Server device for network game, and method and program for progress control of network game
Abstract
[Task] The user is made to easily acquire the consideration data, and the user is made to continue playing the game.
Solution.The network game server 1 that advances a game for allowing the user to acquire consideration data having a predetermined value while transmitting and receiving data to and from the terminal device used by the user via the network 2 is among a plurality of games. One game is executed by the user, a predetermined point is given to the user according to the result of the game played by the user, and consideration data having a predetermined value is given to the user according to the point given to the user. Give.

Term
Term ended
Projected expiry passed 5 July 2021, 5.2 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
6 claims: 4 independent, 2 dependent
- 1【特許請求の範囲】 【請求項1】 ネットワークを介してユーザが使用する端末装置との間でデータの送受信を行い所定の価値を有する対価データをユーザに獲得させるゲームを進行させるネットワークゲーム用サーバ装置であって、 複数のゲームの中から1つのゲームをユーザに実行させるためのゲーム実行手段と、 前記ゲーム実行手段によってユーザが行ったゲームの結果に応じて当該ユーザに所定のポイントを付与するポイント付与手段と、 前記ポイント付与手段によってユーザに付与されたポイントに応じて所定の価値を有する対価データを当該ユーザに付与する対価データ付与手段とを備えることを特徴とするネットワークゲーム用サーバ装置。
- 2【請求項2】 前記ゲーム実行手段は、 所定期間継続してユーザに第1のゲームを実行させるための第1のゲーム実行手段と、 前記第1のゲームより短期間でゲームが完結する第2のゲームをユーザに実行させるための第2のゲーム実行手段とを含むことを特徴とする請求項1記載のネットワークゲーム用サーバ装置。
- 3【請求項3】 前記第2のゲームは前記第1のゲームが実行不能な実行不能期間において実行可能なゲームを含むことを特徴とする請求項2記載のネットワークゲーム用サーバ装置。
- 4【請求項4】 前記第1のゲーム実行手段は、 将来発生し得る現実の事象に対するユーザの予想内容に対応する予想データを前記端末装置から受け付け、受け付けた予想データを当該ユーザに関連付けて登録する予想データ登録手段と、 前記予想データに対して現実に発生した事象を結果データとして取得する結果データ取得手段とを含み、 前記ポイント付与手段は、前記予想データと結果データとが予め定めた条件を満たすとき、当該予想データに関連付けて登録されたユーザに所定のポイントを付与することを特徴とする請求項2又は3記載のネットワークゲーム用サーバ装置。
- 5【請求項5】 ネットワークを介してユーザが使用する複数の端末装置との間でデータの送受信を行い所定の価値を有する対価データをユーザに獲得させるゲームを実行させるネットワークゲーム用サーバ装置を用いてネットワークゲームの進行を制御するネットワークゲーム進行制御方法であって、 前記ネットワークゲーム用サーバ装置が、複数のゲームの中から1つのゲームをユーザに実行させるためのゲーム実行ステップと、 前記ネットワークゲーム用サーバ装置が、前記ゲーム実行ステップにおいてユーザが行ったゲームの結果に応じて当該ユーザに所定のポイントを付与するポイント付与ステップと、 前記ネットワークゲーム用サーバ装置が、前記ポイント付与ステップにおいてユーザに付与されたポイントに応じて所定の価値を有する対価データを当該ユーザに付与する対価データ付与ステップとを含むことを特徴とするネットワークゲーム進行制御方法。
- 6【請求項6】 ネットワークを介してユーザが使用する複数の端末装置との間でデータの送受信を行い所定の価値を有する対価データをユーザに獲得させるゲームを実行させるネットワークゲーム用サーバ装置を用いてネットワークゲームの進行を制御するためのネットワークゲーム進行制御プログラムであって、 複数のゲームの中から1つのゲームをユーザに実行させるためのゲーム実行手段と、 前記ゲーム実行手段によってユーザが行ったゲームの結果に応じて当該ユーザに所定のポイントを付与するポイント付与手段と、 前記ポイント付与手段によってユーザに付与されたポイントに応じて所定の価値を有する対価データを当該ユーザに付与する対価データ付与手段として前記ネットワークゲーム用サーバ装置を機能させるためのネットワークゲーム進行制御プログラム。
Independent claims6
416 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to a network game executed by transmitting and receiving data between a terminal device and a network game server device via a network.
【0002】
[Conventional technology]
Conventionally, as a network game using a network such as the Internet, for example, a user plays a lottery game using a terminal device such as a mobile phone, and when a hit is made, image data (compensation data) of an idol singer or the like is given to the user. Those that provide services are known.
【0003】
[Problems to be Solved by the Invention]
However, in the lottery game, image data is given to the user based on the result of one game based on the chance of winning or losing. Therefore, the user can acquire the image data which is the purpose of playing the game only by playing this game, and the method of acquiring the image data is limited. Further, in the lottery game, the user does not have a high expectation that the acquisition rate of image data is improved according to the progress of the game, and it is difficult for the user to continuously play the game.
【0004】
The present invention provides a network game server device, a network game progress control method, and a network game progress control program that can easily allow a user to acquire consideration data and allow a user to continuously play a game. The purpose is to provide.
【0005】
[Means for solving problems]
The present invention according to claim 1 is a network game server device for advancing a game in which data is transmitted / received to / from a terminal device used by a user via a network to allow the user to acquire consideration data having a predetermined value. Therefore, a game execution means for causing a user to execute one game from a plurality of games, and a point award for giving a predetermined point to the user according to the result of the game played by the user by the game execution means. The network game server device includes means and means for giving consideration data to the user, which has a predetermined value according to the points given to the user by the point giving means.
【0006】
According to the present invention according to claim 1, a network game server that advances a game in which data is transmitted and received to and from a terminal device used by the user via a network to allow the user to acquire consideration data having a predetermined value. The device is a game execution means for causing a user to execute one game from a plurality of games, and a point giving means for giving a predetermined point to the user according to the result of the game played by the user by the game execution means. And a consideration data giving means for giving consideration data having a predetermined value to the user according to the points given to the user by the point giving means.
【0007】
That is, a user is made to execute one game from a plurality of games, a predetermined point is given to the user according to the result of the game played by the user, and a consideration having a predetermined value is given according to the given points. Data is given to the user.
【0008】
In this way, since a plurality of games are provided as games capable of acquiring points required for acquiring consideration data having a predetermined value, a plurality of methods for acquiring consideration data are provided to the user. can do.
【0009】
In addition, since the points necessary for acquiring the consideration data are given instead of directly giving the consideration data to the user by playing the game, the user acquires the consideration data according to the progress of the game. It is possible to raise expectations such as an increase in the rate.
【0010】
According to the invention of claim 2, the game executing means completes the game in a shorter period of time than the first game executing means for causing the user to continuously execute the first game for a predetermined period and the first game. It is characterized by including a second game execution means for causing a user to execute a second game to be played.
【0011】
According to the invention described in claim 2, in the network game server device, the game executing means includes a first game executing means for causing the user to continuously execute the first game for a predetermined period of time, and a first game. It includes a second game execution means for causing the user to execute a second game in which the game is completed in a shorter period of time.
【0012】
That is, the user can play the first game continuously for a predetermined period of time, and can also play the second game in which the game is completed in a shorter period of time than the first game.
【0013】
In this way, the user has two different characteristics as a plurality of games, a first game that needs to be played continuously for a predetermined period of time and a second game that completes the game in a shorter period of time than the first game. Since it is possible to play a game, it is possible to select a desired type of game according to one's taste, convenience, and the like.
【0014】
The present invention according to claim 3 is characterized in that the second game includes a game that can be executed during an infeasible period in which the first game is infeasible.
【0015】
According to the third aspect of the present invention, in the server device for network games, the second game includes a game that can be executed during an infeasible period in which the first game is infeasible.
【0016】
That is, since the first game has an infeasible period in which the first game is infeasible, and the second game includes games that can be executed in this infeasible period, the user can use a plurality of users. As a game, it is possible to play a first game having an infeasible period and a second game that can be executed in the infeasible period of the first game.
【0017】
In this way, if the user cannot execute the first game during the infeasible period, he / she can earn points by executing the second game, so that the user can obtain points in the two games. One game can have a role of complementing the non-executable period of the game in the other game.
【0018】
According to the fourth aspect of the present invention, the first game executing means receives forecast data corresponding to the user's forecast contents for a real event that may occur in the future from the terminal device, and receives the received forecast data to the user. The point-giving means includes a forecast data registration means for associating and registering, and a result data acquisition means for acquiring an event actually occurring with respect to the forecast data as result data. When the specified conditions are satisfied, a predetermined point is given to the user registered in association with the expected data.
【0019】
According to the present invention according to the fourth aspect, in the network game server device, the first game execution means receives and receives the prediction data corresponding to the user's prediction content for the actual event that may occur in the future from the terminal device. The point awarding means is registered, including a prediction data registration means for registering the prediction data in association with the user and a result data acquisition means for acquiring the event actually occurring with respect to the registered prediction data as the result data. When the forecast data and the result data satisfy a predetermined condition, a predetermined point is given to the user registered in association with the forecast data.
