Game control device, game system, program, and game control method
Patent Information
- Application Number
- JP2025036145
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-03-07
- Publication Date
- 2026-10-13
- Estimated Expiration
- 2045-03-07
Smart Images

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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] Patent Document 1 describes a technique in which 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 in an actual ongoing baseball game, and the determination device compares the player's prediction and the predicted pitch type and course of the next ball predicted by a prediction generation device with the actual result to determine whether the prediction is correct or not. (Prior Art Documents) (Patent Documents) (Patent Document 1) Japanese Unexamined Patent Application Publication No. 2001-137556
Summary of Invention
[0003] In a first aspect of the present invention, a game control device is provided. The game control device comprises an acquisition unit that acquires a series of events in real space, an instruction unit that instructs presentation of a game image based on the series of events, a registration unit that registers game media associated with a real character in the real space, an imparting unit that imparts a game element in response to acquisition of a specific event included in the series of events, and a control unit that controls the registration unit and the imparting unit, wherein the control unit performs control to enable imparting of a game element corresponding to the type of the specific event in which the real character is involved.
[0004] In a second aspect of the present invention, a program is provided. The program, when executed by a computer, causes the computer to function as the game control device described above.
[0005] In a third aspect of the present invention, a game system is provided. The game system comprises the game control device described above, and a user terminal that displays a game image and accepts an operation related to an input regarding a specific event from 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 a game medium associated with a real character in real space; assigning game elements in response to the acquisition of a specific event included in the series of events; and controlling the system to assign game elements according to the type of specific event in which the real character is involved.
[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] This shows an example of the screen 500 displayed on the user terminal 20 when the game player 30 makes a first prediction. [Figure 6] An example of the data structure of character registration information stored in memory unit 190 is shown. [Figure 7] An example of screen 700 displayed on user terminal 20 when a match is in progress is shown. [Figure 8] An example of second-point information stored in the memory unit 190 is shown. [Figure 9] An example of the first point information stored in the memory unit 190 is shown. [Figure 10] An example flowchart of the processing related to the second prediction executed by the game control device 10 is shown. [Figure 11]An example of a flowchart relating to the processing of the first prediction executed by the game control device 10 is shown. [Figure 12] 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 comprises a game control device 10 and a plurality of user terminals 20.
[0011] The game control device 10 and the user terminal 20 can communicate with each other via a 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 a wireless communication network may be a mobile communication method or a wireless data communication method. Examples of mobile communication methods include 3G, LTE, 4G, and 5G. Examples of wireless data communication methods include wireless PAN, wireless LAN, wireless MAN, and wireless WAN. The communication method in a wireless communication network may also be various short-range wireless communication methods.
[0013] The user terminal 20 is an electronic device used by the game player 30, who is a player of the game. The user terminal 20 may be, for example, a smartphone, mobile phone, PDA®, tablet, personal computer, wearable computer, etc. The user terminal 20 displays game images provided by the game control device 10 and accepts 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 the present embodiment, in a game executed on a user terminal 20, a game player 30 makes predictions related to a match while viewing the state of an ongoing actual match such as a sports match. In the present embodiment, controls performed in the game control device 10 and the user terminal 20 will be described mainly taking a baseball match as an example. The game control device 10 transmits, to the user terminal 20, information for the user terminal 20 to display a game image based on a real-time image obtained by photographing the ongoing actual match, and causes the user terminal 20 to display the game image. In the game image, players actually participating in the match and the background are converted into deformed objects. The object corresponding to a player in the game image performs an action corresponding to the action of the player actually participating in the match. Thereby, the game player 30 can enjoy the ongoing actual match substantially in real time.
[0016] The game control device 10 further causes the user terminal 20 to display a user interface image for the game player 30 to make predictions related to the match. The predictions related to the match include a first prediction related to players participating in the match and a second prediction for predicting an event that occurs during the match.
