Game control device, game system, program, and game control method
The game control device integrates real-time sporting events into a game system, enabling pre-event and in-event predictions, enhancing player engagement and enjoyment through accurate prediction rewards.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- BANDAI CO LTD
- Filing Date
- 2025-03-07
- Publication Date
- 2026-06-29
AI Technical Summary
Existing game systems lack the ability to integrate real-time events from actual sporting events into a game, limiting the player's engagement and predictive input opportunities.
A game control device that acquires real-space events, allows for pre-event and in-event player predictions, and awards points based on accurate predictions, using a game system that includes a game control device, user terminals, and a game service provider to display game images and register player inputs.
Enhances player engagement by allowing real-time integration of actual sporting events, enabling pre-event and in-event predictions, and rewarding players for accurate predictions, thereby increasing interaction and enjoyment.
Smart Images

Figure 0007881779000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game control device, a game system, a program, and a game control method.
Background Art
[0002] In Patent Document 1, in a baseball game being actually played, a game player inputs to a determination device a prediction of the pitch type and course of the next ball that a pitcher will throw, and the determination device compares the pitch type and course of the next ball predicted by the player prediction and prediction creation device with the result and determines whether it is correct or not. (Prior Art Document) (Patent Document) (Patent Document 1) Japanese Unexamined Patent Application Publication No. 2001-137556
Summary of the Invention
[0003] In a first aspect of the present invention, a game control device is provided. The game control device includes an acquisition unit that acquires a series of events in the real space, an instruction unit that instructs the presentation of a game image based on the series of events, a registration unit that registers an input from a game player, and a control unit that controls the instruction unit and the registration unit. The control unit controls so that, as inputs, a first input before the acquisition of the series of events and a second input during the acquisition of the series of events can be registered.
[0004] In a second aspect of the present invention, a program is provided. When the program is executed by a computer, the computer functions as the above game control device. [[ID= thirty]]
[0005] In a third aspect of the present invention, a game system is provided. The game system includes the above game control device and a terminal that displays a game image based on a series of events and is operated by a game player.
[0006] A fourth aspect of the present invention provides a game control method. The game control method comprises the steps of acquiring a series of events in real space, instructing the presentation of game images based on the series of events, registering input from a game player, and controlling the system to register a first input before acquiring the series of events and a second input during the acquisition of the series of events as inputs.
[0007] It should be noted that the above summary of the invention does not enumerate all of its features. Furthermore, subcombinations of these features may also constitute an invention. [Brief explanation of the drawing]
[0008] [Figure 1] An example of the overall configuration of the game system 5 in the first embodiment is shown. [Figure 2] This is a block diagram showing the functional configuration of the game control device 10. [Figure 3] The following outlines the processing flow of the game control method executed in game system 5. [Figure 4] An example of the data structure of game player information stored in the memory unit 190 is shown. [Figure 5] The following outlines the processing flow of the game control method executed in game system 5. [Figure 6] This is an example of a screen 500 that is displayed on the user terminal 20 when a game player 30 selects a match to watch. [Figure 7] An example of the data structure of login information stored in the memory unit 190 is shown. [Figure 8] This shows an example of the screen 500 displayed on the user terminal 20 when the game player 30 makes a first prediction. [Figure 9] This is a diagram to explain the information contained in the image of card 521. [Figure 10] An example of the data structure of character registration information stored in memory unit 190 is shown. [Figure 11]An example of screen 700 displayed on user terminal 20 when a match is in progress is shown. [Figure 12] An example of the data structure of the registration information related to the second prediction stored in the memory unit 190 is shown. [Figure 13] An example of second-point information stored in the memory unit 190 is shown. [Figure 14] An example of screen 800 displayed on user terminal 20 when a match is in progress is shown. [Figure 15] An example of screen 900 displayed on user terminal 20 when a match is in progress is shown. [Figure 16] An example of the data structure of the registration information related to the third prediction stored in the memory unit 190 is shown. [Figure 17] An example of screen 1000 displayed on user terminal 20 when a match is in progress is shown. [Figure 18] An example of the first point information stored in the memory unit 190 is shown. [Figure 19] An example of the screen 1100 displayed on the user terminal 20 when the match ends is shown. [Figure 20] An example flowchart of the processing related to the second prediction executed by the game control device 10 is shown. [Figure 21] An example flowchart of the processing related to the third prediction executed by the game control device 10 is shown. [Figure 22] An example of a flowchart relating to the processing of the first prediction executed by the game control device 10 is shown. [Figure 23] Examples of computer 5000 in which multiple embodiments of the present invention may be embodied in whole or in part are shown. [Modes for carrying out the invention]
[0009] The present invention will be described below through embodiments of the invention, but these embodiments are not intended to limit the invention as defined in the claims. Furthermore, not all combinations of features described in the embodiments are necessarily essential to the solution of the invention.
[0010] Figure 1 shows an example of the overall configuration of the game system 5 in the first embodiment. The game system 5 includes a game control device 10, a game service providing device 12, and a plurality of user terminals 20.
[0011] The game control device 10 and the user terminal 20 can communicate with each other via the network 90. The game control device 10, the game service providing device 12, and the user terminal 20 can communicate with each other via the network 90. The network 90 may be a data transmission path. The network 90 may be a wired communication transmission path, a wireless communication transmission path, or a combination thereof. The network 90 may include the Internet, a dedicated line network, a wireless communication network, a telephone line network, various cable networks, or a combination thereof. The network 90 may also include a P2P network such as an ad hoc network.
[0012] The communication method in the wireless communication network may be a mobile communication method or a wireless data communication method. Examples of the mobile communication method include the 3G method, the LTE method, the 4G method, and the 5G method. Examples of the wireless data communication method include the wireless PAN method, the wireless LAN method, the wireless MAN method, and the wireless WAN method. The communication method in the wireless communication network may also be various short-range wireless communication methods.
[0013] The user terminal 20 is an electronic device used by a game player 30 who is a player of the game. The user terminal 20 may be, for example, a smartphone, a mobile phone, a PDA (registered trademark), a tablet, a personal computer, a wearable computer, etc. The user terminal 20 displays a game image provided by the game control device 10 and receives operations from the game player 30.
[0014] The game control unit 10 controls the game being played on the user terminal 20. The user terminal 20 and the game control unit 10 cooperate with each other to execute the game based on the actions of the game player 30. The user terminal 20 acquires the actions of the game player 30 and transmits information about the actions of the game player 30 and / or information about the game state calculated by the user terminal 20 based on the actions of the game player 30 to the game control unit 10. Based on the information received from each of the user terminals 20, the game control unit 10 calculates the game state for each of the user terminals 20 and transmits the calculated information to each of the user terminals 20. Based on the information received from the game control unit 10, the user terminal 20 displays information on the screen that should be presented to the game player 30.
[0015] In this embodiment, in a game played on the user terminal 20, the game player 30 makes predictions about the game while observing the state of an actual sporting event. In this embodiment, the control performed by the game control device 10 and the user terminal 20 will be explained, mainly using a baseball game as an example. The game control device 10 transmits information to the user terminal 20 for the user terminal 20 to display a game image based on real-time images obtained by photographing the actual game, causing the user terminal 20 to display the game image. In the game image, the players and background actually participating in the game are converted into stylized objects. The objects corresponding to the players in the game image perform actions corresponding to the actions of the players actually participating in the game. As a result, the game player 30 can enjoy the actual game in roughly real-time.
[0016] The game service provider 12 transmits information related to sports matches and other games to the game control device 10. Specifically, the game service provider 12 transmits information indicating events that occurred during sports matches and other games to the game control device 10. For example, in a baseball game, the game service provider 12 transmits information indicating the details of each pitch thrown by the pitcher and each hit by the batter to the game control device 10. The game service provider 12 may further transmit the aforementioned game images to the user terminal 20 either through the game control device 10 or directly. The game service provider 12 is an example of a game service provider.
[0017] The game control device 10 further displays a user interface image on the user terminal 20 for the game player 30 to make predictions about the match. The predictions about the match include a first prediction about the players participating in the match, and second and third predictions about events that will occur during the match. The first, second, and third predictions are all different from each other.
[0018] Before making predictions, the game player 30 purchases cards associated with players and / or teams, and registers the card information of the purchased cards with the game control device 10 via the user terminal 20. The cards may be physical cards or virtual cards distributed via the network 90. The game player 30 can make first and second predictions regarding the players associated with the cards purchased by the game player 30. The game player 30 can make a third prediction regarding the teams associated with the cards purchased by the game player 30.
[0019] The first prediction is made before the start of the game. Game player 30 predicts which players will perform well before the game starts and registers the predicted players with the game control device 10. If the players predicted by game player 30 in the first prediction perform well, the game control device 10 awards points to game player 30. For example, if the player predicted by game player 30 in the first prediction hits a home run, the game control device 10 awards points to game player 30.
[0020] The second prediction can be made during the game. For example, in the second prediction, the game player 30 predicts the actual outcome of the players' plays and registers the predicted outcome with the game control device 10. For example, the game player 30 predicts the outcome of a specific batter's at-bat. The game control device 10 awards points to the game player 30 if the predicted outcome matches the actual outcome.
[0021] The third prediction can be made during the game. For example, in the third prediction, the game player 30 predicts the actual outcome of the team's play and registers the predicted outcome with the game control device 10. For example, the game player 30 predicts the outcome of the attacking team's offense from the start to the end of a particular inning. Examples of offensive outcomes include the number of home runs and the number of runs scored. The game control device 10 awards points to the game player 30 if the predicted outcome matches the actual outcome.
[0022] In this embodiment, the game executed on the user terminal 20 may run on application software installed on the user terminal 20. The game executed on the user terminal 20 may be implemented on a web browser running on the user terminal 20.
[0023] Figure 2 is a block diagram showing the functional configuration of the game control device 10. The game control device 10 comprises a processing unit 100, a storage unit 190, and a communication unit 192.
[0024] The game control unit 10 is implemented by a computer. The processing unit 100 is implemented by an arithmetic processing unit including a processor. The processing unit 100 performs various calculations executed in the game control unit 10 and is also responsible for controlling the storage unit 190 and the communication unit 192. The processing unit 100 includes an acquisition unit 110, an instruction unit 120, a registration unit 130, a control unit 140, an assignment unit 150, an image generation unit 160, and a game element acquisition unit 170. The control unit 140 controls the acquisition unit 110, the instruction unit 120, the registration unit 130, the assignment unit 150, the image generation unit 160, and the game element acquisition unit 170.
[0025] The communication unit 192 is primarily responsible for communication with the user terminal 20 via the network 90. The storage unit 190 is implemented using volatile and non-volatile storage media. The storage unit 190 stores programs for the computer to function as a game control device 10, as well as data necessary for calculations performed by the processing unit 100.
