Network game system
Abstract
In this game system, a plurality of game devices 1, 1, ... are connected to a master game station 7 via a communication network 3, and each game device 1, 1, ... ) can run a communication game application between them. Further, in this game system, personal information processing means (10, 10, ...) capable of exchanging personal information between players when a communication game application is executed between game devices (1, 1, ...) is provided for each game. It is installed in the device (1, 1, ...). Accordingly, at the end of the game or at the start of the game, personal information can be exchanged with the opponent in the form of a business card through the personal information processing means (10, 10, ...).Game system, master game bureau, personal information exchange

Term
Term ended
Projected expiry passed 28 January 2020, 6.7 years ago.
- Priority
- Filed
- Published
- Projected expiry
- Today
2 claims: 1 independent, 1 dependent
- 1복수의 게임 단말 장치가 네트워크를 통해 마스터 게임국에 접속되고 그 마스터 게임국을 통해 각 단말 사이에서 게임 어플리케이션 프로그램을 실행할 수 있는 네트워크 게임 시스템에 있어서, 상기 마스터 게임국은 상기 게임 어플리케이션 프로그램을 복수의 플레이어가 참가하는 형식으로 실행하는 서버 수단을 구비하는 동시에, 상기 게임 어플리케이션 프로그램의 실행에 관한 소정의 규칙을 위반한 플레이어를 판정하는 판정 수단과, 상기 위반 플레이어가 다음에 참가를 표명해 왔을 때에 상기 위반에 대한 대응을 강구하는 대응 수단을 포함하는 것을 특징으로 하는 네트워크 게임 시스템.
- 2제1항에 있어서, 상기 대응 수단은 경고 발생 또는 그 서버 수단으로의 접속 거부의 대책을 강구하는 수단인 것을 특징으로 하는 네트워크 게임 시스템.
Independent claims2
5 paragraphs, as filed
Network game system {NETWORK GAME SYSTEM}
<p>The present invention provides a network game system in which a plurality of game terminal devices are connected to each other through a communication means and a predetermined game application program is executed between each game terminal device, a game terminal device used in the system, and the game application program. It relates to a memory medium. </p>
<p>Conventionally, this type of network game system is provided with a television game device as a terminal device and a server device, and each TV game device and the server device are directly connected by a telephone line or connected via an Internet network through a provider. Each terminal device is controlled by a server and a common game application program, and a common game space, such as a match-up game, is established between the respective terminal devices, and a game can be executed within the space.</p><p> In recent years, numerous network game systems of this kind have been built, and the number of players who wish to participate in them is also rapidly increasing. In such a game system, any player who satisfies a specific purpose can access the network game system.</p><p>In the network game system, although players who have never met each other may play a game against each other, the information exchanged between players is limited to names and player IDs, so players participating in the game system must provide sufficient information about their opponents. There was a problem of not knowing. </p><p>In addition, in this type of game system, the game proceeds under the rules common to each player. For example, during game execution, the game is not interrupted until one match is over. However, even when such a prohibited action is performed by a player, in the conventional game system, from the viewpoint of protecting other players, countermeasures such as suspending a game running on a network game cannot be taken.</p><p>In addition, when a player wants to enjoy a network game, since the game device terminal is usually connected to a dedicated server via the Internet, it takes time to inquire the player's ID or password. Since it takes a certain amount of time (about 5 minutes) to connect to the network, there are problems such as annoying the player with still images during this time.</p><p>Furthermore, the current situation is that the player's ID and password are introduced individually by game servers that manage each network game program, and information is not exchanged between a plurality of game servers. As a result, when a malicious act occurs during access to any one game server, that is, during participation in a specific network game, it is possible to disallow access to any one game server after that. The game server can be easily accessed, which has caused trouble when operating network games smoothly.</p>
<solutionproblem><p>Therefore, an object of the present invention is to provide a system in which a player can sufficiently know information of other players who connect to a network game system. An object of the present invention is to provide a network game system in which necessary personal information of a player can be easily exchanged between terminal devices connected to the network game system.</p><p>An object of the present invention is to provide a network game system in which this personal information is easily confirmed by a player. Another object of the present invention is to provide a network game system in which appropriate measures are taken for players violating predetermined rules when playing a communication game to suppress such violations, and to allow anyone to simply and comfortably enjoy the game. is to provide</p><p>Another object of the present invention is to provide a network game system that does not irritate the player who owns the game terminal during the time (during period) for connecting the game terminal device to the network. </p><p>Furthermore, it is an object of the present invention to obtain a network game system that can collectively determine whether to allow access to a plurality of game terminal devices when a plurality of game terminal devices and a plurality of game servers are network-connected. . </p><p>Another object of the present invention is to provide a game terminal device used in this network game system. Furthermore, an object of the present invention is to provide a storage medium in which a program for executing a network game for achieving the above object is stored in a game terminal device.</p></solutionproblem><meansproblemsolution><p>In order to achieve the above object, the present invention provides a network game system in which a plurality of game terminal devices are connected to each other and each terminal device is configured to execute a predetermined game application program, wherein information on each game application program is provided. authentication having a plurality of game servers for managing the game server, installed separately from the game servers, and applied in common to the plurality of game servers, and having a function of determining whether or not access to each game server from the terminal device is permitted or disallowed It is characterized by having a server. </p></meansproblemsolution><effectiveness><p>That is, by providing a common authentication server for a plurality of game servers, it is not necessary to individually determine whether access to the game server is permitted or disallowed, and accurate determination can be made from information about each game application program. </p></effectiveness>
<p>Further, in the present invention, the common authentication server is characterized in that the terminal device executes initial registration for access to each game server and judgment of permission or disapproval of access to the game server after registration. </p><p>A user participating in the network game system needs to first perform initial registration such as an ID or password using a game terminal device. When this initial registration is performed by a common authentication server, it is not necessary to perform initial registration for every access to a plurality of game servers.</p><p>In addition, the common authentication server is characterized in that the information of the game terminal device is inputted from each of the plurality of game servers and registered. </p><p>In other words, since the game terminal device information is sent from all game servers and registered in the authentication server, it is possible to collectively manage the game device information. </p><p>The information is information specifying a game terminal that has performed a malicious act of disallowing access to the game server. </p><p>Access to the game server is judged on the basis of the importance of the malicious act, and a step-by-step limitation of the requirements including the period and game content for the judgment is added. </p><p>For example, the judgment can be made by adding a condition such as judging that the permission is not allowed for a period of one month, one year, or a limited period, or that only a specific game server is not allowed. </p><p>In addition, the present invention provides a network game system in which a plurality of game terminal devices are connected to each other and each terminal device is configured to execute a predetermined game application program, wherein each game terminal device transmits player personal introduction information to other games. It is characterized in that it is provided with a control means that can be exchanged with the terminal device. </p><p>For example, the control means can transmit an exchange request for wanting to exchange personal information to the terminal of the communication counterpart, judge whether to accept the exchange request to the effect of wanting to exchange this personal information, and transmit the result to the communication counterpart's terminal. It can be transmitted to the terminal, and when an affirmative input for accepting an exchange request for personal information is received, personal information is exchanged to preserve the exchange data, and when this exchange request is received illegally, the exchange is not performed. . </p><p>In this case, the personal information is configured as, for example, display data in the form of a virtual business card. In addition, as for the display data in the form of a business card, data related to game execution may be recorded. Furthermore, the display data in the form of a business card is also an example suitable for storing a character in the form of a part in correspondence with a code in the storage area of the game application of each terminal. In this case, the display data in the form of a business card may be transmitted over a communication network as a code of a character selected for the display data.