be ranked higher. Alternatively, a user whose current affection index is higher than the affection index for a character in a fan group to which they previously belonged may be ranked higher. Furthermore, a history of evaluations using the above-mentioned affection index timing criteria may be maintained, and a user who has performed affection operations more frequently and with a higher evaluation may be selected.

[0121] [Function Configuration] 1. Server system Fig. 10 is a block diagram showing an example of the functional configuration of a server system 1100. As shown in Fig. 10, the server system 1100 of this embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.

[0122] The operation input unit 100s is used to input various operations for system management, maintenance, etc., and can be realized by, for example, a keyboard, a mouse, a touch panel, etc. In FIG. 1, this corresponds to the keyboard 1106 and the touch panel 1108.

[0123] The server processing unit 200s can be realized by electronic components such as a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or an IC memory, and controls the input and output of data between the operation input unit 100s and each unit of the device, including the server storage unit 500s. The server processing unit 200s performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the user terminal 1500, etc., and controls the overall operation of the server system 1100. In FIG. 1, this corresponds to the control board 1150 and its CPU 1151.

[0124] The server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.

[0125] The user management unit 210 performs processes related to user registration and manages data of each registered user linked to a user ID (account). For example, it can execute processes such as assigning a unique user ID to a user who has completed user registration, registering and managing personal information for each user ID, and managing usage history such as logging in and out. Of course, it can also appropriately include management processes for other data linked to user IDs.

[0126] The billing processing unit 220 performs billing processing in response to a user's operation to purchase game coins, and grants the user game coins equivalent to the purchase amount.

[0127] The game management unit 230 performs various processes related to the management of game execution. Since the game of this embodiment is a client-server online game, the game management unit 230 controls the provision of data necessary for the game while communicating with the user terminal 1500. The game management unit 230 includes a competitive game control unit 231, a character count control unit 233, a communication control unit 235, a group setting unit 237, an affiliation control unit 239, an affection index calculation unit 241, a benefit determination unit 243, and a benefit granting unit 249.

[0128] The fighting game control unit 231 is a functional unit that performs fighting game control processing, and executes a fighting game in which characters appear by automatic control.

[0129] The character number control unit 233 controls the number of characters that can appear (number of characters that can appear) in the fighting game executed by the fighting game control unit 231. In this embodiment, control is performed to increase or decrease the number of characters that can appear by adding new characters or deleting existing characters as needed during updates, etc., to change the characters that can appear in the fighting game.

[0130] The communication control unit 235 controls virtual communication between characters appearing in a fighting game and users belonging to the fan group of the characters, based on the affection operation of the users. This includes controlling the progress of conversations between characters and users on the conversation screen, executing a handshake event, which is one of the game events, and processing related to the giving of presents from users to characters.

[0131] The group setting unit 237 is a functional unit that performs group setting processing, and sets a fan group to which one or more users can belong for each character that appears in the fighting game.

[0132] The affiliation control unit 239 is a functional unit that performs affiliation control processing, and determines the group to which each user belongs, with one user being allowed to belong to a maximum of one fan group.

[0133] The affection index calculation unit 241 is a functional unit that performs affection index calculation processing, and calculates, for each user, the affection index for the character of the group to which the user belongs, based on the affection operation by the user regarding the character.

[0134] The benefit determination unit 243 is a functional unit that performs benefit determination processing and determines the benefit to be granted to each user based on the match result of the competitive game and the affection index of each user belonging to the fan group. This benefit determination unit 243 includes a match result benefit determination unit 245 and a user-specific benefit determination unit 247.

[0135] The battle result benefit determination unit 245 is a functional unit that performs a battle result benefit determination process, and determines a battle result benefit for each character that appeared in a completed battle game.

[0136] The user-specific benefit determination unit 247 is a functional unit that performs user-specific benefit determination processing, and determines the benefit to be granted to each user based on the battle result benefit for each character determined in the battle result benefit determination processing and the affection index of each user belonging to the fan group of that character. The grantee users are determined by this processing, and the grantee benefits are determined for each grantee user.

[0137] The benefit granting unit 249 performs control to grant a benefit to the grantee user in accordance with the determination made in the benefit determination process.