【0020】
That is, the forecast data corresponding to the user's forecast contents for the actual event that may occur in the future is received from the terminal device, the received forecast data is registered in association with the user, and the registered forecast data actually occurs. The event is acquired as result data. Then, when the registered forecast data and the result data satisfy a predetermined condition, a predetermined point is given to the user registered in association with the forecast data.
【0021】
In this way, since the user who uses the terminal device is made to predict the actual event that may occur in the future as a game, the user is not an artificially created event in a virtual space such as a game space. Allows users to make predictions about complex and unpredictable events in the real world that humans cannot always control.
【0022】
In addition, when the user's expectation is the result that actually occurred and the predetermined condition is satisfied, the consideration data is not given directly, but the consideration data is given by interposing an intermediate that can be increased or decreased called points. Therefore, it is possible to add difficulty in obtaining consideration data. Therefore, since the user's sense of value for the consideration data finally given can be increased, the user's expectation for the acquisition of the consideration data can be improved.
【0023】
Further, by continuously playing the game, the user can increase the points each time the user's expectation and the actually generated result satisfy a predetermined condition. Therefore, it is desired to continuously increase the points. You can get the consideration data.
【0024】
The present invention according to claim 5 is a network game server for executing a game in which data is transmitted and received to and from a plurality of terminal devices used by the user via a network and the user acquires consideration data having a predetermined value. A network game progress control method for controlling the progress of a network game using a device, wherein the network game server device causes a user to execute one game from a plurality of games, and the above-mentioned game execution step. A point-giving step in which the network game server device gives a predetermined point to the user according to the result of the game played by the user in the game execution step, and a point-giving step in which the network game server device gives the user in the point-giving step. The network game progress control method is characterized by including a consideration data giving step of giving a consideration data having a predetermined value according to the points given to the user.
【0025】
According to the present invention according to claim 5, a network game in which data is transmitted and received to and from a plurality of terminal devices used by the user via a network to allow the user to acquire consideration data having a predetermined value. The network game progress control method for controlling the progress of a network game using a server device for network games includes a game execution step for the server device for network games to allow a user to execute one game from a plurality of games, and a network game. A point giving step in which the server device gives a predetermined point to the user according to the result of the game played by the user in the game execution step, and a point given to the user in the point giving step by the network game server device. It includes a consideration data giving step of giving a consideration data having a predetermined value to the user according to the above.
【0026】
That is, the network game server device causes the user to execute one game from a plurality of games, and a predetermined point is given to the user according to the result of the game played by the user, and the given points are given. The consideration data having a predetermined value is given to the user.
【0027】
In this way, since a plurality of games are provided as games capable of acquiring points required for acquiring consideration data having a predetermined value, a plurality of methods for acquiring consideration data are provided to the user. can do.
【0028】
In addition, since the points necessary for acquiring the consideration data are given instead of directly giving the consideration data to the user by playing the game, the user acquires the consideration data according to the progress of the game. It is possible to raise expectations such as an increase in the rate.
【0029】
The present invention according to claim 6 is a network game server for executing a game in which data is transmitted and received to and from a plurality of terminal devices used by the user via a network and the user acquires consideration data having a predetermined value. A network game progress control program for controlling the progress of a network game using a device, wherein a game execution means for causing a user to execute one game from a plurality of games, and a user can use the game execution means. A point-giving means for giving a predetermined point to the user according to the result of the game played, and a consideration for giving the user a consideration data having a predetermined value according to the points given to the user by the point-giving means. It is a network game progress control program for making the network game server device function as a data addition means.
【0030】
According to the present invention according to claim 6, a network game in which data is transmitted and received to and from a plurality of terminal devices used by the user via a network to allow the user to acquire consideration data having a predetermined value. A network game progress control program for controlling the progress of a network game using a server device for a game, which is a game execution means for causing a user to execute one game from a plurality of games, and a user by the game execution means. A point-giving means for giving a predetermined point to the user according to the result of the game played by the user, and a consideration for giving the user a consideration data having a predetermined value according to the points given to the user by the point-giving means. The network game server device functions as a data addition means.
【0031】
That is, the network game server device causes the user to execute one game from a plurality of games, and a predetermined point is given to the user according to the result of the game played by the user, and the given points are given. The consideration data having a predetermined value is given to the user.
【0032】
In this way, since a plurality of games are provided as games capable of acquiring points required for acquiring consideration data having a predetermined value, a plurality of methods for acquiring consideration data are provided to the user. can do.
【0033】
In addition, since the points necessary for acquiring the consideration data are given instead of directly giving the consideration data to the user by playing the game, the user acquires the consideration data according to the progress of the game. It is possible to raise expectations such as an increase in the rate.
【0034】
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, a network game system using the network game server 1, which is an example of the server device for network games according to the present invention, will be described with reference to the drawings as appropriate.
【0035】
In the following description, as a plurality of games for allowing the user to earn points, a professional baseball game result prediction game (first game) and a card flipping game (second game) are taken as examples, and these games are used. Various processes and the like performed by the network game server 1 by being executed by the user will be described with reference to the drawings as appropriate. In addition, there may be three or more types of games for the user to earn points.
【0036】
In particular, in the professional baseball game result prediction game, the description will be made on the assumption that the user who uses the mobile phone or the like, which is a terminal device, predicts the game result of the professional baseball, but the present invention is particularly limited to this example. Instead, if the result can be obtained by the network game server 1 (server device for network games) as a prediction for an actual event that will occur in the future, another event may be predicted. For example, it can be applied to sports, martial arts, races, hit chart prediction of new songs, etc., and it is particularly preferable that the result shows victory or defeat and ranking, but meteorological data, marine data, political data, economic data, etc. It can also be applied to forecasts.
【0037】
FIG. 1 is an overall schematic view of an embodiment of a network game system using the network game server 1 according to the present invention. The network game server 1 shown in FIG. 1 controls the progress of the game and is installed on the Internet as the network 2. In the present embodiment, the mobile phone 3 is used as the terminal device used by the user, and the network is provided via a server installed in a predetermined mobile communication company 4 that functions as a provider for connecting to the network 2. It is connected to 2 to enable communication between the mobile phone 3 and the network game server 1.
【0038】
The terminal device is not limited to the above embodiment, and a PDA5 or the like connected to the mobile phone 3 may be used, and if the terminal device adopts the same type of communication method, the model and the mobile in which they are registered are used. It can be used regardless of the mobile communication company.
【0039】
Next, the network game server 1 will be described in detail. The network game server 1 is composed of a WWW server device and the like, and manages the progress of the game by transmitting and receiving various data to and from the mobile phone 3 used by the user via the network 2. ..
【0040】
FIG. 2 is a functional block diagram showing the configuration of the network game server 1. As shown in FIG. 2, the network game server 1 functionally includes a program execution unit 10, a data storage unit 20, and a program storage unit 30. Functionally, the program execution unit 10 is a communication unit 11, a registration processing unit 12, a result data acquisition unit 13, a point giving processing unit 14, a consideration data giving processing unit 15, a user information management unit 16, and a consideration data viewing processing unit. Includes 17 and game execution unit 18. The data storage unit 20 includes a consideration data storage unit 21, a user information storage unit 22, and a result data storage unit 23. The program storage unit 30 includes a computer-readable recording medium 31.
【0041】
The program execution unit 10 is composed of a CPU (Central Processing Unit) of the network game server 1 and the like, and the CPU reads and executes various programs stored in the recording medium 31 included in the program storage unit 30. , Communication unit 11, registration processing unit 12, result data acquisition unit 13, point addition processing unit 14, consideration data addition processing unit 15, user information management unit 16, consideration data browsing processing unit 17, and game execution unit 18.
【0042】
The communication unit 11 is realized by the CPU or the like executing a communication program or the like. The communication unit 11 performs processing necessary for transmitting and receiving various data to and from the mobile phone 3. The communication unit 11 has a function of accepting the match result of the professional baseball team predicted by the user from the mobile phone 3 as prediction data, and a function of receiving the consideration data grant request requesting the grant of consideration data (card image) from the mobile phone 3. And the function of accepting the point exchange request requesting the exchange of the consideration data managed by the user information management unit 16 described later from the mobile phone 3 to the points determined corresponding to the consideration data, and the mobile phone 3 It has a function of accepting a request for viewing the consideration data given to the user.
【0043】
Further, when the user information management unit 16 described later determines that the user using the mobile phone 3 has acquired points of a predetermined value or more (when the predetermined condition is satisfied), the communication unit 11 determines the points. It has a function of notifying the mobile phone 3 that it can be exchanged for consideration data.
【0044】
Further, the communication unit 11 has a function of providing the consideration data corresponding to the request for viewing the consideration data from the mobile phone 3 so as to be viewable.
【0045】
The registration processing unit 12 is realized by the CPU or the like executing a registration processing program or the like. Information about a user who uses the mobile phone 3 is registered (including change / update registration) in the user information storage unit 22 described later. The registration processing unit 12 has a function (prediction data registration means) of registering the winning / losing prediction data of the professional baseball team received from the mobile phone 3 by the communication unit 11 in association with the user who uses the mobile phone 3. Further, the registration processing unit 12 functions as a part of the game execution unit 18, which will be described later. The user information includes a nickname, a cheering team, a rival team, an e-mail address, and a password, which will be described in detail later.