</p><p>In each of the above-described configurations, a suitable configuration is that the terminal is a game machine capable of independently executing a communication game application. </p><p>On the other hand, in the configuration in which the personal information is display data in the form of a virtual business card, the system may have means for changing the data according to the decoration of the business card according to the number of times the personal information is exchanged. In this case, for example, the data according to the decoration of the business card is at least one of the color of the business card, the motion of the character of the business card, the background of the character of the business card, and the name of the business card.</p><p>Further, in the configuration in which the personal information is display data in the form of a virtual business card, the personal information may include an electronic mail address of the player attached to the display data in the form of a business card. </p><p>Moreover, in the above-described basic configuration, the master game station is provided with competition server means for executing the communication game application in a competition format, while violating a predetermined rule regarding the execution of the communication game application. It may have judging means for judging one player, and countermeasure means for taking countermeasures for issuing a warning about the violation or denial of access to the competition server means when the violating player has next expressed participation in a competition. </p><p>In the configuration of this countermeasure against violation, for example, the judging means and the countermeasure means are constructed as part of the competition server means. Further, the determination means and the countermeasure means may be constructed as a part of the communication game application.</p><p>On the other hand, the storage medium according to the present invention is a storage medium for realizing the communication game application in the terminal. </p><p>In addition, another game system of the present invention is a game system in which a plurality of terminals are connected to a game provider station through a communication network, and a communication game application can be realized between the respective terminals through the game provider station. Each terminal is provided with a personal information processing means capable of exchanging personal information between players when a game application is running, wherein the personal information processing means sends an exchange request for exchanging personal information to the terminal of the communication counterpart. The first processing means that can transmit, and the result of the determination of whether or not to accept the exchange request to the effect that this personal information is to be exchanged can be transmitted to the terminal of the communication counterpart, and an affirmative input for accepting the personal information exchange request It is characterized in that a second processing means is provided that exchanges personal information to save the exchange data and does not execute exchange when this exchange request is illicitly inputted. </p><p>Further, the present invention provides a communication system in which a terminal device connects to a server via a network, wherein the terminal device has control means for executing a game program in parallel with the processing of accessing the server. will be. </p><p>The terminal device reads out the game program and a program indicating the process for connecting to the server, and the control means can start the execution of the game program when the user designates the process for connecting to the server. </p><p>In addition, the terminal device may display the display device according to the execution of the game program, and also display the connection status to the server. </p><p>Further, the terminal device can execute the game program until the connection to the server is completed or it is detected that the connection to the server cannot be performed. </p><p>Further, the control means may execute the game program until the connection to the server is completed or until it is detected that the connection to the server cannot be established. </p><p>Further, in the plurality of game terminal devices in the present invention, an extra game program, such as being executed independently of the game application program, is set for a period necessary when connecting to the master game station through the network. characterized. </p><p>That is, it takes a certain amount of time (about 5 minutes) to connect to the network, and during this time, the player may get annoyed with still images. Therefore, if the player uploads an extra game in which something on the screen can move or trigger an action during this network connection period, the player can spend a meaningful time waiting for the extra game.</p><p>It is desirable that this extra game be a very simple mini-game that does not burden the network connection time. That is, since the processing is performed in parallel with the network connection, a problem that the network connection time increases in a complicated game occurs.</p><p>In addition, since the display indicating that the network connection is in progress is made during the execution of the extra game, the player can enjoy the extra game with confidence. </p><p>Moreover, the extra game proceeds without ending the game even if the player does not operate it. I think that there are people who do not play extra games depending on the player, and in this case, there is no sense in ending the game. can be fun</p><p>EMBODIMENT OF THE INVENTION Hereinafter, embodiment of this invention is described based on an accompanying drawing. </p><p>(System configuration) </p><p>Here, a system configuration for accessing a game server (77: corresponds to a master game station (7: refer to Fig. 1) described later) from a specific game device 1 will be described with reference to Fig. 29 . </p><p>In this case, first, it is necessary to perform initial registration of the specific game device 1 . In addition, after initial registration, it is necessary to determine whether access is permitted or disallowed based on whether or not there is a history of performing malicious actions in the game server 77 connected to the network system.</p><p>As shown in Fig. 29, a game device 1 is connected to the network 3, and the game device 1 accesses a predetermined game server 77 connected to the network 3 to execute a network game. it is possible to do In addition, although the game server 77 is made single, it is possible to expand the game server 77 in the network 3 . Of course, the number of game devices 1 is not limited to the number shown, and more game devices 1 can be connected.</p><p>An authentication server 900 is connected to the network 3 . This authentication server 900 is a common authentication server 900 of the plurality of game servers 77 . That is, each game server 77 does not have an individual authentication server. In the database 902 of the authentication server 900, information of the game device 1 based on the execution of each game application program from the plurality of game servers 77 is registered. Among this information, the most important information is information for determining permission/disapproval of subsequent access due to a malicious act of the game device 1 .</p><p>Determination of maliciousness varies depending on each game server 77, and may be automatically determined and transmitted, or the administrator of the game server 77 may determine and input and transmit. </p><p>As described above, the contents executed by the authentication server 900 include initial registration of the user (game device 1) and whether or not to authenticate (or permit) access to the user (game device 1) who has accessed it. ) is the judgment of </p><p>Hereinafter, an access procedure of the game device 1 in the authentication server 900 will be described with reference to the flowchart of FIG. </p><p>First, in step 950, it is determined whether or not registration has been completed, and in the case of a negative determination, the flow advances to step 952, using the registration program attached to the game device 1 to access the authentication server 900. The registration process is executed and the flow advances to step 954 . In addition, in step 950, if an affirmative determination is made, that is, registration has already been completed, step 952 is skipped and the flow advances to step 954.</p><p>In step 954, the authentication server is accessed. Input of a user ID and password becomes essential for this access.</p><p>In the next step 956, an authentication decision is made. This authentication determination determines whether or not to allow access to the network 3 based on the malicious user information provided from the plurality of game servers 77 in the database 902, and, at the same time, a step-by-step action in case of disapproval. to decide This step-by-step measure is to disallow for a limited period of time, or to classify the game server 77 to allow access based on the content of the malicious act and the game server 77 to disallow it, It means displaying information that says you can be a user, and making the game server completely inaccessible.</p><p>In the next step 958, if it is determined that the authentication determination is permission (including permission to access some game servers 77), the flow advances to step 960 to the effect that the connection to the game server 77 is possible. , and then, in step 962, the connection to the desired game server 77 is started, and in the next step 964, the game is started. </p><p>In the above step 958, if it is determined that permission is not permitted (including a period limitation), the flow advances to step 966, a message indicating disapproval is transmitted, and logoff processing is executed in the next step 968. . </p><p>As described above, when the game device 1 accesses the game server 77, the plurality of game servers 77 first access the common authentication server 900, and the authentication server 900 ), whether or not to allow participation in the network 3 is determined based on information sent from each game server 77 after new registration or after registration, so that in a plurality of game servers 77 It is possible to collectively manage malicious acts of can </p><p>According to the above configuration, even if the game server 77 is added or expanded, it is not necessary to expand the authentication server 900, so that the system configuration can be simplified. </p><p>Moreover, since various pieces of information in the plurality of game servers 77 can be collectively managed, it is easy to find a malicious user (game device 1). As a result, it may become a deterrent effect of malicious behavior.</p><p>(First embodiment) </p><p>A first embodiment will be described with reference to FIGS. 1 to 10 . In the system configuration, as shown in Fig. 1, a common game application program is executed between game devices.