[0138] The image generating unit 290s generates images relating to system management of the server system 1100 and outputs them to the image display unit 390s.

[0139] The sound generation unit 292s is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds and background music related to system management and video distribution of the server system 1100. Audio signals related to system management are output to the sound output unit 392s.

[0140] The communication control unit 294s performs communication connection and data processing for data communication with an external device (for example, the user terminal 1500) via the communication unit 394s, thereby realizing data exchange with the external device.

[0141] The image display unit 390s displays various screens for system management and the like based on the image signals input from the image generation unit 290s. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 1, this corresponds to the touch panel 1108.

[0142] The sound output unit 392s outputs the audio signal input from the sound generation unit 292s. In Fig. 1, this corresponds to a speaker (not shown) provided in the main device 1101 or the touch panel 1108.

[0143] The communication unit 394s connects to the network 9 and realizes communication. For example, it can be realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In FIG. 1, this corresponds to the communication device 1153.

[0144] The server storage unit 500s stores in advance or temporarily stores each time processing is performed programs for operating the server system 1100 and implementing various functions of the server system 1100, as well as data used during execution of these programs. For example, this can be implemented by an IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In FIG. 1, this corresponds to the IC memory 1152 and storage 1140.

[0145] 11 is a diagram showing examples of programs and data stored in the server storage unit 500s in this embodiment. As shown in Fig. 11, the server storage unit 500s in this embodiment stores a server program 501, a distribution game client program 503, user management data 510, game setting data 540, fan group data 580, reference point data 600, competitive game execution data 610, and completed competitive game data 620. In addition, timers, counters, various flags, and other necessary data can also be stored as appropriate.

[0146] The server program 501 is a program that causes the server processing unit 200s to function as the user management unit 210, the billing processing unit 220, and the game management unit 230. Note that the server program 501 may also include programs that cause the server processing unit 200s to function as the image generation unit 290s, the sound generation unit 292s, and the communication control unit 294s, as appropriate.

[0147] The distribution game client program 503 is the original of the game client program 502 (see FIG. 15) downloaded to the user terminal 1500.

[0148] User management data 510 is prepared for each user who has completed user registration and stores various data for managing the user. Specifically, one user management data 510 includes the user's user ID (account) 511, user name 511, payment medium ledger data 515, belonging group data 520, current affection index 527, fan group affiliation history 530, and owned object list 537, as shown in FIG.

[0149] The payment medium ledger data 515 stores information on the income and expenditure of the electronic payment medium (in this embodiment, game coins, which are the in-game currency) linked to the user, such as the purchase date and time and number of game coins purchased (charged amount), and the history of the consumption date and number of game coins consumed.

[0150] The belonging group data 520 stores data related to the fan group (belonging group) to which the user belongs. For example, a fan group ID 521, a fan group name 522, a joining date and time 523, and a current belonging duration 524 are stored. The current belonging duration 524 stores the duration from the joining date and time when the user joined the belonging group to the present.

[0151] The current affection index 527 stores the current value of the affection index for the character in the group to which the user belongs.

[0152] A fan group affiliation history 530 is prepared for each fan group to which the user has previously belonged (before belonging to the group to which the user belongs). For example, if the user has previously belonged to two fan groups, two fan group affiliation histories 530 are stored as shown in Fig. 12. If the user has never previously belonged to a fan group other than the fan group to which they currently belong, no fan group affiliation history 530 is set.

[0153] One fan group affiliation history 530 includes the fan group ID 531 of the corresponding fan group, the date and time of joining the fan group 532, the date and time of leaving the fan group 533, the length of time the user belonged to the fan group 534, and the final affection index 535.

[0154] The membership duration 534 stores the duration from the joining date and time 532 to the withdrawal date and time 533. It may be set by copying the current membership duration 524 at the time of withdrawal.

[0155] The final affection index 535 stores the final affection index value calculated based on the affection operations of the user when they belonged to the fan group. This final affection index 535 is set by copying the current affection index 527 at the time of withdrawal.

[0156] The owned object list 537 stores a list of various game objects, such as items, that the user has acquired in the course of the game and currently owns. In this embodiment, when a game object is granted in the bonus granting process, the object ID of the game object is added to the owned object list 537.