[0017] Before making the predictions, the game player 30 purchases a card associated with a player, and registers card information of the purchased card in the game control device 10 via the user terminal 20. The card may be a tangible physical card, or may be a virtual card distributed via a network 90. The game player 30 can make the first prediction and the second prediction with respect to the player associated with the card purchased by the game player 30.
[0018] The first prediction is made before the match starts. The game player 30 predicts a player who will perform well before the match starts, and registers the predicted player in the game control device 10. The game control device 10 awards points to the game player 30 when the player predicted by the game player 30 in the first prediction performs well. For example, the game control device 10 awards points to the game player 30 when the player predicted by the game player 30 in the first prediction hits a home run.
[0019] The second prediction can be made during the match. For example, in the second prediction, the game player 30 predicts the actual play result of a player, and registers the predicted play result in the game control device 10. For example, the game player 30 predicts the result of a specific batter's specific turn at bat. The game control device 10 awards points to the game player 30 when the play result predicted by the game player 30 matches the actual play result.
[0020] In the present embodiment, the game executed on the user terminal 20 may be executed 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.
[0021] Figure 2 is a block diagram showing the functional configuration of the game control device 10. The game control device 10 includes a processing unit 100, a storage unit 190, and a communication unit 192.
[0022] The game control device 10 is implemented by a computer. The processing unit 100 is implemented by an arithmetic processing device including a processor. The processing unit 100 executes various calculations executed in the game control device 10, and is 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 awarding unit 150, and an image generation unit 160. The control unit 140 controls the acquisition unit 110, the instruction unit 120, the registration unit 130, the awarding unit 150, and the image generation unit 160.
[0023] 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.
[0024] 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 the event that the batter entered the batter's box, the event that the batter hit a home run, the event that the pitcher struck out the batter, etc. A series of events in a baseball game also includes the event that the game started, the event that the game ended, the event that an inning started, and the event that an inning ended. The acquisition unit 110 may acquire information indicating a series of events from an external server 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.
[0025] 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.
[0026] 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. 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 the 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 the series of events and before acquiring a specific event included in the series of events.
[0027] The registration unit 130 further registers game media that correspond 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.
[0028] The control unit 140 controls the registration unit to make the contents of the inputs that can be registered different from each other during the following periods: (i) a first period before acquiring a predetermined event that is acquired before a specific event in a series of events; (ii) a second period from the acquisition of the predetermined event until the acquisition of the specific event; and (iii) a third period after the acquisition of the specific event. Specifically, the control unit 140 controls the first input to be registrable during the first period, the second input to be registrable during the second period, and the third input to be registrable during the third period. The first input, the second input, and the third input are inputs with different contents from each other.
[0029] The control unit 140 may control the second and third inputs to be unregisterable during the first period. The control unit 140 may control the first and third inputs to be unregisterable during the second period. The control unit 140 may control the first and second inputs to be unregisterable during the third period.
[0030] The control unit 140 controls the time periods during which it can accept inputs to be registered in the registration unit 130 to differ from each other in the first period, the second period, and the third period. The control unit 140 may limit the second period to a predetermined portion of the time period between acquiring a predetermined event and acquiring a specific event.
[0031] For example, the control unit 140 may limit the time during which it can accept the first input to a predetermined time before the scheduled time when the series of events are to occur. Specifically, the time during which it can accept the first input may be from a predetermined first time before the scheduled start time of the match to a predetermined second time before the scheduled start time of the match. The control unit 140 may limit the time during which it can accept the third input to a predetermined time after the time when the acquisition of the series of events is completed. Specifically, the time during which it can accept the third input may be from the time when the event indicating that the match has ended is acquired to a predetermined third time after that time.
[0032] The control unit 140 may limit the second period to a predetermined portion of the period from the acquisition of a predetermined event prior to the specific event until the acquisition of the specific event. For example, the control unit 140 may limit the second period to at least the period from the acquisition of a predetermined event prior to the specific event until a predetermined amount of time has elapsed.