</p><p>A first embodiment will be described with reference to FIGS. 1 to 10 . 1 shows a functional block diagram of a network game system according to the present invention. In this system, a common game application program is executed between each game device.</p><p>In Fig. 1, the system includes a plurality of terminal devices 1, 1, . A network (3) is provided. In this system, a terminal device is connected to a master game station 7 through a specific Internet provider 5 determined for playing a specific game, and each game device [terminal device: 1, 1] to execute a common game application program. Further, the game devices 1, 1, ... may be connected to the server unit via the communication network 3 and the Internet provider 9 other than the specific Internet provider.</p><p>In this system, each game device (1, 1, ...) is provided with personal information processing means (10, 10, ...) capable of exchanging detailed personal information of each player when the game application program is being executed. are doing </p><p>Fig. 2 is a functional block diagram for explaining the configuration of a game device. In Fig. 2, the game device 1 includes a CPU 1a as a processing device that executes a game application program or other control program, and as this control program, program codes and abstractions for analyzing macro groups or scenario macros, for example. A ROM 1b for storing program codes and other game programs that are processed in accordance with an operation command, data required for processing other game programs, an operating system, etc., and data including graphics such as moving images, texts and other information a CD-ROM device 1c including a CD-ROM storing a group and a game application program for executing a specific game based thereon, and a bus controller for controlling data transfer between the CPU 1a and each unit; 1d), a RAM 1e that holds the program of the CPU 1a and is used for data processing, and a drawing processor 1f that forms an image signal from the drawing data; and a sound processor 1g that forms an acoustic signal from the acoustic data. </p><p>In addition, the VRAM 1s is connected to the drawing processor 1f, and is used when forming an image signal. A sound RAM 1t is connected to the sound processor 1g, and is used when forming an acoustic signal. Moreover, the output part of the sound processor 1g is connected to the audio/video connector 1r.</p><p>Broadly speaking, the above-described bus controller 1d is composed of a peripheral device interface 1h, a rendering processor controller 1u, an internal bus controller 1v, and an external bus controller 1w. </p><p>A bus controller 1d is connected to the CPU 1a via a bus 11a, and the CPU 1a controls the bus controller 1d. A RAM 1e is also connected to this bus 11a. An extended serial connector 1q is directly connected to the above-described CPU 1a via a bus 11b, and this CPU 1a is connected to an accessory device in the serial system connected to the extended serial connector 1q. By exchanging signals based on the data transmission method of In other words, the game device 1 can be connected to a serial accessory device, so that signals such as programs, images, sounds, and commands can be exchanged between the accessory device and the game device 1, for example. has been</p><p>The rendering processor controller 1u can control the rendering processor 1f under the control of the CPU 1a. A CD-ROM device 1c, a ROM 1b, and a sound processor 1g are respectively connected to the internal bus controller 1v via a bus 11c, and this internal bus controller 1v is the It is possible to control the operations of these CD-ROM devices 1c, ROM 1b and sound processor 1g under the control.</p><p>The output portion of the external bus controller 1w is connected to the expansion connector 1m via the bus 11d, and this external bus controller 1w is a parallel system connected to the expansion connector 1m under the control of the CPU 1a. By exchanging signals with an accessory device, it is possible to control or use this accessory device. That is, the game device 1 can be connected to an accessory device in a parallel system, and signals such as programs, images, sounds, and commands can be exchanged between the accessory device and the game device 1 . .</p><p>Peripheral devices 2 and 2 are connected to the peripheral device connector 1i. A television (TV) monitor 4 is connected to the audio/video connector 1r.</p><p>A cable modem 6 is connected to the extension connector 1m as an accessory of a parallel system, and the game device is connected to the network 3 via the cable modem 6 . </p><p>As an accessory of the parallel system connected to the extension connector 1m, in addition to the cable modem 6, a terminal adapter, a satellite data receiver, a portable terminal device (PDA), a mobile phone, a data recording device or other parallel accessories A device is an example. </p><p>Examples of the serial accessory device connected to the extended serial connector 1r include a PHS, a data recording device, a communication cable, or other serial accessory devices. </p><p>Fig. 3 is a block diagram showing the configuration of a master game station. In Fig. 3, the master game station 7 includes a communication device 71 that communicates with each game device via a communication network 3 and a specific Internet provider 5, and the communication device 71. It is connected to the authentication server 72 as a general server that controls sign-up and connection requests from the game devices 1, 1, ..., and is installed below the authentication server 72, for example A special server [sub-server: 73 and It consists of ]. Here, the sub-server 73 also includes the first call server 73a, the second call server 73b, ... and a No. 10 server 73j. The sub-server has control means for executing a specific communication competition game on each game device terminal.</p><p>In addition, in this system, a game environment in the form of a competition can be realized between each game device. Each player may participate in the game, for example, in a tournament manner, and may obtain a ranking of the game. The tournament format refers to a game space that is executed based on predetermined rules, and in particular, it means that any player can participate, that it is a competitive game, and that participation or non-participation is free.</p><p>Fig. 26 is a block diagram showing a case in which the game device 1 connects to a sub-server through each of the Internet provider 9, the network 3, and the specific Internet provider 5. As shown in Figs. </p><p>The sub-server 73 is referred to as a "world" in Fig. 26, and has a configuration of five worlds from the first world 73A to the fifth world 73E. Since each world has the same configuration, the detailed configuration will be described below taking the first world 73A as an example.</p><p>The player authenticated by the authentication server 72 is notified from the gate server 71 of what kind of game the player is playing in this first world 73A, information on competitions, sponsors, maintenance time, and the like. </p><p>The gate server 71 includes the first server [73a: No. 1 play server], the second server [73b: No. 2 play server], ... , No. 10 server [73j: No. 10 play server]. Since each play server has the same structure, below, the structure in a play server is demonstrated taking the No. 1 server [73a: No. 1 play server] as an example.</p><p>When the player's terminal device is connected to the first server 73a, the following environment is provided to the player-side terminal device. That is, the player first enters the same space as the lobby [75: waiting room] of a hot spring inn (hotel). In this server, there is a storage area corresponding to the lobby.</p><p>Subsequently, the player can enter the selected room allocated to the memory area of the first server 73a by selection after being notified by the gate server 71 . This lobby 75 is a so-called waiting room, and has a structure in which the player can select a play room (75R: each room 01 to 224) in the lobby 75.</p><p>Each play server is assigned to a game such as a fortune teller room, a chess room, a trump room, or a mahjong room. Each room of a specific play server is a play room for mahjong and the like, and each has a garden. If the room desired by the player is within the capacity, it is possible to enter, and if it exceeds the capacity, it becomes impossible to enter. A player entering the play room can play a communication match game such as mahjong with other players already in the play room. Which world to enter is up to the player's choice.</p><p>Fig. 27 shows the entry conditions of the clients (game device terminals/players) of the respective play servers (No. 1 to No. 10 servers) in the world [73A: or 73B to 73E] described above. The three clients in the lobby 75 have completed the network connection, and now it represents the step of selecting one of several games. On the other hand, a client entering each room (Rooms 01 and 02 in FIG. 27) is able to play a game in each room.</p><p>Moreover, as shown in FIG. 27, each room (the room described below of room 03 in FIG. 27) has a play server [73a: or 73b to 73j] as the center, and a game owned by a plurality of clients entering the room. Communication is enabled between the devices 1a, 1b, and 1c, and rules (special rules set by the user), business card exchange, communication to the effect that a match is ready, etc. are transmitted/received by packet communication. All of this information is managed by the play servers 73A to 73J. For example, if this room is a room in which a game is played using trumpets, the play server 73A tells what is revealed about the contents of the business cards of all the players distributed first in the play server 73A. Alternatively, the contents of the business cards in the game are managed collectively.</p><p>The operation of this game system will be described. When explaining the processing operation of this game system, the operation from connecting the game terminal to the master game station to starting the game will be explained first, and then, each player who operates each game device and personal information of each player is exchanged between the players. Describe the action.</p><p>[Connection and game play between game device 1 and master game station 7] </p><p>Fig. 4 is a flowchart for explaining the connection operation between the game device and the master game station, and the operation of the game executed in each game device terminal after connection. 5 is a flowchart of processing of the sub-server. 