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WO2013176286A1 - Game control device, method, program, recording medium and system - Google Patents

Game control device, method, program, recording medium and system Download PDF

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Publication number
WO2013176286A1
WO2013176286A1 PCT/JP2013/064620 JP2013064620W WO2013176286A1 WO 2013176286 A1 WO2013176286 A1 WO 2013176286A1 JP 2013064620 W JP2013064620 W JP 2013064620W WO 2013176286 A1 WO2013176286 A1 WO 2013176286A1
Authority
WO
WIPO (PCT)
Prior art keywords
user
winner
allocation information
information
privilege
Prior art date
Application number
PCT/JP2013/064620
Other languages
French (fr)
Japanese (ja)
Inventor
永代 折原
宏之 大和久
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to JP2014516878A priority Critical patent/JP5685678B2/en
Publication of WO2013176286A1 publication Critical patent/WO2013176286A1/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing

Definitions

  • the present invention relates to a technique for controlling the execution of a game.
  • Non-Patent Document 1 a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
  • a lottery event may be set for the purpose of capturing the user's preferences. Lottery distributes user allocation information consisting of an array or combination of one or more elements such as numbers, letters, symbols, designs, colors, etc. to each user, and determines the winner based on the degree of coincidence with the winning information. is there. In such a lottery event, although a predetermined privilege is given to a user who is a winner, there is generally no privilege for a user who has not won.
  • An object of the present invention is to provide a game control device, a game control method, a program, a recording medium, and a game system that can enhance a communication function between users through a lottery event.
  • a game control apparatus includes an association unit, a user allocation information setting unit, a winning information setting unit, a winner determining unit, and a privilege granting unit.
  • the association means associates users.
  • the user allocation information setting means stores user allocation information composed of one or more elements in a storage device in association with each user.
  • the winning information setting means sets winning information composed of elements.
  • the winner deciding means identifies, as a winner, a user associated with the user allocation information having an element that matches all or a part of each element constituting the winning information.
  • the privilege granting unit grants the first privilege to the user identified as the winner by the winner deciding unit, and grants the second privilege to another user related to the user who is the winner by the association unit.
  • An element can be composed of one type or a combination of a plurality of types among numbers, characters, symbols, designs, colors, and the like, and user allocation information and winning information can be set using one or a plurality of elements.
  • the first privilege and the second privilege may be the same privilege content or different privilege contents.
  • the game control device of the present invention even if the user has not won, for example, if another user related as a “friend” has won, there is a possibility of obtaining a privilege. Therefore, it can be expected that a user with few “comrades” actively makes efforts to increase “companies”, and communication between users can be activated.
  • the game control apparatus further includes user assignment information instruction means for accepting an instruction input for setting each element constituting the user assignment information, and the user assignment information setting means accepts an instruction input by the user assignment information instruction means.
  • the user allocation information configured by the elements may be stored in the storage device in association with the user. With this configuration, the user can determine his / her user allocation information via the user allocation information instruction means, and the user himself / herself can be involved in the result of whether or not to win. Can be improved.
  • the game control device may further include a change receiving unit that receives an instruction input for changing each element constituting the user allocation information and updates the user allocation information stored in the storage device.
  • a change receiving unit that receives an instruction input for changing each element constituting the user allocation information and updates the user allocation information stored in the storage device.
  • the user can change the user allocation information determined by the user allocation information setting means, and the user himself can be involved in the result of whether or not to win, thereby further improving the game performance. Can do.
  • the user assignment information input by the user himself / herself via the user assignment information instruction means can be changed via the change acceptance means, and the game performance can be further improved.
  • the winner deciding means decides a winner of a plurality of grades based on the degree of coincidence between each element constituting the winning information and each element constituting the user allocation information, and the privilege
  • the granting unit may determine the content of at least one of the first privilege and the second privilege in a stepwise manner based on the grade of the winner.
  • a plurality of winners can be determined based on the set winning information. For example, based on the degree of matching of elements, winners of multiple grades such as first, second, etc. Can be determined. Therefore, the game performance can be further improved.
  • the winner deciding means is configured such that each element constituting the user assignment information associated with each of the plurality of users related by the relation means is the element constituting the user assignment information.
  • a plurality of users may be specified as winners when all or some of them match.
  • the winner deciding means determines that the user is a winner when the combination of the elements constituting the user allocation information matches all or part of the combination of the elements constituting the winning information. You may specify. Thereby, the winner deciding means can decide whether or not to win only by the combination regardless of the arrangement of the elements, and can improve the game performance.
  • the winner deciding means determines that the user is a winner when the arrangement of each element constituting the user allocation information matches all or part of the arrangement of each element constituting the winning information. You may specify. Thereby, the winner deciding means can decide the winner according to the degree of coincidence between the elements of the user allocation information and the elements of the winning information, including the element arrangement order.
  • the winning information setting means may determine the winning information according to the number of other users related to the user. As a result, the winning information is determined according to the number of related users, for example, the possibility of becoming a winner according to the number of “mates” is increased, and the game performance is improved. Therefore, it can be expected that a user with few “comrades” will actively make efforts to increase the number of “companies”, and communication between users can be activated.
  • a step of associating user allocation information composed of one or a plurality of elements with each other and storing them in a storage device, and winning information composed of the elements are set.
  • a step a step of specifying a user associated with user allocation information having an element that matches all or a part of each element constituting the winning information as a winner, and a first privilege for the user specified as the winner And providing the second privilege to another user related to the user who is the winner.
  • the program according to the third aspect of the present invention stores a function for associating users with each other and user allocation information including one or more elements in association with each user in order to control the execution of the game.
  • the function to be stored in the device, the function to set the winning information composed of the elements, and the user associated with the user allocation information having elements that match all or part of each element constituting the winning information is identified as the winner
  • a program for realizing a function to grant a first privilege to a user identified as a winner and a function to grant a second privilege to another user related to the user who is the winner by the association means is there.
  • the computer may be, for example, a network server, a large computer, or the like.
  • the program may be stored in a computer-readable information recording medium such as a DVD-ROM or CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a game system is a game system including a communication terminal and a server configured to be accessible from the communication terminal and controlling execution of a game by the communication terminal, and a relationship relating users.
  • Attaching means user assignment information setting means for associating user assignment information composed of one or more elements for each user and storing them in a storage device, winning information setting means for setting winning information composed of elements, winning information
  • the winner determination means for specifying the user associated with the user allocation information having an element that matches all or a part of each of the elements constituting the winner, and the user specified as the winner by the winner determination means
  • Each means of the privilege grant means which grants 1 privilege and gives a 2nd privilege to the other user who was related with the user who is a winner by the correlation means.
  • One of the communication terminal or the server is a game system comprising.
  • FIG. 1 is an explanatory diagram showing the basic configuration of the game system.
  • FIG. 2A is a diagram illustrating an example of an appearance of a communication terminal.
  • FIG. 2B is a diagram illustrating another example of the appearance of the communication terminal according to the embodiment.
  • FIG. 3 is a block diagram showing the configuration of the communication terminal.
  • FIG. 4 is a block diagram showing the configuration of the game server.
  • FIG. 5 is an explanatory diagram showing the configuration of the database server.
  • FIG. 6 is a diagram illustrating an example of records stored in the user database.
  • FIG. 7 is a functional block diagram of the game control apparatus according to the first embodiment.
  • FIG. 8 is a diagram showing an example of a user assignment information setting database stored in the game database.
  • FIG. 9 is a flowchart of the game control method according to the first embodiment.
  • FIG. 10 is a diagram illustrating an example of a display screen.
  • FIG. 11 is a diagram illustrating an example of a display screen.