[0026] The acquisition unit 110 acquires a series of events in real space. A series of events is, for example, a series of events relating to the actions of real characters in real space. For example, a series of events in a baseball game includes a series of events relating to the actions of players as real characters. Specifically, a series of events in a baseball game includes events such as the batter entering the batter's box, the batter hitting a home run, and the pitcher striking out the batter. A series of events in a baseball game also includes events such as the game starting, the game ending, the inning starting, and the inning ending. The acquisition unit 110 may acquire information indicating a series of events from the game service provider 12 that provides a series of events in real space. The acquisition unit 110 may acquire information indicating a series of events by identifying events from images obtained by photographing real space.
[0027] The instruction unit 120 instructs the display of game images based on a series of events. For example, the instruction unit 120 instructs the user terminal 20 to display game images based on a series of events.
[0028] The registration unit 130 registers inputs related to a series of events. For example, the registration unit 130 registers inputs related to a specific event included in the series of events. The registration unit 130 registers inputs from the game player. Specifically, the registration unit 130 registers inputs related to a specific event based on instructions from the game player 30. The control unit 140 may control the system to enable input registration while acquiring a series of events. The control unit 140 may control the system to enable inputs related to a series of events to enable registration while acquiring a series of events and before acquiring a specific event included in the series of events.
[0029] The registration unit 130 further registers game media that correspond to real characters in real space. The game media may include character information that corresponds to real characters in real space. For example, if the real character is a baseball player, the registration unit 130 registers a physical card or card information for a virtual game medium that corresponds to the player.
[0030] The control unit 140 controls the system to register a first input before the acquisition of a series of events by the acquisition unit 110, and a second input during the acquisition of a series of events by the acquisition unit 110, as inputs. The content of the first input may differ from that of the second input.
[0031] The control unit 140 may control the first input to be registrable before acquiring a series of events. The control unit 140 may control the second input to be registrable after the first input has been registered. The control unit 140 may disable input to the first input while acquiring a series of events, and disable input to the second input before acquiring a series of events.
[0032] Alternatively, the control unit 140 may control the second input to be unregisterable after the first input has been registered. Alternatively, the control unit 140 may control the second input to be registrable, provided that the first input has not been registered.
[0033] The control unit 140 may control the first input to be registrable without requiring the game player 30 to view the game image. The control unit 140 may control the second input to be registrable on the condition that the game player 30 views the game image.
[0034] The control unit 140 controls the first input to enable registration of game media registered by the registration unit 130. The control unit 140 may enable registration of the first input by arranging multiple game media registered by the registration unit 130 in a predetermined layout space.
[0035] The first input may be an input for the game player 30 to select a game medium that is associated with a real character that is expected to produce a predetermined result in real space. The second input may be an input relating to a specific event. The second input may indicate the expected content, which is the content of a specific event included in a series of events predicted by the game player 30.
[0036] The assignment unit 150 assigns game elements. The assignment unit 150 may assign game elements to the game player 30 according to the result of at least one of the first input and the second input registered by the registration unit 130.
[0037] The control unit 140 may control the granting unit 150 so that it can grant either a first game element or a second game element to the game player 30 as a game element. The first game element may be a game element of higher value than the second game element.
[0038] The second input indicates the expected content, which is the content of a specific event included in a series of events predicted by the game player 30. The control unit 140 may control the system to enable the addition of the first game element, provided that the content of the specific event acquired by the acquisition unit 110 matches the expected content indicated by the second input.
[0039] The second input indicates the expected content, which is the content of a specific event included in a series of events predicted by the game player 30. The control unit 140 may control the system to enable the addition of a second game element, provided that the content of the specific event acquired by the acquisition unit 110 is similar to the expected content indicated by the second input.
[0040] The game element acquisition unit 170 acquires game elements that can be obtained from one of several acquisition routes. Specifically, the game element acquisition unit 170 acquires tickets used for input related to a specific event included in a series of events.
[0041] The points and / or tickets described in this embodiment are just one example of game elements. Various other forms of game elements besides points and / or tickets can be adopted.
[0042] The series of events and the specific event may be, for example, events that occur in a sports match. For example, if the series of events and the specific event are events that occur in a baseball game, the "specific event" may be an event that indicates the result of a batter's at-bat. For example, "specific events" could include an event indicating that a home run was hit, an event indicating that a batter was struck out, and so on.
[0043] The image generation unit 160 generates game images. The control unit 140 controls the image generation unit 160 to generate game images based on a series of events selected by the game service provider 12. The game service provider 12 may select some matches from among multiple matches, and the control unit 140 may cause the image generation unit 160 to generate game images for the matches selected by the game service provider 12. The game service provider 12 may select a series of events that occur in the selected matches to be reflected in the game images, and cause the image generation unit 160 to generate game images based on the selected events. The control unit 140 may control the virtual character in the game image to perform actions corresponding to the actions of the real character indicated by the series of events.
[0044] Figure 3 schematically shows the processing flow of the game control method executed in game system 5. In S300, game player 30 inputs the card information of the player-associated card that game player 30 has purchased into user terminal 20. For example, game player 30 inputs the card information generated from the code information, such as barcode information or 2D code information, printed on the physical card purchased by game player 30 into user terminal 20. Alternatively, game player 30 may input the card information into user terminal 20 by inputting a string corresponding to the card information printed on the physical card into user terminal 20. The card information is information that identifies the card. In other words, the card information is information that identifies the player associated with the card.
[0045] Similarly, in S300, the game player 30 inputs the card information of the team-associated card that the game player 30 purchased into the user terminal 20. A team is an example of the first participant and the second participant. As described above, for example, the game player 30 may input the card information into the user terminal 20 by reading code information such as barcode information or 2D code information printed on the physical card with the user terminal 20, and / or by inputting a string of characters corresponding to the card information printed on the physical card into the user terminal 20. The card information is information that identifies the card. In other words, the card information is information that identifies the team associated with the card.
[0046] In S302, the user terminal 20 transmits the card information entered into the user terminal 20 in S300 to the game control device 10. In S310, the storage unit 190 of the game control device 10 stores the card information received from the user terminal 20 in association with the identification information of the game player 30. This makes it possible for the game player 30 to make predictions about the players and / or teams associated with the cards purchased by the game player 30.
[0047] In S300, S302, and S310, a method for registering card information using a physical card was described. However, card information may also be registered in the game control device 10 using a virtual card purchased by the game player 30 via the network 90. For example, if the game player 30 purchases a virtual card through an online shop that sells virtual cards, the card information of the purchased virtual card may be automatically registered in the game control device 10 via the online shop's server. In addition, the game control device 10 may display a registration screen for registering card information on the user terminal 20, and the user terminal 20 may register the card information of the virtual card purchased by the game player 30 in the game control device 10 through this registration screen.
[0048] Figure 4 shows an example of the data structure of game player information stored in the memory unit 190. The game player information includes game player ID, owned card information, points, tickets, and rank as data items.
[0049] "Game Player ID" is identification information that identifies game player 30. "Owned Card Information" includes information on one or more cards that identify physical or virtual cards purchased and registered by game player 30. "Points" indicates the points awarded to game player 30. "Tickets" are information used when game player 30 makes a second prediction. "Tickets" are an example of a first type of game element, and "Points" are an example of a second type of game element. "Rank" indicates the rank of game player 30. The control unit 140 may determine the rank according to the game player 30's participation record in the game. For example, the control unit 140 may determine a higher rank for game player 30 who participates in the game more frequently.
[0050] Tickets can be obtained through one of several acquisition channels. A game player 30 can purchase a ticket by accessing the game control device 10. In this way, a game player 30 can obtain a ticket by purchasing it from a store on the network. In addition, a game player 30 can obtain a ticket by registering a card distributed through an event. A game player 30 can obtain a ticket by logging into the game. A game player 30 can obtain a ticket by watching an advertisement. Tickets may be available for a fee through the acquisition channel via the store, while tickets may be available for free through the acquisition channel via events, acquisition by logging into the game, and acquisition by watching an advertisement.
[0051] A limit may be set on the number of tickets that each of the 30 game players can acquire. The control unit 140 may limit the number of tickets that each of the 30 game players can acquire so that the number of tickets that each of the 30 game players can acquire does not exceed the limit.
[0052] The control unit 140 does not need to limit the number of times tickets can be obtained through other store acquisition channels. The control unit 140 may limit the number of times tickets can be obtained through event acquisition channels, game login channels, and advertisement viewing channels to a predetermined number within a predetermined period. For example, the control unit 140 may limit the number of times tickets can be obtained through event acquisition channels, game login channels, and advertisement viewing channels to one or less per day.
[0053] In the example shown in Figure 4, game player 30, identified by game player ID "G0001," has purchased cards identified by "P001," "P002," "P003," and "T001," respectively, and has been awarded 2000 points. The card information in this embodiment is an example of information indicating a game medium.
[0054] Figure 5 schematically shows the processing flow of the game control method executed in game system 5. The processing shown in Figure 5 is executed after the processing shown in Figure 3 has been performed and a match to be viewed is selected by the game player 30.
[0055] In S312, when the game player 30 selects a match to watch using the user terminal 20, match selection information is transmitted from the user terminal 20. The match selection information includes match identification information.
[0056] In S320, upon receiving match identification information from the user terminal 20, the game control device 10 transmits registered card information associated with the identification information of the game player 30 to the user terminal 20. In S322, the game player 30 predicts which players will perform well among those identified by the registered card information and inputs the predicted players into the user terminal 20. In S324, the user terminal 20 transmits first prediction information, including card information corresponding to the players predicted by the game player 30, to the game control device 10.
[0057] In S326, the registration unit 130 of the game control device 10 registers the first prediction information. Specifically, the registration unit 130 stores the first prediction information received from the user terminal 20 in the storage unit 190, associating it with the identification information of the game player 30. S320, S322, S324, and S326 can be executed in the first period before a series of events occurring in the match are acquired. The first prediction information is an example of the first input. The first prediction information can be registered without requiring the game player 30 to view the game images. Once the match starts and the acquisition of a series of events occurring in the match begins, registration of the first prediction information becomes impossible.
[0058] When the control unit 140 of the game control device 10 receives match identification information, it determines whether the number of matches in which a specific game player 30 has viewed game images within a predetermined period is less than or equal to a predetermined number. If the number of matches in which a specific game player 30 has viewed game images within a predetermined period has reached a predetermined number, it may notify the game player 30 via the user terminal 20 that registration of the first prediction is not possible.
[0059] In S330, the game control device 10 begins acquiring event information that occurs during a match and distributing game images. The acquisition unit 110 of the game control device 10 acquires event information from the game service provider 12 that provides event information, generates game images based on the acquired event information, and distributes them to the user terminal 20. In S340, the user terminal 20 begins displaying the game images distributed from the game control device 10.