6 is a flowchart of processing of server No. 1 to No. 10 server.</p><p>When the player makes settings for connection to the sub-server 73 in the game device 1 and inputs a connection request to the sub-server 73 to the game device, the flowchart of Fig. 4 is started. The game device 1 determines whether or not predetermined settings have been made on the game device (S101 in Fig. 4). When the game device 1 determines that there is an insufficient setting in the setting (S101; No), a message 'there is an insufficient setting in the setting' is displayed on the TV monitor 4 (S102), and the setting input is waiting again.</p><p>If the game device 1 determines that the settings are correct (S101; Yes), according to the communication sequence stored in the RAM 1e of the game device 1, the game device 1 connects to the specific Internet provider 5. A connection processing is executed (S103). The game device 1 judges whether or not it was able to connect to it (S104), and when the connection cannot be made (S104; No), the message 'It seems to be very crowded' is sent to the TV monitor 4 is displayed (S105), and the flow returns to the beginning of the flowchart.</p><p>However, the connection processing in S103 of Fig. 4 usually takes several minutes as time. Therefore, an extra game (mini-game) is displayed on the screen using the time waiting for this connection, so that the player can play this game.</p><p>Hereinafter, the execution control routine of the extra game will be described with reference to FIG. This routine is started based on the yes determination in S101 in Fig. 4, and is processed in parallel with the connection processing in S103 in Fig. 4 . However, in order to be able to run during the connection waiting time, the extra game is set as a mini game with simple rules.</p><p>As shown in Fig. 23, in parallel with the connection processing, an extra game program is read from the work RAM in S1031. Next, the read game program is activated (S1032), and the game is started (S1033). Based on the start of this game, a game screen is displayed (S1034).</p><p>As shown in Fig. 24, the content of this extra game is a simple game in which a main object 500 is shot and an obstacle 520 that obstructs the object is shot, and the player uses the operation unit of the game device to play the main object Move left and right to match the obstacle. </p><p>In addition, on the screen, an indication that a connection with the provider is in progress (eg, 'connected') is always made, and the elapsed time from the start of the game is displayed every moment (S1035). Even when the player is playing the game, he can grasp that he is in connection with the provider and the elapsed time. In addition, the score display of this game is also made on the screen.</p><p>If the connection with the provider is completed or fails (S1036), the extra game is forcibly terminated even during the game (S1037), and the process returns to S104 in FIG. At this time, the above 'connecting' display changes to 'connecting to the net'. On the other hand, when connection fails due to line busyness or capacity limit, 'connection failed' is displayed.</p><p>This extra game has nothing to do with the main game (main program) described in the first embodiment, and points obtained during the game are cleared at the end of the game. The extra game is okay as long as it is appropriate for the 'interlude' until the connection with the provider. On the other hand, the extra game may be related to the main game, for example, by adding the points obtained in this extra game to the main game by initial setting (not related is selected in the initial value).</p><p>As shown in Fig. 4, when the Internet provider 5 can be connected (S104; YES), the game device 1 executes a connection process to the authentication server 72 (S106). Then, the game device 1 determines whether the connection to the authentication server 72 has been completed (S107). Here, when the connection to the authentication server 72 cannot be established (S107; No), the game device 1 sends a message 'the predetermined amount is insufficient or the setting is insufficient' to the TV monitor 4 of the game device. is displayed (S108 in Fig. 4), and returns to the beginning of the flowchart.</p><p>When the connection processing to the authentication server 72 is completed (S107: Yes), the game device 1 executes the connection processing to the sub-server 73 (S109 in Fig. 4). Then, the game device 1 stands by as a result of the determination on the identifier (ID) of the sub-server 73 (S110 in Fig. 4; NO).</p><p>As shown in Fig. 5, the sub-server 73 checks the ID sent from the game device 1, and if the ID is correct (S201 in Fig. 5), the sub-server 73 sends program data or game data to the game device. download is permitted (S202 in Fig. 5), on the other hand, when the ID is incorrect, a new ID is issued and transmitted to the game device 1 (S203 in Fig. 5), and the sub-server 73 for the game device Downloading of the data to the system is permitted (S202 in Fig. 5). </p><p>Returning to Fig. 4, when the download of data from the sub-server 73 is permitted (S110 in Fig. 4; YES), the game device 1 displays the game being executed in the game system from the sub-server 73. Download the data on the situation (S111 in Fig. 4). Here, the game status data refers to information such as which games are being played on the servers 73a, 73b, ..., 73j of which number, and what game competitions are currently running on the system. data group.</p><p>The game device 1 displays a net map screen on the TV monitor 4 based on the downloaded data (S112), and any game of the servers 73a, 73b, ..., 73j of the first number is selected by the player. It is in a state of waiting for it to happen (S113; No). A player can play a predetermined server 73a, server 73b, ... , if access to one of the servers 73j is selected (S113; Yes), the server [73x: provided that x is a, b, ... , meaning one of j] is executed (S114). After that, the game device 1 transmits the name of the player and the ID assigned to the player to the server (S115).</p><p>In response to this, as shown in Fig. 6, the server 73x sends the names of all the players connected to the game devices 1, 1, ... to each game device connected to the server 73x. is transmitted (S301 in Fig. 6). Next, the server 73x sends data necessary for waiting in the waiting room to the game device 1 (S302 in Fig. 6), and waits for selection from the game device 1 (S303 in Fig. 6; No) .</p><p>The game device 1 returns to Fig. 4 and, based on the data from the server 73x, displays the net screen 400 shown in Fig. 7 on the TV monitor 4 (S116 in Fig. 4). As shown in Fig. 7, the net screen 400 shows the content of the game 401 on the left end of the screen, the type of room 402 on the upper part of the screen, and a new room creation instruction button 403 and this button 403 on the right end of the screen. It consists of a room access button 404 at the bottom of the screen, a return button 405 below it, an exchange location designation button 406 below the left edge of the screen, and a keyboard screen 407 in the third area of the screen at the bottom of the screen. has been Their meaning will be described later.</p><p>Then, the game device 1 enters a standby state for selecting a predetermined game based on the screen 400 (S117 in Fig. 4; NO). Then, when a game selection command is input from the player to the game device 1, the game device 1 transmits the selected game type and content to the server 73x (S118 in Fig. 4).</p><p>Accordingly, when the server 73x receives data regarding the selected game as shown in FIG. 6 ( 304 in FIG. 6 ; Yes), the server 73x transmits data necessary for executing the game application program to the game device 1 . (S304 in Fig. 6). In addition, the server 73x receives game data and the like from the game device 1, and transmits the data to other game devices 1, 1, ... connected to the same game application (S305 in Fig. 6). Then, the server 73x processes the progress state of the game application (S306 in Fig. 6).</p><p>Therefore, as shown in Fig. 4, the game device 1 receives and processes data and programs necessary for processing the game application while being connected to the server 73x, and proceeds with the game (Fig. 4). S118, S119). </p><p>In this way, in the game system, a network game can be played while a connection is made between the game devices 1, 1, ..., the authentication server 72, the sub-server 73, and the selected lower level server 73x. can </p><p>Here, according to FIG. 25 , the communication protocol between the game terminal and the server will be specifically described using three terminals A, terminal B, and terminal C as an example. </p><p>From now on, terminal A is connected to the server and operated by a player who wants to play a communication match, terminal B is operated by a player connected to the 'waiting room', and terminal C is operated by the player connected to the 'waiting room'. It is assumed that the player who is already connected to room 01) is operating it. </p><p>As shown in Fig. 25, first, the terminal A communicates the intention to connect to the server (signal a). </p><p>With respect to this signal a, the server sends the game type, progress status, etc. to the terminal A after connection processing (signal b), and at the same time notifies the terminal B that the terminal A has connected (signal b'). </p><p>Terminal A immediately sends a request to enter room 01 to the server (signal c), and in response to this request, the server checks the state of entry in room 01 and, if possible, sends a signal to allow entry (signal d). At this time, the terminal A is provided with room 01 information and information on the other party (terminal C) who has already entered room 01 along with the admission permission.</p><p>The terminal A prepares (understanding the rules of the game, etc.) based on the information sent from the server, and transmits a signal indicating that the preparation is OK (signal e). On the other hand, the server provides the game progress status, etc. to the terminal A and terminal C (signal f, signal f'). In addition, the signal f' to the terminal C at this time also includes the content for notifying that the terminal A has entered the room.