  • FIG. 12 is a diagram illustrating an example of a display screen.
  • FIG. 13 is a functional block diagram of the game control apparatus according to the second embodiment.
  • FIG. 14 is a flowchart of the game control method according to the second embodiment.
  • FIG. 15 is a diagram illustrating an example of a display screen.
  • FIG. 16 is a functional block diagram of the game control apparatus according to the third embodiment.
  • FIG. 17 is a flowchart of the game control method according to the third embodiment.
  • FIG. 18 is a diagram illustrating an example of a display screen.
  • FIG. 10 is a diagram illustrating an example of a display screen.
  • FIG. 11 is a diagram illustrating an example of a display screen.
  • FIG. 12 is a diagram illustrating an example
  • FIG. 19 is a diagram of a table for determining a winner.
  • FIG. 20 is a diagram of a table for determining a winner.
  • FIG. 21A is a functional block diagram illustrating a configuration example of each function in each of the communication terminal, the game server, and the database server.
  • FIG. 21B is a functional block diagram illustrating a configuration example of each function in each of the communication terminal, the game server, and the database server.
  • FIG. 21C is a functional block diagram illustrating a configuration example of each function in each of the communication terminal, the game server, and the database server.
  • the present invention relates to a patent application of Japanese Patent Application No. 2012-119141 filed with the Japan Patent Office on May 25, 2012, the contents of which are incorporated herein by reference.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • this game system includes, for example, communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW such as the Internet, and a game server 20 connected to the communication network NW.
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, and includes, for example, a mobile phone terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, and a bidirectional communication function.
  • a communication terminal such as a television receiver (including a so-called multi-function smart TV).
  • a television receiver including a so-called multi-function smart TV
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 has a program for generating a document that can be interpreted on a web browser as a game program.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 in a wired or wireless manner for reading and writing the information. Note that the game server 20 and the database server 30 may be connected via a communication network NW.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20.
  • a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • FIGS. 2A and 2B are explanatory diagrams showing the appearance of an example of the communication terminal 10, respectively.
  • FIG. 2A exemplifies a key input type communication terminal such as a foldable mobile terminal (mobile phone), for example.
  • FIG. 2B illustrates a communication terminal of a touch panel input method such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, And a communication interface unit 17 as a signal receiving unit, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. Further, the CPU 11 determines the web page to be displayed on the display unit 16 based on the input information input by the user using the instruction input unit 15, and the URL (Uniform) of the web page to be displayed through the communication interface unit 17.
  • Resource Locator
  • HTML Hyper Text Markup Language
  • object data such as images associated with the documents (hereinafter collectively referred to as “HTML data” as appropriate) are acquired from the game server 20 To do.
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
  • the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17 to the game server. 20 is notified.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser displays a web page according to the selection.
  • the game server 20 is requested to transmit the new HTML data (that is, update the web page).
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is a display composed of, for example, a liquid crystal display device (LCD) or the like, and displays an image of a web page on the display screen 16a based on display image data.
  • LCD liquid crystal display device
  • the instruction input unit 15 includes a first instruction input key group 15a including a direction instruction key and a determination key for accepting a user operation input, a numeric keypad, and the like. And an interface circuit for recognizing the operation input of each key and outputting it to the CPU 11.
  • the direction instruction key is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination key indicates that the user selects one hyperlink or menu that is actively displayed (for example, highlighted). Is provided to instruct.
  • the communication terminal 10 When the communication terminal 10 is constituted by a small portable terminal, these keys are arranged on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the second instruction input key group 15b is arranged below the first instruction input key group 15a, and “0” to “9”, “*”, and “#” are described. Has multiple key tops.
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method a known method such as a capacitance method can be adopted.
  • the key group 15a can be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by, for example, selecting the menu by pressing the direction instruction key and pressing the enter key. This can be done by confirming the menu.
  • the menu selection operation on the web page displayed on the communication terminal 10 may be performed by, for example, pointing the menu position on the display screen 16a on which the web page is displayed with a finger or This can be done by instructing with a touch pen.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages, for example, a game website including a plurality of hierarchical web pages, and provides a game web service to the communication terminal 10.
  • the game server 20 is provided with a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface 26.
  • a bus 26 is provided for transmitting control signals or data signals between the units.
  • the game server 20 can have the same configuration as a general-purpose web server in terms of hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • the user selects a hyperlink or menu on the web page displayed on the communication terminal 10
  • the corresponding instruction input signal is received via the communication interface unit 25, and the CPU 21 responds to the instruction input signal. Execute the process.
  • the processing executed by the CPU 21 includes, for example, transmission of new HTML data, arithmetic processing in the game server 20, data processing, and the like.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 (storage device) can be a large-capacity hard disk drive, a storage device in the form of RAID (Redundant Arrays of Inexpensive Disks), or other general-purpose storage devices.
  • Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30.
  • the database server 30 includes a user database 31 and a game database 32.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited. For example, a race game in which a plurality of users race toward a goal point, an enemy user or a computer is prepared. It is assumed that a battle game in which a battle with a character is performed and other types of games can be assumed, and irregular events are appropriately set.
  • FIG. 6 is an explanatory diagram showing an example of records stored in the user database 31.
  • Each record of the user database 31 includes a user ID (user identification information), an access log, a user name / display image, a skill level, physical fitness points, friendship points, possessed coins, fellow user IDs, possessed item data, and event history information. Etc., and corresponding user data is stored for each item. Information contained in the user database 31 can be updated sequentially by the game server 20.
  • user ID included in the user database 31 or data for each user name (to be described later) specifying a user is collectively referred to as user data.
  • the data of each item constituting the user data is as follows.
  • Access log is data that records the login time and access time based on the target user ID.
  • the login time is the time when login including user authentication processing is performed.
  • the access time is the time when the game server 20 is accessed to receive the game web service based on the user ID after login.
  • User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed.
  • the user name is, for example, text of a predetermined length or less that is designated in advance by the user
  • the display image is, for example, an avatar image that is selected in advance by the user.
  • the user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
  • Skill level This data indicates the skill level of the user on the game. For example, a level value in a range from Lv1 (level 1) to Lv100 (level 100) can be used.
  • the physical strength point is a necessary point in the game realized by the game server 20.
  • the physical strength point is a value that is set to a predetermined upper limit value in the course of progressing the game and decreases or increases (recovers) according to a predetermined condition set on the game.
  • Friendship points Indicates points of cooperation with users who are related as friends. For example, the user can obtain friendship points by sending a support message one or more times a day to fellow users, and can be configured to obtain predetermined benefits using the friendship points. .
  • -Owned coin This is the possessed amount of virtual currency (coin) on the game that is required when the user corresponding to the user ID uses the pay function on the game.
  • the possessed coins are consumed (reduced) when the user uses the pay function on the game, and the user pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
  • ⁇ Friend user ID It is another user ID related to the user ID of the target record.
  • the fellow user IDs can be classified and stored based on the closeness.
  • Intimacy is a numerical value of the high degree of relationship between users based on a certain standard. For example, the familiarity is set higher as the frequency of transmission or reception of a support message between users, the number of times a gift such as an item that can be used on the game is transmitted or received, and the like increase.
  • a lottery event is realized.
  • whether or not the user has won the lottery is determined based on a comparison result between user allocation information (described later) related to the user and set winning information (described later).
  • This lottery event is configured so that not only the user (winner) who wins the lottery can obtain a privilege, but also the fellow users related to the winner can also obtain the privilege.
  • FIG. 7 is a functional block diagram of the game control device of the first embodiment. Here, the case where each functional block is comprised in the game server 20 is illustrated. As shown in FIG. 7, the game server 20 includes an association unit 201, a user allocation information setting unit 202, a winning information setting unit 203, a winner determining unit 204, and a privilege granting unit 205.
