Game system, game program and control method

The game system addresses uneven participation in ranking events by associating user attributes with events, applying preferential conditions to align user preferences, thereby enhancing engagement and fairness.

JP7818821B2Active Publication Date: 2026-02-24KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2022117348
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-22
Publication Date
2026-02-24
Estimated Expiration
2042-02-04

AI Technical Summary

Technical Problem

In traditional ranking events, advanced users dominate the top rankings, discouraging beginner users, and participation is often concentrated in specific events due to imbalances in event participation, leading to user dissatisfaction and reduced engagement.

Method used

A game system that provides multiple events with user attributes-based event associations, applying preferential conditions to users when events align with their attributes and normal conditions otherwise, using a server to manage rankings and user interactions.

Benefits of technology

This approach prevents participant concentration in certain events, enhances user motivation by offering favorable conditions, and maintains engagement by ensuring fair and diverse participation across events.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To suppress biasing of the number of participating users to partial types from among multiple types.SOLUTION: In a game system (100) that provides a user with a game and has a computer (30) in each of multiple types in which the user can participate, the computer acquires a user attribute to which a user belongs, determines whether a type in which the user participates is directly or indirectly related to a user attribute, and applies a normal condition to the user when the type is not related to the user attribute and applies a favorable condition more advantageous than the normal condition to the user when the type is related to the user attribute.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to a game system, a game program, and a method for controlling a game system that provides a user with a game in each of a plurality of events. [Background technology]

[0002] Patent Document 1 discloses a game system incorporating a game management device, which includes a ranking management means. The ranking management means has a function of managing the in-game ranking of each user based on a team evaluation value. The ranking management means also stores the team evaluation value associated with each user's user ID in a storage device and manages the in-game ranking. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-223798 Summary of the Invention [Problem to be solved by the invention]

[0004] An example of an event held within a game is a ranking event in which users compete for rankings. In a typical ranking event, all users participate in the same (only one) ranking. As a result, the top rankings are essentially dominated by advanced users. This discourages beginner users from participating in the ranking event. Furthermore, when an event is held in which multiple events are held and rankings are assigned to each event, participating users may be concentrated in a particular event, resulting in an imbalance in the number of participants. In this case, even though multiple events are held, it is as if only one ranking system were set up within the event. This discourages users from participating in the event. [Means for solving the problem]

[0005] A gaming system according to one embodiment provides a user with a game in each of a plurality of events in which the user can participate, and is equipped with a computer. The computer acquires user attributes to which the user belongs, determines whether the event in which the user participates is directly or indirectly associated with the user attributes, and applies normal conditions to the user if the event is not associated with the user attributes, and applies preferential conditions to the user that are more favorable than the normal conditions if the event is associated with the user attributes.

[0006] In another embodiment, a game program causes a computer to provide a game to a user in each of a plurality of events in which the user can participate, causes the computer to obtain user attributes to which the user belongs, determines whether the event in which the user participates is associated with the user attributes, applies normal conditions to the user if the event is not associated with the user attributes, and applies preferential conditions to the user that are more advantageous than the normal conditions if the event is associated with the user attributes.

[0007] Furthermore, a control method according to another embodiment is a control method for a game system that provides a user with a game in each of a plurality of events in which the user can participate, the control method obtaining user attributes to which the user belongs, determining whether the event in which the user participates is associated with the user attributes, and applying normal conditions to the user if the event is not associated with the user attributes, and applying preferential conditions to the user that are more advantageous than the normal conditions if the event is associated with the user attributes. [Effects of the Invention]

[0008] This makes it possible to prevent the number of users participating from being concentrated in only a few events among multiple events. [Brief explanation of the drawings]

[0009] [Figure 1] Schematic overall view of the game system. [Figure 2] FIG. 1 is a schematic block diagram of a game system. [Figure 3] FIG. 10 is a schematic diagram showing an example of a selection screen. [Figure 4] A table of club teams divided into groups. [Figure 5] A table showing the schedule of events. [Figure 6] FIG. 10 is a schematic diagram showing an example of a registration screen. [Figure 7] 10 is a flowchart showing an example of application processing. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be arbitrarily set and can be changed depending on the method or product configuration to which the present invention is applied or various conditions. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.

[0011] As described above, if the number of users participating is biased toward some of the multiple events, users may lose motivation to participate in an event with multiple events. For example, a user may select the events in which they want to participate from among the multiple events, and then participate in the selected events. In this example, a user registers for the multiple events in which they want to participate and participates in each event. However, depending on the content of the events, the game preferences and playing strategies of many users may be similar, which may result in the number of users participating being biased toward some of the multiple events.

[0012] More specifically, the number of users participating may be biased toward events with low levels of difficulty among multiple events. Furthermore, in the case of ranking events, the number of users participating may be biased toward events with long tallying periods (e.g., cumulated over the duration of the event) rather than events with short tallying periods (e.g., tallying for each game). This is because, if the tallying period is long, even beginner users can improve their ranking by investing time. Furthermore, the number of users participating may be biased toward events that have gained a reputation for being easy to complete through information exchanges between users. Furthermore, if participation rewards differ depending on the event, the number of users participating may be biased depending on the rewards.

[0013] Therefore, in order to prevent a bias in the number of participants, it is conceivable to motivate users to participate in specific events. For example, it is conceivable to set up preferential time periods for each of multiple events set up within an event, in which participants are given preferential treatment. As an example, users who participate in events that are given preferential treatment during preferential time periods can receive more favorable rewards than users who participate in other time periods. This is a conceivable way of motivating users to participate in specific events. However, it is cumbersome or difficult for users to grasp the preferential time periods for each event. Furthermore, there is a possibility that the time periods at which multiple users play games will be similar, resulting in a bias in the number of users participating in some of the multiple events.