[0060] In S342, the game player 30 inputs predictions about specific events into the user terminal 20. For example, when the game player 30 makes predictions about a batter, they predict whether the batter will hit a single, a double, a triple, or a home run, and whether they will draw a walk. When the game player 30 makes predictions about a pitcher, they predict whether the pitcher will strike out the batter, and whether they will get the batter out within a predetermined number of pitches. In S344, the user terminal 20 transmits second prediction information, which includes information indicating the predictions entered into the user terminal 20, to the game control device 10. In S346, the registration unit 130 of the game control device 10 registers the second prediction information. Specifically, the registration unit 130 stores the second prediction information received from the user terminal 20 in the storage unit 190, associating it with the identification information of the game player 30. In this way, the second prediction information can be registered while the game player 30 is viewing the game image. In other words, the second prediction information can be registered on the condition that the game player 30 views the game images.
[0061] S342, S344, and S346 are executed in the second period. The second period is, for example, the period from when an event indicating that a player whose card information has been registered by game player 30 has stepped up to bat is acquired until before a specific event is acquired. The second prediction information is an example of the second input. The second input is acquired by the game control device 10 while a series of events are being acquired.
[0062] In S348, when the acquisition unit 110 acquires a specific event, the awarding unit 150 awards points to the game player 30 based on the second prediction information. Specifically, the awarding unit 150 awards points to the game player 30 if the content of the specific event acquired by the acquisition unit 110 matches the prediction content indicated by the information included in the second prediction information. The awarding unit 150 may determine the amount of points to award to the game player 30 based on the content of the specific event. For example, if the type of specific event is a home run, the awarding unit 150 may award the game player 30 more points than if the type of specific event was a hit. S348 is executed in the third period after the acquisition of the specific event.
[0063] In S350, the game player 30 inputs predictions for one inning into the user terminal 20. For example, the game player 30 predicts whether a particular team will hit two or more home runs, or whether a particular team will score runs. In S352, the user terminal 20 transmits third prediction information, which includes information indicating the predictions entered into the user terminal 20, to the game control device 10. In S354, the registration unit 130 of the game control device 10 registers the third prediction information. Specifically, the registration unit 130 stores the third prediction information received from the user terminal 20 in the storage unit 190, associating it with the identification information of the game player 30. S350 and S354 are performed during the period before the start of the inning to be predicted.
[0064] In S356, when the acquisition unit 110 finishes acquiring events related to an inning, the awarding unit 150 awards points to the game player 30 based on the acquired inning-related events and the third prediction information. Specifically, the awarding unit 150 awards points to the game player 30 if the events acquired by the acquisition unit 110 include events that are consistent with the predictions indicated by the information included in the third prediction information. For example, if the third prediction information indicates a prediction that a batter from a particular team will hit two or more home runs in one inning, and the events acquired in one inning include events that indicate a batter from a particular team hit two or more home runs, the awarding unit 150 awards points to the game player 30. S348 is executed during the period after the acquisition of events related to an inning.
[0065] When the game ends, in S362, the acquisition of event information by the acquisition unit 110 ends, and the distribution of game images also ends. In S364, the awarding unit 150 awards points to the game player 30 based on the first predicted information. Specifically, the awarding unit 150 determines the points to be awarded to the game player 30 based on the first predicted information registered in S326 and the content of the series of events, and awards the determined points to the game player 30. For example, the awarding unit 150 awards points when a player associated with the card information included in the first predicted information is involved in a predetermined event. Specifically, if a player associated with the card information included in the first predicted information hits a home run, the awarding unit 150 awards points to the game player 30 corresponding to the event of hitting a home run. In this way, the awarding unit 150 awards points according to the progress of the game.
[0066] Points awarded to Game Player 30 can be used to purchase cards. Points awarded to Game Player 30 can be used to increase the points earned in the second prediction.
[0067] Figure 6 shows an example of a screen 400 displayed on the user terminal 20 when a game player 30 selects a match to watch. The screen 400 includes match selection buttons 401, 402, 403, 404, 405, and 406. Each of the match selection buttons corresponds to one match. These buttons allow the game player 30 to select which match to watch. When the game player 30 selects a match, the match selection information, as explained in relation to Figure 5, is transmitted to the game control device 10. This makes it possible to display a game image based on the match selected by the game player 30 through the user terminal 20.
[0068] In this manner, the control unit 140 of the game control device 10 causes the user terminal 20 to display a screen for the game player 30 to select one of several matches in which the game images should be displayed. The display of matches to the user terminal 20 is performed only on the day the match is played. Therefore, the acquisition unit 110 acquires a series of events related to the match only on the day the match is played.
[0069] The matches selectable via the match selection button are a selection of matches from all matches played worldwide, chosen by the game service provider 12. For example, the game control device 10 sets the level of attention for each match based on the login history of all game players 30 to the game control device 10, and notifies the game service provider 12 of the set level of attention. This allows the game service provider 12 to select matches with high levels of attention. In this way, it is possible to acquire specific matches from among multiple matches played in the real world.
[0070] In this way, the game control device 10 acquires only the sequence of events of the match selected by the game service provider 12 from among multiple matches. Therefore, the game control device 10 displays only the game images based on the sequence of events of the match selected by the game service provider 12 to the user terminal 20, and accepts input from the game player 30 only regarding the sequence of events of the match selected by the game service provider 12.
[0071] The control unit 140 of the game control device 10 may display to the user terminal 20 only game images based on a predetermined number of matches out of a predetermined number of matches played in real space within a predetermined period. For example, the control unit 140 may display to the user terminal 20 only game images based on two or fewer matches per day.
[0072] Figure 7 shows an example of the data structure of login information stored in the memory unit 190. The login information includes the game player ID, match ID, login time, and logout time as data items. The login information is an example of information indicating access to the game service provider 12 by the game player 30.
[0073] "Game Player ID" is identification information that identifies game player 30. "Match ID" is identification information that identifies the match. "Login Time" is the time when game player 30 logged into the game service provider 12. For example, the login time is the time when game player 30 logged into the game service provider 12 using user terminal 20 to receive game images, and the logout time is the time when game player 30 logged out of the game service provider 12.
[0074] The control unit 140 obtains login information from the storage unit 190 and sets the time periods during which matches are played, when the number of logins exceeds a predetermined number, as an indicator of attention. The control unit 140 notifies the game service provider 12 of the identified time periods. This allows the game service provider 12 to select matches from among multiple matches that are played during time periods with a high number of logins. In this way, the control unit 140 sets an attention level for each of the multiple matches in the real world according to the login information, and allows the game service provider 12 to select matches according to the set attention level.
[0075] Figure 8 shows an example of a screen 500 displayed on the user terminal 20 when a game player 30 makes a first prediction. Screen 500 includes a player registration area 510 and a player selection area 520.
[0076] The player selection area 520 is an area where a list of cards purchased by the game player 30 is displayed. In the example in Figure 8, the player selection area 520 displays image cards associated with six players. The image cards displayed in the player selection area 520 are displayed based on the card information stored as owned card information included in the game player information. The player registration area 510 includes multiple card placement areas 511 to 522 for registering players predicted by the game player 30.
[0077] The game player 30 registers a player expected to perform well by selecting an image of a player's card from the image cards displayed in the player selection area 520 and moving the selected image to the player registration area 510 via an operation performed by the user terminal 20. For example, if the game player 30 expects a player associated with the image card 521 to perform well, they drag and drop the image card 521 into one of the card placement areas 511 to 522. As a result, the user terminal 20 transmits the first prediction information, including the card information of the placed image card 521, to the game control device 10. In this way, the input of the first prediction is performed by registering the game medium. Specifically, the input of the first prediction is performed by the game player 30 selecting a game medium associated with a player who is expected to produce a predetermined result.
[0078] In the game control device 10, the registration unit 130 registers the card information of the image cards placed in the card placement areas 511 to 522 as the first input. The card placement areas 511 to 522 are examples of spaces within a predetermined layout where cards should be placed. In this way, the control unit 140 displays the screen 500 shown in Figure 8 to the user terminal 20, allowing the game player 30 to register the first input for the first prediction by placing multiple image cards in the spaces within the predetermined layout. As a result, the game player 30 can register virtual cards in the first prediction by registering the card information of physical cards in the game player information.
[0079] The first prediction may be made on the condition that points are consumed. The point awarding unit 150 may reduce the points awarded to the game player 30 when the first prediction is made. The point awarding unit 150 may reduce the points awarded to the game player 30 in proportion to the number of players registered when the first prediction is made.
[0080] Figure 9 is a diagram illustrating the information contained in the card image 521. Image 521 includes a player image 570 and point information 580. Image 570 and point information 580 are examples of character information.
[0081] Point information 580 is visible information. Point information 580 includes first information 581 and second information 582. First information 581 indicates the conditions for awarding points, and second information 582 is information regarding points corresponding to the awarding conditions. First information 581 and second information 582 are displayed adjacent to each other.
[0082] The granting conditions in the first information 581 indicate conditions related to the actions of the player as a real character. The second information 582 indicates the points that will be awarded to the game player 30 if the granting conditions are met. For example, "Home Run" and "150pt" in point information 580 indicate that 150 points will be awarded to the game player 30 on the condition that the specific event of the player associated with this card hitting a home run is acquired.
[0083] Figure 9 illustrates the character information contained in the image 521 displayed on the user terminal 20. However, the virtual cards or physical cards purchased by the game player 30 may also contain the same character information as shown in Figure 9.
[0084] Figure 10 shows an example of the data structure of character registration information stored in the memory unit 190. The character registration information includes the game player ID, predicted card information, and match ID as data items.
[0085] The "Game Player ID" is identification information that identifies Game Player 30. The "Predicted Card Information" contains card information for one or more cards associated with one or more players that Game Player 30 predicts will perform well. The "Match ID" is information that identifies the match being predicted.
[0086] The registration unit 130 generates information to be stored as predicted card information based on the first predicted information and stores it in the storage unit 190. In the example in Figure 10, it is shown that game player 30, identified by game player ID "G0001", predicts that the players associated with cards identified by "P001" and "P002", respectively, will perform well in the match identified by match ID "20241115001". The predicted card information is an example of media information for a game medium associated with real characters that are expected to be involved in a specific event.
[0087] Figure 11 shows an example of a screen 700 displayed on the user terminal 20 when a match is in progress. Screen 700 includes a match information area 710, a match image area 720, and a prediction information input area 730. The image included in screen 700 is an example of a game image.
[0088] Match Information Area 710 is the area where match status information is displayed. In baseball games, match status information includes scoreboard information, current score information, and count information.
[0089] The game image area 720 displays game images provided by the game control device 10. The game images are generated under the control of the game control device 10 and delivered to the user terminal 20. For example, the image generation unit 160 generates a game image based on a series of events acquired by the acquisition unit 110. The game image includes a stylized object 721 representing a pitcher and a stylized object 722 representing a batter. If the acquisition unit 110 acquires the event that the pitcher has thrown a ball, the image generation unit 160 generates a game image in which object 721 is throwing a ball. If the acquisition unit 110 acquires the event that the batter has swung the bat, the image generation unit 160 generates a game image in which object 722 is batting. This makes it possible to provide game images in which virtual characters perform actions that correspond to the actions of real characters.