[0033] 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 match, and the "specific event" is an event that indicates the result of a batter's at-bat, then the "predetermined event preceding the specific event" may be the event that the batter stepped up to the plate. In this case, the control unit 140 may define the second period as the period from when it acquires the event that the batter stepped up to the plate until one minute has elapsed.
[0034] The inputs that can be registered in the first period and the inputs that can be registered in the second period may be inputs based on the actions of the game player 30. The inputs that can be registered in the third period may be inputs that are not based on the actions of the game player 30.
[0035] The control unit 140 may control the game so that it can proceed without requiring the game player 30 to perform any actions on the characters in the game image. The game image may include virtual characters that correspond to real characters in real space. The game image may include virtual characters that correspond to real characters involved in a series of events. The control unit 140 may control the actions of the virtual characters in the game image based on the series of events. The control unit 140 controls the virtual characters in the game image to perform actions that correspond to the actions of real characters indicated by the series of events. The image generation unit 160 generates the game image. The control unit 140 controls the image generation unit 160 to generate the game image based on a series of events selected by the game service provider. The game image includes virtual characters that correspond to real characters in real space. The control unit 140 controls the virtual characters in the game image to perform actions that correspond to the actions of real characters indicated by the series of events.
[0036] The control unit 140 controls the system to enable registration of virtual game media associated with real characters involved in a series of events as inputs that can be registered during the first period. The control unit 140 controls the system to enable registration of virtual game media on the condition that media information for real game media associated with real characters in real space has been registered. For example, the control unit 140 controls the system to enable registration of virtual game media associated with real characters involved in a specific event on the condition that media information for real game media associated with real characters in real space has been registered.
[0037] The control unit 140 controls the system to register a first type of game medium and a second type of game medium as virtual game mediums associated with real characters involved in specific events in real space. The control unit 140 may control the system to register more second type game mediums than first type game mediums. The first type of game medium is, for example, a game medium associated with a pitcher, and the second type of game medium is a game medium associated with a batter.
[0038] During the second period, the control unit 140 controls the system to enable registration of inputs indicating the predicted content, which is the content of a specific event predicted by the game player 30.
[0039] The granting unit 150 grants game elements. Points, as described in this embodiment, are just one example of game elements. Various other forms besides points can be used as game elements.
[0040] The assignment unit 150 assigns game elements in response to the acquisition of a specific event included in a series of events. The control unit 140 may control the system to assign game elements at least during the acquisition of the series of events and after the acquisition of the series of events. The control unit 140 may control the system to register game elements to be assigned according to the content and expected content of a specific event as inputs that can be registered in the third period. In this way, the control unit 140 may control the system to assign game elements after the acquisition of a specific event. The control unit 140 may control the system to assign game elements on the condition that a specific event involving a real character associated with a game medium registered in the registration unit 130 has been acquired.
[0041] The input regarding a specific event indicates the expected content, which is the content of the specific event as predicted by the game player 30. The control unit 140 controls the system to enable the addition of game elements, provided that the content of the specific event and the expected content indicated by the input are consistent. The control unit 140 may also control the system to enable the addition of game elements, provided that the content of the specific event and the expected content indicated by the input are similar.
[0042] The content of a specific event may include a first content and a second content. When the content of a specific event matches the expected content indicated by the input, or when the content of a specific event and the expected content indicated by the input are similar, the control unit 140 controls the system so that a higher value game element can be assigned when the content of the specific event is the first content than when the content of the specific event is the second content. For example, the first content may be a hit (single, double, triple, etc.), and the second content may be, for example, a home run.
[0043] The input for a specific event registered in the registration unit 130 may indicate a predicted type, which is the type of specific event predicted by the game player 30. The first content and the second content may indicate the type of specific event. In other words, the control unit 140 may control the system to enable the addition of game elements on the condition that the type of specific event and the predicted type indicated by the input are consistent. The control unit 140 may control the system to enable the addition of game elements on the condition that the type of specific event and the predicted type indicated by the input are similar.