[0014] Furthermore, if the preferential time slot for an event that a user wants to participate in does not match the time slots available for the user, the user will feel dissatisfied because it is difficult to participate in that event. In other words, the user will have to adjust or change the time slot for playing the game, which will cause dissatisfaction. Therefore, it is desirable to further suppress the imbalance in the number of users participating and reduce the dissatisfaction felt by users. In other words, it is desirable to motivate users to participate in the various events provided, thereby maintaining and increasing users' willingness to participate.

[0015] [First embodiment] The game system 100 shown in Fig. 1 provides users with games in each of a plurality of events in which users can participate. To this end, the game system 100 includes a server 30 as an example of a computer. This server 30 is configured as a single logical server by combining a plurality of server units 52 as computers. However, the server 30 may also be configured by a single server unit 52. Alternatively, the server 30 may be configured logically using cloud computing.

[0016] The game system 100 also includes user terminals 10 used by multiple users. The server 30 provides various services for games to the user terminals 10 or the users of the user terminals 10. These services include a distribution service that distributes and updates programs or data via the network 50. The server 30 appropriately distributes various programs or data necessary to provide games to each user terminal 10 through this distribution service.

[0017] The game service may include a service in which the server 30 receives user identification information that uniquely identifies each user from the user terminal 10 and authenticates the user. The game service may also include a service in which the server 30 receives play data including the play results of the authenticated user from the user terminal 10 and stores it. The game service may also include a service in which the server 30 provides the play data stored by the server 30 to the user terminal 10. In addition, the game service may include a service in which the server 30 matches users together when multiple users play a common game via the network 50. The game service may also include a service in which the server 30 collects fees from users.

[0018] The server 30 and the user terminal 10 are each configured to be connectable to a network 50. As an example, the network 50 is configured to realize network communication using the TCP / IP protocol. A local area network (LAN) connects the server 30 to the Internet 51. The Internet 51 as a WAN and the local area network (LAN) are connected via a router 53. The network 50 may be a dedicated line, a telephone line, an in-house network, a mobile communication network, any other communication line, or a combination thereof, and may be wired or wireless. The server 30 may be connected to the user terminal 10 via the Internet 51 instead of the local area network (LAN).

[0019] The user terminal 10 is a computer device that can be connected to a network. For example, the user terminal 10 includes a stationary or notebook personal computer 54 and a mobile terminal device 55 such as a mobile phone (including a smartphone). In addition, the user terminal 10 includes various types of computer devices such as an arcade game device, a stationary home game device, a portable game device, and a portable tablet terminal device. By implementing various types of computer software, the user terminal 10 can allow the user to enjoy various services provided by the server 30. The following mainly describes an example in which the user terminal 10 is a mobile terminal device 55.

[0020] As an example, the game system 100 provides various games such as sports games such as baseball and soccer, competitive card games, music games, board games, mahjong games, RPG games, fighting games, puzzle games, quiz games, and simulation games. The following mainly describes an example in which a soccer player training simulation game is provided using collected virtual cards.

[0021] [Game Overview] In an example simulation game according to this embodiment, a match can be played using a plurality of virtual cards owned by a user. Each card represents a character appearing in the game. For example, there are player cards representing each of a plurality of soccer player characters. The user collects player cards and compiles a deck including the plurality of player cards. The user sets a player card selected from the player cards owned by the user in the deck to set the team members to be used during the match. For example, the deck includes players who will be starting members and reserve players who will be substitutes during the match.

[0022] For example, a user can obtain and own a player card by winning a lottery. As an example, the lottery is held at a predetermined time (for example, once a day). Alternatively, the lottery may be held by the user paying a predetermined fee or using an item. In a match, a team corresponding to the deck used by the user competes against a team corresponding to a deck containing an NPC (non-player character) set by the computer. The opponent may also be a team corresponding to the deck used by the opposing user.

[0023] When a match is played, results such as wins and losses are automatically output. Alternatively, each user may play a match by controlling a player or instructing the player's actions. When the match ends, the parameters of the player card (e.g., ability values, experience points, or level) increase or decrease depending on the results. This allows users to train their players. Players are also assigned a sense, which is an ability that exerts a predetermined effect (e.g., an increase in parameters, strengthening skills, and increasing the amount of points earned). Alternatively, users may increase or decrease the parameters of the player card using in-game items or by paying a fee. Match results may also include points scored, the number of specific plays performed by a player during the match, and points that increase or decrease depending on the player's actions during the match. For example, points can be earned by specific plays, such as scoring a goal, passing the ball, activating a player's skills, and stealing the ball.

[0024] There are also events held by game operators over a specific period (for example, four or seven days). One example of such an event is a ranking event. In this ranking event, users compete with other users for ranking. The user's ranking is tallied daily, and the user's ranking is determined based on the results of the matches the user played during that day. Rewards are awarded to users according to their ranking. Alternatively, the total may be calculated based on the cumulative total during the event period.

[0025] During the event period, users can participate in each of multiple types of events (rankings). As an example, rankings can be calculated (evaluated) based on the number of matches played, the number of points earned, the number of saves made by the goalkeeper, the number of goals scored, the number of skill activations, the number of passes made, the number of points for the user and NPCs, the number of shots taken, the number of wins, and the number of losses. Each user can register for a predetermined number of events (e.g., three per day) each day or over the event period, and compete for ranking. Alternatively, there may be no limit to the number of events that each user can register for.