【0046】
The result data acquisition unit 13 is realized by the CPU or the like executing the result data acquisition program or the like. The result data acquisition unit 13 has a function (result data acquisition means) of acquiring the result actually generated with respect to the expected data corresponding to the expected content of the user via the network 2. Further, the result data acquisition unit 13 functions as a part of the game execution unit 18, which will be described later.
【0047】
The point award processing unit 14 is realized by the CPU or the like executing a point awarding program or the like. The point giving processing unit 14 carries a game that can be executed by one of a plurality of game programs stored in the recording medium 31 included in the program storage unit 30 by the game execution unit 18 described later. The user who uses the telephone 3 is made to execute the game, and the user information storage unit 22 stores (assigns) points determined according to the result of the game played by the user.
【0048】
The point granting processing unit 14 collates the result data acquired by the result data acquisition unit 13 with the expected data by the user, and when both data satisfy the predetermined conditions, the point granting processing unit 14 determines in advance for the user who made the prediction. It has a function (point giving means) to store the obtained points in the user information storage unit 23, and erases the consideration data stored in the user information storage unit 22 described later in response to the point exchange request from the mobile phone 3. At the same time, it has a function of storing the points determined corresponding to the consideration data in the user information storage unit 22.
【0049】
The consideration data addition processing unit 15 is realized by the CPU or the like executing the consideration data addition program or the like. The consideration data granting processing unit 15 has a function (compensation data granting means) of granting consideration data having a predetermined value according to points to the user. The consideration data addition processing unit 15 associates the consideration data corresponding to the consideration data addition request (card image addition request) received from the mobile phone 3 by the communication unit 11 with the user information managed by the user information management unit 16. It has a function of storing in the user information storage unit 22. Further, the consideration data giving processing unit 15 performs a subtraction process from the acquired points stored in the user information storage unit 22, which will be described later, with points determined corresponding to the given consideration data, and the user information storage unit 22 It has a function to memorize it.
【0050】
In addition, the consideration data granting processing unit 15 notifies the mobile phone 3 that the points managed by the user information management unit 16 satisfy the predetermined conditions and that the predetermined points agree to the exchange of the consideration data. When received from, the user information storage unit 22 has a function of associating the consideration data randomly selected from the consideration data stored in the consideration data storage unit 21 with the user.
【0051】
The user information management unit 16 is realized by the CPU or the like executing a user information management program or the like. The user information management unit 16 manages the points and consideration data acquired by the user in the user information storage unit 22, which will be described later, in association with the user who uses the mobile phone 3. Further, the user information management unit 16 has a function of determining whether or not a user who uses the mobile phone 3 has already been registered when an access is received from the mobile phone 3.
【0052】
The consideration data browsing processing unit 17 is realized by the CPU or the like executing a consideration data browsing processing program or the like. When the consideration data viewing processing unit 17 receives a viewing request for the consideration data given by the consideration data granting processing unit 15 from the mobile phone 3, the consideration data is determined so that the consideration data cannot be duplicated on the mobile phone 3 side. It is for processing.
【0053】
The game execution unit 18 is realized by the CPU or the like executing a game execution program or the like. The game execution unit 18 causes the user to execute a game that can be executed by one game program from among a plurality of game programs stored in the recording medium 31 included in the program storage unit 30. The game execution unit 18 has a function of causing the user to continuously execute the professional baseball game result prediction game (first game execution means) and a card-turning game in which the game is completed in a shorter period of time than the professional baseball game result prediction game. It has a function (second game execution means) to be executed by the user. Further, when the game execution unit 18 executes the professional baseball game result prediction game program, the game execution unit 18 executes the professional baseball game result prediction game by using the registration processing unit 12 and the result data processing unit 13 described above.
【0054】
In the present embodiment, as a plurality of game programs, a program for causing the user to execute a professional baseball game result prediction game and a program for causing the user to execute a card turning game are included in the storage medium 31 of the program storage unit 30. It has been.
【0055】
The data storage unit 20 is composed of a non-volatile memory such as a hard disk of the network game server 1, a communication unit 11, a registration processing unit 12, a result data acquisition unit 13, a point giving processing unit 14, a consideration data giving processing unit 15, The user information management unit 16, the consideration data browsing processing unit 17, and the game execution unit 18 store data necessary for performing various processes.
【0056】
The consideration data storage unit 21 stores the consideration data (card image) for viewing and providing to the mobile phone 3 in association with the corresponding points. The consideration data storage unit 21 is configured to be able to store consideration data for each team and each card rank.
【0057】
The user information storage unit 22 stores information about a user who uses the mobile phone 3 registered by the registration processing unit 12, and also stores points and consideration data acquired by the user in association with each other in the game progress process. is there.
【0058】
The result data storage unit 23 stores the result data acquired by the result data acquisition unit 13. The result data storage unit 23 is configured to accumulate and store the game result data of professional baseball corresponding to the user's support team and rival team.
【0059】
Next, the mobile phone 3 (terminal device) used by the user will be described.
【0060】
FIG. 3 shows a block diagram of a mobile phone applied in the present embodiment, and in particular, only the functions necessary for the present invention will be extracted and described. The mobile phone 3 includes a control unit 300 including a computer that controls each unit in an integrated manner, and the control unit 300 includes a key group 301 as an operation member, a VRAM 302a for storing image data displayed on the monitor 302, and an antenna 303. , RAM304 that temporarily stores input data and processing data, and ROM305 that stores control programs, etc. are connected.
【0061】
The key group 301 includes a numeric keypad for inputting a telephone number, a function key for moving a cursor and making a decision displayed on the monitor 302, a line on / off key, and the like. In addition, characters can be input using the numeric keypad according to the function key settings, which enables input of e-mail data and e-mail address.
【0062】
The VRAM302a temporarily stores the screen to be displayed on the monitor 302 composed of a liquid crystal display device or the like, and by repeatedly reading and displaying the contents written in the VRAM 302a on the monitor 302 at a predetermined cycle, an afterimage phenomenon occurs. It is intended to be visually recognizable as a still image.
【0063】
The display processing unit 306 to the transmission / reception control unit 308 constituting the control unit 300 will be described. The display processing unit 306 displays the confirmation display of the input operation, the display of various input guide screens, the image data, and the like on the monitor. It also displays the contents of the email. The display processing unit 306 has a capacity for storing image data for at least one screen, and in a mode in which only a part of the image is displayed on the monitor 302, for example, the image is displayed in response to the operation of a specific key of the key group 301. The entire image is viewed by scrolling up and down. The key input processing unit 307 creates information according to the operation of the key group 301.
【0064】
The transmission / reception control unit 308 processes incoming / outgoing data from wireless public lines, transmission line control, voice data transmission / reception, and data transmission / reception in e-mail used via networks such as the Internet. Is given and received via the antenna 306. The image data transmitted and received by the mobile phone 3 is compressed in, for example, a GIF format, and then communicated in packets.
【0065】
Next, the processing procedure performed by the network game server 1 will be described using a flowchart or the like.
【0066】
Here, an outline of the game progress in the present embodiment will be described prior to the description of the processing procedure performed by the network game server 1. The outline of the game progress in the present embodiment is that points are accumulated by the user playing a game that predicts the result of a professional baseball game as a main game and a card turning game that is a mini game, and the user responds to these points. Acquires (acquires) card images of professional baseball players, etc. The user can also exchange the acquired card image data of a professional baseball player or the like for points. In addition, the user can view the acquired card image data of a professional baseball player on the monitor of the mobile phone 3 or the like like an electronic album at any time.
【0067】
In the professional baseball game result prediction game, a user who wishes to participate in the game makes a prediction for the actual professional baseball game result and registers it. Then, when the match result is obtained after the actual professional baseball match is played, points are given to the user who has performed the expected registration according to the match result. The user accumulates points by repeating the prediction, and the user acquires a card image (compensation data) of a professional baseball player or the like according to the points. In addition, the professional baseball game result prediction game is a game in which a user is made to acquire points by continuously executing the game for a predetermined period of time.
【0068】
The card-turning game is a game that is completed in a shorter period of time than a professional baseball game result prediction game, and the user selects one card at a time on the screen displayed on a monitor such as a mobile phone 3. It accumulates the points obtained and functions as a complementary method for acquiring points for acquiring card images of professional baseball players and the like. In addition, the card-turning game is a game in which the game is completed in a shorter period of time than the professional baseball game result prediction game.
【0069】
In the present embodiment, the professional baseball game result prediction game is a game played by the user during the season when professional baseball is actually played, and the card flipping game is played during the off-season when professional baseball is not played. It is assumed that the game is played by the user on days when there is no match or there is no match. However, by setting predetermined conditions (for example, a mini game is performed only once a day), the user may be able to play these two games at the same time.
【0070】
First, the processing procedure performed by the network game server 1 from the user registration process to the process for menu selection will be described.
【0071】
FIG. 4 is a flowchart showing an example of the processing procedure performed by the network game server 1 from the user registration process to the process for selecting the menu. FIG. 5 is an example of a screen transition diagram associated with the user registration process displayed on the mobile phone 3. Hereinafter, description will be given with reference to FIGS. 4 and 5 as appropriate. The arrows connecting the screens shown in FIGS. 5, 8, 10, 10, 12, and 16 to be referred to below are displayed on the mobile phone 3 according to the processing performed by the network game server 1. It indicates that the screen to be displayed moves to the next screen in chronological order.