[0157] Returning to Figure 11, game setting data 540 stores various setting data necessary for executing a fighting game, such as character setting data that defines various ability parameter values, model data, and motion data used for movement control of characters appearing in the fighting game, and object definition data related to game objects that the user can obtain during the course of the game.

[0158] 7, an initial value 560 of a reference point used in calculating points relating to affection operations, and point calculation coefficient data 570. In addition, the game setting data 540 includes fighting game definition data 550 for each fighting game shown in FIG.

[0159] The reference point initial value 560 stores the initial value of the reference point for each type of affection operation, namely, conversation operation, contact operation, gift operation, and event operation.

[0160] The point calculation coefficient data 570 stores a first coefficient setting table 571, a second coefficient setting table 573, a third coefficient setting table 575, and a fourth coefficient setting table 577.

[0161] Fan group data 580 is prepared for each fan group (each character that can appear in the game) and stores various data for managing the fan group. Specifically, one fan group data 580 includes a fan group ID 581, a fan group name 583, target character data 585, group leader data 587, and affiliated user data 590 for the fan group, as shown in FIG.

[0162] The target character data 585 stores the character ID, character name, etc. of the character related to the fan group.

[0163] The group leader data 587 stores the user ID, user name, etc. of a user selected as the group leader of the fan group from among the users belonging to the fan group.

[0164] The belonging user data 590 is prepared for each user (member) who belongs to the fan group. One belonging user data 590 includes the user's user ID 591, username 593, and current affection index (current affection index) 595. The current affection index 595 is a copy of the current affection index 527 in the user management data 510.

[0165] The reference point data 600 is prepared for each user and stores the reference points used in calculating points related to affection operations. Specifically, the current reference points for each type of affection operation, including conversation operations, contact operations, gift operations, and event operations, for the corresponding user are updated and maintained as needed.

[0166] The competitive game execution data 610 is prepared for each competitive game currently being executed, and stores various data describing the progress of the competitive game.

[0167] The executed fighting game data 620 is prepared for each finished fighting game. As shown in FIG. 14 , each executed fighting game data 620 includes a fighting game ID 621 of the fighting game, a playing time 623, character data 625 appearing in the fighting game, and fighting result data 627.

[0168] The execution time 623 stores the execution start date and time and the execution end date and time of the competitive game.

[0169] The character data 625 stores the character ID, character name, etc. of each character that appears in the fighting game.

[0170] The match result data 627 stores the match results of the match game in chronological order.

[0171] 2. User Device 15 is a block diagram showing an example of the functional configuration of a user terminal 1500. As shown in FIG. 15, the user terminal 1500 includes an operation input unit 100, a device processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a device storage unit 500.

[0172] The operation input unit 100 is used by the user to input various operations, and can be realized by, for example, a button switch, a joystick, a touchpad, a trackball, an acceleration sensor, an angular velocity sensor, a CCD module, etc. In Fig. 2, this corresponds to the direction input keys 1502, the home key 1504, and the touch panel 1506.

[0173] The device processing unit 200 can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or by electronic components such as an IC memory, and controls the input and output of data between the device and each unit including the operation input unit 100 and the device storage unit 500. The device processing unit 200 performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100, data received from the server system 1100, etc., and controls the operation of the user terminal 1500. In FIG. 2, this corresponds to the control board 1550 and its CPU 1551. The device processing unit 200 in this embodiment includes a user terminal arithmetic unit 270, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.

[0174] The user terminal calculation unit 270 executes various calculation processes to make the user terminal 1500 function as a terminal for a user to enjoy a game by performing affection operations while watching a competitive game or participating in a game event. For example, the user terminal calculation unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.

[0175] The operation signal transmission control unit 271 performs processing for transmitting various data and request information to the server system 1100 in response to an operation input to the operation input unit 100 .