[0026] In addition, each user may be able to participate in a match in an event that they are not registered in. In this case, the results of the participating user will not be included in the calculation, and the ranking of that user will not be calculated. This prevents a single user from registering for all events at the same time and having their results calculated.

[0027] For example, in each event, when a user registers and participates, a match is played between a team of NPCs set for the event and the team used by the user. This match progresses automatically, and the results of the match (e.g., number of points scored, number of shots taken, etc.) are tallied (evaluated). Alternatively, a match in each event may be a match between the team used by the user and a team used by another user. Note that if the tally is per game, regardless of how many games the user plays during the tally period, the results of the single game in which the user achieved the best result among the games played are counted. Also, if the tally is cumulative, even if the user plays multiple games during the tally period, the results of all games are accumulated and counted.

[0028] Furthermore, when the team used by a user wins a match, the user is awarded a victory reward. Furthermore, when the user reaches a predetermined ranking (for example, within the top ten) in an event (ranking), the user is awarded a ranking reward. When ranking rewards are awarded based on the ranking for a day, the rankings are not accumulated over multiple days. Therefore, users compete for daily rankings. Furthermore, victory rewards and ranking rewards include player cards, items that increase or decrease parameters, lottery tickets, etc. Note that if a user participates in an event in which the user is not registered, the rankings are not counted and the user will not receive a ranking reward. However, users can receive victory rewards regardless of whether they are registered or not.

[0029] Furthermore, the victory rewards and ranking rewards may include in-game currency (e.g., event-specific coins). Users can collect these coins and exchange them for in-game items (e.g., player cards, items that increase or decrease parameters, lottery tickets, etc.) at an in-game shop. Event-specific coins can only be used during the event and for a specified period of time after the event (e.g., two days). Furthermore, victory rewards include additional rewards that can be acquired by winning a lottery. That is, in addition to rewards that are awarded simply by winning a match, there are also rewards (additional rewards) that are awarded by winning a lottery that is held on the condition that the match is won. Examples of additional rewards include player cards, items that increase or decrease parameters, and event-specific coins.

[0030] Note that events held within a game are not limited to ranking events. For example, an event may be held in which a match is played using an event deck prepared in advance for the event by the game administrator. Furthermore, an event may be held in which the objective is for each user alone or multiple users to complete a specific task (for example, defeating a common opponent or achieving a target score, etc.).

[0031] [Server Configuration] 2, the server 30 includes a server control unit 31 and a server storage unit 32. The server control unit 31 is a processor that executes various arithmetic processes and operation controls in accordance with a predetermined program. The server 30 is configured as a computer that combines the server storage unit 32, which includes an internal memory necessary for the processor to operate, with other peripheral devices.

[0032] The processor is, for example, a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit). The processor controls the entire server 30 and also comprehensively controls various processes based on programs stored in the server storage unit 32. The server storage unit 32 is another computer-readable non-transitory storage medium. Specifically, the server storage unit 32 includes RAM (Random Access Memory), which is a system work memory for the processor to operate, as well as ROM (Read Only Memory) for storing programs and system software, and storage devices such as HDD (Hard Disc Drive) and SSD (Solid State Drive).

[0033] In this embodiment, the CPU executes various processing operations such as calculations, controls, and determinations in accordance with a game program PG stored in a ROM or HDD. An operation unit including a keyboard or various switches for inputting predetermined commands and data is connected to the server control unit 31 via a wired or wireless connection. A display unit for displaying the input status, setting status, measurement results, and various information of the device is also connected to the server control unit 31 via a wired or wireless connection. Furthermore, the server control unit 31 can also perform control in accordance with a program stored in a portable recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disc), a CF (Compact Flash) card, or a USB (Universal Serial Bus) memory, or in an external storage medium such as a server on the Internet.

[0034] The server storage unit 32 stores a game program PG, user information 32A, game information 32B, and ranking information 32C. The user information 32A includes information registered by the user and information related to the user, as well as the user's game performance and play results. The game information 32B includes information necessary for game processing to progress the game, such as game images and game music. The ranking information 32C includes information necessary for calculating rankings and information indicating the calculation results (e.g., rankings).

[0035] The server control unit 31 has, as functional units, a ranking management unit 31A as an example of associating means, an acquisition unit 31B as an example of acquiring means, a determination unit 31C as an example of determining means, an assignment unit 31D as an example of assigning means, and a notification unit 31E as an example of notifying means. The game program PG causes the server 30 as a computer to function as each functional unit. In other words, the server control unit 31 has each functional unit as a logical device realized by a combination of computer hardware and software. Alternatively, the game program PG can be stored in another computer-readable non-transitory storage medium other than the server storage unit 32.

[0036] [Means of association] The ranking management unit 31A calculates rankings based on the results of matches and accepts user registrations for participating in events. The ranking management unit 31A also directly or indirectly associates events with user attributes. For example, the ranking management unit 31A associates favorite teams, which are an example of user attributes, with events via the groups by applying data on club teams grouped by the administrator. Then, by participating in events associated with the user's user attributes, the user can receive preferential conditions that are more favorable than normal conditions.

[0037] Furthermore, the ranking management unit 31A associates, among the multiple events, events other than the event associated with the user attributes of a certain user with the user attributes of other users other than the certain user. As a result, preferential conditions are applied to other users when they participate in the other events. Therefore, other users tend to register and participate in events to which preferential conditions are applied. Therefore, it is possible to prevent the number of registered users from being biased depending on the content of the events.