  • the association means 201 has a function of relating users.
  • the association unit 201 records the user ID and another user ID as “companies” in association with an application based on the user ID.
  • the function of the association means 201 can be realized as follows.
  • the CPU 21 of the game server 20 specifies, via the communication interface unit 25, an application message (a friend application) specifying a user ID (or a corresponding user name) that the user wants to be a friend from the communication terminal 10 of the user corresponding to a certain user ID. Accept.
  • the transmission of the application message may be set in advance as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 displays the displayed user by a predetermined operation by the user who is executing the game.
  • the application message addressed to can be accepted.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message.
  • HTML data for displaying a web page requesting a reply to is transmitted.
  • the CPU 21 registers both as friends. Specifically, CPU21 writes the user ID of the other party who becomes a friend in the item of "friend user ID" of the user data of the corresponding two user IDs in user database 31 (see FIG. 6).
  • CPU21 can also register both as a friend triggered by predetermined operation by the user who is running the game, when approval of the user of a friend application destination is unnecessary.
  • a user who executes a stage on the same game or a user who has played a game may be registered as a user associated with the user in the game, that is, as a friend.
  • users who transmit a predetermined number of messages may be automatically registered as friends, or when there is a game mode in which a game or a match between users exists, the predetermined number of times.
  • Users who have played a match or battle may be automatically registered as friends.
  • the users within the group may be associated with each other.
  • the user A can apply for the specific user B in the user associated with the predetermined group and obtain the approval of the specific user B, the predetermined group and Associate user A.
  • the users may be related to each other.
  • achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example.
  • the data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
  • the user allocation information setting unit 202 has a function of storing user allocation information including one or more elements in a storage device in association with each user.
  • the function of the user allocation information setting unit 202 can be realized as follows.
  • the CPU 21 of the game server 20 determines user allocation information including elements selected from a plurality of predetermined elements such as numbers, characters, symbols, symbols, and colors, corresponding to each user ID.
  • the CPU 21 generates a random number using integers (elements) 1 to 9 to determine a 6-digit number, and uses this as user allocation information related to the target user ID.
  • the user allocation information for example, one or more digits, one or more characters, symbols, symbols, or an arrangement in which these are mixed can be used.
  • the user allocation information can also be configured by combining a plurality of colors with respect to one or a plurality of numbers, characters, symbols, and symbols.
  • the user assignment information may be information that considers the digit or arrangement order, and may be a set of a plurality of elements obtained by combining elements such as a plurality of numbers, characters, symbols, symbols, and colors.
  • the CPU 21 determines user allocation information for each user ID, associates this with the user ID, and stores it in a predetermined storage device.
  • the storage device may be a storage device (for example, RAM 23) built in the game server 20, a storage device (for example, RAM 13) built in the user communication terminal 10, or an external storage accessible from the game server 20. It may be a device.
  • the CPU 21 may store user allocation information as user data corresponding to each user ID in the user database 31.
  • FIG. 8 shows a user assignment information setting database as an example of data in which user assignment information is written for each user ID. In the user allocation information setting database, a user ID and user allocation information are described in association with each event ID for specifying a lottery event. This user allocation information setting database is stored in the game database 32 as a storage device.
  • the winning information setting means 203 has a function of setting winning information composed of elements.
  • the function of the winning information setting unit 203 can be realized as follows.
  • the CPU 21 of the game server 20 determines winning information including elements selected from a plurality of predetermined elements such as numbers, characters, symbols, symbols, and colors.
  • the CPU 21 may generate a random number using integers (elements) 1 to 9 to determine a 6-digit number and use it as winning information.
  • the CPU 21 may set winning information having the same number of digits as the user assignment information set in association with the user ID.
  • the CPU 21 may set the winning information having the number of elements larger than the number of elements combining the numbers, characters, symbols, symbols, and colors included in the user allocation information.
  • the CPU 21 may set winning information having a smaller number of elements than the number of elements combining numbers, characters, symbols, symbols, and colors included in the user allocation information. Also, a plurality of winning information can be set, and a plurality of levels of winning information can be set in order to set a winning grade in a plurality of levels.
  • the winner deciding means 204 has a function of identifying, as a winner, a user associated with the user allocation information having elements that match all or part of each element constituting the winning information.
  • the function of the winner deciding means 204 can be realized as follows.
  • the CPU 21 of the game server 20 sets a winning condition for considering the user allocation information that matches all or part of numbers, characters, symbols, symbols, colors, etc. included in the winning information as a winning condition.
  • the matching user allocation information is searched from the user allocation information described in the user allocation information setting database.
  • the CPU 21 specifies a user corresponding to the user ID associated with the user allocation information specified by the search as a winner.
  • the CPU 21 sets an element with the same number of elements A as the user allocation information and the winning information, and sets a winning condition for regarding the user allocated information whose number of elements matching the winning information is equal to or greater than a predetermined number B as winning.
  • the predetermined number B is an integer of 1 or more and the number of elements A or less.
  • search for user allocation information that completely matches the winning information that is, user allocation information that satisfies the winning conditions
  • the user who performs is identified as the winner.
  • user allocation information whose number of elements matching the winning information is 3 to 6 (that is, user allocation information satisfying the winning conditions) is searched and related to the user allocated information satisfying the winning conditions.
  • the user corresponding to the user ID is specified as the winner.
  • the user allocation information that matches at least one element with the winning information that is, the user allocation information that satisfies the winning condition
  • the CPU 21 associates with a user ID of a user specified as a winner, a predetermined flag (1: winner, 0: non-winner) in the user allocation information setting database. May be written.
  • the user with the user ID: 000002 is the winner.
  • the winning grades may be determined in stages, such as when the elements all match, including their arrangement, and the first prize is awarded, and the second prize and the third prize are awarded every time one element is removed.
  • the winning grade may be determined in stages according to the number of elements included.
  • the number of matching elements is a predetermined number B, and the number of matching elements is equal to or greater than the predetermined number B.
  • Allocation information may be regarded as winning.
  • the privilege granting unit 205 grants the first privilege to the user identified as the winner by the winner deciding unit 204 and gives the second privilege to other users related by the correlating unit 201 to the user who is the winner. It has the function to give.
  • the first privilege and the second privilege may be the same privilege content or different privilege contents.
  • the function of the privilege provision means 205 is realizable as follows.
  • the CPU 21 of the game server 20 refers to the user assignment information setting database (FIG. 8) and provides the first privilege to the user corresponding to the user ID whose flag is associated with “1” (winner). Give predetermined benefits.
  • the type of privilege includes, for example, giving points, coins, or items on the game, increasing the parameters of the user or the character held by the user, or increasing the skill level of the user. For example, when a point is given to a winner as a privilege, the CPU 21 reads data of points (physical strength points or friendship points) of the corresponding user ID, adds points that become a privilege, and updates the user data. When granting an item to a winner as a privilege, the CPU 21 writes the data of the item that becomes a privilege in the column of the possessed item of the user data of the corresponding user ID.
  • the CPU 21 further reads out the fellow user ID of the user ID of the user associated with the flag “1” (winner), and provides the second privilege to the user corresponding to the read user ID. Grant the benefits.
  • the type of the second privilege is to give points, coins, or items on the game, to increase the parameters of the user or the character held by the user, or the skill level of the user. And so on.
  • the CPU 21 can make the first privilege to be given to the user specified as the winner and the second privilege to be given to the fellow user of the user who is the winner. In that case, it is reasonable to give a privilege more advantageous to a user who is a winner than a user who is not a winner (a fellow user of the winner). Therefore, it is preferable for the given user that the first privilege is more advantageous than the second privilege (for example, the number of points of the first privilege is larger than the number of points of the second privilege).