[0044] The control unit 140 may be controlled to add game elements according to the type of specific event in which the actual character is involved. The control unit 140 may be controlled to add game elements according to the frequency information of occurrence for each type of specific event. The frequency information is based on the expected number of occurrences of each type of specific event in a single series of events.
[0045] A specific event includes a first-type event and a second-type event that occurs less frequently than the first-type event. The control unit 140 may control the system so that, on the condition that a second-type event is obtained, a game element with higher game value is added than when a first-type event is obtained. For example, the first-type event may be a hit (single, double, triple, etc.), and the second-type event may be a home run. Other examples of specific event types include walks and strikeouts.
[0046] The control unit 140 may control the system to enable the acquisition of a specific event, provided that it has acquired an event indicating that a predetermined action has been performed by a real character involved in a series of events in real space.
[0047] 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. The game service provider is, for example, the operator of the game control device 10. The game service provider may select some matches from among several 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. The game service provider 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 them based on the selected events.
[0048] The control unit 140 may control the system to register virtual game media associated with real characters involved in specific events in real space, conditional on the consumption of game elements assigned by the assignment unit 150. The control unit 140 also controls the system to assign game elements according to the rank information of the registered virtual game media. The rank information may be determined, for example, according to the level of skill in competition possessed by the real character corresponding to the virtual game media. The control unit 140 also controls the system to assign game elements according to the progress of the game.
[0049] A specific event is an event based on a predetermined action of the character within a series of events, and the control unit 140 may control the system to assign game elements according to the character's performance record. The control unit 140 may assign a more valuable game element when it acquires the event that a batter with a low past home run rate hits a home run. The character's performance record may correspond, for example, to the character's skill level. The character's performance record may be reflected in the rank information of the game medium associated with the character.
[0050] The control unit 140 may be controlled to add game elements according to the status of the series of events. After acquiring the series of events, the control unit 140 may be controlled to notify the results of the series of events.
[0051] 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.
[0052] 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 associated with the cards purchased by the game player 30.
[0053] 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.
[0054] In S320, in response to a request 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.
[0055] 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 may be executed in a first period before a series of events occurring in the match are acquired. The first prediction information is an example of the first input.
[0056] In S330, the game control device 10 begins acquiring event information that occurs during the match and distributing game images. The acquisition unit 110 of the game control device 10 acquires event information from an external server 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.
[0057] In S342, the game player 30 inputs predictions about specific events into the user terminal 20. For example, if the game player 30 is making 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. 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.
[0058] S342, S344, and S346 are executed in the second period. The second period is, for example, the period from when an event is obtained indicating that a player whose card information has been registered by game player 30 has stepped up to bat, until before a specific event is obtained. The second prediction information is an example of the second input.
[0059] 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.
[0060] When the game ends, in S352, the acquisition of event information by the acquisition unit 110 ends, and the distribution of game images also ends. In S354, 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.
[0061] The points awarded to game player 30 can be used to purchase cards. As will be explained later, the points awarded to game player 30 can be used to increase the points earned in the second prediction.
[0062] Figure 4 shows an example of the data structure of game player information stored in the memory unit 190. The game player information includes the game player ID, owned card information, and points as data items.
[0063] "Game Player ID" is identification information that identifies game player 30. "Owned Card Information" includes one or more card information entries that identify physical or virtual cards purchased and registered by game player 30. "Points" indicates the points awarded to game player 30. In the example in Figure 4, game player 30, identified by game player ID "G0001", has purchased cards identified by "P001", "P002", and "P003", respectively, and has been awarded 2000 points. The card information in this embodiment is an example of information that indicates a game medium.
[0064] Figure 5 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.
[0065] 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 5, 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.
[0066] The game player 30 registers the 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 the 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 first prediction information, including the card information of the placed image card 521, to the game control device 10.
[0067] 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.
[0068] Figure 6 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 and predicted card information as data items.