[0038] As an example, a user attribute is an attribute associated with a user, or an attribute selected or registered by a user. A user attribute is identified by information indicating the attribute, and the information is included in the user information 32A. For example, the user attribute includes a team attribute, such as a favorite team selected by the user. A user can select a favorite team on a selection screen S1 as shown in FIG. 3. Specifically, a user can select an icon indicating a club team name, such as OO, NY, KT, or YH, to select the favorite team. When a user selects a favorite team, the server control unit 31 associates the user identification information with the user identification information and includes team identification information in the user information that uniquely identifies the favorite team. The favorite team can be identified as a team attribute by this team identification information.

[0039] For example, the server control unit 31 displays the selection screen S1 on the user terminal 10 when the user starts playing for the first time after installing the game app on the user terminal 10. The user arbitrarily selects one club team as a favorite team from among multiple real-life club teams based on preference or emotional attachment. Alternatively, the user may be able to select multiple club teams as favorite teams. The user can also change the favorite team at a desired timing on a user information setting screen (not shown). Note that although 20 teams are displayed on the selection screen S1, the number of teams can be changed as appropriate depending on the number of real-life club teams. For example, the number of teams may be 18 teams.

[0040] Information indicating the favorite team is displayed on various screens during the game. For example, an emblem indicating the favorite team is displayed on the screen together with the user's name. Furthermore, the uniforms of the players organized in the deck become the uniforms of the favorite team, and the players wearing those uniforms play soccer during the match. Furthermore, the team name called by the commentary during the match is the name of the favorite team. In other words, the favorite team functions as a symbol of the club team of the deck used by the user through information displayed on various screens or audio output.

[0041] In addition, the club team to which a player represented by a card included in the deck actually belongs may match the favorite team. In this case, the effect of a specific ability (e.g., skill or sense) of the player is improved. As an example, the club team to which the player belongs corresponds to one of multiple clubs participating in the Japan Professional Soccer League.

[0042] The team attribute may be a favorite team or a club team to which the user belongs. Furthermore, the user attribute may be an attribute related to the user's preferences, such as a favorite food or hobby. Furthermore, the user attribute may be an attribute related to an individual user, such as user identification information, zodiac sign, blood type, place of residence, age, gender, and Chinese zodiac sign. Furthermore, the user attribute may be an attribute based on the results of a game related to the user, such as a level in the game or performance in a past event (for example, advanced, intermediate, or beginner).

[0043] To associate user attributes with events, for example, the ranking management unit 31A associates group attributes with each event. Specifically, the ranking management unit 31A associates each group with each event (for example, event identification information that uniquely identifies the event) on the premise that each group as a group attribute is associated with a club team. In this way, the ranking management unit 31A indirectly associates team attributes, which are user attributes, with events via the groups associated with the events.

[0044] Alternatively, the ranking management unit 31A may directly associate user attributes with each event. For example, the ranking management unit 31A may associate user identification information with the event identification information of each event and apply it. Furthermore, the ranking management unit 31A may apply attributes other than group attributes. For example, attributes related to the tallying method of an event may be cumulative and per-game attributes. In this case, there are user attributes associated with the cumulative attribute and user attributes associated with the per-game attribute. Furthermore, the grouping of group attributes may be geographical grouping, such as eastern Japan and western Japan, or time grouping, such as this year and last year. Even in this case, user attributes are associated with each group attribute.

[0045] As an example, the grouping of club teams is shown. FIG. 4 is a diagram showing a table associating club teams with groups, and this table is stored in the server storage unit 31. As shown in FIG. 4, the club teams are grouped. In FIG. 4, 20 club teams are associated with seven groups, A to G. The rankings shown in FIG. 4 are rankings in the Japan Professional Football League or rankings in past events, etc. Specifically, first-place team OO belongs to group A, second-place team NY belongs to group B, third-place team KT belongs to group C, and fourth-place team YH belongs to group E.

[0046] Grouping (association of club teams with groups) is performed so that top teams are not concentrated in one group. The grouping does not change throughout the event period, but may be regrouped during the event period. The above-mentioned grouping is based on a table designed by the event organizer, but may be performed automatically by the ranking management unit 31A. Furthermore, club teams may be grouped randomly. Each event is associated with each group. For example, FIG. 5 is a diagram showing a table associating events (rankings) with groups. As shown in FIG. 5, events are associated with groups for each day (day 1 to day 7) during the event period. The association is based on a table designed by the event organizer, but may be performed automatically by the ranking management unit 31A. Furthermore, events and groups may be associated randomly.

[0047] In the example of FIG. 5, on the first day of the event, Group A is associated with the event called "Score Rush." ​​Therefore, the ranking management unit 31A refers to the ranking information 32C and applies data associating the club teams belonging to Group A with the event called "Score Rush." ​​This indirectly associates the club teams with the event via the group. In the example of FIG. 5, Club Team OO, Club Team SP, and Club Team HM, which belong to Group A, are associated with the event called "Score Rush." ​​Alternatively, each club team may be directly associated with an event.

[0048] Regarding the events in Figure 5, "Score Rush" is an event in which participants compete for the total number of points scored in a single day, with the calculation period being one day. "Skill Rush" is an event in which participants compete for the total number of times a skill is activated in a single day, with the calculation period being one day. "Point Trial" is an event in which participants compete for the number of points earned in a single game. "Pass Rush" is an event in which participants compete for the total number of passes made in a single day, with the calculation period being one day. "Shot Rush" is an event in which participants compete for the total number of shots made in a single day, with the calculation period being one day. "Point Rush" is an event in which participants compete for the total number of points earned in a single day, with the calculation period being one day. "Skill Trial" is an event in which participants compete for the number of times a skill is activated in a single game.