[0176] The game screen display control unit 273 controls the display of the game screen based on various data received from the server system 1100. For example, if the online game of this embodiment is realized as a web game, it can be realized using web technology that actively controls screen display using HTML together with Java (registered trademark) and CSS (Cascading Style Sheets) based on a web browser, or a plug-in such as Adobe (registered trademark) Flash. Of course, other methods are also acceptable. Furthermore, in the configuration of this embodiment, the game space image (e.g., 3DCG, etc.) that forms the basis of the game screen is generated by the server system 10, but it is also possible to configure the game space image to be generated by the user terminal 1500. In this case, the game screen display control unit 273 controls objects arranged in a virtual three-dimensional space for generating the 3DCG.

[0177] The image generation unit 290 works in conjunction with the game screen display control unit 273 to generate an image signal for displaying one game screen per frame time (for example, 1 / 60 seconds) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. For example, this can be realized by a processor such as a GPU or digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, etc.

[0178] The sound generation unit 292 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, or an audio codec for playing audio files, and generates audio signals for game sound effects, background music, and various operation sounds, and outputs them to the sound output unit 392.

[0179] The communication control unit 294 performs communication connection and data processing for data communication with an external device (for example, the server system 1100) via the communication unit 394, thereby realizing data exchange with the external device.

[0180] The image display unit 390 displays various screens, such as a game screen, based on the image signal input from the image generation unit 290. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 2, this corresponds to the touch panel 1506.

[0181] The sound output unit 392 emits sound effects, background music, etc. related to the game based on the audio signal input from the sound generation unit 292. In FIG.

[0182] The communication unit 394 connects to the network 9 to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA, a jack for a wired communication cable, a control circuit, etc. In FIG. 2, the wireless communication module 1553 corresponds to this.

[0183] The terminal storage unit 500 stores in advance or temporarily stores each time processing is performed programs for operating the user terminal 1500 and realizing the functions of the user terminal 1500, as well as data used during the execution of these programs. For example, this can be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In FIG. 2, this corresponds to the IC memory 1552 and the memory card 1540.

[0184] The terminal storage unit 500 also stores a game client program 502. The game client program 502 is a program that causes the terminal processing unit 200 to function as the user terminal computing unit 270. This game client program 502 may be a dedicated client program that corresponds to the technical method for realizing the online game, or may be configured by a web browser program and a plug-in that realizes interactive image display, etc. In this embodiment, the game client program 502 is a copy of the distribution game client program 503 (see FIG. 11) provided by the server system 1100.

[0185] [Processing flow] 16 is a flowchart showing the flow of processing in the server system 1100. The processing described here is realized by the server processing unit 200s reading and executing the server program 501.

[0186] In the server system 1100, first, the group setting unit 237 starts a group setting process (step S1), and the affiliation control unit 239 starts an affiliation control process (step S3). Through each process, a fan group is set for each character appearing in the fighting game, and the group to which each user belongs is determined.

[0187] After that, it monitors the affection operation on the user terminal 1500. If an affection operation on any of the user terminals 1500 is detected (step S5: YES), the affection index calculation unit 241 performs an affection index calculation process to calculate the affection index of the user who performed the affection operation for the character of the group to which the user belongs (step S7).

[0188] Furthermore, when it is time to execute the competitive game (step S9: YES), the competitive game control unit 231 performs competitive game control processing and executes the competitive game by automatic control (step S11).

[0189] Once the battle is over, the battle result benefit determination unit 245 performs a battle result benefit determination process to determine a battle result benefit for each character that appeared in the battle game (step S13). Next, the user benefit determination unit 247 performs a user benefit determination process to determine the grantee and the grant benefit based on the battle result benefit for each character determined in step S13 and the affection index of each user belonging to the character's fan group (step S15). Through this process, the battle result benefit for each character is distributed to each user belonging to the fan group according to the affection index of each user. Then, the benefit granting unit 249 controls the granting of the grant benefit to the grantee user (step S17).

[0190] Thereafter, if it is not determined that this process has ended (step S19: NO), the process returns to step S5 and the above-described process is repeated.

[0191] As described above, according to this embodiment, a fan group can be set for each character appearing in a fighting game. Then, for each user, the affection index for a character in the group to which the user belongs can be calculated based on the affection operation of the user regarding the character. Meanwhile, a fighting game featuring the characters can be executed, and benefits can be awarded to each user based on the results of the battle and the affection index of each user. This can foster interest among players as they compete for affection for objects appearing in the game.