[0069] The "Game Player ID" is identification information that identifies Game Player 30. The "Predicted Card Information" includes card information for one or more cards associated with one or more players that Game Player 30 predicts will perform well. The registration unit 130 generates information to be stored as predicted card information based on the first prediction information and stores it in the storage unit 190. In the example in Figure 6, it is shown that Game Player 30, identified by Game Player ID "G0001", predicts that the players associated with the cards identified by "P001" and "P002", respectively, will perform well. The predicted card information is an example of media information for a game medium associated with real characters that are predicted to be involved in a specific event.
[0070] Figure 7 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 second prediction information input area 730. The image included in screen 700 is an example of a game image.
[0071] 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.
[0072] 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.
[0073] The second prediction information input area 730 includes batting instruction buttons 731 and 732, type instruction buttons 741 to 744, a magnification display object 750, magnification adjustment buttons 751 and 752, and registration buttons 761 and unregistration buttons 762. Here, we will explain the case where the game player 30 predicts the content of the batting as the content of the specific event to be predicted.
[0074] Based on the predicted card information of the character registration information and the series of events acquired by the acquisition unit 110, the image generation unit 160 generates image information from the second predicted information input area 730 as part of the game image when a player who is expected to perform well by the game player 30 is currently at bat or is about to bat next.
[0075] 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.
[0076] Button 741 is for receiving instructions from game player 30 indicating that the expected outcome of the at-bat is a single. Button 742 is for receiving instructions from game player 30 indicating that the expected outcome of the at-bat is a double. Button 743 is for receiving instructions from game player 30 indicating that the expected outcome of the at-bat is a triple. Button 744 is for receiving instructions from game player 30 indicating that the expected outcome of the at-bat is a home run. Each of the button 741 to 744 contains information indicating the base points that will be awarded to game player 30 if their prediction is correct. Game player 30 indicates their prediction for the at-bat by selecting one of the button 741 to 744.
[0077] 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.
[0078] The amount of points lost by the game player 30 changes according to the multiplier adjusted by the multiplier adjustment buttons 751 and 752. For example, the larger the multiplier, the larger the point loss may be set. For example, if the multiplier is 2x, the point loss may also be set to 2 times the standard loss. For example, if the standard loss 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 loss determined by the standard loss 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 point consumption.
[0079] The registration button 761 is a button to receive instructions to make predictions for the at-bat. The unregistration button 762 is a button to receive instructions not to make predictions for the at-bat. If the registration button 761 is operated, the user terminal 20 sends the second prediction information, including the information entered in the second 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.
[0080] In relation to Figure 7, the content of at-bats was used as an example of the content of the specific event to be predicted in the second prediction. However, the content of the specific event to be predicted is not limited to at-bats. The content of the specific event to be predicted may be the score in an inning. The content of the specific event to be predicted may be the pitcher's pitching result in an at-bat.
[0081] Figure 8 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.
[0082] "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 the game player 30. Specifically, "Points" refers to the base points mentioned above.
[0083] In the example in Figure 8, 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 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 points to the game player 30 by multiplying the base points of 150 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.
[0084] 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.
[0085] In relation to Figure 8, a method of awarding points to the game player 30 corresponding to the combination of actual character and event type has been described. However, a method of awarding points to the game player 30 corresponding to the event type, regardless of the actual character, may also be adopted.
[0086] Figure 9 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.
[0087] "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.
[0088] In the example in Figure 9, 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.
[0089] 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.
[0090] In relation to Figure 9, a method of awarding points to the game player 30 corresponding to the combination of actual character and event type has been described. However, a method of awarding points to the game player 30 corresponding to the event type, regardless of the actual character, may also be adopted.
[0091] Figure 10 shows an example of a flowchart relating to the processing of the second prediction executed by the game control device 10. The processing in this flowchart is started when there is a real character that could be the target of the second prediction. For example, the processing in this flowchart is started when the event that a player who could be the target of the second prediction has stepped up to bat is acquired, or when the event that a player who could be the target of the second prediction has stepped up to bat for the next round is acquired.
[0092] In S1002, 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 second prediction information input area 730 in Figure 7, and the communication unit 192 transmits the image generated by the image generation unit 160 to the user terminal 20.