[0049] 5, on the first day of the event, among the multiple events, an event (for example, "Skill Rush") other than the event "Score Rush" associated with the team attribute belonging to Group A is associated with the user attribute of another user other than the user corresponding to the team attribute belonging to Group A. In other words, "Skill Rush" is associated with another user corresponding to the team attribute belonging to Group B.

[0050] Moreover, over time, the ranking management unit 31A associates a different event from the one associated with the user attributes of a certain user with the user attributes of the user. Specifically, the administrator sets association data (data in which the association changes daily) as a table so that the association between club team groups and events changes over time. The ranking management unit 31A then applies the data in these tables according to the number of days in the event, and associates the favorite team, as an example of a user attribute, with the changed event via the group. As an example, the ranking management unit 31A associates the favorite team, as an example of a user attribute, with the event different from the event associated with the previous day, by applying event identification information of a different event from that of the previous day in association with the club team group.

[0051] For example, as shown in FIG. 5, the ranking management unit 31A changes the association between groups and events when one day has passed since the start of the event. That is, in the example of FIG. 5, the association is rotated (shifted). The changed association is set in advance by the administrator as data in a table. Therefore, at the start of the event, the event "Score Rush" is associated with the attributes of a team belonging to Group A, but on the second day, after one day has passed, a different event "Skill Rush" is associated with the attributes of a team belonging to Group A. The time period is not limited to one day, but may be two or more days, or a time shorter than one day, such as six hours.

[0052] This allows users to continue selecting events to which preferential conditions are applied during the event period. This allows users to participate in a variety of events with ease. This also creates fairness in the association between user attributes (e.g., favorite teams) and events. In other words, the rotation (shift) makes it easier for users to participate in events set up in the event when the preferential conditions are applied. This prevents a sense of unfairness from arising between users with different user attributes.

[0053] Furthermore, the timing at which the association with the different other events is applied and the timing at which the game results are accumulated may be the same or different. For example, the ranking management unit 31A applies the association with the different other events after one day has passed, and accumulates the game results at the same time. Alternatively, the ranking management unit 31A applies the association with the different other events after one day has passed, and accumulates the game results at a different time (for example, after four days have passed).

[0054] Alternatively, the ranking management unit 31A may associate other events with the user's user attributes so as to increase the number of events to which the preferential conditions apply. Specifically, the ranking management unit 31A sets data that adds associations between club team groups created by the administrator and events, and associates favorite teams, as an example of user attributes, with the added events via the groups. For example, the ranking management unit 31A applies an association of "Skill Rush" in addition to "Score Rush" one day after the start of the event. As a result, the number of events to which the preferential conditions apply increases over time, and the user is applied with the preferential conditions in "Skill Rush" as well as "Score Rush." ​​Furthermore, the ranking management unit 31A may apply associations of events so that the number of events to which the preferential conditions apply decreases over time.

[0055] When a user participates in an event that is not associated with a user attribute, normal conditions are applied to the user. Specifically, the normal conditions are conditions under which a normal probability of winning (e.g., 24%) is applied to the lottery for additional rewards among the rewards for winning a match. On the other hand, when a user participates in an event that is associated with a user attribute, preferential conditions that are more favorable than the normal conditions are applied to the user. Specifically, the preferential conditions are conditions under which a higher probability of winning (e.g., 40%) than normal is applied to the lottery for additional rewards among the rewards for winning a match. If the user wins the lottery, the user can obtain a gift (e.g., an item) as an additional reward. In the first embodiment, the state in which the preferential conditions are applied is called a "bonus chance." Each event is associated with at least one group, and a bonus chance occurs for at least one group. The favorite team set by the user is associated with one of the multiple groups.

[0056] The preferential conditions may be conditions that increase the probability of winning, or conditions that grant a reward with higher in-game value (for example, a rarer reward). Furthermore, the preferential conditions may be conditions that result in improved game performance or conditions that allow the game to proceed advantageously. For example, the preferential conditions may be conditions that multiply game performance (for example, score) by a predetermined coefficient (for example, 1.2) or that add a predetermined number (for example, 5 points). By improving game performance, the user gains an advantage in the calculation of rankings. Furthermore, the preferential conditions may be conditions that result in higher player parameters, or conditions that shorten the activation interval of a player's skill, or conditions that relax the requirements for skill activation.

[0057] A bonus chance is always generated for one of the events for each user during the event period. The user is notified of the event for which the bonus chance is generated through the participation registration screen for each event, etc. The event for which the bonus chance is generated varies from user to user and from day to day. Alternatively, a bonus chance may be generated for only some of multiple users. Also, the event for which a bonus chance is generated for a given user is fixed for the day. However, the event for which a bonus chance is generated for a given user may change during the day.

[0058] The ranking management unit 31A also accepts users' participation in events and / or registration of participation. As an example, a user can select a ranking button B1, a registration button B2, and a participation button B3 on a registration screen S2 as shown in FIG. 6. When the user selects the registration button B2 (for example, by touching the button icon), the ranking management unit 31A accepts registration for the event corresponding to the registration button B2 selected. The ranking management unit 31A then stores the user information including event identification information that uniquely identifies the event for which the user has registered. The registration screen S2 also displays the status of the number of registered users for each event or a numerical value indicating the number of registered users. The user can check the status of the number of registered users and select an event in which they can aim for a high ranking to participate.