【0072】
When the network game server 1 receives access from the mobile phone 3, it transmits the data to the data mobile phone 3 for displaying the front page screen 100 shown in FIG. 5 (step ST1), and displays this.
【0073】
As shown in FIG. 5, the front page screen 100 includes a title image display unit 101 that displays the title image of this game, and a menu selection unit 102 that selects a menu from two menus, "guidance" and "my menu registration". Is configured to include.
【0074】
In response to the selection of "My Menu Registration" on the front page screen 100 from the mobile phone 3 used by the user who wishes to participate in the game, the network game server 1 displays the My Menu registration screen 110 shown in FIG. Data is sent to mobile phone 3 (step ST2), and this is displayed.
【0075】
As shown in FIG. 5, the My Menu registration screen 110 has a guidance display unit 111 that displays guidance regarding My Menu registration, and one menu from the three menus of "Read Terms of Use", "Accept", and "Back". It is configured to include a menu selection unit 112 for selection.
【0076】
Upon receiving from the mobile phone 3 that "accept" is selected from the three menus of the menu selection unit 112 of the My Menu registration screen 110, the network game server 1 is used to input the user information shown in FIG. The data for displaying the person information screen 120 is transmitted to the mobile phone 3 (step ST3), and this is displayed.
【0077】
As shown in FIG. 5, the user information screen 120 is an input for inputting four user information, "nickname" 122, "support team" 123, "rival team" 124, and "email address" 125. It is configured to include a unit 121 and a "registration" button 126 for instructing My Menu registration after confirming the input of the items of the input unit 121.
【0078】
In the input unit 121, the "nickname" 122 is a user's nickname in the game space. In the present embodiment, since the network game server 1 manages each user information by the user information management unit 16, the same nickname as other users cannot be registered. Therefore, nicknames already used by other users cannot be used.
【0079】
The "support team" 123 is a professional baseball support team registered by each user, and in the present embodiment, a predetermined point is given when the support team wins. The cheering team may be the same cheering team as other users. The "rival team" 124 is a professional baseball rival team registered by each user, and in the present embodiment, a predetermined point is given when the rival team loses. As with the cheering team, it may be the same rival team as other users.
【0080】
In this way, even if the winning / losing prediction of the cheering team is different due to the actual match result against the winning / losing prediction, the user can receive points by guessing the winning / losing prediction of the rival team. It is possible to sufficiently give the supporting user an opportunity to acquire points, and it is possible to link the user's interests with the content of the game, so that the interest of the game can be further improved.
【0081】
The "e-mail address" 125 is the e-mail address of the mobile phone 3 used by the user. For example, the network game server 1 is used when transmitting various data to the mobile phone 3.
【0082】
Upon receiving from the mobile phone 3 that the predetermined input items are input to the input unit 121 of the user information screen 120 and the "register" button 126 is pressed, the network game server 1 receives the input items by the registration processing unit 12. Determine if is correct (step ST4). Here, the confirmation of the input items is a confirmation when the support team and the rival team are the same, or when the nickname has already been registered.
【0083】
If the registration processing unit 12 does not determine that the input items are correct (NO in step ST4), the network game server 1 displays a screen (not shown) prompting re-entry. Send the data to mobile phone 3, display it, and return to step ST3. Further, when the registration processing unit 12 determines that the input items are correct (YES in step ST4), the network game server 1 displays the password input screen 130 for prompting the user to input the password shown in FIG. Send the data to mobile phone 3 (step ST5) and display it.
【0084】
As shown in FIG. 5, the password input screen 130 includes an input unit 131 for inputting a user's password used when playing the game, and an "OK" button 132 for confirming the input password. It is configured.
【0085】
When the data in which the password is entered on the password input screen 130 is received from the mobile phone 3, the network game server 1 registers the user who uses the mobile phone 3 by the registration processing unit 12 (step ST6). When the user is registered, the network game server 1 transmits data for displaying the menu screen 200 for the user to select various menus shown in FIG. 5 to the mobile phone 3 (step ST7), and displays the data. ..
【0086】
As shown in FIG. 5, the menu screen 200 includes a mark image display unit 201 for displaying a mark image of a user's support team, and a menu selection unit 202 for selecting a user's desired menu from, for example, 12 menus. Has been done.
【0087】
Upon receiving the selection of the menu of the menu selection unit 202 of the menu screen 200 from the mobile phone 3, the network game server 1 performs processing related to each of the selected menus (step ST8).
【0088】
Next, the processing procedure performed by the network game server 1 from the acquisition of the result data for the expected data to the notification of the point increase to the user will be described.
【0089】
FIG. 6 is a flowchart showing an example of a processing procedure based on the acquisition of result data for the expected data performed by the network game server 1.
【0090】
The network game server 1 acquires the winning / losing result data regarding the winning / losing of each user's support team and rival team by the result data acquisition unit 13 (step ST11).
【0091】
The network game server 1 collates the winning / losing prediction data of the cheering team and the rival team for each user managed by the user information management unit 16 with the acquired match result data by the point giving processing unit 14, and the winning / losing prediction data. The point increase process is performed on the data that matches the match result data and is stored in the user information storage unit 22 (step ST12).
【0092】
The network game server 1 transmits the acquired match result data to the mobile phone 3 by the communication unit 11 (step ST13). When the point increase processing is performed by the point grant processing unit 14, the network game server 1 transmits data for displaying the point increase result screen (not shown) to the mobile phone 3 by the communication unit 11 (step). ST14), display this.
【0093】
Next, a processing procedure based on the consideration data granting process performed by the network game server 1 will be described.
【0094】
FIG. 7 is a flowchart showing an example of a processing procedure based on the consideration data giving process performed by the network game server 1. FIG. 8 is an example of a screen transition diagram associated with the process of assigning consideration data displayed on the mobile phone 3. Hereinafter, a description will be given with reference to FIGS. 7 and 8 as appropriate.
【0095】
Upon receiving access from the mobile phone 3 used by the user, the network game server 1 determines whether or not the user using the mobile phone 3 has already been registered by the user information management unit 16 (step ST21). ). When the network game server 1 determines that the user has not been registered by the user information management unit 16 (NO in step ST21), for example, data for displaying a notification screen (not shown) to the effect that the user is registered is displayed. Sends to mobile phone 3 and ends a series of processing.
【0096】
Further, when the network game server 1 determines that the user is registered by the user information management unit 16 (YES in step ST21), the network game server 1 displays a menu screen 200 for the user to select various menus as shown in FIG. The data for this is transmitted to the mobile phone 3 (step ST22), and this is displayed. As shown in FIG. 8, the menu screen 200 has the same screen as the menu screen 200 shown in FIG. 5 described above, and thus the description thereof will be omitted here.
【0097】
In response to the selection of "card GET!" From the menu of the menu selection unit 202 of the menu screen 200 from the mobile phone 3, the network game server 1 carries the data for displaying the card GET screen 400 shown in FIG. Send to phone 3 (step ST23) to display this.
【0098】
As shown in FIG. 8, the card GET screen 400 has a selection menu display unit 401 for displaying the currently selected menu, a point display unit 402 for displaying the user's currently earned points, and the contents of "card GET!". It is configured to include a guide unit 403 that briefly explains the above, and a "draw card" button 404 for executing card GET.
【0099】
Upon receiving from the mobile phone 3 that the execution button 404 indicated by "draw the card" on the menu screen 400 is pressed, the network game server 1 receives the card GET execution instruction from the mobile phone 3 by the communication unit 11. (Step ST24). The network game server 1 reads the points currently acquired by the user from the user information storage unit 22 by the user information management unit 16 and determines whether or not there are more than a predetermined point (step ST25).
【0100】
When the user information management unit 16 determines that the user's current points have not reached the predetermined points (NO in step ST25), the network game server 1 uses the communication unit 11 to determine that the card cannot be purchased (not shown). Is transmitted to the mobile phone 3 (step ST26), this is displayed, and a series of processes is completed.
【0101】
Further, when the user information management unit 16 determines that the user's current points are equal to or more than a predetermined point (YES in step ST25), the network game server 1 causes the consideration data storage unit 21 to receive the consideration data addition processing unit 15. One consideration data is randomly extracted from the stored consideration data, the extracted consideration data is stored in the user information storage unit 22 in association with the user, and the points determined corresponding to the given consideration data are set. Subtract from the user information storage unit 22 (step ST27).
【0102】
The network game server 1 is processed by the consideration data viewing processing unit 17 so that the extracted consideration data shown in FIG. 8 can be viewed on the mobile phone 3 side. The data for displaying the screen) is transmitted to the mobile phone 3 (step ST28), and this is displayed.