</p><p>After that, when the game starts, a signal based on the operation of the terminal A is sent to the server (signal g), and based on this signal g, the operation information of the terminal A is returned to the terminal A (signal h) at the same time to the terminal C Provides operation information of terminal A (signal h'). </p><p>Also, on the contrary, a signal based on the operation of the terminal C is sent to the server (signal i), and at the same time, based on this signal i, the operation information of the terminal C is returned to the terminal C (signal j). Provides operational information (signal j'). </p><p>After that, the game proceeds through these repetitions, and when the game is finished, the server sends a confirmation signal of game end to the terminal A and terminal C (signal k, signal k'). On the other hand, the terminal A transmits the game state (including win/loss) by the end of the game to the server (signal l), and the terminal C also transmits the game state by the end of the game to the server (signal m).</p><p>[Creation of business card data for exchanging personal information] </p><p>In the aforementioned game system, each game device is configured to be able to exchange player's personal introduction information through the master game station. This personally identifiable information includes data suitable for introducing an individual player, such as name, date of birth, address, hobbies, self-portrait, and game performance. Regarding privacy-related information such as name, date of birth, address, etc., the player does not necessarily have to stipulate the facts, or it may be a fictitious one created by the player, and it is also possible not to stipulate such information. These various pieces of information are grouped together so as to be displayed on the game terminal device as an object of a card suitably in the form of a card. That is, in this network game system, the game control program executes a control process for expressing the personal introduction information in the form of a business card on each terminal device, and exchanges this information group as if by exchanging business cards between players. can be interchanged with</p><p>28 shows a communication protocol between the server for exchanging the business card and the game device. 28, A, B and C are game devices 1, A, B, and C have already entered a predetermined room, and A requests B to exchange business cards.</p><p>First, a request is made to the server to exchange business cards with B by signal a from A. In response to this request, the server notifies B that a request for business card exchange has been made from A (signal b), and at the same time transmits a signal b' that the request has been sent to B with respect to A. At this time, since the business card exchange request is not made to C, there is no transmission from the server to C.</p><p>Next, B, having received a request for business card exchange from A, transmits to the server its intention to exchange business cards with OK/NO (signal c). </p><p>The server forwards the reply from B to A (signal d) and at the same time notifies B that it has sent the reply to A (signal d'). At this time, since the business card exchange request is not made to C, there is no transmission from the server to C.</p><p>8 is a diagram illustrating a screen 500 showing a state in which personal introduction information is arranged in a business card shape. The data group for forming the business card-shaped screen includes a character code corresponding to the character corresponding to the player's self-portrait, the player's ID, the player's name, the player's past game performance, the frequency of playing the game, and the type of the selected game. It contains data about the game, such as proportions. The game device 1 forms display data in the form of a business card with character codes, IDs, names, etc. about other game devices (players) received through the master game station, and is displayed on the TV monitor 4 of the game device as shown in FIG. It is displayed as a business card-shaped graphic 500 such as a bar. The business card graphic 500 includes a character 501 displayed in a rectangular area, a personal ID 502 and a name 503 .</p><p>[Personal information exchange action] </p><p>Next, the operation of exchanging personal information will be described. Fig. 9 is a flowchart for explaining the operation of the game device on the sending side of the business card. Fig. 10 is a flowchart for explaining the operation of the game device on the side receiving the business card. FIG. 11 is a diagram illustrating screens sequentially developed as the flowcharts of FIGS. 9 and 10 are being processed.</p><p>The exchange of information between players is realized by exchanging business cards. Players cannot exchange business cards during the game, but can exchange business cards before or after the game starts. However, it is possible to change when the business card can be exchanged.</p><p>When the flowchart for exchanging business cards in Figs. 9 and 10 is executed, the screen 600 shown in Figs. 11A to 11D is displayed according to the steps of the processing. The contents of the screen 600 will be briefly described. On the screen 600, data 601 representing the player himself is displayed in the lower left corner. In addition, data 602, 603, 604 and 605 such as a brief self-introduction data about another player connected to the individual game space (each room) in which the player participates are displayed. Reference numeral 605 denotes brief data relating to players who are not in the same 'individual game space (room)'. In addition, in the central portion of the screen 600, a business card exchange button 606 for exchanging business cards with a selected player among players connected to the 'individual game space', and a return button for returning the game screen to the previous processing state ( 607) is shown.</p><p>When the game devices 1, 1, ... are connected to the server 73x, an initial screen for selecting the type of game is displayed. Here, when a specific game screen is selected, the game screen of the 'waiting room', which is the initial screen of the game, is displayed. 7 shows the game screen of this 'waiting room'. Among the game types, 'Mahjong' is selected. A 'room' refers to a unit that performs mahjong and consists of 4 players. Players may enter the game space, which is a room not exceeding four people. When the player wants to enter a desired 'room', the icon 404 of 'room access' is selected. When the player creates a new 'room' and recruits mahjong opponents, the icon 403 for 'create a new room' is selected.</p><p>When the player selects 'room' or 'create new room', the game device shifts to processing for playing the mahjong game with other players and displays a corresponding screen. In Fig. 7, reference numeral 406 is an icon indicating a place where the aforementioned business card data can be exchanged. In the example of Fig. 7, business cards are exchanged with three other players in the 'room'. Note that 405 is a button for returning to the immediately preceding process. The 'waiting room' is a large game space configured for each type of game, and the 'room' corresponds to an individual game space, which is an aggregate of a plurality of players executing a mutual battle game formed in the lower part. The player enters the 'waiting room' by selecting the game type, and by selecting the 'room', it is possible to simplify pairing with the opponent's player, simplifying the processing operation on the player side for participating in a network game. do.</p><p>In the state of 'Room', when the business card exchange button is operated, the flowchart of FIG. 9 starts. </p><p> When the business card exchange button is operated, the game device 1 immediately determines whether or not 100 business cards have already been exchanged with other players (S401 in Fig. 9). When the game device 1 already has 100 business cards (S401 in Fig. 9; Yes), it says, 'I already have 100 cards, so this is unreasonable. The message 'Please organize business cards at the entrance' is displayed on the TV monitor 4 (S402 in Fig. 9), and returns to the initial state.</p><p>When the number of business cards does not reach 100 (S401 in Fig. 9; No), the game device 1 displays a screen 600a as shown in Fig. 11A on the TV monitor 4 to enter a standby state to determine an exchange partner. (S403; No). When an arbitrary button is operated (S403; Yes), the game device 1 detects the content and returns to the initial state when 'cancel button operation'.</p><p>When an arbitrary button is operated (S403; Yes), and as a result of the game device 1 judging the content, as shown in FIG. 11(b), when a specific player is selected from among other players in the 'room', the selected player It is determined whether or not it is still in the game room by communicating with the server 73x (S404). </p><p>As a result of this determination, when the selected player has already left the 'room' (S404; No), the button operation waits again (S403; No). On the other hand, if the player has not yet left (S404; YES), it is determined whether or not the opponent's player is exchanging business cards via the server 73x (S405).</p><p>When the opponent's player is exchanging business cards (S405; Yes), the game device displays the message "It seems that you are exchanging business cards with another opponent" on the TV monitor 4 (S406), and returns to the initial state. . On the other hand, when the opposing player is not exchanging business cards (S405; No), the game device 1 makes a business card exchange request to the other game device 1 for business card exchange and, at the same time, indicates that 'a business card exchange request is being made'. A message is displayed on the TV monitor 4 (S407).</p><p>On the other hand, the other game device 1 that has received this card exchange request executes the flow chart related to the business card exchange as shown in Fig. 10, provided that the card exchange of the other party is not performed (see Fig. 10). S501; No), as shown in Fig. 11c, there was a business card exchange request from Mr. . OK?' is displayed on the TV monitor 4 connected to the other game device 1 (S502 in Fig. 10). In addition to this message, on the screen 600c, a 'button 608 that accepts (business card exchange)' and a 'button 609 that does not accept (business card exchange)' are displayed.</p><p>The other game device 1 enters a state waiting for input from the player within a time limit, for example, 10 seconds (S503 in Fig. 10). The other game device 1 receives or does not accept the exchange of business cards from the player. When either selection input is not made within the time limit (S503; Yes), data for refusing to exchange business cards is sent to the game device 1 After sending, a message stating '(business card exchange) was rejected because there was no response within the time limit' is displayed (S504 in FIG. 10), and returns to the initial state of the flowchart of FIG.