[0059] When a user selects the ranking button B1, the ranking management unit 31A displays a ranking screen (not shown) for each event. The ranking screen displays the ranking in each event, as well as the emblem of the favorite team, the user's name, and the user's performance in the ranking (e.g., cumulative points, etc.). When a user selects the participation button B3, the server control unit 31 runs one match corresponding to the event. Note that a user can also participate in events in which the user is not registered. However, even if the user participates in an event in which the user is not registered, the participation will not be counted in the ranking calculations. In this way, the number of registrations that are subject to tallying is limited. This makes it difficult for a user to register for both an event that is popular with many users and an event to which preferential conditions apply, thereby preventing bias. Alternatively, the ranking management unit 31A may limit participation to only events in which the user is registered.

[0060] [Acquisition method] The acquisition unit 31B acquires user attributes to which the user belongs. As an example, the acquisition unit 31B refers to the user information 32A and acquires the user attributes (e.g., favorite team) through information indicating the user attributes (e.g., team identification information of the favorite team). More specifically, the acquisition unit 31B refers to an address area in the user information 32A where information indicating the user attributes is stored, and reads the information indicating the user attributes stored in the address area into a register or cache of the processor (CPU) or an internal memory (e.g., work area) required for the operation of the processor in the server storage unit 32. The acquisition unit 31B also acquires the user attributes when applying normal conditions or preferential conditions. For example, the acquisition unit 31B acquires the user attributes when the user participates in an event or when the user registers the event to participate in. Alternatively, the acquisition unit 31B may acquire the user attributes when granting a reward to the user. Furthermore, the acquisition unit 31B may acquire the user attributes by receiving the user attributes input by the user from the user terminal 10.

[0061] [Judgment means] The determination unit 31C determines whether or not an event in which a user participates is directly or indirectly associated with a user attribute. As an example, when the user participates in an event, the determination unit 31C refers to the user attributes acquired by the acquisition unit 31B and the ranking information 32C to determine whether or not the event in which the user participates is associated with the user attribute.

[0062] As a specific example, in a game, teams play a match against each other. Here, the team is a team made up of NPCs, but it may also be a team used by another user. Then, in an event, multiple users participating in an event compete for ranking in the match results. Furthermore, the user attribute is a team attribute indicating the team selected by the user, and the determination unit 31C determines that an event is associated with the user attribute when the team attribute is associated with a group attribute associated with the event. Note that this association may be direct or indirect.

[0063] [Means of granting] The granting unit 31D refers to the determination result by the determination unit 31C. Then, if the event is not associated with the user attributes, the granting unit 31D applies normal conditions to the user. Furthermore, if the event is associated with the user attributes, the granting unit 31D applies preferential conditions to the user that are more advantageous than the normal conditions. Therefore, when the user participates in an event associated with a favorite team, the preferential conditions are applied to the user. Note that the preferential conditions are not conditions that affect the ranking of the event. However, the preferential conditions may be conditions that affect the ranking, such as an increase in performance.

[0064] The granting unit 31D grants a reward to a user who plays a game. The granting unit 31D then stores the granted reward as part of the user information 32A. Furthermore, if the event is not associated with a user attribute, the granting unit 31D grants a reward to the user based on normal conditions. On the other hand, if the event is associated with a user attribute, the granting unit 31D grants a reward to the user based on preferential conditions. As an example, the granting unit 31D grants a lottery ticket to the user as a reward, and when normal conditions are applied to the lottery for the additional reward of the winning reward, the lottery is held with a normal winning probability. On the other hand, when preferential conditions are applied to the lottery for the additional reward of the winning reward, the lottery is held with a higher winning probability. Note that the granting unit 31D may grant a reward to a user who plays a game only when certain conditions, such as winning a match or winning a lottery, are met.

[0065] The preferential conditions may be set to be related to user attributes. For example, the preferential conditions may be related to a team attribute, which is a user attribute, and increase the probability of winning a player card that actually belongs to a favorite team. Alternatively, the preferential conditions may be related to a user attribute, such as gender, and provide in-game items for women or men as additional rewards. This can further prevent the number of users participating from being biased toward certain events among multiple events. In other words, because preferential conditions related to the user are applied, users who are aiming for rewards will tend to select events to which preferential conditions apply when selecting events to participate in from multiple types of events.

[0066] Therefore, the bias in the number of registered users depending on the content of the event can be reduced, and users can participate in events in which they receive preferential treatment. Furthermore, in an aspect in which whether or not preferential conditions are applied is determined depending on the time of participation, preferential conditions are applied to the same event for all users, and the same event is notified to all users. On the other hand, in the aspect of this embodiment, preferential conditions are applied to different events for users with different user attributes (e.g., favorite teams), and the different events are notified to each user. Therefore, the bias in the number of registered users depending on the content of the event can be further reduced. Furthermore, by reducing the need for users to adjust or change the time period in which they play games, users can comfortably participate in events with multiple events.

[0067] [Notification means] The notification unit 31E notifies the user of a target event among multiple events to which preferential conditions will be applied if the user participates. As an example, the notification unit 31E displays a notification display D including the words "Bonus Chance" on the registration screen S2 shown in FIG. 6. This causes the notification unit 31E to notify the user of the target event (the "Score Rush" event in the example of FIG. 6). Therefore, the user can understand the target event to which preferential conditions will be applied if the user participates, and participate in the event to which the preferential conditions will be applied. Alternatively, the notification unit 31E may notify the user by voice, or by sending an email, or other method. The notification unit 31E also functions as a display control means, and notifies the user of the ranking result, etc., by displaying the ranking on the terminal display unit 15.