  • FIG. 9 is a flowchart of the game control method of the first embodiment. As described above, it is assumed that each function block of the game control device of the present embodiment is included in the game server 20 and the CPU 21 of the game server 20 realizes the function of each function block. In the flowchart shown in FIG. 8, it is assumed that the user to be processed is already associated with at least one other user as a friend.
  • step S801 the CPU 21 first recognizes a predetermined operation input by the user and accepts participation in a drawing event.
  • the user ID to be processed is written in the corresponding event ID in the user allocation information setting database (FIG. 8).
  • step S801 is not essential and may be configured such that all users can automatically participate in the lottery event without accepting participation by the user.
  • step S802 the CPU 21 sets user allocation information corresponding to the user ID to be processed, and stores it in the storage device in association with the user ID to be processed.
  • the set user allocation information is written in the “user allocation information” column in the user allocation information setting database (FIG. 8).
  • the CPU 21 notifies the user communication terminal 10 of the set user allocation information.
  • the timing for notifying the user's communication terminal 10 can be set as appropriate. For example, when the user logs in or accesses the game server 20 via the communication terminal 10, the CPU 21 notifies the user of the user allocation information set to the user. HTML data is generated and transmitted to the communication terminal 10.
  • FIG. 10 is a diagram illustrating an example of a display screen displayed on the communication terminal 10 when the user allocation information is notified.
  • the display screen 900 displayed on the user communication terminal 10 based on the HTML data transmitted from the CPU 21 includes a first information display unit 901 for displaying the user allocation information distributed (notified) to the corresponding user ID. Have.
  • a 6-digit number is set as the user allocation information, and the user allocation information set for the corresponding user ID is displayed on the first information display unit 901.
  • the CPU 21 determines winning information including elements such as numbers, characters, symbols, symbols, and colors. As described above, the CPU 21 may determine the winning information with the same number of digits as the user allocation information, or may set the winning information with a number of digits different from the user allocation information. The winning information is not limited to one. That is, the CPU 21 may set a plurality of winning information.
  • step S804 the CPU 21 sets a winning condition for considering the user allocation information that matches all or part of the numbers, characters, symbols, symbols, colors, etc. included in the winning information as the winning condition.
  • the matching user allocation information is specified by searching the user allocation information described in the user allocation information setting database. As described above, if the number of elements A that match the winning information among the elements included in the user assigned information is greater than or equal to the predetermined number B, a winning condition for regarding the user assigned information as winning can be set.
  • the CPU 21 specifies the user assignment information that matches the winning condition from the user assignment information described in the user assignment information setting database.
  • the CPU 21 specifies the user allocation information in which the number of elements A matching the winning information is equal to or greater than the predetermined number B
  • the CPU 21 specifies the user corresponding to the user ID associated with the user allocation information as the winner.
  • the CPU 21 may set the grades of the winners step by step according to the value of the number of elements A that matches the winning information.
  • the CPU 21 may determine whether or not to win in consideration of the arrangement order, or determine whether or not to win only in the combination without considering the arrangement order. May be.
  • the CPU 21 sets the flag corresponding to the user ID specified as the winner in the user allocation information setting database to “1” (winner).
  • step S805 the CPU 21 refers to the user assignment information setting database and gives a predetermined first privilege to the user corresponding to the user ID for which the flag “1” (winner) is set.
  • the 1st privilege given with respect to the user who is a winner is increasing a possession coin, a skill level, a physical strength point, a friendship point, etc., for example.
  • the CPU 21 reads the value of the user data point (physical fitness point or friendship point) of the corresponding user ID in the user database 31 and adds the point as a privilege. Then, the user database 31 is updated.
  • CPU21 may add predetermined item ID as a privilege to the column of the "holding item" of the user data of applicable user ID.
  • CPU21 reads the user ID of the associate of user ID for whom the flag of "1" (winner) was set from user data, and gives a predetermined second privilege to the user corresponding to the corresponding user ID To do.
  • the second privilege is, for example, to increase possessed coins, skill levels, physical strength points, friendship points, and the like, similarly to the first privilege.
  • CPU21 produces
  • FIG. 11 is an explanatory diagram illustrating an example of a display screen displayed on the communication terminal 10.
  • the display screen 1000 displayed on the user communication terminal 10 based on the HTML data transmitted from the CPU 21 has a first information display unit 1001 for displaying information indicating that the user has won.
  • the first information display unit 1001 can display information indicating that the corresponding user has been won, and information related to a privilege given by winning.
  • the first information display unit 1001 can also display information indicating that the second privilege has been granted to the fellow user.
  • CPU21 produces
  • FIG. 12 is an explanatory diagram illustrating an example of a display screen displayed on the communication terminal 10.
  • the display screen 1100 displayed on the user's communication terminal 10 based on the HTML data transmitted from the CPU 21 displays information indicating that the fellow user has been won and information indicating that the second privilege has been granted.
  • the 1st information display part 1101 for this is provided.
  • the game control method may be applied as an event that is a game that progresses separately from the progress of the main game in the game.
  • user allocation information is distributed to users who access the game within a predetermined time of the day, and each user is notified whether or not each user has won after the set lottery time. it can.
  • Various settings such as distribution of user allocation information and notification of the presence / absence of winning can be made several times a day, once every few days, irregularly, etc., and are not particularly limited.
  • the game control device and the game control method according to the first embodiment configured as described above it is determined whether or not the user allocation information set for the user has been won, and the user identified as the winner.
  • the first privilege is given to the user, and the second privilege is also given to the user who is related as a friend to the user who is the winner.
  • the winning chance is increased, and the game performance can be improved.
  • the user allocation information is determined by the game server 20, but in the second embodiment, the first is that the user can determine the user allocation information by himself. Different from the embodiment.
  • FIG. 13 is a functional block diagram of the game control apparatus of the second embodiment. Here, the case where each functional block is comprised in the game server 20 is illustrated. As shown in FIG. 13, the game server 20 includes an association unit 201, a user allocation information setting unit 202, a winning information setting unit 203, a winner determining unit 204, a privilege granting unit 205, and a user allocation information instruction unit 206.
  • the correlating means 201, the user allocation information setting means 202, the winning information setting means 203, the winner determining means 204, and the privilege granting means 205 function substantially the same as in the first embodiment.
  • the user allocation information instruction unit 206 has a function of receiving an instruction input for setting each element constituting the user allocation information.
  • the user allocation information setting unit 202 stores the user allocation information configured by the element that has received an instruction input by the user allocation information instruction unit 206 in a storage device in association with the user.
  • the functions of the user allocation information instruction unit 206 and the user allocation information setting unit 202 can be realized as follows. For example, when there is an access from the communication terminal 10 to the game server 20 for executing a game, the CPU 21 of the game server 20 generates HTML data for displaying a login screen of the corresponding game, and performs communication. Transmit to the terminal 10.
  • the CPU 21 displays text indicating that a lottery event is being performed, and generates HTML data for receiving user assignment information input by the user, and transmits the HTML data to the communication terminal 10.
  • the CPU 21 overwrites the user assignment information in the user assignment information setting database by associating the user assignment information with the user ID to be processed. Update.
  • FIG. 14 is a flowchart of the game control method of the second embodiment. As described above, it is assumed that each function block of the game control device of the present embodiment is included in the game server 20 and the CPU 21 of the game server 20 realizes the function of each function block. In the flowchart illustrated in FIG. 14, it is assumed that the user to be processed is already associated with at least one other user as a friend.