[0192] The forms to which the present invention can be applied are not limited to the above-described embodiments, and constituent elements can be added, omitted, or modified as appropriate.

[0193] [Variation 1] For example, in the above embodiment, an example was given of a fighting game in which game objects are idol characters and multiple characters compete to pass an audition. However, the content of the fighting game is not particularly limited, and the game objects that appear in the fighting game are also not particularly limited. Game objects include, for example, humanoid, animal, monster, and robot-type characters, as well as vehicles such as automobiles, motorcycles, and airplanes, and buildings. For example, the game objects may be automobiles, and the fighting game may be a car racing game, or the game objects may be humanoid, and the fighting game may be a fighting game. Furthermore, if the fighting game is a game in which characters such as a fighting game fight each other, the characters that appear in the fighting game may be configured to compete in a tournament.

[0194] Furthermore, the execution of a battle game under automatic control is not limited to a configuration in which preset ability parameter values ​​are used, and the progress of the battle may be controlled after the outcome is determined randomly.

[0195] Furthermore, it is not necessary to determine whether the characters that appear win or lose, but it can also be applied to determining the ranking of each character in predetermined evaluation items such as singing ability, dancing ability, cuteness, etc. In other words, the battle also includes each character competing for their ranking.

[0196] [Variation 2] In the above embodiment, the ability parameter values ​​used for automatic control of the fighting game are parameter values ​​that are unrelated to (not affected by) the user's affiliation status to a fan group of a character appearing in the fighting game, the status of the user's affection operation regarding the character, the level of the affection index toward the character, etc. However, any parameter value that is at least unrelated to affection operation may be used. For example, the ability parameter values ​​may be varied according to the user's affiliation status to a fan group and then used for automatic control of the fighting game.

[0197] [Variation 3] Alternatively, the progress of the competitive game may be controlled using the status of users' membership in fan groups, the status of affection operations related to the users' characters, the level of their affection index, etc. For example, the affection indexes of users belonging to fan groups may be compared between competing characters to determine victory or defeat. Specifically, for each competing character, a representative value based on the affection indexes of users belonging to that fan group is calculated. The representative value may be, for example, the total, average, maximum, or minimum value of the affection indexes of all users belonging to the fan group. The calculated representative values ​​may then be compared between the competing characters, and the character with the larger representative value may be declared the winner, thereby controlling the progress of the competitive game. Furthermore, the configuration is not limited to comparing representative values, but may also be a configuration in which the total, average, maximum, and minimum values ​​are compared, or the number of members may be compared in addition to these.

[0198] Alternatively, the progress of the battle game may be controlled so that the character with a higher representative value of the affection index is given an advantage in the battle. For example, the ability parameter values ​​of each character appearing in the battle game may be adjusted by increasing or decreasing them using the representative value of the affection index. If the outcome of the battle is decided randomly, the probability of each character winning may be determined based on the representative value of each affection index.

[0199] [Variation 4] In the above embodiment, the affection index is calculated by accumulating points calculated for each affection operation. However, the affection index may be calculated for a limited period of time. For example, this can be achieved by holding a game event in which the affection operations of each user are monitored for a predetermined period and the affection index is calculated. During the event, the affection index calculation process is performed in the same manner as in the above embodiment, and the affection index is calculated for each user appearing in the competitive game based on the affection operations of the user. When calculating points related to affection operations, the reference points are updated as needed for each user in the same manner as in the above embodiment.

[0200] Furthermore, at the end of the game event, a competitive game featuring multiple characters is played. A benefit determination process is then performed in the same manner as in the above embodiment, and a benefit to be granted to each user is determined based on the results of the competitive game and the affection index of each user belonging to the fan group of the character appearing in the competitive game. Once the determined benefit has been granted to each user, the game event is ended, and the affection index calculated for each user during the event period is reset.

[0201] However, the reference points (reference point data 600) for each user used in calculating points related to affection operations are not reset but are retained. Then, when the same type of game event is executed next time, the retained reference points for each user are used while being updated as needed to calculate points.

[0202] [Variation 5] In the above embodiment, the fighting game is executed by automatic control, but the characters may be controlled based on user operation inputs to control the progress of the fighting game. In this case, in addition to a configuration in which characters operated by users (player characters) fight each other, a configuration in which player characters fight against computer-controlled enemy characters (NPCs) may also be used.