[0068] [User device] The user terminal 10 comprises a terminal control unit 11 and a terminal storage unit 12. The terminal control unit 11 is a processor that executes various arithmetic processing and operational control in accordance with a predetermined program. The user terminal 10 is configured as a computer that combines the terminal storage unit 12, which includes internal memory necessary for the processor's operation, with other peripheral devices. The processor is, for example, a CPU or MPU, and controls the entire user terminal 10 and also comprehensively controls various processes based on a program (not shown) stored in the terminal storage unit 12. Furthermore, the terminal control unit 11 can also perform control in accordance with a program stored in a portable recording medium or an external storage medium.

[0069] The terminal storage unit 12 is a computer-readable non-transitory storage medium. Specifically, the terminal storage unit 12 includes storage devices such as RAM, ROM, HDD, and SSD. The user terminal 10 also includes a terminal display unit 15 such as a touch panel that functions as a display unit for displaying the registration screen S2 and the like, and an operation unit for inputting operations such as selecting a favorite team. Alternatively, the user terminal 10 may include an operation unit that is separate from the display unit and includes a keyboard or various switches for inputting predetermined commands and data. Furthermore, the user terminal 10 may include a display unit that is separate from the operation unit and displays the input status, setting status, measurement results, and various information of the device. The user terminal 10 also includes an audio output unit 16 that outputs game music and the like.

[0070] [Apply Processing] An example of the application process will be described with reference to FIG. 7. The ranking management unit 31A directly or indirectly associates events with user attributes (S101). For example, the ranking management unit 31A applies data on groups of grouped club teams (table of FIG. 4) and data on event identification information of events associated with the groups (data corresponding to the number of days since the start of the event in the table of FIG. 5), and associates favorite teams, as an example of user attributes, with events via the groups. Then, the notification unit 31E notifies the user of the target events to which the preferential conditions apply (S102). As an example, the notification unit 31E displays a notification display D containing the words "Bonus Chance" on the registration screen S2. The user refers to the notification display D to recognize the event for which participation registration is required.

[0071] The user selects an event and registers for participation by touching, for example, the registration button B2. Then, the ranking management unit 31A accepts the event registration by the user (S103). Furthermore, the acquisition unit 31B acquires, for example, a favorite team as a user attribute to which the user belongs (S104). Thereafter, when the user performs an operation to participate in an event, for example, by touching the participation button B3, the ranking management unit 31A accepts the user's participation in the event. Then, the determination unit 31C determines whether the event in which the user will participate is associated with the user attributes (S105). If the event is not associated (NO in S105), the granting unit 31D applies normal conditions to the user (S106). On the other hand, if the event is associated (YES in S105), the granting unit 31D applies preferential conditions to the user (S107).

[0072] Then, the server control unit 31 as a game providing means provides one game worth of game to the user, and the user plays the game (S108). When the game play ends and a predetermined condition (for example, the condition of winning the match) is achieved, the awarding unit 31D awards a reward to the user according to the normal condition or the preferential condition (S109). Furthermore, the server control unit 31 stores the user's performance together with the user information.

[0073] The ranking management unit 31A then creates or updates the ranking by referencing the user information of each user (S110). Thereafter, if the played event can be continued (YES in S111), the process of accepting the user's participation and providing the game (S108) is repeated. If the played event cannot be continued (NO in S111), for example, if one day has passed, the ranking management unit 31A creates a final ranking result and ends the process. Then, the notification unit 31E notifies the user of the ranking result in response to a user operation (for example, an operation of touching the ranking button B1). Furthermore, the notification unit 31E may notify the user of a reward according to the ranking result. In this case, the awarding unit 31D awards the user a reward according to the ranking result.

[0074] According to the game system 100 of the first embodiment described above, it is possible to prevent the number of users participating from being biased toward some events among multiple events. In other words, because preferential conditions are applied, users tend to select events in which they will be favored when selecting an event to participate in from multiple types of events. Therefore, it is possible to prevent the number of users participating from being biased depending on the content of the event. Furthermore, it is possible to reduce the need for users to adjust or change the time slots for playing games, allowing users to participate in events with ease.

[0075] Furthermore, in the game system 100, a favorite team, which is a team attribute, is used as a user attribute. The team attribute can be set to correspond to an actual team participating in a real sport (e.g., the Central League, Pacific League, or Japan Professional Soccer League). Users tend to select their favorite team based on their own preferences and feelings. Therefore, by associating favorite teams with each event set in an event, the proportion of users who set the same favorite team among users participating in the event can be increased. As a result, many users who set the same favorite team will participate in the same event. Such users who set the same favorite team are friends or like-minded people who like or support the same team. Therefore, users can comfortably participate in events where many users with similar interests gather and enjoy playing the event with a sense of unity.

[0076] Although the present invention has been described above with reference to each embodiment, the present invention is not limited to the above-described embodiments. Inventions modified without violating the present invention, and inventions equivalent to the present invention, are also included in the present invention. Furthermore, each embodiment and each modified form, and technical means included in each embodiment or each modified form, can be combined as appropriate without violating the present invention.

[0077] For example, at least one of the ranking management unit 31A, acquisition unit 31B, determination unit 31C, assignment unit 31D, and notification unit 31E may be provided in the terminal control unit 11. In this case, the server 30 and the user terminal 10 cooperate to function as the computer of the game system 100.

[0078] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.