[0090] In the match image area 720, the game image generated in response to the acquisition of events is not displayed, rather than the series of events acquired by the acquisition unit 110. The control unit 140 causes the acquisition unit 110 to acquire a series of events occurring in the match while the match is in progress. This allows the game player 30 to be presented with a game image in which a virtual character is moving. The control unit 140 controls the time at which the game image is presented to be the same as or approximately the time at which the series of events occur. For example, the control unit 140 causes the image generation unit 160 to generate a game image based on a series of events selected by the game service provider 12 to be displayed in real time with respect to the acquisition of the series of events by the acquisition unit 110, or with a predetermined delay of time relative to the acquisition of the series of events by the acquisition unit 110. The control unit 140 may control the system so as not to limit the time at which the acquisition unit 110 acquires a series of events. For example, if the match goes into overtime, the control unit 140 may control the acquisition unit 110 to extend the time at which it acquires a series of events related to that match and continue acquiring events until the match ends.
[0091] The prediction information input area 730 includes a first inning instruction button 781, a batting instruction button 731, a batting instruction button 732, and a second inning instruction button 782, type instruction buttons 741 to 744, a magnification display object 750, magnification adjustment buttons 751 and 752, a register button 761 and a non-register button 762, a prediction type selection menu 760, and a first player box 771 and a second player box 772.
[0092] The input for the second prediction may include either the first type of input or the second type of input. The prediction type selection menu 760 is a selection menu for choosing whether to make a prediction for the batter or the pitcher. In other words, the prediction type selection menu 760 is a selection menu for choosing whether to register the first type of input for making a prediction about an event in which the batter is the main focus, or to register the second type of input for making a prediction about an event in which the pitcher is the main focus. The selection of the first type of input and the second type of input using the prediction type selection menu 760 may be possible only once per predetermined period. For example, the selection of the first type of input and the second type of input using the prediction type selection menu 760 may be possible only once per inning.
[0093] Players will alternate between playing the offensive and defensive roles as the game progresses. The control unit 140 displays a screen for registering only inputs corresponding to the offensive role for the first type of input, and a screen for registering only inputs corresponding to the pitcher role for the second type of input. Here, we will explain the case where the game player 30 makes an input predicting the batter's role.
[0094] The first player box 771 displays an image of the pitcher. The second player box 772 displays an image of the current batter. If the game player 30 has chosen to make a prediction about the batter and possesses a card associated with the current or next batter, they can set that card in the second player box 772. In other words, the card can be set in the second player box 772 provided that the card is registered in the game player information.
[0095] The first inning instruction button 781 is a button that accepts an instruction to display an image related to the second prediction for the current inning. The second inning instruction button 782 is a button that accepts an instruction to display an image related to the third prediction for the next inning. The second inning instruction button 782 is accompanied by an object 783 that notifies the user that it is the period for registering input for the third prediction.
[0096] The batting instruction button 731 is a button that accepts instructions to predict the outcome of the at-bat of the player currently at bat. The batting instruction button 732 is a button that accepts instructions to predict the outcome of the at-bat of the player who will come up next to bat. The game player 30 can choose to predict the outcome of either the at-bat of the player currently at bat or the at-bat of the player who will come up next by selecting either the batting instruction button 731 or the batting instruction button 732.
[0097] The type instruction button 741 is for receiving instructions from the game player 30 indicating that the expected outcome of the at-bat is a single. The type instruction button 742 is for receiving instructions from the game player 30 indicating that the expected outcome of the at-bat is a double. The type instruction button 743 is for receiving instructions from the game player 30 indicating that the expected outcome of the at-bat is a triple. The type instruction button 744 is for receiving instructions from the game player 30 indicating that the expected outcome of the at-bat is a home run. This allows the game player 30 to register their second prediction by selecting from multiple options. Each of the type instruction buttons 741 to 744 contains information indicating the benchmark points that will be awarded to the game player 30 if their prediction is correct. The game player 30 indicates their prediction for the at-bat by selecting one of the type instruction buttons 741 to 744.
[0098] If a card is set in the second player box 772 by the game player 30, the base points are determined by the first and second information 582 contained in the point information 580 set in the second player box 772. If no card is set in the second player box 772, the base points will be the default points.
[0099] The multiplier display object 750 is an object that displays to the game player 30 the multiplier relative to the base points for the points awarded to the game player 30 if their prediction of the at-bat content is correct. The multiplier adjustment button 751 is a button that accepts instructions to decrease the multiplier. The multiplier adjustment button 752 is a button that accepts instructions to increase the multiplier.
[0100] The second prediction may be conditional on the consumption of a ticket. For example, one ticket may be consumed when making a second prediction for one at-bat. Increasing the multiplier using the multiplier adjustment button 751 may be conditional on the consumption of a ticket. For example, one ticket may be consumed for each increase of 1 in the multiplier value. Thus, the second prediction may be input conditional on the consumption of the first type of game element during the acquisition of a series of events. The awarding unit 150 may award points to the game player 30 according to the amount of tickets consumed. In the example in Figure 11, the second prediction is "single hit," and the "multiplier" is set to 2x. Therefore, if the batter hits a single, the awarding unit 150 awards 20 points to the game player 30.
[0101] Thus, it is possible to register predictions for specific events on the condition that tickets are consumed, and multiple tickets may be consumed for the registration of predictions for a single specific event. However, the number of tickets that can be consumed for the registration of predictions for a single specific event may be limited to a predetermined number. For example, the upper limit for the number of tickets that can be consumed for the registration of predictions for a single specific event may be 5.
[0102] In other forms, a second prediction may be possible on the condition of consuming points. For example, when making a second prediction for one at-bat, a standard reduction amount of points may be consumed. Increasing the multiplier using the multiplier adjustment button 751 may be possible on the condition of consuming points. The amount of points lost by the game player 30 may change according to the multiplier adjusted by the multiplier adjustment buttons 751 and 752. For example, the larger the multiplier, the larger the point reduction amount may be set. For example, if the multiplier is a high 2x, the point reduction amount may also be twice the standard reduction amount. For example, if the standard reduction amount is 5 and the multiplier is 2x, 10 points will be consumed to make a prediction for the at-bat. When a second prediction is made, the awarding unit 150 may reduce the points awarded to the game player 30 according to the point reduction amount determined by the standard reduction amount and the multiplier. In this way, it may be possible to register the content of a prediction for a specific event on the condition of consuming points.
[0103] The registration button 761 is a button to receive instructions to make predictions about the at-bat. The unregistration button 762 is a button to receive instructions not to make predictions about the at-bat. If the registration button 761 is operated, the user terminal 20 sends second prediction information, including the information entered in the prediction information input area 730, to the game control device 10. If the unregistration button 762 is operated, the second prediction information is not sent to the game control device 10, and the prediction of the at-bat is canceled.
[0104] Figure 12 shows an example of the data structure of the registration information for the second prediction stored in the memory unit 190. The registration information for the second prediction includes the game player ID, match ID, prediction target, prediction event, card ID, multiplier, time, and status.
[0105] "Game Player ID" is identification information that identifies game player 30. "Match ID" is identification information that identifies the match. "Predicted Target" is information that identifies the at-bat that game player 30 predicts. "Predicted Event" is information that indicates the content of the event predicted by game player 30. "Card ID" is the card information of the card set in the second player box 772. "Multiplier" is the multiplier adjusted by the multiplier adjustment buttons 751 and 752. "Time" is the time when the input related to the second prediction was registered. "Status" is information that indicates whether or not the at-bat result has been finalized.
[0106] Figure 13 shows an example of second point information stored in the memory unit 190. The second point information is used to determine the points awarded to the game player 30 when the game player 30's prediction in the second prediction matches the content of a specific event. The second point information includes card information, event type, and points as data items.
[0107] "Card Information" is information that identifies a card. In other words, "Card Information" is information that identifies a player as an example of a real character associated with a card. "Event Type" indicates the type of specific event that is the subject of the second prediction. "Points" indicates the points awarded to game player 30. Specifically, "Points" indicates the base points mentioned above. Here, points associated with "Card Information" as "0" represent the default points awarded when no card is set in the second player box 772.
[0108] In the example in Figure 13, 150 points are associated with the player identified as "P001" and the content of the specific event, "home run." In other words, in the second prediction, if the game player 30 sets the card associated with the player identified as "P001" in the second player box 772 and registers a prediction that the player identified as "P001" will hit a home run, and the player identified as "P001" does hit a home run, the awarding unit 150 awards the game player 30 points by multiplying the base points of 150 points by a multiplier. In this way, the awarding unit 150 determines the points to be awarded to the game player 30 based on the points associated with the actual character and the type of specific event.
[0109] The value of "points" in the second point information may be set according to the frequency of occurrence of events. The value of "points" in the second point information may be set according to the frequency of occurrence of events by the actual character. The value of "points" in the second point information may be determined according to the actual character's achievements, abilities, and / or skills. For example, an actual character with few home run achievements may be assigned a high value for "points" associated with "home run" in the second point information. The value of "points" in the second point information may be determined for each game medium (e.g., card). For example, one actual character may be associated with multiple game mediums, and different points may be assigned to the card information of each of the multiple game mediums as the value of "points" in the second point information.
[0110] In relation to Figure 13, a method of awarding points to the game player 30 corresponding to the combination of a real character and the type of event has been described. However, a method of awarding points to the game player 30 corresponding to the type of event, regardless of the real character, may also be adopted.
[0111] Figure 14 shows an example of screen 800 displayed on the user terminal 20 when a match is in progress. Screen 800 is displayed when an event consistent with the content of the second prediction is obtained. In Figure 14, among the elements included in screen 800, elements corresponding to the elements included in screen 700, which were explained in relation to Figure 11, are assigned the same codes as the corresponding elements in screen 700.
[0112] After the game player 30 registers their second prediction, if the acquisition unit 110 acquires a specific event whose content is consistent with the content of the second prediction, the control unit 140 displays a notification object 820 on the user terminal 20. The notification object 820 is an object that indicates that the content of the specific event is consistent with the content of the second prediction. The notification object 820 includes a message indicating that the content of the specific event is consistent with the content of the second prediction, and information indicating the points to be awarded to the game player 30.
[0113] If the acquisition unit 110 does not acquire a specific event whose content is consistent with the content of the second prediction, the control unit 140 does not need to display a notification message on the user terminal 20. If the acquisition unit 110 does not acquire a specific event whose content is consistent with the content of the second prediction, the control unit 140 may display a notification object on the user terminal 20 indicating that the content of the specific event was inconsistent with the content of the second prediction.