【0103】
When the network game server 1 transmits data for displaying the acquired card image screen (screen after card purchase processing) 410 to the mobile phone 3, the consideration data viewing processing unit 17 displays the card image on the mobile phone 3 side. After performing predetermined data processing so that the data cannot be duplicated in, the data is transmitted to the mobile phone 3. Hereinafter, when transmitting data for displaying a screen including a card image to the mobile phone 3, the network game server 1 cannot copy the card image on the mobile phone 3 side by the consideration data viewing processing unit 17. After performing the predetermined data processing as described above, the data for displaying the screen including the card image is transmitted to the mobile phone 3. Therefore, it is possible to prevent fraudulent acts of the user such as duplication of the card image on the user side, and the user can browse the desired image data, so that the user's sense of ownership of the card image can be satisfied. The game can be run smoothly.
【0104】
As shown in FIG. 8, the acquired card image display screen 410 has a selection menu display unit 411 that displays the currently selected menu, a card image display unit 412 that displays the acquired card image, and an acquired card image difficulty level. Display unit 413, game status display unit 414 that displays the identification number of the acquired card image and the point balance of the user after the card is GET, and a menu that selects one menu from the two menus of "collection" and "return". It is configured to include the selection unit 415.
【0105】
The card image acquisition difficulty display unit 413 is indicated by, for example, two stars displayed on the upper right of the card image displayed on the image display unit 412, and indicates the acquisition difficulty of the image data. For example, a case with one star is a normal card, a case with two stars is a rare card, and a case with three stars is an ultra rare card. Therefore, the larger the number of stars, the more difficult it is for the user to obtain the card. The rank of each card is not limited to 3 ranks, and may be higher or lower.
【0106】
Note that the card image acquisition difficulty (rareness) is not limited to the mark shown by the card image acquisition difficulty display unit 413, and for example, another mark or the background color of the card image display unit 412 can be used. It may be due to change or the like. Further, the position of the mark on the card image is not limited as long as it can be confirmed by the user from the monitor of the mobile phone 3.
【0107】
In this way, it is possible to experience the difficulty of acquiring a small number of rare card images, so that the interest of the game can be further improved and the user is motivated to continue playing the game. Since it can be given, the game can be continuously and smoothly operated.
【0108】
When the user further obtains a card to acquire a card image, the mobile phone 3 receives from the mobile phone 3 that the "Back" button of the menu selection unit 415 of the acquired card image display screen 410 shown in FIG. 8 is pressed, and the network The game server 1 transmits data for displaying the card GET screen 400 shown in FIG. 8 to the mobile phone 3 (YES in step ST29), displays this, returns to step ST23, and repeats the same procedure. If the card GET is not performed again, the network game server 1 ends a series of processes.
【0109】
Upon receiving from the mobile phone 3 that the "collection" button of the menu selection unit 415 of the acquired card image display screen 410 shown in FIG. 8 is selected, the network game server 1 displays the card album screen 420 shown in FIG. The data to be displayed is transmitted to the mobile phone 3 and displayed.
【0110】
As shown in FIG. 8, the card album screen 420 has a selection menu display unit 421 that displays the currently selected menu and an acquisition card list display unit 422 that displays a list of currently acquired card images of the user. A group designation unit 423 for designating a group of card images grouped in a predetermined division (for example, by team) and a "back" button 424 for returning to the previous screen are included. ..
【0111】
The acquired card list display unit 422 displays a list of card images acquired by the user at the present time. AAA indicates, for example, the name of a professional baseball team. Also, when the collection rate is shown as 13 (numerator) / 40 (denominator), the denominator part shows the total number of card images of team AAA players managed in advance on the network game server 1 side. .. The numerator part shows the total number of card images of Team AAA players currently acquired by the user.
【0112】
Also, in the acquired card list display unit 422, the part of 0040 ××× ~ 0049 --- is the player name, and the part of --- is the card with this identification number at the moment. It indicates that the image has not been acquired. Therefore, since the collection rate display is included in the screen displayed on the mobile phone 3, the user can grasp the card images that have not been collected by, for example, listing them. In addition, by displaying the collection rate for each professional baseball team, the user can easily grasp the collection status for each team.
【0113】
Next, a processing procedure based on the exchange of consideration data and points performed by the network game server 1 will be described.
【0114】
FIG. 9 is a flowchart showing an example of a processing procedure based on the exchange of consideration data and points performed by the network game server 1. FIG. 10 is an example of a screen transition diagram associated with the exchange of points for consideration data displayed on the mobile phone 3. Hereinafter, description will be given with reference to FIGS. 9 and 10 as appropriate.
【0115】
Upon receiving access from the mobile phone 3 used by the user, the network game server 1 determines whether or not the user using the mobile phone 3 has already been registered by the user information management unit 16 (step ST31). ). When the network game server 1 determines that the user has not been registered by the user information management unit 16 (NO in step ST31), for example, data for displaying a notification screen (not shown) to the effect that the user is registered is displayed. Sends to mobile phone 3 and ends a series of processing.
【0116】
Further, when the network game server 1 determines that the user is registered by the user information management unit 16 (YES in step ST31), the network game server 1 transmits data for displaying the menu screen 200 shown in FIG. 10 to the mobile phone 3. Then (step ST32), display this. As shown in FIG. 10, the menu screen 200 is the same screen as the menu screen 200 shown in FIGS. 5 and 8 described above, and thus the description thereof will be omitted here.
【0117】
In response to the selection of "card shop" from the menu selection unit 202 of the menu screen 200 from the mobile phone 3, the network game server 1 outputs the data for displaying the card shop screen 500 shown in FIG. 10 to the mobile phone 3 (Step ST33) to display this.
【0118】
As shown in FIG. 10, the card shop screen 500 has a selection menu display section 501 that displays the currently selected menu, a point display section 502 that displays the user's currently earned points, and a guide that assists the user's input. It is composed of a section 503 and a menu selection section 504 that selects one menu from the three menus of "buy a card", "sell a card", and "leave the store".
【0119】
When the network game server 1 receives a selection instruction from the mobile phone 3 to select "sell card" in the menu selection unit 504 (YES in step ST34), the network game server 1 selects the type (rank) of the card to buy shown in FIG. Data for displaying the card type selection screen 510 is transmitted to the mobile phone 3 (step ST35), and this is displayed.
【0120】
When the network game server 1 receives a selection instruction for selecting "buy a card" in the menu selection unit 504 (NO in step ST34), the network game server 1 proceeds to step A shown in FIG. 11 to be described later, and proceeds to step ST45. When the network game server 1 receives a selection instruction for selecting "Leave the store" from the menu selection unit 504, the network game server 1 ends a series of processes performed by the network game server 1.
【0121】
As shown in FIG. 10, the card type selection screen 510 assists the user's input with the selection menu display unit 511 that displays the currently selected menu, the point display unit 512 that displays the user's currently earned points, and the user's input. It includes a guide unit 513 and a menu selection unit 514 that selects one menu from the three menus of "normal card", "rare card", and "ultra rare card".
【0122】
Here, the "normal card", "rare card", and "ultra rare card" displayed in the menu selection unit 514 are ranked according to the points required for acquisition. For example, as shown in the menu selection section 514, "normal card" has 5 points, "rare card" has 60 points, and "ultra rare card" has 300 points. Is required. Therefore, the user can easily imagine the value of the card image and motivates the user to further accumulate points and acquire a desired card image.
【0123】
When the network game server 1 receives a selection instruction for selecting the "rare card" of the menu selection unit 514 from the mobile phone 3 (step ST36), the communication unit 11 confirms the intention to purchase the card to the user shown in FIG. Data for displaying the card purchase intention confirmation screen 520 for the mobile phone 3 is transmitted to the mobile phone 3 and displayed.
【0124】
As shown in FIG. 10, the card purchase intention confirmation screen 520 is displayed in the selection menu display unit 521 for displaying the currently selected menu, the point display unit 522 for displaying the user's current earned points, and the "card shop". It includes a guide unit 523 that assists the user's input, and a menu selection unit 524 that selects one menu from the two menus of "purchase" and "stop".
【0125】
When the network game server 1 receives a selection instruction to select "Purchase" from the menu selection unit 524 on the card type screen 520, the network game server 1 uses the user information management unit 16 to inform the user's current points. It is read from the storage unit 22 and it is determined whether or not there is a predetermined point or more (step ST37).
【0126】
When the user information management unit 16 determines that the user's current points do not reach the points determined according to the card rank to be purchased (NO in step ST37), the network game server 1 is determined by the communication unit 11. For example, data for displaying a card purchase impossible screen (not shown) is transmitted to the mobile phone 3, the data is displayed, and a series of processes is completed.
【0127】
Further, when the network game server 1 determines by the user information management unit 16 that the current points of the user have reached the points determined according to the card rank to be purchased (YES in step ST37), the consideration data. The grant processing unit 15 randomly extracts one card image data from the ranks selected by the user stored in the consideration data storage unit 21, and associates the extracted consideration data with the user in the user information storage unit 22. The points determined corresponding to the given consideration data are subtracted and stored in the user information storage unit 22 (step ST38).
【0128】
The network game server 1 transmits to the mobile phone 3 data for displaying the purchase card screen 530 after executing the card purchase process in which the extracted consideration data is displayed so that it can be viewed on the mobile phone 3 side by the communication unit 11. (Step ST39), this is displayed, and a series of processes performed by the network game server 1 are completed. Even when the network game server 1 transmits data for displaying the purchase card screen 530 shown in FIG. 10 to the mobile phone 3, the consideration data viewing processing unit 17 determines that the data cannot be duplicated on the mobile phone 3 side. After processing the data, the communication unit 11 transmits data for displaying the purchase card screen 530 including the card image to the mobile phone 3 and displays the data.