  • step S1301 the CPU 21 first recognizes a predetermined operation input by the user and accepts participation in a draw event.
  • the user ID to be processed is written in the corresponding event ID in the user allocation information setting database (FIG. 8).
  • step S1301 is not essential, and it may be configured such that all users can automatically participate in the lottery event without accepting participation by the user.
  • the CPU 21 receives user assignment information set by the user. For example, when there is an access from the user communication terminal 10 to the game server 20 for executing a game, the CPU 21 displays information indicating that a lottery event is to be performed, and the user arbitrarily selects from predetermined elements. HTML data for displaying on the communication terminal 10 a display screen for accepting the user allocation information set in step S1 is generated and transmitted to the communication terminal 10.
  • the HTML data related to the display screen for accepting the instruction input of the user allocation information may be transmitted only when the user accesses for the first time during the lottery event period, or may be transmitted every time there is an access from the user. Good. Or you may restrict
  • FIG. 15 is an explanatory diagram illustrating an example of a display screen displayed on the communication terminal 10.
  • a display screen 1400 displayed on the user's communication terminal 10 based on the HTML data transmitted from the CPU 21 is an input unit 1401 for accepting input of user allocation information, and the user allocation information input to the input unit 1401 is determined.
  • the confirmation button 1402 is provided. As shown in FIG. 15, for example, information indicating that a lottery event is to be performed may be displayed on the display screen 1400, and a lottery date and time may be displayed.
  • the input unit 1401 can be configured by a predetermined number (six in the example of FIG. 15) input boxes for inputting numbers, characters, symbols, and the like as user allocation information.
  • a predetermined number six in the example of FIG. 15
  • an input box may be designated so that numbers, characters, and symbols can be input for each input box.
  • an input method different from that in FIG. 15 may be applied.
  • a plurality of user allocation information candidates combining a plurality of numbers, letters, symbols, designs, and colors are presented in the input unit 1401 so as to be selectable, and the user's favorite user is selected from the plurality of user allocation information candidates. You may comprise so that allocation information can be selected and input. In this case, the selected user allocation information is input to a predetermined number of input boxes of the input unit 1401.
  • the user operates the confirm button 1402 in a state where input has been completed for a predetermined number of input boxes, the user assignment information input to the input unit 1401 is confirmed, and information regarding the user assignment information is displayed. Is transmitted to the game server 20 via the communication interface unit 17.
  • the CPU 21 of the game server 20 stores the transmitted user allocation information in the storage device in association with the corresponding user ID in step S1303. That is, the CPU 21 writes the transmitted user allocation information in the user allocation information setting database in association with the user ID.
  • step S1304 the CPU 21 determines winning information including elements such as numbers, characters, symbols, symbols, and colors.
  • the CPU 21 may determine the winning information in the same manner as in step S803 in the first embodiment.
  • step S1305 the CPU 21 sets a winning condition for regarding user allocation information that matches all or part of numbers, characters, symbols, symbols, colors, etc. included in the winning information as a winning condition.
  • the matching user allocation information is specified by searching the user allocation information described in the user allocation information setting database.
  • the same method as in step S804 (see FIG. 9) of the first embodiment can be adopted.
  • the CPU 21 sets the flag corresponding to the user ID specified as the winner in the user allocation information setting database to “1” (winner).
  • step S1306 may be the same as step S805 of FIG. That is, in step S1306, the CPU 21 refers to the user allocation information setting database, and with respect to the user corresponding to the user ID for which the flag “1” (winner) is set (that is, specified as the winner) A predetermined first privilege is given. Moreover, CPU21 reads the user ID of the associate of user ID for whom the flag of "1” (winner) was set from user data, and gives a predetermined second privilege to the user corresponding to the corresponding user ID To do. CPU21 produces
  • the display screen displayed on the user's communication terminal 10 based on the HTML data transmitted from the CPU 21 can have, for example, the same configuration as in FIGS. 11 and 12 of the first embodiment.
  • the user can select favorite user allocation information, and the game performance can be further improved.
  • Third Embodiment is different from the first embodiment or the second embodiment in that the user can update the user allocation information once determined.
  • FIG. 16 is a functional block diagram of the game control apparatus of the third embodiment. Here, the case where each functional block is comprised in the game server 20 is illustrated. As shown in FIG. 16, the game server 20 includes an association unit 201, a user allocation information setting unit 202, a winning information setting unit 203, a winner determining unit 204, a privilege granting unit 205, and a change receiving unit 207.
  • the correlating means 201, the user allocation information setting means 202, the winning information setting means 203, the winner determining means 204, and the privilege granting means 205 function substantially the same as in the first embodiment.
  • the change receiving unit 207 has a function of receiving an instruction input for changing each element constituting the user allocation information and updating the user allocation information written in the user allocation information setting database.
  • the function of the change accepting unit 207 can be realized as follows. For example, when there is an access from the communication terminal 10 to the game server 20 for executing a game, the CPU 21 of the game server 20 generates HTML data for displaying a login screen of the corresponding game, and performs communication. Transmit to the terminal 10. At this time, the CPU 21 displays a text indicating that a lottery event is being performed and user allocation information currently set for the corresponding user ID, and accepts a change in the currently set user allocation information. HTML data to be displayed on the communication terminal 10 is generated and transmitted to the communication terminal 10. When receiving an instruction input for changing the user allocation information from the user communication terminal 10, the CPU 21 updates the user allocation information corresponding to the user ID to be processed in the user allocation information setting database.
  • FIG. 17 is a flowchart of the game control method of the third embodiment. As described above, it is assumed that each function block of the game control device of the present embodiment is included in the game server 20 and the CPU 21 of the game server 20 realizes the function of each function block.
  • the CPU 21 changes the user allocation information.
  • HTML data for displaying a display screen for acceptance on the communication terminal 10 is generated and transmitted to the communication terminal 10 (step S1601). Specifically, for example, after transmitting HTML data for notifying the user allocation information set to the user in step S802 of the first embodiment, or after setting the user in step S1302 of the second embodiment.
  • HTML data for accepting the change of the already set user assignment information is generated and transmitted to the communication terminal 10.
  • the user allocation information for example, before the lottery date and time for specifying the winner, and when the user is instructed to change during the game login or the game execution, the user allocation is sequentially performed. It can be configured to transmit HTML data for accepting information changes.
  • FIG. 18 is an explanatory diagram illustrating an example of a display screen displayed on the communication terminal 10 in order to accept a change in the currently set user allocation information.
  • a display screen 1700 displayed on the user communication terminal 10 based on the HTML data transmitted from the CPU 21 confirms the input unit 1701 for accepting the change of the user allocation information and the user allocation information input to the input unit 1701.
  • a confirmation button 1702 is provided.
  • user allocation information currently set for the user is displayed.
  • the user allocation information desired by the user is input to the input unit 1701 and confirmed.
  • a display prompting the user to operate the button 1702 is performed.
  • the currently set user allocation information is “123456” consisting of a 6-digit number.
  • the input unit 1701 can be configured with a predetermined number (six in the example of FIG. 18) input boxes for inputting numbers, characters, symbols and the like as user allocation information.
  • a predetermined number (six in the example of FIG. 18) input boxes for inputting numbers, characters, symbols and the like as user allocation information.
  • the user allocation information is composed of an array of a plurality of numbers, characters, and symbols
  • an input box may be designated so that numbers, characters, and symbols can be input for each input box.
  • a 6-digit number is already set as the user allocation information, and this is displayed on the input unit 1701. That is, a number corresponding to each digit is displayed in each input box.
  • Each input box has a button for changing the number of each digit. If the upper button is operated, the number is changed to a larger number, and if the lower button is operated, the number is changed to a smaller number. It is configured.