[0203] The ability parameter values ​​of each character used in a battle may be values ​​that are unrelated to (not influenced by) the user's affiliation status to the fan group, the status of the user's affection operations regarding the character, the level of the affection index for the character, etc., as in the above embodiment, or may be configured to vary depending on the user's affiliation status to the fan group, as in Modification Example 2. Alternatively, the ability parameter values ​​of each character may be varied depending on the user's affiliation status to the fan group, the status of the user's affection operations regarding the character, the level of the affection index for the character, etc., as in Modification Example 3.

[0204] [Variation 6] Furthermore, in the above embodiment, an example of a fighting game in which characters fight each other is given, but the present invention can also be applied to a case in which a group of objects including at least two or more game objects fight as a single ally group (unit). A configuration in which units fight each other may be used, or a configuration in which one unit fights against a computer-controlled enemy character (NPC). Furthermore, when units fight each other, a configuration in which all characters constituting each unit fight simultaneously may be used, or a configuration in which the characters fight in a one-on-one knockout format or a star-collecting format may be used. A round-robin tournament may also be used.

[0205] 17 is a diagram illustrating the bonus determination process when multiple characters (e.g., three characters) form a unit to battle against an opponent's unit. In the bonus determination process of this modified example, when a battle game ends, a battle result bonus is first determined for each unit. For example, if the bonus data is set to grant a bonus only to the winning unit, and unit 1 wins the battle, the battle result bonus for unit 1 (e.g., 400 medals) is determined in accordance with the bonus data.

[0206] Once the match result bonuses have been determined, the degree of contribution to victory of each of the characters K, L, and M that make up unit 1 is determined. The degree of contribution is determined by comparing, for example, the number of opponents defeated, the amount of damage inflicted on opponents, the score obtained, etc. for each character.

[0207] The battle result benefit determined for unit 1 is then distributed to each character so that the greater the contribution of the character, the greater the value. In the example of Fig. 17, the 500 medals determined as the battle result benefit for unit 1 are distributed in the order of largest to characters L, M, and K.

[0208] Thereafter, the benefits to be granted to each user are determined based on the affection index of each user in the same manner as described in the above embodiment. That is, the medals allocated to each character K, L, and M are distributed to each user belonging to each fan group based on the affection index of each user.

[0209] [Variation 7] In the above embodiment, a user can belong to a maximum of one fan group, but a user may belong to multiple fan groups. In this case, the affection index is calculated for each user and for each character in the fan group to which the user belongs. [Explanation of symbols]

[0210] 1000...Game System 1100...Server system 100s...Operation input section 200s...Server processing section 210...User Management Department 220...Charging processing unit 230...Game Management Department 231... Battle game control unit 233...Character number control section 235...Communication control section 237...Group Setting Section 239...Affiliated Control Unit 241...Love Index Calculation Department 243...Benefits Decision Department 245...Match Result Bonus Decision Section 247...User Benefit Determination Department 249…Benefits Granting Department 290s...Image generation section 292s…sound generation section 294s…Communication control unit 390s...Image display section 392s...Sound output section 394s…Communication Department 500s...Server storage section 501...Server program 503...Streaming game client program 510...User management data 520...Group data 524…Current working hours 527…Current love index 530...Fan group membership history 534...Affiliated time manager 535…Final love index 537...Owned Object List 540...Game setting data 560...initial reference point 570...Point calculation coefficient data 571...First coefficient setting table 573...Second coefficient setting table 575...Third coefficient setting table 577...Fourth coefficient setting table 580...Fan group data 585...Target character data 587...Group leader data 590...Affiliated user data 600...Reference point data 610...Match game execution data 620...Completed game data 623...Execution date 625...Character data 627...Match result data 1500...User terminal 100...Operation input section 200...Terminal processing section 270...User terminal calculation unit 271...Operation signal transmission control unit 273...Game screen display control unit 290...Image generation unit 292...Sound generation section 294...Communication control unit 390...Image display unit 392...Sound output unit 394…Communications Department 500...Device memory section 502...Game client program 9. Network 2...User