【0129】
As shown in FIG. 10, the purchase card screen 530 displays a selection menu display unit 531 that displays the currently selected menu, a point display unit 532 that displays the user's currently earned points, and an acquired card image. The card image display unit 533, the acquired card data display unit 535 that displays the identification number of the acquired card image, and the menu selection unit that selects one menu from the two menus of "to card shop" and "to main menu". It is configured to include 536. In addition, the two stars displayed in the upper right of the card image displayed on the image display unit 534 indicate the difficulty of acquiring this image data, and the card after executing the card GET shown in FIG. 8 described above. Since it is the same as the GET screen 410, the description is omitted.
【0130】
Next, a processing procedure based on the exchange of consideration data and points performed by the network game server 1 will be described.
【0131】
FIG. 11 is a flowchart showing an example of a processing procedure based on the exchange of consideration data and points performed by the network game server 1. FIG. 12 is an example of a screen transition diagram associated with the exchange of points for consideration data displayed on the mobile phone 3. Hereinafter, description will be given with reference to FIGS. 11 and 12 as appropriate.
【0132】
Upon receiving access from the mobile phone 3 used by the user, the network game server 1 determines whether or not the user using the mobile phone 3 has already been registered by the user information management unit 16 (step ST41). ). When the network game server 1 determines that the user has not been registered by the user information management unit 16 (NO in step ST41), for example, data for displaying a notification screen (not shown) to the effect that the user is registered is displayed. Sends to mobile phone 3 and ends a series of processing.
【0133】
Further, when the network game server 1 determines that the user is registered by the user information management unit 16 (YES in step ST41), the network game server 1 transmits data for displaying the menu screen 200 shown in FIG. 12 to the mobile phone 3. Then (step ST42), display this. As shown in FIG. 12, the menu screen 200 has the same screen as the menu screen 200 shown in FIGS. 5, 8 and 10 described above, and thus the description thereof will be omitted here.
【0134】
When the selection instruction for selecting the "card shop" of the menu selection unit 202 is received from the mobile phone 3, the network game server 1 transmits data for displaying the card shop screen 500 shown in FIG. 12 to the mobile phone 3 ( Step ST43), display this. As shown in FIG. 12, since the card shop screen 500 has been described in FIG. 10, the description thereof is omitted here.
【0135】
When the network game server 1 receives a selection instruction for selecting "sell card" in the menu selection unit 504 of the card shop screen 500 (YES in step ST44), the communication unit 11 informs the communication unit 11 of the number of the card to be sold shown in FIG. The data for displaying the sale card input screen 550 for inputting is transmitted to the mobile phone 3 (step ST45), and this is displayed.
【0136】
Further, when the network game server 1 receives a selection instruction for selecting "buy a card" in the menu selection unit 504 of the card shop screen 500 (NO in step ST44), the network game server 1 proceeds to B shown in FIG. When the network game server 1 receives a selection instruction for selecting "Leave the store" in the menu selection unit 504 of the card shop screen 500, the network game server 1 ends a series of processes performed by the network game server 1.
【0137】
As shown in FIG. 12, the sale card input screen 550 assists the user's input with the selection menu display unit 551 that displays the currently selected menu, the point display unit 552 that displays the user's currently earned points, and the user's input. It is composed of a guide unit 553, a card number input unit 554 for inputting the number of the card to be sold, and a menu selection unit 555 for selecting one menu from the two menus of "sell card" and "collection". There is.
【0138】
When the user receives a selection instruction from the mobile phone 3 to select "Collection" of the menu selection unit 555 on the sale card input screen 550, such as when the user does not know the number of the card to be sold to the card shop (NO in step ST46), the network game The server 1 transmits data for displaying the card album screen 420 shown in FIG. 8 to the mobile phone 3 by the communication unit 11 and displays the data. Since the card album screen 420 is described in FIG. 8, the description thereof will be omitted. The user can confirm the card image currently acquired by the user by looking at the card album screen 420.
【0139】
When the network game server 1 receives a selection instruction to select "sell card" of the menu selection unit 555 on the sale card input screen 550 (YES in step ST46), the communication unit 11 causes the network game server 1 to the user. Receives data indicating the desired sale card specified by (step ST48). In addition, when the user confirms the card image on the card album screen 420 in step ST47 and then receives a selection instruction from the mobile phone 3 to select "sell card" in the menu selection unit 555 on the sale card input screen 550, step ST48 Proceed to.
【0140】
The network game server 1 that receives the sale request card designation instruction from the mobile phone 3 determines whether or not the card specified by the user is stored in the user information storage unit 22 by the user information management unit 16 (step ST49). .. When it is determined that the card specified by the user is stored in the user information storage unit 22 (YES in step ST49), the network game server 1 carries the data for displaying the purchase point display screen 560 shown in FIG. Send to phone 3 (step ST50) to display this.
【0141】
As shown in FIG. 12, the purchase point display screen 560 has a selection menu display unit 561 that displays the currently selected menu, a point display unit 562 that displays the user's currently earned points, and a card number entered by the user. The card number display unit 563 that displays the card number display unit 563, the bid price display unit 564 that displays the bid price of the card entered by the user, and the menu selection unit 565 that selects one menu from the two menus of "sell" and "stop". It is configured to include.
【0142】
If the user information management unit 16 determines that the card specified by the user is not stored in the user information storage unit 22 (NO in step ST49), the network game server 1 displays the error screen 570 shown in FIG. Send the data to be displayed to the mobile phone 3, display it, and return to step ST45. In this case, the user must select the card image to be sold again.
【0143】
As shown in FIG. 12, the error screen 570 uses a selection menu display unit 571 that displays the currently selected menu, a point display unit 572 that displays the user's currently earned points, and a card image input by the user. It is configured to include a card acquisition presence / absence display unit 573 that displays whether or not the user has it, and a menu selection unit 574 that selects one menu from the two menus of "reselect number" and "collection". ing.
【0144】
When the network game server 1 receives a selection instruction from the mobile phone 3 to select "sell" in the menu selection unit 565 of the purchase point display screen 560 shown in FIG. 12 (YES in step ST51), the point award processing unit 14 causes the network game server 1 to receive the selection instruction. The association of the card image specified by the user is deleted from the user information storage unit 22, and the points displayed on the card acquisition display unit 564 of the purchase point display screen 560 are added to the user information storage unit 22 (step). ST52).
【0145】
The network game server 1 transmits data for displaying the sale confirmation screen 580 shown in FIG. 12 to the mobile phone 3 and displays the data.
【0146】
As shown in FIG. 12, the sale confirmation screen 580 displays a selection menu display unit 581 that displays the currently selected menu, a point display unit 582 that displays the user's currently earned points, and points given to the user. It includes a grant point display unit 583 to be displayed and a menu selection unit 584 that selects one menu from two menus, "to the card shop" and "to the main menu".
【0147】
Next, a processing procedure based on a request for viewing consideration data from a user performed by the network game server 1 will be described.
【0148】
FIG. 13 is a flowchart showing an example of a processing procedure based on a request for viewing consideration data from a user performed by the network game server 1. FIG. 14 is an example of a screen transition diagram associated with viewing the consideration data displayed on the mobile phone 3. Hereinafter, description will be given with reference to FIGS. 13 and 14 as appropriate.
【0149】
Upon receiving access from the mobile phone 3 used by the user, the network game server 1 determines whether or not the user using the mobile phone 3 has already been registered by the user information management unit 16 (step ST61). ). When the network game server 1 determines that the user has not been registered by the user information management unit 16 (NO in step ST61), for example, data for displaying a notification screen (not shown) to the effect that the user is registered is displayed. Sends to mobile phone 3 and ends a series of processing.
【0150】
Further, when the network game server 1 determines that the user is registered by the user information management unit 16 (YES in step ST61), the network game server 1 transmits data for displaying the menu screen 200 shown in FIG. 14 to the mobile phone 3. Then (step ST62), display this. As shown in FIG. 14, the menu screen 200 has the same screen as the menu screen 200 shown in FIGS. 5, 8 and 10 described above, and thus the description thereof will be omitted here.
【0151】
When the network game server 1 receives a selection instruction for selecting "card album" from the menu selection unit 202 of the menu screen 200 from the mobile phone 3 (step ST63), the communication unit 11 informs the communication unit 11 of the acquisition card list screen 600 shown in FIG. The data for displaying is sent to the mobile phone 3 (step ST64), and this is displayed.
【0152】
As shown in FIG. 14, the acquired card list screen 600 includes a selection menu display unit 601 that displays the currently selected menu, a collection rate display unit 602 that displays the current card image collection rate of the user, and each team. It is configured to include a team selection unit 603 for selecting a card image divided into.
【0153】
The collection rate display unit 602 displays the collection status of the card images acquired by the user at the present time. When the collection rate is indicated by 82 (numerator) / 1080 (denominator), the denominator part indicates the total number of card images managed in advance on the network game server 1 side. The numerator part shows the total number of card images collected by the user at this time. Further, in the team selection unit 603, T1 to T10 indicate the names of professional baseball teams.