  • a plurality of user allocation information candidates combining a plurality of numbers, letters, symbols, symbols, and colors are presented to be selectable on the input unit 1701, and the user's favorite user can be selected from the plurality of user allocation information candidates.
  • the selected user allocation information is input to a predetermined number of input boxes of the input unit 1701.
  • step S1602 when the CPU 21 receives the information for instructing the change of the user assignment information, in step S1603, the CPU 21 applies the corresponding information in the user assignment information setting database based on the received information for instructing the change of the user assignment information.
  • the information of the user allocation information of the user ID to be updated is updated.
  • the user allocation information set in advance can be changed to a user's preference. Even the user allocation information set by the user can be changed by the user. Therefore, the game performance can be further improved.
  • Winner identification method (8-1) Winners of multiple grades According to the degree of match between the user allocation information set in relation to the user ID and the winning information (that is, the set winning conditions) Based on the degree of satisfaction, the method for identifying the winners in the case of identifying winners of multiple grades is described below. Note that this method for identifying a winner can be applied to all the embodiments described above.
  • FIG. 19 is an explanatory diagram of a table for determining winners of multiple grades.
  • both the user allocation information and the winning information are multi-digit numbers, and it is determined whether or not the numbers match for each digit.
  • User allocation information in which only the digits do not match is “2nd”. Thereafter, the winning grades may be determined in order, such as “3 etc.” for the user allocation information in which the other digits match except for two digits.
  • “*” indicates that the winning information is the same digit as the different digit.
  • the winning grade may be increased. For example, “1 etc.” is set when all match.
  • the winning grade below “2nd” may be determined not only from the number of digits that match, but also from other viewpoints. For example, even if the number of digits that match is the same, the user assignment information that matches a number of digits consecutively from the bottom may be given a higher grade, or conversely, a number of digits that are consecutive from the top It is good also considering the user allocation information with which they correspond as a high grade.
  • the winning information illustrated in FIG. 19 is one, it is not limited to that case. A plurality of winning information may be set.
  • the elements included in the user allocation information may be compared with the elements included in the winning information regardless of the arrangement order, and the winning grade may be determined based on the number of matches. For example, when setting user allocation information and winning information each including a plurality of elements combining numbers, letters, symbols, and symbols, the number of elements included in the winning information is the number of elements included in the user allocation information. There is no need to match. The number of elements included in the winning information may be larger or smaller than the number of elements included in the user allocation information.
  • the content of the privilege to be given according to the grade of the winner may be set step by step.
  • at least one of the first privilege granted to the winner and the second privilege granted to the fellow user associated with the winner may be determined based on the grade of the winner. For example, when the privilege given to the winner is a predetermined point, more points may be given to the higher winner, and fewer points may be given to the lower winner.
  • the privilege given to the winner is an item that can be used in the game, the higher the grade of the winner, the more effective the item when used in the game or the higher the rare item It may be.
  • FIG. 20 is an explanatory diagram showing processing when a winner is determined using user allocation information of a plurality of users.
  • the user allocation information and the winning information are both 6-digit numbers. It is assumed that the user allocation information set for the user A is “125576” and the user allocation information set for the user B is “213457”. When the winning information is “123456”, the user allocation information “125576” set for the user A is the first digit, the second digit, and the sixth digit when the first digit to the sixth digit are set from the left to the right. Only three digits match the winning information. In addition, in the user allocation information “213457” set for the user B, only the third digit, the fourth digit, and the fifth digit match the winning information.
  • the winning information is determined by matching four or more digits with the winning information consisting of 6-digit numbers, neither the user A nor the user B is a winner.
  • the user allocation information set for the user A and the user B is combined, there are four or more digits that match the winning information (all match in the illustrated example). Therefore, when the user A and the user B are related as “companies”, the user A and the user B may be specified as winners, respectively.
  • the privilege given to the user A and the user B that is, the user allocation information of the user A and the user B is combined and the same winning condition is satisfied
  • Higher-value items or higher-value items than the privilege granted in some cases are examples of the privilege granted.
  • the privilege given to a user who satisfies the winning condition alone and the privilege given to a user who satisfies the same winning condition in cooperation with a plurality of users may be the same.
  • the privilege given to the user may be distributed to each user.
  • a privilege corresponding to the degree of contribution may be distributed to each user.
  • the user allocation information of user A and user B has a degree of coincidence with the winning information (3/6), and an equivalent privilege is given to each.
  • the privilege given to each user may be determined according to the degree to which each user contributed to the winning.
  • the winning information setting unit 203 may determine the winning information according to the number of processing target users. For example, as described above, when determining whether the winning condition is satisfied using the user allocation information set for a plurality of users, the number of matching elements is larger than the number of elements included in the user allocation information It becomes possible to set the winning conditions. For example, it is assumed that the user allocation information set for the user includes six elements that combine numbers, characters, symbols, symbols, colors, and the like. At this time, winning information including 12 elements may be set, and the winning condition may be that the number of elements included in the winning information matches the elements included in the user allocation information is 8 or more. it can.
  • the winner is determined using the user allocation information set for a plurality of users related as “mates”.
  • the user allocation information set for one user cannot satisfy the winning condition alone, but there is a possibility that the winning condition may be satisfied by combining the user allocation information of two or more users. It is expected to participate in a lottery event in cooperation with other users, and can activate communication.
  • the game server 20 on the network performs the association unit 201, the user allocation information setting unit 202, the winning information setting unit 203, the winner determining unit 204, and the privilege granting unit 205. Although it is configured to realize each function, it is not limited to this configuration. Some or all of these means may be configured in the database server 30. Moreover, it is good also as a structure which implement
  • 21A to 21C are functional block diagrams showing configuration examples of functions in the communication terminal 10, the game server 20, and the database server 30, respectively. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. For example, as shown in FIGS. 21A, 21B, and 21C, the communication terminal 10, the game server 20, and the database server 30 can share functions for each function in the functional block diagram shown in FIG. .

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Abstract

This game control device is provided with: an association means that associates users; a user allocation information setting means that associates user allocation information with each user and stores said user allocation information in a storage device; a winner selection information setting means that sets winner selection information; a winner determination means that, as a winner, identifies a user associated with user allocation information comprising elements that match all or some of the elements configuring the winner selection information; and a reward awarding means that awards a first reward to the user identified as the winner, and awards a second reward to another user associated with the user who is the winner.

Description

[規則37.2に基づきISAが決定した発明の名称] ゲーム制御装置、方法、プログラム、記録媒体及びシステム[Name of invention determined by ISA based on Rule 37.2] Game control device, method, program, recording medium and system
 本発明は、ゲームの実行を制御する技術に関する。 The present invention relates to a technique for controlling the execution of a game.
 近年、ソーシャルネットワーキングサービス(SNS)において実行されるアプリケーションとして、いわゆるソーシャルゲーム(Social Game)が普及している。 In recent years, so-called social games have become widespread as applications executed in social networking services (SNS).
 上述したソーシャルゲームでは、例えば、他のユーザ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行われている。このようなソーシャルゲームの一例として、下記の非特許文献1に記載されたデジタルカードゲーム(ドラゴンコレクション(登録商標))が知られている。 In the above-mentioned social game, for example, in addition to cooperative play with other users (companies), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or Items are being exchanged. As an example of such a social game, a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
 ソーシャルゲームにおいて、ユーザの趣向を捉えることを目的として、くじ引きのイベントを設定する場合がある。くじ引きは、数字、文字、記号、図柄、色などの1又は複数の要素の配列又は組合せでなるユーザ割当情報を各ユーザに配布し、当選情報との一致の度合いにより当選者を決定するものである。
 このようなくじ引きのイベントでは、当選者となったユーザには所定の特典が与えられるものの、当選しなかったユーザに対する特典がないことが一般的である。
In a social game, a lottery event may be set for the purpose of capturing the user's preferences. Lottery distributes user allocation information consisting of an array or combination of one or more elements such as numbers, letters, symbols, designs, colors, etc. to each user, and determines the winner based on the degree of coincidence with the winning information. is there.