[0114] In this manner, the control unit 140 instructs the user terminal 20 to indicate whether the input regarding the second prediction registered by the registration unit 130 is consistent with or inconsistent with the specific event acquired by the acquisition unit 110. The control unit 140 may instruct the user terminal 20 to indicate consistency or inconsistency during the progress of the game. The control unit 140 may display the notification object 820 multiple times. The control unit 140 may display the notification object 820 to the user terminal 20 in at least one of the following cases: (i) when an event is acquired indicating that the result of the at-bat subject to the second prediction has been determined; (ii) when an event is acquired indicating that the offensive inning or round including the at-bat subject to the second prediction has ended; and (iii) when an event is acquired indicating that the game has ended.
[0115] The control unit 140 may display the notification object 820 again if it has displayed the notification object 820 and the game player 30 has not acknowledged it. For example, if the game player 30 does not interact with the notification object 820, the control unit 140 may determine that the notification object 820 has not been acknowledged by the game player 30 and may display the notification object 820 again at any later time. As an example, the control unit 140 may display the notification object 820 again if the game image is presented to the game player 30 again in a non-real-time manner. In this way, the control unit 140 may present consistency or inconsistency again if it has presented consistency or inconsistency and the presented consistency or inconsistency has not been acknowledged by the game player 30.
[0116] Figure 15 shows an example of screen 900 displayed on the user terminal 20 when a game is in progress. Screen 900 is an example of a screen displayed on the user terminal 20 when making a third prediction. Screen 900 is displayed when the second inning instruction button 782 is pressed on screen 700 shown in Figure 11.
[0117] In Figure 15, among the elements included in screen 900, those corresponding to the elements included in screen 700, which were explained in relation to Figure 11, are assigned the same symbols as those assigned to the corresponding elements in screen 700. Screen 900 in Figure 15 is displayed when the game player 30 presses the second inning instruction button 782 in screen 700 shown in Figure 11, thereby being instructed to make predictions regarding the eighth inning.
[0118] Screen 900 includes a match information area 710, a match image area 720, and a prediction information input area 930. The prediction information input area 930 is an area where images for inputting the third prediction are displayed.
[0119] The prediction information input area 930 includes a team card box 910, a team card information box 920, and a setting count box 940.
[0120] The team card box 912 displays an image of the card associated with the predicted team. If a game player 30 possesses a card associated with a team, they can set that card in the team card box 910.
[0121] In the example shown in Figure 15, the input for the third prediction is made by setting a card in the team card box 910. Specifically, the input for the third prediction is made by setting a card associated with a team, rather than a card associated with a player. Other forms of input for the third prediction include selecting from multiple options, inputting text information, etc. The control unit 140 may limit the number of times the same card is selected during the acquisition of a series of events related to the match. The control unit 140 may limit the number of times the same card is selected in a single match to a predetermined number or less.
[0122] Each card associated with a team has pre-associated team card information that includes information indicating the conditions for awarding points and point information indicating the points awarded when those conditions are met. The team card information box 920 displays the team card information associated with the card set in the team card box 912. In the example in Figure 15, a card is set in the team card box 910 that has the awarding condition "hit two or more home runs" and the point information "200pt" associated with it.
[0123] The setting count box 940 indicates the remaining number of times a third prediction can be made. The remaining number of times a third prediction can be made may be calculated based on a predetermined maximum number of third predictions that can be made in a day and the number of third predictions that have been made in a day. The remaining number of times a third prediction can be made may be calculated based on a predetermined maximum number of third predictions that can be made in a single match and the number of third predictions that have been made in a single match.
[0124] In the prediction information input area 930, the registration button 761 is a button for receiving instructions to make a third prediction. The unregistration button 762 is a button for receiving instructions not to make a third prediction. When the registration button 761 is operated, the user terminal 20 transmits the third prediction information, including the information entered in the prediction information input area 830, to the game control device 10.
[0125] If the unregistered button 762 is pressed in the prediction information input area 930, the third prediction information is not sent to the game control device 10, and the third prediction is canceled. If the batting instruction button 731 is pressed, the screen returns to a screen for making predictions for the current batting position, such as screen 700 in Figure 11.
[0126] The registration of the third prediction can be made conditional on the change of innings. For example, if the inning changes to the 7th inning, it is possible to register the third prediction regarding events that will occur in the 8th inning before the start of the 8th inning. In this way, the control unit 140 may enable the registration of the third prediction regarding events that will occur in the next inning before the start of the next inning. The first acceptance period for accepting the registration of the third prediction for the first inning of multiple innings and the second acceptance period for accepting the registration of the third prediction for innings other than the first inning may be different. For example, the first acceptance period may be longer than the second acceptance period. For example, the first acceptance period may be at any time before the start of the game.
[0127] Figure 16 shows an example of the data structure of the registration information for the third prediction stored in the memory unit 190. The registration information for the third prediction includes the game player ID, the match ID, the prediction target, the card ID, the time, and the status.
[0128] "Game Player ID" is identification information that identifies game player 30. "Match ID" is identification information that identifies the match. "Predicted Target" is information that identifies the inning that game player 30 predicts. "Card ID" is the card information of the card set in team card box 910. "Time" is the time when the input regarding the third prediction was registered. "Status" is information that indicates whether or not the content regarding the inning has been finalized.
[0129] When the acquisition unit 110 acquires an event indicating the end of an inning, the awarding unit 150 determines whether or not to award points to the game player 30. Specifically, the awarding unit 150 determines to award points to the game player 30 if the events related to the inning acquired by the acquisition unit 110 include an event that is consistent with the content of the third prediction. Specifically, the awarding unit 150 refers to the registration information related to the third prediction, acquires card information of the card ID, and acquires team card information from the acquired card information. The awarding unit 150 determines to award points to the game player 30 if an event that satisfies the awarding conditions included in the acquired team card information is included in the events related to the inning acquired by the acquisition unit 110. If the awarding unit 150 determines to award points to the game player 30, it awards points to the game player 30 based on the point information included in the team card information.
[0130] Figure 17 shows an example of screen 1000 displayed on the user terminal 20 when a game is in progress. Screen 1000 is displayed when an event indicating the end of an inning is detected. In Figure 17, among the elements included in screen 800, elements corresponding to the elements included in screen 700, which were explained in relation to Figure 11, are assigned the same codes as the corresponding elements in screen 700.
[0131] After the game player 30 registers their third prediction input, if the acquisition unit 110 finds that the events related to the inning acquired by the acquisition unit 110 include events that are consistent with the content of the third prediction, the control unit 140 displays a notification object 1020 on the user terminal 20. The notification object 1020 is an object that indicates that the events related to the inning acquired by the acquisition unit 110 include events that are consistent with the content of the third prediction. The notification object 1020 includes a message indicating that the content of the events related to the inning is consistent with the content of the third prediction, and information indicating the points to be awarded to the game player 30.
[0132] If the acquisition unit 110 does not acquire any events related to an inning that are consistent with the content of the third prediction, the control unit 140 does not need to display a notification message on the user terminal 20. If the acquisition unit 110 does not acquire any events related to an inning that are consistent with the content of the third prediction, the control unit 140 may display a notification object on the user terminal 20 indicating that there were no events related to an inning that were consistent with the content of the third prediction.
[0133] In this manner, the control unit 140 instructs the user terminal 20 to indicate whether the input regarding the third prediction registered by the registration unit 130 is consistent with or inconsistent with the events acquired by the acquisition unit 110. The control unit 140 may instruct the user terminal 20 to indicate consistency or inconsistency during the progress of the game. The control unit 140 may display the notification object 1020 multiple times. The control unit 140 may display the notification object 1020 on the user terminal 20 in at least one of the following cases: (i) when an event indicating the end of the inning targeted by the third prediction is acquired, and (ii) when an event indicating the end of the game is acquired.
[0134] Figure 18 shows an example of first point information stored in the memory unit 190. The first point information is used to determine the points awarded to the game player 30 if the player predicted by the game player 30 in the first prediction performs well. In other words, the first point information is used to determine the points awarded to the game player 30 in accordance with a specific event in which the real character predicted by the game player 30 in the first prediction was involved. The first point information includes card information, event type, and points as data items.
[0135] "Card Information" is information that identifies the card. In other words, "Card Information" is information that identifies the player as an example of a real character associated with the card. "Event Type" indicates the type of specific event for which points are awarded. "Points" indicates the points awarded to game player 30.
[0136] In the example in Figure 18, 100 points are associated with the player identified as "P001" and the specific event "home run". In other words, in the first prediction, if game player 30 registers the player identified as "P001", and the player identified as "P001" hits a home run during the game, the awarding unit 150 awards 100 points to game player 30. In this way, the awarding unit 150 determines the points to be awarded to game player 30 based on the points associated with the actual character and the type of specific event.
[0137] The value of "points" in the first point information may be set according to the frequency of the event occurring. The value of "points" in the second point information may be set according to the frequency of the event occurring by the actual character. The value of "points" in the first point information may be determined according to the actual character's achievements, abilities, and / or skills. For example, an actual character with few home run achievements may be assigned a high value for "points" associated with "home run" in the first point information. The value of "points" in the first point information may be determined for each game medium (e.g., card). For example, one actual character may be associated with multiple game mediums, and different points may be assigned to the card information of each of the multiple game mediums as the value of "points" in the second point information.
[0138] In relation to Figure 18, a method of awarding points to the game player 30 corresponding to the combination of a real character and the type of event has been described. However, a method of awarding points to the game player 30 corresponding to the type of event, regardless of the real character, may also be adopted.
[0139] Figure 19 shows an example of a screen 1100 that is displayed on the user terminal 20 when the match ends. Screen 1100 is displayed when the first prediction has been made and an event indicating that the match has ended has been obtained. In Figure 19, among the elements included in screen 1100, elements that correspond to the elements included in screen 700, which were explained in relation to Figure 11, are assigned the same codes as the corresponding elements in screen 700.
[0140] If the game player 30 has registered their first prediction before the start of the match, the control unit 140 calculates the points to be awarded to the game player 30 based on the content of the first prediction and the match-related events acquired by the acquisition unit 110, and displays a notification object 1120 containing information indicating the calculated points on the user terminal 20.
[0141] In this manner, the control unit 140 instructs the user terminal 20 to provide a presentation based on the input regarding the first prediction registered by the registration unit 130 and the events related to the match acquired by the acquisition unit 110. The control unit 140 may also provide this presentation to the user terminal 20 after the match has ended.
[0142] Figure 20 shows an example of a flowchart relating to the processing of the second prediction performed by the game control device 10. The processing in this flowchart starts when the display of the screen for making the second prediction is instructed. For example, it starts when the batting instruction button 731 or batting instruction button 732 shown in Figure 11 is operated.
[0143] In S3000, the game control device 10 determines whether or not to accept the second prediction. For example, the control unit 140 refers to the registration information regarding the second prediction and calculates the number of times the game player 30 has made a second prediction within a predetermined period. If the calculated number is less than a predetermined number, it decides to accept the second prediction, and if the calculated number reaches a predetermined number, it decides not to accept the second prediction.