[0093] In S1004, 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.
[0094] If it is determined in S1004 that the predetermined period has not elapsed, the game control device 10 determines in S1005 whether or not the second prediction information has been acquired. If it is determined in S1005 that the second prediction information has not been acquired, the process returns to S1004. If it is determined in S1005 that the second prediction information has been acquired, the registration unit 130 registers the second prediction information in S1006.
[0095] Next, in S1020, 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 S1020 is repeated each time a new event is acquired.
[0096] If it is determined in S1020 that a specific event has been acquired, in S1022 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.
[0097] Furthermore, in S1022, 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 content of the acquired 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.
[0098] Next, in S1024, the awarding unit 150 awards points to the game player 30. Specifically, the awarding unit 150 adds the points calculated in S1022 to the "points" value in the game player information.
[0099] Figure 11 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.
[0100] In S1102, the control unit 140 acquires first prediction information from the storage unit 190. In S1104, 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.
[0101] In S1106, 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 S1104. 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.
[0102] Next, in S1108, the awarding unit 150 awards points to the game player 30. Specifically, the awarding unit 150 adds the points calculated in S1106 to the "points" value in the game player information.
[0103] 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.
[0104] 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.
[0105] Figure 12 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 the system, a user terminal 20 or parts of the user terminal, or a game control device 10 or parts of the device, to perform operations associated with the system or parts of the system, the user terminal or parts of the user terminal, or the device or parts of the device, and / or to perform a process or a stage of the 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.
[0106] 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.
[0107] The CPU 5012 operates according to the programs stored in the ROM 5026 and RAM 5014, thereby controlling each unit.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] 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.
[0112] 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.
[0113] 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.
[0114] 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.
[0115] 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.
[0116] 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.
[0117] 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.
[0118] 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.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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.
[0123] 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.
[0124] 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 game media that correspond to real characters in the real space described above, An assignment unit that assigns game elements in response to the acquisition of specific events included in the above series of events, A control unit that controls the above-mentioned registration unit and the above-mentioned assignment unit, Equipped with, The control unit controls the system to assign the game elements according to the type of specific event in which the actual character is involved. Game control device. [Note 2] The control unit controls the game elements to be assigned according to the frequency information of occurrence for each type of specific event. The game control device described in Appendix 1. [Note 3] The above frequency information is based on the expected number of occurrences of each type of the above-mentioned specific event in a single series of events. The game control device described in Appendix 2. [Note 4] The above-mentioned specific events include events of type 1 and events of type 2 that occur less frequently than events of type 1. The control unit controls the system so that, provided that the second type of event is obtained, it can assign a game element that has a higher game value than when the first type of event is obtained. A game control device as described in any one of the appendices 1 to 3. [Note 5] The above-mentioned specific event is an event based on a predetermined action of the above-mentioned character, among the series of events described above. The control unit controls the system to enable the assignment of the game elements to the actual character in accordance with the character's performance in the aforementioned actions. A game control device as described in any one of the appendices 1 to 4. [Note 6] The control unit controls the game elements to be assigned according to the status of the series of events described above. A game control device as described in any one of the appendices 1 to 5. [Note 7] The control unit controls the ability to add the game elements on the condition that the specific event involving the actual character associated with the game medium registered in the registration unit has been acquired. A game control device as described in any one of the appendices 1 to 6. [Note 8] The above registration unit can further register inputs related to the above specific events. The control unit controls the input to enable registration while acquiring the series of events described above. A game control device as described in any one of the appendices 1 through 7. [Note 9] The above input indicates the predicted type, which is the type of the specific event predicted by the game player. The game control device described in Appendix 8. [Note 10] The control unit controls the ability to assign the game elements on the condition that the type of the specific event matches the expected type indicated by the input. The game control device described in Appendix 9. [Note 11] The control unit controls the game elements to be added on the condition that the type of the specific event and the predicted type indicated by the input are similar. The game control device described in Appendix 9 or 10. [Note 12] The control unit controls