【0154】
When the network game server 1 receives the card image data viewing request related to "T8" of the team selection unit 603 of the acquired card list screen 600 from the mobile phone 3 (step ST65), the user information management unit 16 causes the user information storage unit 1. The collected card data of the user corresponding to the browsing request stored in 22 is read, and the data for displaying the team-specific card list screen 610 shown in FIG. 14 is transmitted to the mobile phone 3 (step ST66). Is displayed.
【0155】
As shown in FIG. 14, the team-specific card list screen 610 has a selection menu display unit 611 that displays the currently selected menu, and a team-specific collection rate display that shows the user's current team-specific card image collection rate. It is configured to include a section 612, a category item display section 613 that divides the team cards corresponding to the browsing request from the user into items by category, and a "back" button 614 for returning to the previous screen.
【0156】
The team-specific collection rate display unit 612 displays the collection status of the card images acquired by the user at the present time. When the collection rate is shown as 35 (numerator) / 90 (denominator), the denominator part is the total number of card images of the team corresponding to the user's viewing request managed in advance on the network game server 1 side. Shown. The numerator part shows the total number of team card images collected by the user at this time. The category item display unit 613 indicates the type of card image such as "team mascot / flag", "player / DB player", and "power pro-kun".
【0157】
When the network game server 1 receives a selection instruction from the mobile phone 3 to select "player / DB player" in the category item display section 613 of the team-specific card list screen 610, the network game server 1 displays the category-specific collection status display screen 620 shown in FIG. The data to be displayed is sent to the mobile phone 3 and displayed.
【0158】
As shown in FIG. 14, the collection status display screen 620 by category has a selection menu display unit 621 that displays the currently selected menu, and a team-specific collection rate display that shows the current collection rate of the team selected by the user. A unit 622, a collection number display unit 623 that displays the number of collections for each card, a selection unit 624 for displaying the collection number for each card corresponding to the identification number, and a "back" button for returning to the previous screen. It is configured to include 625. By displaying "0046 ××× 2/2 sheets" and the number of acquired card images on the collected number display unit 623, the user can easily grasp the duplicated card images.
【0159】
When the network game server 1 receives a viewing request from the mobile phone 3 in order to view the card image corresponding to "0046 ××× 2/2 sheets" of the collection number display unit 623 of the collection status display screen 620 by category (step). ST67), the communication unit 11 transmits data for displaying the card image display screen 630 that displays the card image corresponding to the viewing request shown in FIG. 14 to the mobile phone 3 (step ST68), displays this, and displays the data. Terminates a series of processes performed by the network game server 1. The network game server 1 performs predetermined data processing by the consideration data viewing processing unit 17 so that the data for displaying the card image display screen 630 shown in FIG. 14 cannot be duplicated on the mobile phone 3 side, and then the communication unit. Send to mobile phone 3 by 11.
【0160】
As shown in FIG. 14, the card image display screen 630 has a selection menu display unit 631 for displaying the currently selected menu, a card image display unit 632 for displaying the card image requested to be viewed by the user, and an acquired card. It includes a card identification information display unit 634 that displays an image identification number, a player name, and the like, and a "back" button 634 for returning to the previous screen. The card rank mark 633 (star mark) is displayed on the upper right of the card image displayed on the card image display unit 632, and indicates the difficulty of acquiring this image data. Here, there are two stars, so it represents a rare card.
【0161】
Next, a processing procedure for giving points by letting the user play a mini game played by the network game server 1 will be described.
【0162】
FIG. 15 is a flowchart showing an example of a processing procedure for giving points by letting the user play a mini game played by the network game server 1. FIG. 16 is an example of a screen transition diagram displayed when the mini game is executed on the mobile phone 3. Hereinafter, description will be given with reference to FIGS. 15 and 16 as appropriate.
【0163】
Upon receiving access from the mobile phone 3 used by the user, the network game server 1 determines whether or not the user using the mobile phone 3 has already been registered by the user information management unit 16 (step ST71). ). When the network game server 1 determines that the user has not been registered by the user information management unit 16 (NO in step ST71), for example, data for displaying a notification screen (not shown) to the effect that the user is registered is displayed. Sends to mobile phone 3 and ends a series of processing.
【0164】
Further, when the network game server 1 determines that the user is registered by the user information management unit 16 (YES in step ST71), the network game server 1 transmits data for displaying the menu screen 200 shown in FIG. 16 to the mobile phone 3. Then (step ST72), display this. Since the menu screen 200 shown in FIG. 16 has the same screen as the menu screen 200 shown in FIGS. 5, 8, 10, 12, and 14 described above, description thereof will be omitted here.
【0165】
When the network game server 1 receives a selection instruction for selecting a "mini game" from the menu selection unit 202 of the menu screen 200 from the mobile phone 3, the mini game screen (mini game title) for playing the mini game shown in FIG. (Screen) Send the data for displaying 700 to the mobile phone 3 (step ST73) and display it.
【0166】
As shown in FIG. 16, the mini-game screen 700 includes a selection menu display unit 701 that displays the currently selected menu, a guidance display unit 702 that displays guidance of the mini-game content selected by the user, and a game. It includes a menu selection unit 703 that selects one menu from the two menus of "start" and "game description", and a "back" button 704 for returning to the previous screen.
【0167】
When the network game server 1 receives a selection instruction from the mobile phone 3 to select "game start" from the menu selection unit 703 of the mini-game screen 700, the game execution unit 18 gives points to the user who uses the mobile phone 3. It is determined whether or not the predetermined condition is satisfied (step ST74). Here, the case where the predetermined condition is satisfied is a case where the user has already acquired points (for example, 3 points or the like) necessary for executing the mini game.
【0168】
If the game execution unit 18 determines that the points of the user using the mobile phone 3 do not meet the predetermined conditions (NO in step ST74), the network game server 1 indicates that the user cannot play the mini game. Data for displaying the mini-game impossible notification screen (not shown) indicating the above is transmitted to the mobile phone 3 (step ST75), this is displayed, and a series of processes performed by the network game server 1 are completed.
【0169】
When the game execution unit 18 determines that the points of the user using the mobile phone 3 satisfy the predetermined conditions (YES in step ST74), the network game server 1 flips the card on the screen shown in FIG. The data for displaying the card selection screen 710 for allowing the user to play the mini game is transmitted to the mobile phone 3 (step ST76), and this is displayed.
【0170】
As shown in FIG. 16, in the card selection screen 710, the execution procedure instruction unit 711 that instructs the user to execute the execution procedure on the screen of the mini game and a predetermined number (for example, 9) of cards selected by the user are arranged side by side. It is configured to include a displayed selection card display unit 712, an earned point display unit 713 that displays the earned points of the user at the present time, and a "stop" button 714 for stopping the mini game.
【0171】
When the network game server 1 receives a selection instruction from the mobile phone 3 to select one of the nine cards in the selection card display unit 712 of the card selection screen 710 (step ST77), the game execution unit 18 selects the card. Determine if the card based on the instructions is an OUT card indicating the end of the mini-game (step ST78).
【0172】
When the game execution unit 18 determines that the card based on the selection instruction is an OUT card (NO in step ST78), the network game server 1 proceeds to step ST81, which will be described later. Further, when the game execution unit 18 determines that the card based on the selection instruction is a card other than the OUT card (YES in step ST78), the network game server 1 changes to the card based on the selection instruction by the point giving processing unit 14. The correspondingly determined points are stored in the user information storage unit 22, and data for displaying the card selection screen 720 showing the points acquired by the user shown in FIG. 16 is transmitted to the mobile phone 3 (step ST79). ), Display this.
【0173】
As shown in FIG. 16, the card selection screen 720 includes an execution procedure instruction unit 721 that instructs the user to execute the execution procedure on the screen of the mini game, and a predetermined number of cards selected and unselected by the user (for example, 8). Includes a selection card display 722 that displays the cards side by side, an earned point display 723 that displays the current user's earned points, and a "stop" button 724 to stop the mini-game. It is configured. In the selection card display unit 722, for the already selected card, points (for example, 1 point) determined corresponding to the card are displayed as points earned by the user.
【0174】
When the network game server 1 receives a selection instruction from the mobile phone 3 to select one of the remaining eight cards of the selection card display unit 722 of the card selection screen 720 (step ST80), the game execution unit 18 determines the selection instruction. , Return to step ST76 and repeat the above procedure. When the network game server 1 receives the selection of the "stop" button 724 on the card selection screen 720 from the mobile phone 3 (NO in step ST80), the game execution unit 18 causes the mini-game shown in FIG. Data for displaying the mini-game end screen 730 indicating the end of the game is transmitted to the mobile phone 3 (step ST81), this is displayed, and a series of processes performed by the network game server 1 are completed.
【0175】
As shown in FIG. 16, the card selection screen 730 displays the mini-game end display unit 731 indicating the end of the mini-game, and the cards selected by the user and a predetermined number of unselected (for example, 7) cards side by side. It is configured to include a selection card display unit 732, an acquisition point display unit 733 that displays the acquisition points of the user at the present time, and a "stop" button 734 for stopping the mini game.