[0144] In this way, the control unit 140 allows input registration only for a predetermined number or fewer of specific events among a series of specific events. Specifically, the control unit 140 allows input registration only for a predetermined number or fewer of specific events among a series of specific events within a predetermined period.
[0145] The control unit 140 may change the number of times it accepts registrations for the second prediction if the time period during which a series of events occur in the match is extended or shortened. For example, if the period during which the series of events occur is extended, the control unit 140 may increase the number of registrations. Specifically, if the match goes into extra time, the control unit 140 may increase the number of registrations. If the period during which the series of events occur is shortened, the control unit 140 may decrease the number of registrations.
[0146] If it is determined in S3000 that the second prediction should be accepted, the process proceeds to S3002. If it is determined in S2000 that the second prediction should not be accepted, the process in this flowchart is terminated.
[0147] In S3002, the game control device 10 causes the user terminal 20 to display an image for inputting the second prediction. Specifically, the image generation unit 160 generates an image for inputting the second prediction, and the communication unit 192 transmits the image generated by the image generation unit 160 to the user terminal 20. For example, the image generation unit 160 generates an image to be displayed in the prediction information input area 730 in Figure 11, and the communication unit 192 transmits the image generated by the image generation unit 160 to the user terminal 20.
[0148] In S3004, the game control device 10 determines whether a predetermined period of time has elapsed. Specifically, the control unit 140 determines whether a predetermined expected time has elapsed since a predetermined event preceding a specific event was acquired. The "predetermined event preceding a specific event" may be, for example, the event that a player who could be the target of the second prediction steps up to bat. The "predetermined event preceding a specific event" may be the event that a player who could be the target of the second prediction steps up to bat. The predetermined time may be, for example, one minute.
[0149] If it is determined in S3004 that the predetermined period has not elapsed, in S3005 the game control device 10 determines whether or not it has acquired the second prediction information. If it is determined in S3005 that the second prediction information has not been acquired, the process returns to S3004. If it is determined in S3005 that the second prediction information has been acquired, in S3006 the registration unit 130 registers the second prediction information. Specifically, the registration unit 130 registers a record of registration information related to the second prediction generated based on the second prediction information. If the second prediction information is received multiple times within the predetermined period, the registration unit 130 overwrites the already registered record of registration information related to the second prediction. This allows the game player 30 to modify the second prediction they previously made.
[0150] In S3020, the control unit 140 determines whether or not a specific event that is the target of the second prediction has been acquired. The determination in S3020 is repeated each time a new event is acquired.
[0151] If it is determined in S3020 that a specific event has been acquired, in S3022 the awarding unit 150 calculates the points to be awarded to the game player 30. Specifically, if the content of the specific event is consistent with the expected content, the awarding unit 150 refers to the second point information and calculates the points to be awarded to the game player 30 based on the base points corresponding to the actual character and the type of specific event, and the multiplier. If the content of the specific event is not consistent with the expected content, the awarding unit 150 calculates 0 points to be awarded to the game player 30.
[0152] Furthermore, in S3022, even if the content of a specific event does not match the expected content, the awarding unit 150 may calculate a point value greater than 0 to be awarded to the game player 30 if the content of the specific event is similar to the expected content. For example, if the game player 30's expected content is "triple" and the acquired content of the specific event is "double", the awarding unit 150 may calculate the points to be awarded to the game player 30 by multiplying the points associated with "double" by a predetermined coefficient of less than 1.
[0153] The awarding unit 150 may award points to the game player 30 according to the elapsed time from when the input of the second prediction by the registration unit 130 is registered until when the acquisition unit 110 acquires the specific event. For example, the awarding unit 150 may calculate the elapsed time between the time the specific event is acquired and the time included in the registration information regarding the second prediction, and award points to the game player 30 according to the calculated elapsed time. For example, the awarding unit 150 may award points of higher value to the game player 30 the longer the elapsed time. As an example, if the elapsed time is longer than a predetermined time, the awarding unit 150 may award the first game element to the game player 30, and if the elapsed time is shorter than a predetermined time, it may award the second game element, which is of lower value than the first game element, to the game player 30.
[0154] When calculating points, the awarding unit 150 may refer to the game player information to obtain the rank information of the game player 30, and award points to the game player 30 according to the rank indicated by the rank information. For example, the awarding unit 150 may award more points to the game player 30 the higher their rank.
[0155] Thus, the awarding unit 150 awards a first point on the condition that the content of the specific event acquired by the acquisition unit 110 matches the expected content indicated by the input, and awards a second point on the condition that the content of the specific event acquired by the acquisition unit 110 matches the expected content indicated by the input. The first point is a point with a higher value than the second point.
[0156] If the registration of the second prediction input by the registration unit 130 is performed after the acquisition of a specific event, the control unit 140 may cancel the registration. For example, the control unit 140 may delete the record of the registration information related to the registered second prediction. In this case, the control unit 140 may return the consumed points or tickets to the game player 30, conditional on the cancellation of the registration.
[0157] In another configuration, if the registration unit 130 registers the input of the second prediction after the acquisition of a specific event, the control unit 140 may award the second point to the game player 30. If the registration unit 130 registers the input of the second prediction before the acquisition of a specific event, the control unit 140 may award the game player 30 the first point, which has a higher value than the second point.
[0158] Next, in S3024, the awarding unit 150 awards points to the game player 30. Specifically, the awarding unit 150 adds the points calculated in S3022 to the "points" value in the game player information.
[0159] The flowchart in Figure 20 illustrates an example where the registration of the second prediction information is performed within a predetermined period after a player who may be the target of the second prediction steps up to bat. However, the registration of the second prediction information may be possible at any time after the game has started but before any specific events are acquired.
[0160] As explained in relation to Figure 20, etc., a specific event is an event that occurs as a condition for a predetermined action by a player, and the acquisition unit 110 acquires a specific event as a condition for acquiring an event that indicates that a predetermined action has been taken by a player involved in a series of events in space. The awarding unit 150 also awards points to the game player 30 based on the specific event as a condition for the acquisition unit 110 acquiring the specific event in which a player is involved. Specifically, the awarding unit 150 awards points to the game player 30 as a condition for the acquisition unit 110 acquiring a specific event that satisfies the awarding conditions shown on the card. The awarding unit 150 may also award points to the game player 30 based on the specific event as a condition for acquiring a specific event in which a player associated with a card set in the second player box 772, as explained in relation to Figure 11, is involved. The timing of the awarding unit 150 awarding points may be during the acquisition of a series of events related to the match by the acquisition unit 110, or it may be after the acquisition of the specific event.
[0161] In the above embodiment, it is possible to register the second prediction information after registering the first prediction information. In other embodiments, the control unit 140 may make it impossible to register the second prediction information after registering the first prediction information. The control unit 140 may make it possible to register the second prediction information on the condition that no first prediction information has been registered.
[0162] Figure 21 shows an example of a flowchart relating to the processing of the third prediction performed by the game control device 10. The processing in this flowchart starts when the display of the screen for making the third prediction is instructed. For example, it starts when the second inning instruction button 782 shown in Figure 11 is operated.
[0163] In S3100, the game control device 10 determines whether or not to accept the third prediction. For example, the control unit 140 refers to the registration information regarding the third prediction and calculates the number of times the game player 30 has made a third prediction within a predetermined period. If the calculated number is less than a predetermined number, it decides to accept the third prediction, and if the calculated number reaches a predetermined number, it decides not to accept the third prediction.
[0164] The control unit 140 may change the number of times it accepts a third prediction if the time period during which a series of events occur in the match is extended or shortened. For example, the control unit 140 may increase the number of acceptances if the period during which the series of events occur is extended. Specifically, it may increase the number of acceptances if the match goes into extra time. The control unit 140 may decrease the number of acceptances if the period during which the series of events occur is shortened.
[0165] If it is determined in S3100 that the third prediction should be accepted, the process proceeds to S3102. If it is determined in S3100 that the third prediction should not be accepted, the process in this flowchart is terminated.
[0166] In S3102, the game control device 10 causes the user terminal 20 to display an image for inputting the third prediction. Specifically, the image generation unit 160 generates an image for inputting the third prediction, and the communication unit 192 transmits the image generated by the image generation unit 160 to the user terminal 20. For example, the image generation unit 160 generates an image to be displayed in the prediction information input area 830 in Figure 15, and the communication unit 192 transmits the image generated by the image generation unit 160 to the user terminal 20.
[0167] In S3104, the game control device 10 determines whether a predetermined period has elapsed. Specifically, the control unit 140 determines that a predetermined period has elapsed when it acquires an event indicating that the expected inning has started. If it is determined that a predetermined period has elapsed, the process proceeds to S3120.
[0168] If, in S3104, it is determined that the predetermined period has not elapsed, then in S3105, the game control device 10 determines whether or not the third prediction information has been acquired. If, in S3105, it is determined that the third prediction information has not been acquired, the process returns to S3104. If, in S3105, it is determined that the third prediction information has been acquired, then in S3106, the registration unit 130 registers the third prediction information. Specifically, the registration unit 130 registers a record of registration information related to the third prediction generated based on the third prediction information. If the third prediction information for the same inning is received multiple times, the registration unit 130 overwrites the already registered record of registration information related to the third prediction. This allows the game player 30 to modify previously made third predictions.
[0169] In S3120, the control unit 140 determines whether or not an event indicating the end of an inning has been acquired. The determination in S3120 is repeated each time a new event is acquired. This allows registration of the third prediction to be possible until an event occurring in the inning is acquired.
[0170] If it is determined in S3120 that an event indicating the end of an inning has been acquired, in S3122 the awarding unit 150 calculates the points to be awarded to the game player 30. Specifically, the awarding unit 150 calculates the points to be awarded to the game player 30 based on the registered information regarding the third prediction and the content of the event related to the inning.
[0171] Next, in S3124, the awarding unit 150 awards points to the game player 30. Specifically, the awarding unit 150 adds the points calculated in S3122 to the "points" value in the game player information.
[0172] Figure 22 shows an example of a flowchart relating to the processing of the first prediction executed by the game control device 10. The processing in this flowchart starts when the acquisition of a series of events is complete. For example, the processing in this flowchart starts when the event that the match has ended is acquired.
[0173] In S3202, the control unit 140 acquires first prediction information from the storage unit 190. In S3204, the control unit 140 extracts events that were related to the actual character registered in the first prediction, based on the first prediction information, the series of events acquired by the acquisition unit 110, and the first point information, and which are defined in the first point information.
[0174] In S3206, the awarding unit 150 calculates the points to be awarded to the game player 30 based on the first prediction information, the first point information, and the events extracted in S3204. If multiple real characters are registered in the first prediction, the awarding unit 150 may calculate the points to be awarded to the game player 30 by summing the points calculated based on the events in which each of the multiple real characters was involved.
[0175] Next, in S3208, the awarding unit 150 awards points to the game player 30. Specifically, the awarding unit 150 adds the points calculated in S3206 to the "points" value in the game player information.