</p><p>When the other game device 1 receives or does not receive an exchange of business cards from the player within the time limit (S503 in Fig. 10; No), the input is confirmed (S505 in Fig. 10), and an input for rejecting the exchange of business cards In the case of (S505; No), data refusing to exchange business cards is transmitted to the game device 1 requesting business card exchange, and the message 'Business card exchange is rejected' is displayed on the TV monitor (4), (S506 of FIG. 10), it returns to the initial state of the flowchart of FIG. </p><p>When the other game device receives an input from the player indicating that business cards may be exchanged (S505 in Fig. 10; Yes), it is determined whether the accumulated exchanged business cards have reached a predetermined amount, for example, 100 servings (S507 in Fig. 10). , when the number of 100 people is not reached (S507; No), business card exchange processing is executed, and characters 611 and 612 indicating that business cards are being exchanged are displayed as shown in FIG. The message 'Exchange has been made' is displayed on the screen (S508 in FIG. 10). </p><p>Then, the message 'Do not forget to save it' is displayed on the TV monitor 4 connected to the other game device 1 (S509 in Fig. 10), and the process ends. </p><p>Returning to Fig. 9, when there is no response as to whether or not to exchange the business card in the game device 1 within the time limit (S408 in Fig. 9; Yes), a message 'there was no response within the time limit' is displayed ( S409 in Fig. 9), the flow returns to the initial state in Fig. 9 . </p><p>Also, when there is a response within the time limit (S408 in Fig. 9; No), the game device 1 checks the response (S410 in Fig. 9), and in the case of a rejection response (S410; No), 'Business card' The exchange is rejected' message is displayed on the TV monitor 4 (S411 in FIG. 9), and returns to the initial state of the flowchart of FIG. </p><p>On the other hand, when there is a response that the business card may be exchanged (S410 in Fig. 9; Yes), the game device 1 determines whether the number of business cards has reached 100 (S412 in Fig. 9), and the number is not equal to 100. At this time (S412; No), the business card exchange process is executed, and 'the business card has been exchanged with Mr. ' is displayed (S413 in Fig. 9). </p><p>Then, the message 'Please do not forget to save' is displayed on the TV monitor 4 connected to the other game device 1 (S414 in Fig. 9), and the process is ended. </p><p>In addition, when there are 100 cards (S412 in Fig. 9; yes, S507 in Fig. 10; yes), business card exchange processing is performed (S415, S511), and the message 'The business card has been exchanged, but you cannot retain more than this. Please arrange business cards' message is displayed on the TV monitor 4 (S416, S511), respectively, and the initial state is returned.</p><p>When the exchanged business cards are stored, as shown in Fig. 12, they are organized as a business card list 800 and stored in a predetermined storage area. This business card list 800 can store 4 business cards 500a, 500b, 500c and 500d per page, and also has an exchange date 504, and also includes business cards 500a, 500b, 500c and 500d. In addition to information, it is also possible to store the contents of the game, the score, and the like.</p><p>The data required for this business card is stored in a predetermined storage area of the server for each game terminal device or player. </p><p>The character (501 in Fig. 8) is displayed on the already mentioned business card. A character is made up of a set of predetermined parts. The player can design his own character by selecting these parts appropriately.</p><p>In Fig. 13, codes are assigned to each part, and it is indicated that both are tabulated. This table is set and stored in a predetermined storage area of each game terminal device. That is, in order to create the character 501 of the business card 500 in the game devices 1, 1, ..., a plurality of characters 501 are decomposed into parts 551, and each part corresponds to a code 552. The table 550 made is stored in a storage area such as the ROM 1b of each game device 1, 1, ..., or in the work RAM.</p><p>Here, the character parts 551 refer to a plurality of types of human upper body outlines, a plurality of types of hairstyles to be put into these human outlines, a plurality of types of shapes such as eyes, nose, mouth, ears, and a plurality of types of animals. Contour, the shapes of plural types of eyes, nose, mouth, ears, etc., included in the outline of these animals, the outline of a robot, etc. say one thing </p><p>In order to create the character 501 of the business card 500, in the game device 1, the player selects each part 551 and displays it on the TV monitor 4 to create a predetermined character 501. As shown in FIG. Next, this character is attached to the business card 500 .</p><p>When sending the character 501 from the game device 1 of the card exchange operator to the game device 1 of the business card exchange destination, only each code 552, ... of the parts 551, ... that forms the character 501 is used. It is sent to the game device 1 of the other party. In the game device 1, based on the received codes 552, ..., each part 551, ... is taken out from the table 500 inside the game device 1 itself, and created as a character 501, and a business card ( 500) and displayed on the TV monitor 4 as a part. Therefore, it is only necessary to send text data (character data) between the game device 1 of the operator who intends to exchange business cards and the game device 1 of the exchange destination, and there is no need to send image data (picture data). Therefore, the transmission speed for exchanging business cards can be improved.</p><p>As described above, according to the present embodiment, the player can have the feeling of going to the spa and moving from the 'waiting room' to each 'game room' to play an entertainment game, and business card-shaped data in the game space of the 'room' Since personal introduction information can be exchanged through the medium, anyone can easily and comfortably enjoy the game, and at the same time, it is possible to easily obtain personal information about the other player. </p><p>(Second embodiment) </p><p>14 is a block diagram showing an example of a communication network according to the second embodiment of the present invention. Each gaming device can access various networks through an Internet provider. This game device can connect to a specific server above a specific network and connect to the general network mentioned above. In addition, each game machine accesses a specific low-level server located below this high-level specific server, and is connected to a low-level specific network through this low-level server. The upper-level specific network by the upper-level server is a network formed for the same type of home game machine, and the lower-level specific network is a network specially constructed for the game system of the present invention. By forming a lower-level game network in the upper-level game network, the management or design of a specific game system is facilitated.</p><p>In the above-described embodiment, the personal information particularly relates to a game, and includes an individual's game performance, game preference, and the like. </p><p>(Modifications of the first and second embodiments) </p><p>Next, a modified example related to the above-described embodiment will be described. </p><p>First, the first modification is characterized in that the number of business card exchanges is included in the business card data, and the screen of the business card is changed according to the number of exchanges. That is, the number of exchanges (that is, corresponding to the number of times of 'meeting' with other players on the network game system) is maintained in the business card 500 data DT. This number of exchanges is accumulated each time a business card is exchanged with the same partner, and is stored as a part of the business card data.</p><p>In the sub server 73 of the master game station 7, for example, as shown in Fig. 15, a predetermined "correspondence table of the number of encounters and their evaluations" is recorded as table data. As can be seen from the same drawing, according to the 'number of meetings', the 'business card color (CL)', 'character motion (MO)', 'character background (BK)' and 'name (SR)' are changed. has been</p><p>'Number of meetings' is an example, and is classified into 'after the 1st time', 'after the 2nd time', 'after the 4th time', 'after the 6th time', 'after the 8th time', and 'after the 10th time'. In business card exchanges from the second to the eighth time, even if the same 'number of meetings (number of business card exchanges)' , 'card color (CL)', 'character motion (MO)', 'character background (BK)', and 'title (SR)' are changed.</p><p>When exchanging business cards, the game device 1 calculates the number of exchanges with the opponent, and stores the "number of encounters and the evaluation table" stored in the sub server 73 of the master game station 7 ' and the number of exchanges. According to the matching result, the 'card color (CL)', 'character motion (MO)', 'character background (BK)', and 'title (SR)' parts of the business card data are updated. And a business card exchange process is performed using this business card data. And, since his/her business card data is sent to the exchange partner, and the counterpart's business card data is sent from the exchange party, this is stored.</p><p>16A to 16D show a business card list in which the card data exchanged in this way is displayed. As can be seen from this figure, parameters according to the shape of the object displayed in the shape of these business cards ['card color (CL)', 'character motion (MO)', 'character background (BK)', and 'Title (SR)'] is changing according to the 'number of times we met'.</p><p>In this way, the degree of intimacy between users can be imparted to the game by changing the object displayed in the shape of a business card according to the number of business card exchanges (number of encounters). </p><p>Next, a 2nd modification is demonstrated based on FIG. 17 and FIG. 18. FIG. In this second modification, as described above, when exchanging business cards, an e-mail address can also be attached, so that an e-mail can be sent to a user who has attached the e-mail address in the game application. This e-mail address may be used by other applications as well.