the system to enable the addition of the game elements at least during the acquisition of the series of events and after the acquisition of the series of events. A game control device as described in any one of the appendices 1 through 11. [Note 13] Image generation unit that generates the above game image, Furthermore, The control unit controls the image generation unit to generate game images based on a series of events selected by the game service provider. A game control device as described in any one of the appendices 1 to 12. [Note 14] The above game image includes a virtual character that corresponds to a real character in the above real space. The control unit controls the virtual character in the game image to perform actions corresponding to the actions of the real character shown by the series of events. The game control device described in Appendix 13. [Note 15] The control unit controls the system to register more game media of type 2 than game media of type 1 as game media associated with the real character involved in the specific event in the real space. A game control device as described in any one of the appendices 1 through 14. [Note 16] The control unit, after acquiring the series of events, controls the system to notify the results of the series of events. A game control device as described in any one of the appendices 1 through 15. [Note 17] The above series of events and the above specific events are events that occur in sports matches. A game control device as described in any one of the appendices 1 through 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, A terminal that displays the above game image and accepts input from the game player regarding the above specific event, 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 a game medium that corresponds to a real character in the real space described above, The stage of adding game elements in response to the acquisition of specific events included in the above series of events, The steps include controlling the ability to assign the above-mentioned game elements according to the type of specific event in which the above-mentioned actual character is involved, A game control method that includes the following features. [Explanation of Symbols]
[0125] 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. 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 game media associated with real characters in the aforementioned real space, An assignment unit that assigns game elements in response to the acquisition of a specific event included in the aforementioned series of events, Control unit that controls the registration unit and the assignment unit Equipped with, For each of the multiple real characters in the aforementioned real space, a specific event is pre-associated with it before the game starts. The control unit, on the condition that the acquisition unit has acquired the specific event that was previously associated with the actual character associated with the game medium registered in the registration unit before the start of the game, controls the system to assign game elements according to the type of specific event in which the actual character was involved and the actual character's performance for each specific event in which the actual character was involved. Game control device.
2. 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 game media associated with real characters in the aforementioned real space, An assignment unit that assigns game elements in response to the acquisition of a specific event included in the aforementioned series of events, A control unit that controls the registration unit and the assignment unit. Equipped with, For each of the multiple real characters in the aforementioned real space, a specific event is pre-associated with it before the game starts. The control unit, on the condition that the acquisition unit has acquired the specific event that was previously associated with the actual character associated with the game medium registered in the registration unit before the start of the game, controls the system to assign the pre-set game elements to the type of specific event in which the actual character was involved and the abilities and / or skills of the actual character involved in the specific event. Game control device.
3. 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 game media associated with real characters in the aforementioned real space, An assignment unit that assigns game elements in response to the acquisition of a specific event included in the aforementioned series of events, Control unit that controls the registration unit and the assignment unit Equipped with, For each of the multiple real characters in the aforementioned real space, a specific event is pre-associated with it before the game starts. The control unit, on the condition that the acquisition unit has acquired the specific event that was previously associated with the actual character associated with the game medium registered in the registration unit before the start of the game, controls the system to assign the game elements according to the type of specific event in which the actual character was involved. Game control device.
4. The control unit controls the system to assign game elements that are pre-associated with the actual character and the type of specific event in which the actual character was involved, on the condition that the acquisition unit has acquired the specific event that was pre-associated with the actual character associated with the game medium registered in the registration unit before the start of the game. The game control device according to claim 3.
5. The control unit controls the game elements to be assigned according to the frequency information of occurrence for at least each type of specific event. A game control device according to any one of claims 1 to 4.
6. The aforementioned frequency information is based on the expected number of occurrences for each type of the specific event in a given series of events. The game control device according to claim 5.
7. The aforementioned specific event includes a first type of event and a second type of event that occurs less frequently than the first type of event. The control unit controls the system so that, on the condition that the second type of event is obtained, it can assign a game element that has a higher game value than when the first type of event is obtained. A game control device according to any one of claims 1 to 4.