[0176] According to the game system 5 described above, the game player 30 can observe events corresponding to events occurring in the real world, and for example, predict the actions of their favorite real-world character or specific events that will occur as a result of that character's actions, and enjoy the outcome. Therefore, it is possible to provide a highly entertaining game for the game player 30.
[0177] The above explanation of Game System 5's operation primarily focused on baseball games, but the term "game" is not limited to baseball. "Game" can refer to various sports (including esports), various games, etc. "Game" can also include matches of board games such as chess, Othello, Mahjong, Go, and Shogi.
[0178] Figure 23 shows an example of a computer 5000 in which multiple embodiments of the present invention may be embodied in whole or in part. A program installed on the computer 5000 may cause the computer 5000 to function as a game system 5 or parts of said system, a user terminal 20 or parts of said user terminal, or a game control device 10 or parts of said device, to perform operations associated with said system or parts of said system, said user terminal or parts of said user terminal, or said device or parts of said device, and / or to perform a process or a stage of said process according to the embodiment. Such a program may be executed by the CPU 5012 to cause the computer 5000 to perform specific operations associated with some or all of the processing procedures and blocks of the block diagram described herein.
[0179] The computer 5000 according to this embodiment includes a CPU 5012 and RAM 5014, which are interconnected by a host controller 5010. The computer 5000 also includes a ROM 5026, flash memory 5024, communication interface 5022, and input / output chip 5040. The ROM 5026, flash memory 5024, communication interface 5022, and input / output chip 5040 are connected to the host controller 5010 via an input / output controller 5020.
[0180] The CPU 5012 operates according to the programs stored in the ROM 5026 and RAM 5014, thereby controlling each unit.
[0181] The communication interface 5022 communicates with other electronic devices via a network. The flash memory 5024 stores programs and data used by the CPU 5012 in the computer 5000. The ROM 5026 stores boot programs and / or hardware-dependent programs of the computer 5000, such as a boot program executed by the computer 5000 when activated. The input / output chip 5040 may also connect various input / output units such as keyboards, mice, and monitors to the input / output controller 5020 via input / output ports such as serial ports, parallel ports, keyboard ports, mouse ports, monitor ports, USB ports, and HDMI® ports.
[0182] The program is provided via a computer-readable storage medium such as a CD-ROM, DVD-ROM, or memory card, or via a network. RAM 5014, ROM 5026, or flash memory 5024 are examples of computer-readable storage media. The program is installed in flash memory 5024, RAM 5014, or ROM 5026 and executed by CPU 5012. The information processing described within these programs is read by computer 5000, resulting in coordination between the program and the various types of hardware resources described above. The apparatus or method may be configured to realize the operation or processing of information in accordance with the use of computer 5000.
[0183] For example, when communication is performed between computer 5000 and an external device, CPU 5012 may execute a communication program loaded into RAM 5014 and instruct the communication interface 5022 to perform communication processing based on the processing described in the communication program. Under the control of CPU 5012, the communication interface 5022 reads the transmission data stored in the transmission buffer processing area provided in the recording medium such as RAM 5014 and flash memory 5024, transmits the read transmission data to the network, and writes the received data received from the network to the receive buffer processing area provided on the recording medium.
[0184] Furthermore, the CPU 5012 may read all or necessary parts of a file or database stored on a recording medium such as flash memory 5024 into RAM 5014, and perform various types of processing on the data in RAM 5014. The CPU 5012 then writes the processed data back to the recording medium.
[0185] Various types of information, such as various types of programs, data, tables, and databases, may be stored on the recording medium and subjected to information processing. The CPU 5012 may perform various types of processing on the data read from RAM 5014, including various types of operations, information processing, conditional judgments, conditional branching, unconditional branching, information retrieval / replacement, etc., as described herein and specified by the program instruction sequence, and write the results back to RAM 5014. The CPU 5012 may also retrieve information in files, databases, etc., within the recording medium. For example, if multiple entries are stored in the recording medium, each having an attribute value of a first attribute associated with an attribute value of a second attribute, the CPU 5012 may search among the multiple entries for an entry that matches the condition where the attribute value of the first attribute is specified, read the attribute value of the second attribute stored in that entry, and thereby obtain the attribute value of the second attribute associated with the first attribute that satisfies a predetermined condition.
[0186] The programs or software modules described above may be stored on or near computer 5000 on a computer-readable storage medium. Recording media such as hard disks or RAM provided within a server system connected to a dedicated network or the Internet can be used as computer-readable storage media. Programs stored on computer-readable storage media may be provided to computer 5000 via the network.
[0187] A program installed on the computer 5000, which causes the computer 5000 to function as a game control device 10, may, when executed by the computer, act on the CPU 5012, etc., causing the computer 5000 to function as a part of the game control device 10. The information processing described in these programs is read by the computer 5000, causing the computer 5000 to function as a part of the game control device 10, which is a concrete means of cooperation between software and the various hardware resources described above. Then, by realizing the calculation or processing of information according to the purpose of use of the computer 5000 in this embodiment, a game control device 10 specific to the purpose of use is constructed.
[0188] A program installed on the computer 5000, which causes the computer 5000 to function as a user terminal 20, may, when executed by the computer, act on the CPU 5012, etc., to cause the computer 5000 to function as a part of the user terminal 20. The user terminal 20 may, for example, perform at least some of the functions of the parts of the game control device 10, and the program may cause the computer 5000 to function as a part of the user terminal 20 that realizes at least some of those functions. When the information processing described in these programs is read by the computer 5000, the computer 5000 functions as a part of the user terminal 20, which is a concrete means of cooperation between the software and the various hardware resources described above. Then, by realizing the calculation or processing of information according to the purpose of use of the computer 5000 in this embodiment through these concrete means, a unique user terminal 20 according to the purpose of use is constructed.
[0189] Various embodiments have been described with reference to block diagrams, etc. In a block diagram, each block may represent (1) a stage in a process in which an operation is performed, or (2) a part of a device that has the role of performing an operation. A particular stage and part may be implemented by a dedicated circuit, a programmable circuit supplied with computer-readable instructions stored on a computer-readable storage medium, and / or a processor supplied with computer-readable instructions stored on a computer-readable storage medium. The dedicated circuit may include digital and / or analog hardware circuits, and may include integrated circuits (ICs) and / or discrete circuits. The programmable circuit may include reconfigurable hardware circuits, including logic AND, logic OR, logic XOR, logic NAND, logic NOR, and other logic operations, flip-flops, registers, memory elements such as field-programmable gate arrays (FPGAs), programmable logic arrays (PLAs), etc.
[0190] A computer-readable storage medium may include any tangible device capable of storing instructions that are executed by a suitable device, and as a result, a computer-readable storage medium having instructions stored therein constitutes at least part of a product containing instructions that can be executed to provide a means for performing an operation specified in a processing procedure or block diagram. Examples of computer-readable storage media may include electronic storage media, magnetic storage media, optical storage media, electromagnetic storage media, semiconductor storage media, etc. More specific examples of computer-readable storage media may include floppy disks, diskettes, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), electrically erasable programmable read-only memory (EEPROM), static random access memory (SRAM), compact disk read-only memory (CD-ROM), digital multipurpose disc (DVD), Blu-ray® disc, memory stick, integrated circuit card, etc.
[0191] Computer-readable instructions may include assembler instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, or source code or object code written in any combination of one or more programming languages, including object-oriented programming languages such as Smalltalk®, Java®, C++, and traditional procedural programming languages such as the C programming language or similar programming languages.
[0192] Computer-readable instructions may be provided locally or via a wide area network (WAN) such as a local area network (LAN) or the internet to the processor or programmable circuit of a programmable data processing device such as a computer, and may be executed to provide a means for performing the described processing procedure or the operation specified in the block diagram.
[0193] Here, "computer" can refer to a personal computer (PC), tablet computer, smartphone, workstation, server computer, or general-purpose computer, and may also refer to a computer system in which multiple computers are connected. Such a computer system in which multiple computers are connected is also called a distributed computing system and is a computer in a broad sense. In a distributed computing system, each of the multiple computers executes a part of the program, and the multiple computers execute the program collectively by passing data from the computers during program execution as needed.
[0194] Examples of processors include computer processors, central processing units (CPUs), processing units, microprocessors, digital signal processors, controllers, and microcontrollers. A computer may have one or more processors. In a multiprocessor system with multiple processors, each processor executes a portion of the program, and the processors collectively execute the program by passing program execution data between them as needed. For example, in the execution of multitasking, each of the multiple processors may execute a portion of each task in small chunks by switching tasks at each time slice. In this case, which part of a program each processor executes changes dynamically. Alternatively, which part of a program each of the multiple processors executes may be statically determined by multiprocessor-aware programming.
[0195] Although the present invention has been described above using embodiments, the technical scope of the present invention is not limited to the scope described in the above embodiments. It will be apparent to those skilled in the art that various modifications or improvements can be made to the above embodiments. It will be clear from the claims that such modified or improved forms may also be included in the technical scope of the present invention.
[0196] It should be noted that the execution order of operations, procedures, steps, and stages in the apparatus, systems, programs, and methods shown in the claims, specifications, and drawings is not explicitly stated as "before," "prior to," etc., and that these can be implemented in any order unless the output of a previous process is used in a later process. Even if the operation flow in the claims, specifications, and drawings is described using phrases such as "first," "next," etc. for convenience, it does not mean that it is essential to perform the operations in that order.