[0079] The game system (100) provides a user with a game in each of a plurality of events in which the user can participate, and is equipped with a computer (30), wherein the computer acquires user attributes to which the user belongs, determines whether the event in which the user participates is directly or indirectly associated with the user attributes, applies normal conditions to the user if the event is not associated with the user attributes, and applies preferential conditions to the user that are more advantageous than the normal conditions if the event is associated with the user attributes.

[0080] A game program (PG) that causes a computer (30) to provide a game to a user in each of a plurality of events in which the user can participate causes the computer to acquire user attributes to which the user belongs, determine whether the event in which the user participates is associated with the user attributes, and apply normal conditions to the user if the event is not associated with the user attributes, and apply preferential conditions to the user that are more advantageous than the normal conditions if the event is associated with the user attributes.

[0081] The control method is a control method for a game system (100) that provides a user with a game in each of a plurality of events in which the user can participate, and includes obtaining a user attribute to which the user belongs, determining whether the event in which the user participates is associated with the user attribute, and applying normal conditions to the user if the event is not associated with the user attribute, and applying preferential conditions to the user that are more advantageous than the normal conditions if the event is associated with the user attribute.

[0082] This prevents the number of users participating from being biased toward certain events among multiple events. In other words, because preferential conditions are applied, users tend to select events that give them preferential treatment when choosing which events to participate in from multiple types of events. This reduces the bias in the number of registered users depending on the content of the events. Furthermore, it reduces the need for users to adjust or change their game play times, allowing users to participate in events with ease.

[0083] The computer (30) associates other events among the plurality of events, which are different from the event associated with the user attribute, with other user attributes of other users different from the user. This allows the other users to receive preferential conditions in the other events. Therefore, the other users tend to register and participate in events to which preferential conditions apply. This can improve the imbalance in the number of registered users depending on the content of the events.

[0084] The computer (30) associates other events from the plurality of events with the user's user attributes over time. This allows the user to continue selecting events to which preferential conditions apply during the event period. This allows the user to participate in a variety of events with ease. This also creates fairness in the association of user attributes with events.

[0085] The computer (30) notifies the user of the events among the plurality of events to which the preferential conditions will be applied if the user participates, so that the user can understand the applicable events and participate in the events to which the preferential conditions will be applied.

[0086] The computer (30) awards a reward to the user who plays the game, and if the event is not associated with the user attributes, awards the reward to the user based on the normal conditions, and if the event is associated with the user attributes, awards the reward to the user based on the preferential conditions.

[0087] The preferential conditions are set to be related to the user attributes. This can further prevent the number of users participating from being biased toward some events among multiple events. In other words, because preferential conditions related to the user are applied, users who are aiming for rewards tend to select events to which preferential conditions are applied when selecting events to participate in from multiple types of events.

[0088] In the game, teams compete against each other, and in the event, multiple users participating in the event compete for ranking in the match, the user attribute is a team attribute indicating the team selected by the user, and the computer (30) determines that the event is associated with the user attribute when the team attribute is associated with a group attribute associated with the event.

[0089] Team attributes can be set to correspond to real teams participating in real sports. Therefore, by associating favorite teams with each event, the proportion of users who set the same favorite team among users participating in the same event can be increased. As a result, many users who set the same favorite team will participate in the same event. Therefore, users can comfortably participate in events that attract many users with similar interests, and can enjoy the event with a sense of unity. [Explanation of symbols]

[0090] 30: Server (computer) 100: Game System PG: Game Program

Claims

1. A game system that provides a game to a user during a period consisting of a plurality of unit periods in each of a plurality of events in which the user can participate, and that includes a computer, The computer Obtaining a user attribute to which the user belongs; determining whether the event in which the user participates is associated with the user attribute; If the event is not associated with the user attribute, apply a normal condition to the user; If the event is associated with the user attribute, applying preferential conditions to the user that are more advantageous than the normal conditions; the user attributes include attributes associated with the user or selected by the user; after a predetermined unit period has elapsed during a period constituted by the plurality of unit periods, associating an event among the plurality of events that is different from the event with the user attribute of the user; Game system.

2. The game system according to claim 1 , wherein the computer associates other events among the plurality of events, which are different from the event associated with the user attribute, with other user attributes of other users different from the user.

3. The game system described in Claim 1, wherein the computer determines that the event is associated with the user attribute when the user attribute is associated with a group attribute associated with the event.

4. The game system according to claim 1 , wherein the preferential conditions are set so as to be related to the user attributes.

5. A game program that causes a computer to provide a game to a user during a period consisting of a plurality of unit periods in each of a plurality of events in which the user can participate, The computer, acquiring a user attribute to which the user belongs; determining whether the event in which the user participates is associated with the user attribute; If the event is not associated with the user attribute, apply a normal condition to the user; If the event is associated with the user attribute, applying preferential conditions to the user that are more advantageous than the normal conditions; the user attributes include attributes associated with the user or selected by the user; after a predetermined unit period has elapsed during the period constituted by the plurality of unit periods, an event among the plurality of events that is different from the event is associated with the user attribute of the user; Game program.

6. A control method for a game system that provides a game to a user during a period consisting of a plurality of unit periods in each of a plurality of events in which the user can participate, comprising: Obtaining a user attribute to which the user belongs; determining whether the event in which the user participates is associated with the user attribute; If the event is not associated with the user attribute, apply a normal condition to the user; If the event is associated with the user attribute, applying preferential conditions to the user that are more advantageous than the normal conditions; the user attributes include attributes associated with the user or selected by the user; after a predetermined unit period has elapsed during a period constituted by the plurality of unit periods, associating an event among the plurality of events that is different from the event with the user attribute of the user; Control method.

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