</p><p>In this second modification, the game device 1 on the card sending side performs the processing shown in Fig. 17, and the game device 1 on the business card receiving side performs the processing shown in Fig. 18 . The processing shown in Fig. 17 corresponds to Fig. 9 described above, and the processing of steps S404a to S404d is further added to the processing in this diagram. The processing shown in Fig. 18 corresponds to Fig. 10 described above, and steps S500a, S500b, S502a, S502b, S505a and S505b are added to the processing of this figure.</p><p>In the processing shown in Fig. 17 on the business card sending side, if it is determined that the opponent has not left the game room (step S404; YES), the game device 1 determines whether or not to attach its own mail address to the business card data in an interactive manner from the user. It is determined in response to the input of [step S404a]. When this determination is yes, processing of attaching the user's e-mail address to the business card data is performed (step S404b). Conversely, when it is determined as no [no: mail address is not attached], step S404b is skipped.</p><p>Next, it is judged whether or not the user of the other party already has a predetermined number of business cards (here, 100 cards) by exchanging them (step S404c). If no in this judgment, that is, when it can be recognized that the user of the other party does not have 100 cards and that there is room in the storage of business card data, the processing proceeds to the processing after step S405 as in Fig. 9 described above. Conversely, in this judgment, when it is determined that yes, that is, the other party's user already has 100 business cards, the message 'The business card cannot be exchanged because the other party has 100 business cards' is displayed on the TV monitor 4, [Step S404d], it returns to the initial state of the process of FIG.</p><p>On the other hand, in the case of the processing shown in Fig. 18 on the business card receiving side, when this processing starts, the game device 1 first judges whether or not it already has a predetermined number of business cards (here, 100 cards) [step ( S500a)]. In this judgment, yes, that is, when you already have 100 business cards, the message 'There was a request to exchange business cards from Mr. , but you cannot exchange business cards because you have 100 cards' is displayed on the TV monitor (4). step S500b], the process returns to step 500a. Conversely, if the determination in step S500a is NO (I do not have 100 cards yet), it is determined whether or not a business card is being exchanged with another opponent, and further, after performing display processing to the effect that there is an exchange request, steps S501 and S502; The processing of steps S502a and S502b is executed.</p><p>In step S502a, the game device 1 judges whether or not a mail address is attached to the business card data, and if NO (the mail address is not attached), the processing of steps S503 and S505 is performed. Conversely, in the case of YES (that is, mail address is attached), the message "the mail address is attached" is displayed on the TV monitor 4 [step S502b], and then the processing proceeds to step S503.</p><p>Then, when there is finally an input from the user to the effect that the business card may be exchanged in step S505 (step S505; Yes], the game device 1 determines whether or not to attach a mail address to the exchanged business card data by input from the user (step S505a). When the determination is YES, that is, mail address attachment is made, processing of attaching one's own mail address to one's own business card data sent to the exchange request destination is performed (step S505b). Conversely, when no (that is, when the business card is exchanged in response to the request but the mail address is not attached), the processing of business card exchange after step S507 is performed without performing the processing of step S505b relating to mail address attachment. .</p><p>Processing other than the above is the same as the processing in Figs. 9 and 10 described above. </p><p>Accordingly, it is also possible to exchange mail addresses by attaching them to business card data by the mail address attachment process. Another feature of this modified example is that business cards are exchanged but e-mail addresses have not yet been exchanged, and there is still a choice depending on the degree of intimacy and the like. Accordingly, the communication width as a communication game is widened, and it is possible to diversify the taste of the game.</p><p>Next, the third and fourth modified examples will be described. These modified examples relate to examples in which the exchanged business card data is used in an application other than the present game application.</p><p>The third modified example is an example configured to read business card data in another application and handle it as a common format on a communication network as well as in one application. In order to obtain this configuration, a common area that can be read from other applications is reserved in the data area stored in this game application. Usually, game save data is encrypted so that general users cannot arbitrarily re-record or read it. make it readable. In that case, the confidentiality is maintained by performing predetermined encryption processing and decryption processing using an encryption code for such a common format and predetermined program.</p><p>Further, the fourth modification is an example in which business card data has information such as personal preference. In the business card data, for example, personal preference information such as 'I like tea' is maintained in addition to data related to the game. When such preference information is included in the business card data, when it is read into a car net game, it is preferentially displayed in the top section of the business card. In addition, in other applications, it is possible to specify 'in which game the business card was exchanged'. Thereby, communication in a network game can be made smooth, and horizontal expansion can be provided to an application. In addition, this system enables information transfer between a plurality of applications.</p><p>(Third embodiment) </p><p>A third embodiment of the present invention will be described with reference to Figs. </p><p>The game system according to this embodiment is characterized in that a 'game competition' is established on the network, and in particular, violations of rules required of game participants from the viewpoint of smooth and fair operation of the competition (here, during the game) It refers to actions such as resetting of data or copying data, which are expressed as 'evil actions') and are characterized by the processing of penalties. </p><p>Game competitions on this network are conducted in the form of announcing rankings based on play data for a certain period of time. The concept is shown in FIG. 19 . Since the server of the master game station 7 employed in this game system does not have a database function, a competition-limited database is used to prevent users from committing violations (reset, data copy, etc.).</p><p>A tournament server is built in the master game station 7 . In this competition server, a competition planning server, a competition management server (one of the servers No. 1 to No. 10 takes its place), a ranking data storage area, and an authentication database for competitions are softly built. Each game device 1 participates in a game competition held in the competition server in the following order roughly. In addition, the numbers in parentheses indicating the following sequence of steps and the numbers indicated by arrows in Fig. 19 correspond to each other in the description.</p><p>(1): The game device 1 is connected to the competition server. </p><p>(2): The 'competition operation plan server' checks the current competition status and downloads the competition status data to the client [game device 1]. </p><p>(3): When the client expresses his/her intention to participate in the game competition, the client's data is registered in the 'contest authentication database'. As a result, you can participate in game competitions.</p><p>(4): The client enters the game server running the game competition and plays the game. </p><p>(5): The play data performed during the game competition is stored in the authentication database for the competition. </p><p>(6): The results of the game competitions are aggregated on a daily basis and converted into data as a ranking. </p><p>(7): When the client views the ranking, the ranking data is downloaded. </p><p>The plan of the tournament operation is made by storing information on when, where, what game, and with what rules, data is stored in the tournament server. Game competitions are basically operated in a continuous schedule of a certain period. In addition, in consideration of the occurrence of server down or other problems, the data can be changed so that a response can be taken at any time to cancel the competition. The data used in the operation of the competition are, for example, 1. the number of participants in the competition, 2. what kind of game it is (mahjong, shogi, etc.), 3. what kind of rules will be played (rule setting), 4. the date (year, month, date), 5. holding Duration (days), 6. Minimum number of matches (regular number of matches), 7. Competition name (text data: displayed by download), and 8. Competition sponsor data (displayed by download).</p><p>Clients participating in this game competition need to express their intention to participate in the game competition within the game. You may participate in these game competitions as long as the number of participation in the competition is not exceeded. When the number of participants is already full on the database for the tournament, the client is informed that they will not be able to participate.</p><p>The basic rules are set for this game competition. That is, if a user who participates in a game competition does not fulfill the 'regular number of matches', the participation is not considered to be over, and the final game result is not left. Moreover, the number of competitions in this regulation is conditional on being completed during a certain competition period. However, it is possible to play in excess of the prescribed number of matches.</p><p>The conceptual configuration of the competition management server GS is shown in FIG. 20 . The server GS may be in its own format or in the same format as that of a normal game server. However, in the competition management server (GS), participants other than clients (users) who can participate in the competition cannot enter the game room (however, they are allowed to watch the game).