In such a lottery event, although a predetermined privilege is given to a user who is a winner, there is generally no privilege for a user who has not won.
 ところで、従来のくじ引きのイベントでは、個々のユーザが当たり外れに対して一喜一憂する構成となっており、ユーザ同士のコミュニケーションの活性化が図りにくいものとなっていた。 By the way, in the conventional lottery event, it has become a configuration in which individual users are angry about the hit and the activation of communication between users is difficult.
 本発明は、くじ引きのイベントを通してユーザ間のコミュニケーション機能を高めることを可能にしたゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムを提供することを目的とする。 An object of the present invention is to provide a game control device, a game control method, a program, a recording medium, and a game system that can enhance a communication function between users through a lottery event.
 本発明の第1の観点によるゲーム制御装置は、関係付け手段、ユーザ割当情報設定手段、当選情報設定手段、当選者決定手段、特典付与手段を備える。関係付け手段は、ユーザ間を関係付ける。ユーザ割当情報設定手段は、1または複数の要素で構成されるユーザ割当情報をユーザ毎に関係付けて記憶装置に記憶させる。当選情報設定手段は、要素で構成される当選情報を設定する。当選者決定手段は、当選情報を構成する各要素の全部又は一部と一致する要素を有するユーザ割当情報に関係付けられたユーザを当選者として特定する。特典付与手段は、当選者決定手段で当選者として特定されたユーザに第1特典を付与し、関係付け手段によって当選者であるユーザに関係付けられた他のユーザに第2特典を付与する。
 要素は、数字、文字、記号、図柄、色などのうちの1種類または複数種類の組合せで構成することができ、1又は複数の要素を用いてユーザ割当情報及び当選情報を設定できる。本発明において第1特典と第2特典は、同一の特典内容であってもよいし、異なる特典内容であってもよい。
A game control apparatus according to a first aspect of the present invention includes an association unit, a user allocation information setting unit, a winning information setting unit, a winner determining unit, and a privilege granting unit. The association means associates users. The user allocation information setting means stores user allocation information composed of one or more elements in a storage device in association with each user. The winning information setting means sets winning information composed of elements. The winner deciding means identifies, as a winner, a user associated with the user allocation information having an element that matches all or a part of each element constituting the winning information. The privilege granting unit grants the first privilege to the user identified as the winner by the winner deciding unit, and grants the second privilege to another user related to the user who is the winner by the association unit.
An element can be composed of one type or a combination of a plurality of types among numbers, characters, symbols, designs, colors, and the like, and user allocation information and winning information can be set using one or a plurality of elements. In the present invention, the first privilege and the second privilege may be the same privilege content or different privilege contents.
 本発明のゲーム制御装置によれば、当選しなかったユーザであっても、例えば、「仲間」として関係付けられた他のユーザが当選していれば、特典を得る可能性がある。したがって、「仲間」が少ないユーザが積極的に「仲間」を増やす努力を行うことが期待でき、ユーザ間のコミュニケーションの活性化を図ることができる。 According to the game control device of the present invention, even if the user has not won, for example, if another user related as a “friend” has won, there is a possibility of obtaining a privilege. Therefore, it can be expected that a user with few “comrades” actively makes efforts to increase “companies”, and communication between users can be activated.
 上記ゲーム制御装置において、ユーザ割当情報を構成する各要素を設定するための指示入力を受け付けるユーザ割当情報指示手段をさらに備え、このユーザ割当情報設定手段は、ユーザ割当情報指示手段で指示入力を受け付けた要素によって構成されるユーザ割当情報を、ユーザと関連付けて記憶装置に記憶させてもよい。
 このように構成することにより、ユーザ割当情報指示手段を介してユーザが自身のユーザ割当情報を決定することができ、当選するか否かの結果にユーザ自身が関与することが可能となり、ゲーム性を向上させることができる。
The game control apparatus further includes user assignment information instruction means for accepting an instruction input for setting each element constituting the user assignment information, and the user assignment information setting means accepts an instruction input by the user assignment information instruction means. The user allocation information configured by the elements may be stored in the storage device in association with the user.
With this configuration, the user can determine his / her user allocation information via the user allocation information instruction means, and the user himself / herself can be involved in the result of whether or not to win. Can be improved.
 上記ゲーム制御装置において、ユーザ割当情報を構成する各要素を変更するための指示入力を受け付けて、記憶装置に記憶されたユーザ割当情報を更新する変更受付手段をさらに備える構成としてもよい。それによって、ユーザは、ユーザ割当情報設定手段により決定されたユーザ割当情報を変更することができ、当選するか否かの結果にユーザ自身が関与することが可能となり、ゲーム性をさらに向上させることができる。また、ユーザ割当情報指示手段を介してユーザ自身が入力したユーザ割当情報についても、変更受付手段を介して変更することが可能であり、ゲーム性をさらに向上させることができる。 The game control device may further include a change receiving unit that receives an instruction input for changing each element constituting the user allocation information and updates the user allocation information stored in the storage device. Thereby, the user can change the user allocation information determined by the user allocation information setting means, and the user himself can be involved in the result of whether or not to win, thereby further improving the game performance. Can do. In addition, the user assignment information input by the user himself / herself via the user assignment information instruction means can be changed via the change acceptance means, and the game performance can be further improved.
 上記ゲーム制御装置において、当選者決定手段は、当選情報を構成する各要素とユーザ割当情報を構成する各要素との一致の程度に基づいて、複数段階の等級の当選者を決定し、前記特典付与手段は、当選者の等級に基づいて前記第1特典及び前記第2特典の少なくともいずれかの特典の内容を段階的に決定してもよい。それによって、設定された当選情報に基づいて複数の当選者を決定することができ、また、例えば、要素の一致の程度に基づいて、1等、2等などの複数段階の等級の当選者を決定することができる。したがって、ゲーム性をさらに向上させることができる。 In the game control device, the winner deciding means decides a winner of a plurality of grades based on the degree of coincidence between each element constituting the winning information and each element constituting the user allocation information, and the privilege The granting unit may determine the content of at least one of the first privilege and the second privilege in a stepwise manner based on the grade of the winner. Thereby, a plurality of winners can be determined based on the set winning information. For example, based on the degree of matching of elements, winners of multiple grades such as first, second, etc. Can be determined. Therefore, the game performance can be further improved.
 上記ゲーム制御装置において、当選者決定手段は、関係付け手段で関係付けられた複数の各ユーザに其々関係付けられたユーザ割当情報を構成する各要素が、ユーザ割当情報を構成する各要素の全部または一部と一致する場合に、複数のユーザを当選者として特定してもよい。それによって、複数のユーザのユーザ割当情報を合わせることにより、当選者を決定することができるので、当選の幅を広げることができ、ゲーム性をさらに向上させることができる。また、「仲間」が少ないユーザが積極的に「仲間」を増やす努力を行うことが期待でき、ユーザ間のコミュニケーションの活性化を図ることができる。 In the game control device, the winner deciding means is configured such that each element constituting the user assignment information associated with each of the plurality of users related by the relation means is the element constituting the user assignment information. A plurality of users may be specified as winners when all or some of them match. Thereby, since the winner can be determined by combining the user allocation information of a plurality of users, the range of the winning can be widened, and the game performance can be further improved. In addition, it can be expected that a user with few “comrades” actively makes efforts to increase “companies”, and activation of communication between users can be promoted.