[0197] Furthermore, some or all of the above embodiments may also be described as follows, but are not limited to these. [Note 1] An acquisition unit that acquires a series of events in real space, An instruction unit that instructs the presentation of game images based on the above series of events, A registration unit for registering input from game players, A control unit that controls the above-mentioned instruction unit and the above-mentioned registration unit, Equipped with, The control unit controls the system to register the first input before the acquisition of the series of events and the second input during the acquisition of the series of events as inputs. Game control device. [Note 2] The content of the first input above is different from that of the second input. The game control device described in Appendix 1. [Note 3] The control unit controls the second input to enable registration after the first input has been registered. The game control device described in Appendix 2. [Note 4] The control unit, after registering the first input, controls the second input to make it impossible to register. The game control device described in Appendix 1 or 2. [Note 5] The control unit controls the second input to enable registration, provided that the first input is not registered. A game control device as described in any one of the appendices 1 to 4. [Note 6] The control unit controls the first input to be registerable without requiring the game player to view the game image. A game control device as described in any one of the appendices 1 to 5. [Note 7] The control unit controls the second input to be registrable, conditional on the game player viewing the game image. A game control device as described in any one of the appendices 1 to 6. [Note 8] The control unit disables the first input while acquiring the series of events, and disables the second input before acquiring the series of events. A game control device as described in any one of the appendices 1 through 7. [Note 9] The above registration unit can register game media that are associated with real characters in the above-mentioned real space, The control unit controls the game medium to be registrable as the first input. A game control device as described in any one of the appendices 1 through 8. [Note 10] The control unit controls the first input to be registrable by arranging multiple game media in a predetermined layout space. The game control device described in Appendix 9. [Note 11] The control unit controls the first input to be registrable before acquiring the series of events described above. A game control device as described in any one of the appendices 1 through 10. [Note 12] The above first input is an input for the game player to select a game medium that is associated with a real character that is expected to produce a predetermined result in the real space described above. A game control device as described in any one of the appendices 1 through 11. [Note 13] The second input above indicates the predicted content, which is the content of a specific event included in the series of events predicted by the game player. A game control device as described in any one of the appendices 1 to 12. [Note 14] An assignment unit that assigns game elements to the game player according to the result of at least one of the first input and the second input registered by the registration unit, Furthermore, The control unit controls the game so that either the first game element or the second game element can be assigned to the game player. A game control device as described in any one of the appendices 1 to 13. [Note 15] The first game element described above is a game element of higher value than the second game element described above. The game control device described in Appendix 14. [Note 16] The second input above indicates the predicted content, which is the content of a specific event included in the series of events predicted by the game player. The control unit controls the system to enable the addition of the first game element, provided that the content of the specific event acquired by the acquisition unit matches the predicted content indicated by the second input. The game control device described in Appendix 15. [Note 17] The second input above indicates the predicted content, which is the content of a specific event included in the series of events predicted by the game player. The control unit controls the system to enable the addition of the second game element on the condition that the content of the specific event acquired by the acquisition unit is similar to the predicted content indicated by the second input. The game control device described in Appendix 15 or 16. [Note 18] A program that, when executed by a computer, causes the computer to function as a game control device as described in any one of the appendices 1 to 17. [Note 19] A game control device described in any one of the appendices 1 to 17, The game image based on the above series of events is displayed, and the terminal operated by the game player is... A game system that includes these features. [Note 20] The stage of acquiring a series of events in real space, The stage involves instructing the presentation of game images based on the series of events described above, The stage of registering input from game players, The above inputs include a step of controlling the registration of a first input before the acquisition of the above series of events and a second input during the acquisition of the above series of events, A game control method comprising the following features. [Explanation of symbols]
[0198] 10 Game Control Units 20 User Terminals 30 players 90 Networks 100 Processing Unit 190 Storage section 192 Communications Department 5000 Computers 5010 Host Controller 5012 CPU 5014 RAM 5020 Input / Output Controller 5022 Communication Interface 5024 Flash Memory 5026 ROM 5040 Input / Output Chip
Claims
1. Game control device, An acquisition unit that acquires a series of events in real space, An instruction unit that instructs the presentation of game images based on the aforementioned series of events, A registration unit for registering input from game players, Control unit that controls the instruction unit and the registration unit Equipped with, The control unit controls the system to register a first input before the acquisition of the series of events and a second input during the acquisition of the series of events as inputs. The first input is an input for the game player to select a game medium that is associated with a real character that is expected to produce a predetermined result in the real space, The aforementioned game control device is When the actual character associated with the game medium selected by the game player becomes involved in a predetermined event, the granting unit grants the game player a game element associated with the combination of the game medium selected by the game player and the predetermined event. A game control device that also features additional capabilities.
2. Game control device, An acquisition unit that acquires a series of events in real space, An instruction unit that instructs the presentation of game images based on the aforementioned series of events, A registration unit for registering input from game players, Control unit that controls the instruction unit and the registration unit Equipped with, The control unit controls the system to register a first input before the acquisition of the series of events and a second input during the acquisition of the series of events as inputs. The first input is an input for the game player to select a game medium that is associated with a real character that is expected to produce a predetermined result in the real space, The aforementioned game control device is When the real character associated with the game medium selected by the game player becomes involved in a predetermined event, the granting unit grants the game player game elements determined according to the abilities of the real character associated with the game medium selected by the game player. A game control device that also features additional capabilities.
3. Game control device, An acquisition unit that acquires a series of events in real space, An instruction unit that instructs the presentation of game images based on the aforementioned series of events, A registration unit for registering input from game players, Control unit that controls the instruction unit and the registration unit Equipped with, The control unit controls the system to register a first input before the acquisition of the series of events and a second input during the acquisition of the series of events as inputs. The second input indicates the expected content, which is the content of a specific event included in the series of events predicted by the game player. The aforementioned game control device is When the content of a specific event acquired by the acquisition unit matches the predicted content indicated by the second input, the granting unit grants the game player the specific event acquired by the acquisition unit and the game elements associated with the real character in the real space involved in the specific event acquired by the acquisition unit. A game control device that also features additional capabilities.
4. Game control device, An acquisition unit that acquires a series of events in real space, An instruction unit that instructs the presentation of game images based on the aforementioned series of events, A registration unit for registering input from game players, Control unit that controls the instruction unit and the registration unit Equipped with, The control unit controls the system to register a first input before the acquisition of the series of events and a second input during the acquisition of the series of events as inputs. The second input indicates the expected content, which is the content of a specific event included in the series of events predicted by the game player. The aforementioned game control device is When the content of a specific event acquired by the acquisition unit matches the predicted content indicated by the second input, the granting unit grants the game player game elements determined according to the abilities of the real character in the real space involved in the specific event acquired by the acquisition unit. A game control device that also features additional capabilities.
5. The second input indicates the expected content, which is the content of a specific event included in the series of events predicted by the game player. The granting unit grants the game player the game elements associated with the specific event acquired by the acquisition unit and the real character in the real space involved in the specific event acquired by the acquisition unit, when the content of the specific event acquired by the acquisition unit matches the expected content indicated by the second input. The game control device according to claim 1 or 2.
6. The second input indicates the expected content, which is the content of a specific event included in the series of events predicted by the game player. The granting unit grants the game player game elements determined according to the abilities of the real character in the real space involved in the specific event acquired by the acquisition unit, when the content of the specific event acquired by the acquisition unit matches the expected content indicated by the second input. The game control device according to claim 1 or 2.
7. The content of the first input differs from that of the second input. A game control device according to any one of claims 1 to 4.
8. The control unit controls the second input to enable registration after the first input has been registered. The game control device according to claim 7.
9. The control unit, after registering the first input, controls the second input to be unregisterable while acquiring the series of events. A game control device according to any one of claims 1 to 4.
10. The control unit controls the second input to be registerable, provided that the first input is not registered. A game control device according to any one of claims 1 to 4.
11. The control unit controls the first input to be registerable without requiring the game player to view the game image. A game control device according to any one of claims 1 to 4.
12. The control unit controls the second input to be registrable, conditional on the game player viewing the game image. A game control device according to any one of claims 1 to 4.
13. The control unit disables the first input while acquiring the series of events, and disables the second input before acquiring the series of events. A game control device according to any one of claims 1 to 4.
14. The registration unit is capable of registering game media associated with real characters in the real space, The control unit controls the game medium to be registrable as the first input. The game control device according to claim 3 or 4.
15. The control unit controls the first input to be registrable by arranging the multiple game media in a predetermined layout. The game control device according to claim 14.
16. The control unit controls the first input to be registrable before acquiring the series of events. A game control device according to any one of claims 1 to 4.
17. The first input is an input for the game player to select a game medium that is associated with a real character that is expected to produce a predetermined result in the real space. The game control device according to claim 3 or 4.
18. The second input indicates the expected content, which is the content of a specific event included in the series of events predicted by the game player. The game control device according to claim 1 or 2.
19. The control unit controls the game so that either the first game element or the second game element can be assigned to the game player as a game element. The game control device according to claim 1 or 2.
20. The first game element is a game element of higher value than the second game element. The game control device according to claim 19.
21. The second input indicates the expected content, which is the content of a specific event included in the series of events predicted by the game player. The control unit controls the system to enable the assignment of the first game element, provided that the content of the specific event acquired by the acquisition unit matches the predicted content indicated by the second input. The game control device according to claim 20.
22. The second input indicates the expected content, which is the content of a specific event included in the series of events predicted by the game player. The control unit controls the system to enable the addition of the second game element, provided that the content of the specific event acquired by the acquisition unit is similar to the predicted content indicated by the second input. The game control device according to claim 20.
23. A program that, when executed by a computer, causes the computer to function as a game control device according to any one of claims 1 to 4.
24. A game control device according to any one of claims 1 to 4, The game image based on the aforementioned series of events is displayed, and the terminal operated by the game player is connected to A game system that includes these features.
25. A game control method, The stage of acquiring a series of events in real space, The step of instructing the presentation of game images based on the aforementioned series of events, The stage of registering input from game players, The steps include controlling the registration of a first input before the acquisition of the series of events and a second input during the acquisition of the series of events as inputs. Equipped with, The first input is an input for the game player to select a game medium that is associated with a real character that is expected to produce a predetermined result in the real space, The aforementioned game control method is: When the actual character associated with the game medium selected by the game player becomes involved in a predetermined event, the game element associated with the combination of the game medium selected by the game player and the predetermined event is given to the game player. Game control methods that further enhance the experience.
26. A game control method, The stage of acquiring a series of events in real space, The step of instructing the presentation of game images based on the aforementioned series of events, The stage of registering input from game players, The steps include controlling the registration of a first input before the acquisition of the series of events and a second input during the acquisition of the series of events as inputs. Equipped with, The first input is an input for the game player to select a game medium that is associated with a real character that is expected to produce a predetermined result in the real space, The aforementioned game control method is: When the real character associated with the game medium selected by the game player becomes involved in a predetermined event, the game player is granted game elements determined according to the abilities of the real character associated with the game medium selected by the game player. Game control methods that further enhance the experience.
27. A game control method, The acquisition stage involves obtaining a series of events in real space, The step of instructing the presentation of game images based on the aforementioned series of events, The stage of registering input from game players, The steps include controlling the registration of a first input before the acquisition of the series of events and a second input during the acquisition of the series of events as inputs. Equipped with, The second input indicates the expected content, which is the content of a specific event included in the series of events predicted by the game player. The aforementioned game control method is: If the content of the specific event acquired in the acquisition stage matches the predicted content indicated by the second input, the game element associated with the specific event acquired in the acquisition stage and the real character in the real space involved in the specific event acquired in the acquisition stage is given to the game player. Game control methods that further enhance the experience.
28. A game control method, The acquisition stage involves obtaining a series of events in real space, The step of instructing the presentation of game images based on the aforementioned series of events, The stage of registering input from game players, The steps include controlling the registration of a first input before the acquisition of the series of events and a second input during the acquisition of the series of events as inputs. Equipped with, The second input indicates the expected content, which is the content of a specific event included in the series of events predicted by the game player. The aforementioned game control method is: If the content of the specific event acquired in the acquisition stage matches the predicted content indicated by the second input, the game player is given game elements determined according to the abilities of the real character in the real space that was involved in the specific event acquired in the acquisition stage. Game control methods that further enhance the experience.