Claims

1. A computer system that controls the provision of results of a game in which a plurality of game objects appear to a user terminal of each user, an affection index calculation means for calculating an affection index for the game object related to the fan group to which the user belongs, among fan groups for each of the game objects to which the user can belong, based on an affection operation by the user regarding the game object; a game progress control means for controlling the progress of the game based on parameter values ​​set for the game object, which are unrelated to the affection operation; A benefit determination means for determining a benefit to be granted to each user belonging to the fan group based on the result of the game and the affection index of the user; A computer system comprising:

2. A means for determining the fan group to which the user belongs based on the user data of the user; The computer system of claim 1 further comprising:

3. the game progress control means executes the game under automatic control; 3. A computer system according to claim 1 or 2.

4. The benefit determination means a result benefit determination means for determining a result benefit for each of the game objects that has appeared based on the result of the game; A user benefit determination means for determining a benefit to be granted to each user based on the result benefit and the affection index of each user belonging to a fan group of the game object; having The computer system according to any one of claims 1 to 3.

5. The benefit determination means determines a higher value benefit for a first user than for a second user who belongs to the same fan group and has a higher affection index than the first user. The computer system according to any one of claims 1 to 4.

6. an affiliation control means for determining the fan group to which each user belongs, with the number of fan groups to which each user can belong being one at most; The computer system according to any one of claims 1 to 5, further comprising:

7. a communication control means for controlling virtual communication between the game object and a user belonging to a fan group of the game object based on the affection operation of the user; The computer system according to any one of claims 1 to 6, further comprising:

8. The affection operation includes an operation of giving a given gift to the game object from a user who belongs to a fan group of the game object.

6. The computer system of claim 5.

9. The affection index calculation means variably calculates the affection index based on the number of affection operations and / or the frequency of the affection operations. A computer system according to any one of claims 1 to 8.

10. The affection index calculation means updates and calculates the affection index each time the affection operation is performed. A computer system according to any one of claims 1 to 9.

11. The affection index calculation means evaluates the timing at which the affection operation was performed based on an affection operation timing standard determined according to the result of the game, and variably calculates the affection index based on the evaluation result. A computer system according to any one of claims 1 to 10.

12. a history information storage means for storing information on the fan group affiliation history for each of the users; Further provided with The affection index calculation means variably calculates the affection index based on the affiliation history of the user. A computer system according to any one of claims 1 to 11.

13. The affection index calculation means calculates the affection index to be higher when the membership time length of the fan group to which the user currently belongs is a second membership time length that is longer than the first membership time length than when the membership time length of the fan group to which the user currently belongs is a first membership time length.

13. The computer system of claim 12.

14. The affection index calculation means calculates the affection index to be lower when the number of other fan groups to which the user has previously belonged is a second number of times, which is greater than the first number of times, than when the number of other fan groups to which the user has previously belonged is a first number of times.

14. A computer system according to claim 12 or 13.

15. the history information storage means stores, for each user, an affection index for a game object related to a fan group to which the user previously belonged, in the information of the affiliation history; the affection index calculation means variably calculates the affection index based on whether or not it exceeds an affection index for a game object related to a fan group to which the user previously belonged. A computer system according to any one of claims 12 to 14.

16. a game object number control means for controlling the number of game objects that can appear in the game; The computer system of any one of claims 1 to 15, further comprising:

17. the game progress control means controls the progress of the game by treating a group of objects including at least two or more of the game objects as one ally group; the benefit determination means variably determines a benefit for each user belonging to a fan group of the game object of the allies group based on whether the allies group wins the game. A computer system according to any one of claims 1 to 16.

18. The computer system is a server system that is communicatively connected to each user's user terminal. A computer system according to any one of claims 1 to 17.

19. a user terminal of each user; The computer system according to any one of claims 1 to 17, which is a server system connected to the user terminal for communication; A game system equipped with

Citation Information

Patent Citations

  • Server system

    JP2014183953A

  • Game information providing system and program

    JP2014198185A

  • Program, information processor, and control method of game system

    JP2016007339A

  • Method performed in computer, computer, and program

    JP2018121918A

  • Information processor and game program

    JP2019068894A