8. The aforementioned specific event is an event based on a predetermined action of the actual character among the series of events, The control unit controls the system so that it can assign the game elements according to the actual character's performance in the aforementioned actions. The game control device according to claim 3.
9. The control unit controls the system to be able to add game elements that are further appropriate to the circumstances of the series of events. A game control device according to any one of claims 1 to 4.
10. The registration unit can further register inputs related to the specific event, The control unit controls the input to be registrable while acquiring the series of events. A game control device according to any one of claims 1 to 4.
11. The aforementioned input indicates the predicted type, which is the type of the specific event predicted by the game player. The game control device according to claim 10.
12. The control unit controls the game element to be added on the condition that the type of the specific event matches the expected type indicated by the input. The game control device according to claim 11.
13. The control unit controls the game element to be assigned on the condition that the type of the specific event and the expected type indicated by the input are similar. The game control device according to claim 11.
14. The control unit controls the system to enable the addition of the game elements at least during the acquisition of the series of events and after the acquisition of the series of events. A game control device according to any one of claims 1 to 4.
15. Image generation unit that generates the aforementioned game image Furthermore, The control unit controls the image generation unit to generate game images based on a series of events selected by the game service provider. A game control device according to any one of claims 1 to 4.
16. The aforementioned game image includes a virtual character that corresponds to a real character in the aforementioned real space, The control unit controls the virtual character in the game image to perform actions corresponding to the actions of the real character shown by the series of events. The game control device according to claim 15.
17. The control unit controls the system to register more game media of type 2 than game media of type 1 as game media associated with the real character involved in the specific event in the real space. A game control device according to any one of claims 1 to 4.
18. The control unit controls the system to notify the results of the series of events after acquiring the series of events. A game control device according to any one of claims 1 to 4.
19. The aforementioned series of events and the aforementioned specific events are events that occur in a sports match. A game control device according to any one of claims 1 to 4.
20. 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.
21. A game control device according to any one of claims 1 to 4, A user terminal that displays the aforementioned game image and accepts operations from the game player regarding input related to the aforementioned specific event. A game system that includes these features.
22. 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, A registration step in which a game medium is registered to correspond to a real character in the aforementioned real space, A step of adding game elements in response to the acquisition of a specific event included in the aforementioned series of events, Equipped with, For each of the multiple real characters in the aforementioned real space, a specific event is pre-associated with it before the game starts. The aforementioned game control method is: A step in which, provided that the specific event that was previously associated with the actual character associated with the game medium registered in the registration stage was acquired in the acquisition stage, the game elements can be assigned according to the type of specific event in which the actual character was involved and the actual character's performance for each specific event in which the actual character was involved. Game control methods that further enhance the experience.
23. 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, A registration step in which a game medium is registered to correspond to a real character in the aforementioned real space, A step of adding game elements in response to the acquisition of a specific event included in the aforementioned series of events, Equipped with, For each of the multiple real characters in the aforementioned real space, a specific event is pre-associated with it before the game starts. The aforementioned game control method is: A step in which, provided that the specific event that was previously associated with the actual character associated with the game medium registered in the registration step was acquired in the acquisition step, the game elements can be controlled to be assigned to the type of specific event in which the actual character was involved and the abilities and / or skills of the actual character involved in the specific event, which were previously set in advance. Game control methods that further enhance the experience.
24. 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, A registration step in which a game medium is registered to correspond to a real character in the aforementioned real space, A step of adding game elements in response to the acquisition of a specific event included in the aforementioned series of events, Equipped with, For each of the multiple real characters in the aforementioned real space, a specific event is pre-associated with it before the game starts. The aforementioned game control method is: A step in which, provided that the specific event that was previously associated with the actual character associated with the game medium registered in the registration step was acquired in the acquisition step, the game elements corresponding to the type of specific event in which the actual character was involved are controlled to be assigned. Game control methods that further enhance the experience.
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