</p><p>All data played by participating in this game competition (mahjong, shogi, etc.) are stored in the competition authentication database established in the master game station. An example of the data to be saved is shown in FIG. 21 . Specifically, 1. Player's name data, 2. Player's face data, 3. Player's membership number, 4. Total match play data, 5. Competition play count, 6. Player's IP address, 7. Player's personal ID and 8. Malicious behavior information (reset count, etc.).</p><p>In particular, the malicious behavior information of the last item 8 indicates a malicious violation such as resetting and exiting the game after not playing the prescribed number of games despite participating in the game competition. This malicious user is intended to suppress such malicious behavior by alerting them to their participation in the next game competition or by giving a penalty.</p><p>As a method of judging and warning of this malicious behavior, there are a method of dealing with the competition management server side and a method of dealing with the application (game software) side. </p><p><1A: Judgment method by server side> </p><p>There are two methods for this. </p><p>(a): One is that the competition management server always manages all clients, and it monitors the number of exits or prohibited terms in sequence and registers the record in the database for the competition. </p><p>(b): Another method is to manage only the entry and exit times (entry and exit) of each game for all clients, and users who do not leave (do not leave) the game in a regular way (that is, call users who have turned off the line). This management method has an advantage that the load on the competition management server is less than that of the former method of sequentially managing.</p><p><1B: Server-side warning method> </p><p>The warning method that the competition management server can take has the following forms. </p><p>(a): In the case of a home game machine, since the game device 1 always connects to a charging server (not shown), the charging server warns or the user Deny access from Meanwhile, at this time, the black list containing the names of the malicious actors can be shared among a plurality of games. That is, the game B may also warn or deny access to the clients listed in the black list in game A.</p><p>(b): Each gate server (not shown) manages user IDs, and when a malicious client connects next time, this server sends a blacklist flag to the client. When the flag is recorded, the client's game application warns by superimposing a mark or message of "person of interest" on the face displayed on the TV monitor.</p><p>(c): Each gate server (not shown) manages the user ID, and when a malicious client connects next time, this server sends a blacklist flag to the client. When the flag is recorded in the client's game application, a "warning sentence" is displayed on the screen for each network connection.</p><p>(d): Create a black list of malicious actors in the competition database, check the data in the competition authentication database based on this list, and issue a warning by e-mail according to the check result. </p><p><2A: Judgment method by application side> </p><p>There are also two methods for this. </p><p>(a): The first method is to record flags at the beginning of the game and at the end of the game. In a normal game, data such as game results are saved at the end of the game. On the other hand, in the case of the method using this flag, a negative flag is stored at the start of the game, and the negative factor is canceled by adding the negative flag to the normal game result at the end of the game. For example, '1 loss' is intentionally written at the start of the game, and this '1 loss' is returned to the original at the end of the game. By doing this, a situation of 'defeated' is created for clients who try to leave midway by saying 'let's leave because we're losing' during the game, and the exit is suppressed. This method has an advantage that it does not impose any burden on the server side.</p><p>(b): In this method, certain conditions for judging malicious behavior are included in the application, and when the conditions are met, the information is recorded in a certain area of the RAM of the game system body. Accordingly, since the flag can be shared among a plurality of applications as well as one application, the 'number of resets' and the 'prohibited term' can be determined.</p><p><2B: warning method by application side> </p><p>The warning method that can be taken on the application side has the following forms. </p><p>(a): In the case of home game consoles, the 'person of interest' flag is written in the server body, and the same warning is generated no matter what game software is uploaded thereafter. </p><p>(b): Write the flag from the black list to the main RAM of the game system, and record the 'black list flag' in all applications thereafter. </p><p>(c): Have a flag in the saved data of the game, and impose items that cannot be selected (eg, face parts, games, etc.) according to the degree of malicious behavior. </p><p>As described above, malicious behavior is reliably determined either on the server side or on the application side, and an appropriate warning or penalty is given depending on the degree. In other words, when a malicious actor accesses the same game competition or another game again, the flag in the save data can be changed or a warning such as 'Do not reset during the game' can be given to the client. In addition, when the degree of maliciousness exceeds a predetermined limit, the connection of the client may be rejected at the next connection.</p><p>Accordingly, it is possible to eliminate or suppress the occurrence of malicious acts such as exiting (reset) on the way, thereby creating a desirable game competition environment for the clients participating in the game. </p><p>Furthermore, the played data is stored in the competition authentication database. This data is aggregated on a daily basis, and as an example, the rankings of the top 100 people are stored in the ranking data storage area. This ranking information can be downloaded by clocking the download button from the menu and the user can view it. Also, downloadable information is limited to items 1 to 5 listed in FIG. 21 .</p><p>When the competition period is over, the ranking is finally counted, the number of matches is cleared, and the client-only ranking is displayed. When the competition period ends, the final counted rankings are displayed until the next game competition. 22 schematically shows the relationship between the game competition and the ranking display.</p><p>Further, in the embodiment of the present invention, the authentication server executes a control operation for charging a fee when a player accesses a specific game server. In addition, with respect to the malicious player, the specific game server or the authentication server executes a control operation such as notifying the game terminal device of the malicious player and displaying it on the screen.</p><p>As described above, according to the present invention, in addition to being able to enjoy a simple and comfortable game with a plurality of players connected to a special server, personal information of the game partner can be exchanged, so that in addition to the enjoyment of the game, it is possible to make friends. have.</p>
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Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| KR101009887B1 | Cited by | Republic of Korea | Search report |
| KR20220029933A | Cited by | Republic of Korea | Search report |
| US12282990B2 | Cited by | United States of America | Applicant |
| US12257512B2 | Cited by | United States of America | Applicant |
| KR20230042517A | Cited by | Republic of Korea | Search report |
27 members in 10 offices
Priority claims6
| Document | Office | Kind | Date |
|---|---|---|---|
| P199900020078 | Japan | – | |
| 2007899 | Japan | A | |
| P199900233226 | Japan | – | |
| 23322699 | Japan | A | |
| P199900269525 | Japan | – | |
| 26952599 | Japan | A |
Members27
| Document | Office | Kind | |
|---|---|---|---|
| WO0044458A1 | World Intellectual Property Organization (WIPO) | A1 | |
| AU2322100A | Australia | A | |
| EP1078667A1 | European Patent Office (EPO) | A1 | |
| CN1293584A | China | A | |
| KR20010042243A | Republic of Korea | A | |
| JP2001187273A | Japan | A | |
| JP2003038858A | Japan | A | |
| EP1078667A4 | European Patent Office (EPO) | A4 | |
| US6848997B1 | United States of America | B1 | |
| US2005026696A1 | United States of America | A1 | |
| CN1204942C | China | C | |
| CN1721019A | China | A | |
| KR20060100478A | Republic of Korea | A | |
| HK1087657A | Hong Kong, China | A | |
| HK1087657A1 | Hong Kong, China | A1 | |
| KR100664475B1 | Republic of Korea | B1 | |
| EP1078667B1 | European Patent Office (EPO) | B1 | |
| DE60036170D1 | Germany | D1 | |
| KR20070108417AThis record | Republic of Korea | A | |
| EP1867371A2 | European Patent Office (EPO) | A2 | |
| ES2292425T3 | Spain | T3 | |
| DE60036170T2 | Germany | T2 | |
| EP1867371A3 | European Patent Office (EPO) | A3 | |
| US7618320B2 | United States of America | B2 | |
| KR100937734B1 | Republic of Korea | B1 | |
| CN1721019B | China | B | |
| JP4877639B2 | Japan | B2 |
21 legal events, as the office reported them to INPADOC
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| Lapse due to unpaid annual feeLapsedLAPS | LAPS | |
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| Written decision to grantGRNT | GRNT | |
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| Trial decisionTRIAL NUMBER: 2008101010533; TRIAL DECISION FOR APPEAL AGAINST DECISION TO DECLINE REFUSAL REQUESTED 20081010J301 | J301 | |
| Examination by remand of revocationS901 | S901 | |
| Maintenance of original decision after re-examination before a trialB601 | B601 | |
| Notification of reason for refusalE902 | E902 | |
| AmendmentAMND | AMND | |
| Request for trial against refusal decisionJ201 | J201 | |
| Decision to refuse applicationE601 | E601 | |
| AmendmentAMND | AMND | |
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| Divisional application of patentA107 | A107 |
Numbers
- Publication
- 10-2007-0108417
- Application
- 107024131
Titles2
- Korean
- 네트워크 게임 시스템
- English
- network game system
Classification
- CPC, 23
- A63F13/335
- A63F13/79
- A63F2300/206
- A63F2300/208
- A63F2300/401
- A63F2300/402
- A63F2300/407
- A63F2300/50
- A63F2300/532
- A63F2300/534
- A63F2300/5546
- A63F2300/5553
- A63F2300/558
- A63F2300/5586
- A63F2300/572
- A63F13/75
- A63F13/71
- A63F13/352
- A63F13/87
- A63F13/795
- A63F2300/556
- A63F13/85
- A63F13/35
- IPC, 5
- A63F13 795
- G06Q30 00
- A63F13 12
- A63F13 33
- A63F13 335