【0176】
In the selection card display unit 732, for the already selected card, the points (for example, 1 point, etc.) determined corresponding to the card and "OUT" indicating the end of the mini-game are displayed as the result of the user's mini-game execution. To. If "OUT" is not displayed on the selection card display unit 732, the user can continuously select (for example, the remaining 7 cards) cards, and the mini-game until "OUT" is displayed. However, if "OUT" is displayed, the points earned up to that point will be confiscated, so the user must be careful not to become too greedy and reach zero points. In this way, in the selection card display units 712 and 722, when the user selects a desired card, the displayed numerical points are given, so that the user can hopefully play one mini-game. You can get a lot of points.
【0177】
In the selection card display units 712, 722, and 732, the cards selected by the user are predetermined points corresponding to each card, for example, 1 point, 2 points, 3 points, and the like. .. However, the points determined corresponding to each card are not limited to the above-described embodiment, and may include, for example, a card in which the points earned are doubled. In this case, when the user selects a card for the second time or later, points are given to the user by multiplying the points earned so far by 2, but if this card is selected first, it is still Since there are no points to be earned, it may be said that zero is multiplied by 2 and points cannot be earned. In addition, the selected card may include a card that deducts points.
【0178】
As described above, in FIGS. 15 and 16, the network game server 1 is a card that can be executed by the game execution unit 18 by the card flipping game execution program stored in the recording medium 31 included in the program storage unit 30. We are proceeding with a game in which points are earned by having the user execute a turning game (mini game).
【0179】
As described above, according to the present invention, since it is possible to provide the user with a plurality of methods for acquiring the card image, the user can easily acquire the card image, and the user can play the game. Since it is possible to raise expectations such as an improvement in the acquisition rate of desired card images according to the degree of progress, it is possible to make the user continuously play the game.
【0180】
Further, since the user can select a desired type of game according to his / her taste, convenience, etc., the game does not become monotonous, and the user can continuously play the game.
【0181】
In addition, since one of the two games can have a role of complementing the infeasible period of the game in the other game, the user can continuously execute the game.
【0182】
In addition, the user can make predictions about complicated and difficult events in the real world such as prediction of winning or losing of a professional baseball game result, and the user's expectation for the acquisition of the card image finally given. It is possible to improve the fun of the game itself, and the user can continuously increase the points to obtain the desired card image, which is desired according to the progress of the game. It is possible to continuously give the user a feeling of expectation that the card image can be acquired.
【0183】
[Effect of the invention]
According to the first aspect of the present invention, since a plurality of methods for acquiring consideration data can be provided to the user, the user can easily acquire the consideration data, and the user can play the game. Since it is possible to raise expectations such as an improvement in the acquisition rate of desired consideration data according to the degree of progress, it is possible to make the user continuously play the game.
【0184】
According to the second aspect of the present invention, since the user can select a desired type of game according to his / her taste, convenience, etc., the game is not monotonous and the user is made to play the game continuously. be able to.
【0185】
According to the third aspect of the present invention, one of the two games can be provided with a role of complementing the infeasible period of the game in the other game, so that the user can continuously use the game. You can run the game.
【0186】
According to the fourth aspect of the present invention, the user can make a prediction for a complicated and difficult-to-predict event in the real world that cannot be controlled by human beings, and the consideration data finally given can be obtained. Since the user's expectation for acquisition can be improved, the interest of the game itself can be improved, and the user can continuously increase the points to acquire the desired consideration data, so that the progress of the game can be improved. It is possible to continuously give the user a feeling of expectation that the desired consideration data can be obtained according to the degree.
【0187】
According to the fifth aspect of the present invention, since a plurality of methods for acquiring consideration data can be provided to the user, the user can easily acquire the consideration data, and the user can play the game. Since it is possible to raise expectations such as an improvement in the acquisition rate of desired consideration data according to the degree of progress, it is possible to make the user continuously play the game.
【0188】
According to the sixth aspect of the present invention, since a plurality of methods for acquiring consideration data can be provided to the user, the user can easily acquire the consideration data, and the user can play the game. Since it is possible to raise expectations such as an improvement in the acquisition rate of desired consideration data according to the degree of progress, it is possible to make the user continuously play the game.
[Simple explanation of drawings]
[Figure 1]
It is an overall schematic diagram of one Embodiment of the network game system using the network game server 1 which concerns on this invention.
[Figure 2]
It is a functional block diagram which shows the structure of a network game server 1.
[Fig. 3]
The block diagram of the mobile phone 3 (terminal device) applied in this embodiment is shown. [Fig. 4]
It is a flowchart which shows an example of the processing procedure performed by the network game server 1 from the user registration process to the process for selecting a menu.
[Fig. 5]
This is an example of a screen transition diagram associated with the user registration process displayed on the mobile phone 3.
[Fig. 6]
It is a flowchart which shows an example of the processing procedure based on the acquisition of the result data with respect to the expected data performed by the network game server 1.
[Fig. 7]
It is a flowchart which shows an example of the processing procedure based on the processing of giving consideration data performed by a network game server 1.
[Fig. 8]
This is an example of a screen transition diagram associated with the process of assigning consideration data displayed on the mobile phone 3.
[Fig. 9]
It is a flowchart which shows an example of the processing procedure based on the exchange of the consideration data and a point performed by a network game server 1.
[Fig. 10]
This is an example of a screen transition diagram associated with the exchange of points for consideration data displayed on the mobile phone 3.
[Fig. 11]
It is a flowchart which shows an example of the processing procedure based on the exchange of the consideration data and a point performed by a network game server 1.
[Fig. 12]
This is an example of a screen transition diagram associated with the exchange of points for consideration data displayed on the mobile phone 3.
[Fig. 13]
It is a flowchart which shows an example of the processing procedure based on the browsing request of the consideration data from the user performed by the network game server 1.
[Fig. 14]
This is an example of a screen transition diagram associated with viewing consideration data from a user displayed on the mobile phone 3.
[Fig. 15]
It is a flowchart which shows an example of the processing procedure of giving a point by letting a user play a mini-game played by a network game server 1.
[Fig. 16]
This is an example of a screen transition diagram displayed when a mini game is executed on the mobile phone 3.
[Explanation of symbols]
1 network game server 1 2 network 3 Mobile phone 4 Mobile telecommunications company 5 PDA terminal connected to a mobile phone 10 Program execution section 11 Communication Department 12 Registration processing department 13 Result data acquisition section 14 Point award processing unit 15 Consideration data grant processing unit 16 User Information Management Department 17 Consideration data browsing processing department 18 Game Execution Department 20 Data storage 21 Consideration data storage 22 User information storage 23 Result data storage 30 Program storage 31 Recording medium 300 control unit 301 key group 302 monitor 302a VRAM 303 antenna 304 RAM 305 ROM 306 Display processing unit 307 Key input processing unit 308 Transmission / reception control unit
6 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6
Every citation, both waysCites: the store holds 4 of 5
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| JPN3012000091; 'ドラゴンクエストNET' iモード 公式ゲームナビ 第1版, 20001013, P.4-11, 株式会社エニックス | Non-patent | – | Appeal |
| JPN3012000092; 'ドラゴンクエストNET' iモードゲーム完全攻略ガイド 第1版, 20000815, P.63-66, 株式会社ティーツー出版 | Non-patent | – | Appeal |
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| JPN3013001624; FARKAS B: DIABLO II 公式ガイド 日本語版対応 (抜粋) , 20001031, ソフトバンク パブリッシング(株) | Non-patent | – | Appeal |
| JPN3013001625; LADYMAN D: ウルティマオンライン ザ・セカンドエイジ 公式ガイド ルネッサンス・エディション 対応版 (抜粋) , 20010422, 第4版, ソフトバンク パプリッシング(株) | Non-patent | – | Appeal |
| JPN3013001626; 石綿健史 監修: ウルティマオンライン ルネッサンス・エディシヨン オフィシャルガイドブック (抜粋) , 2000, (株)勁文社 | Non-patent | – | Appeal |
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8 members in 5 offices
Priority claims2
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| US2003008710A1 | United States of America | A1 | |
| KR20030005010A | Republic of Korea | A | |
| JP2003019356AThis record | Japan | A | |
| EP1273329A3 | European Patent Office (EPO) | A3 | |
| US7357718B2 | United States of America | B2 | |
| EP1273329B1 | European Patent Office (EPO) | B1 | |
| DE60227030D1 | Germany | D1 |
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Numbers
- Publication
- 2003-19356
- Publication, DOCDB
- 2003019356
- Publication, EPODOC
- JP2003019356
- Application
- 205226
- Application, DOCDB
- 2001205226
- Application, EPODOC
- JP20010205226
Titles2
- Japanese
- 【発明の名称】ネットワークゲーム用サーバ装置、ネットワークゲーム進行制御方法及びネットワークゲーム進行制御プログラム
- English
- Description: A server device for a network game, a network game progress control method, and a network game progress control program.
Classification
- CPC, 8
- A63F13/335
- G06Q50/10
- A63F13/35
- A63F13/65
- A63F13/79
- A63F13/88
- A63F13/92
- G06Q30/02
- IPC, 7
- A63F13 33
- A63F13 35
- A63F13 45
- A63F13 69
- A63F13 79
- A63F13 812
- A63F13 88