 上記ゲーム制御装置において、当選者決定手段は、ユーザ割当情報を構成する各要素の組合せが、当選情報を構成する各要素の組合せと、全部又は一部が一致する場合に、ユーザを当選者として特定してもよい。それによって、当選者決定手段は、要素の配列に関係なく、組合せだけによって当選か否かを決定することができ、ゲーム性を向上させることができる。 In the above game control device, the winner deciding means determines that the user is a winner when the combination of the elements constituting the user allocation information matches all or part of the combination of the elements constituting the winning information. You may specify. Thereby, the winner deciding means can decide whether or not to win only by the combination regardless of the arrangement of the elements, and can improve the game performance.
 上記ゲーム制御装置において、当選者決定手段は、ユーザ割当情報を構成する各要素の配列が、当選情報を構成する各要素の配列と、全部又は一部が一致する場合に、ユーザを当選者として特定してもよい。それによって、当選者決定手段は、要素の配列順を含めて、ユーザ割当情報の要素と当選情報の要素との一致の度合いにより当選者を決定することができる。 In the above-described game control device, the winner deciding means determines that the user is a winner when the arrangement of each element constituting the user allocation information matches all or part of the arrangement of each element constituting the winning information. You may specify. Thereby, the winner deciding means can decide the winner according to the degree of coincidence between the elements of the user allocation information and the elements of the winning information, including the element arrangement order.
 上記ゲーム制御装置において、当選情報設定手段は、ユーザに関係付けられた他のユーザの数に応じて当選情報を決定してもよい。それによって、関係付けられているユーザの数に応じて、当選情報が決定されることにより、例えば「仲間」の数に応じて当選者となる可能性が高まることとなり、ゲーム性を向上させるとともに、「仲間」の少ないユーザが積極的に「仲間」を増やす努力を行うことが期待でき、ユーザ間のコミュニケーションの活性化を図ることができる。 In the above game control device, the winning information setting means may determine the winning information according to the number of other users related to the user. As a result, the winning information is determined according to the number of related users, for example, the possibility of becoming a winner according to the number of “mates” is increased, and the game performance is improved. Therefore, it can be expected that a user with few “comrades” will actively make efforts to increase the number of “companies”, and communication between users can be activated.
 本発明の第2の観点によるゲーム制御方法は、1または複数の要素で構成されるユーザ割当情報をユーザ毎に関係付けて記憶装置に記憶させるステップと、要素で構成される当選情報を設定するステップと、当選情報を構成する各要素の全部又は一部と一致する要素を有するユーザ割当情報に関係付けられたユーザを当選者として特定するステップと、当選者として特定されたユーザに第1特典を付与し、当選者であるユーザに関係付けられた他のユーザに第2特典を付与するステップとを備える。 In the game control method according to the second aspect of the present invention, a step of associating user allocation information composed of one or a plurality of elements with each other and storing them in a storage device, and winning information composed of the elements are set. A step, a step of specifying a user associated with user allocation information having an element that matches all or a part of each element constituting the winning information as a winner, and a first privilege for the user specified as the winner And providing the second privilege to another user related to the user who is the winner.
 本発明の第3の観点によるプログラムは、ゲームの実行を制御するために、コンピュータに、ユーザ間を関係付ける機能、1または複数の要素で構成されるユーザ割当情報をユーザ毎に関係付けて記憶装置に記憶させる機能、要素で構成される当選情報を設定する機能、当選情報を構成する各要素の全部又は一部と一致する要素を有するユーザ割当情報に関係付けられたユーザを当選者として特定する機能、当選者として特定されたユーザに第1特典を付与し、関係付け手段によって当選者であるユーザに関係付けられた他のユーザに第2特典を付与する機能を実現させるためのプログラムである。
 コンピュータは、例えば、ネットワークサーバ、大型計算機等であってもよい。また、プログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記録媒体に格納されていてもよい。すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。
The program according to the third aspect of the present invention stores a function for associating users with each other and user allocation information including one or more elements in association with each user in order to control the execution of the game. The function to be stored in the device, the function to set the winning information composed of the elements, and the user associated with the user allocation information having elements that match all or part of each element constituting the winning information is identified as the winner A program for realizing a function to grant a first privilege to a user identified as a winner and a function to grant a second privilege to another user related to the user who is the winner by the association means is there.
The computer may be, for example, a network server, a large computer, or the like. The program may be stored in a computer-readable information recording medium such as a DVD-ROM or CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第5の観点によるゲームシステムは、通信端末と、通信端末からアクセス可能に構成され、通信端末によるゲームの実行を制御するサーバとを含むゲームシステムであって、ユーザ間を関係付ける関係付け手段、1または複数の要素で構成されるユーザ割当情報をユーザ毎に関係付けて記憶装置に記憶させるユーザ割当情報設定手段、要素で構成される当選情報を設定する当選情報設定手段、当選情報を構成する各要素の全部又は一部と一致する要素を有するユーザ割当情報に関係付けられたユーザを当選者として特定する当選者決定手段、当選者決定手段で当選者として特定されたユーザに第1特典を付与し、関係付け手段によって当選者であるユーザに関係付けられた他のユーザに第2特典を付与する特典付与手段の各手段を、通信端末又はサーバのいずれか一方が備えたゲームシステムである。 A game system according to a fifth aspect of the present invention is a game system including a communication terminal and a server configured to be accessible from the communication terminal and controlling execution of a game by the communication terminal, and a relationship relating users. Attaching means, user assignment information setting means for associating user assignment information composed of one or more elements for each user and storing them in a storage device, winning information setting means for setting winning information composed of elements, winning information The winner determination means for specifying the user associated with the user allocation information having an element that matches all or a part of each of the elements constituting the winner, and the user specified as the winner by the winner determination means Each means of the privilege grant means which grants 1 privilege and gives a 2nd privilege to the other user who was related with the user who is a winner by the correlation means. One of the communication terminal or the server is a game system comprising.
図1は、ゲームシステムの基本構成を示す説明図である。FIG. 1 is an explanatory diagram showing the basic configuration of the game system. 図2Aは、通信端末の外観の一例を示す図である。FIG. 2A is a diagram illustrating an example of an appearance of a communication terminal. 図2Bは、実施形態の通信端末の外観の他の例を示す図である。FIG. 2B is a diagram illustrating another example of the appearance of the communication terminal according to the embodiment. 図3は、通信端末の構成を示すブロック図である。FIG. 3 is a block diagram showing the configuration of the communication terminal. 図4は、ゲームサーバの構成を示すブロック図である。FIG. 4 is a block diagram showing the configuration of the game server. 図5は、データベースサーバの構成を示す説明図である。FIG. 5 is an explanatory diagram showing the configuration of the database server. 図6は、ユーザデータベースに格納されるレコードの一例を示す図である。FIG. 6 is a diagram illustrating an example of records stored in the user database. 図7は、第1実施形態のゲーム制御装置の機能ブロック図である。FIG. 7 is a functional block diagram of the game control apparatus according to the first embodiment. 図8は、ゲームデータベースに格納されるユーザ割当情報設定データベースの一例を示す図である。FIG. 8 is a diagram showing an example of a user assignment information setting database stored in the game database. 図9は、第1実施形態のゲーム制御方法のフローチャートである。FIG. 9 is a flowchart of the game control method according to the first embodiment. 図10は、表示画面の一例を示す図である。FIG. 10 is a diagram illustrating an example of a display screen. 図11は、表示画面の一例を示す図である。FIG. 11 is a diagram illustrating an example of a display screen. 図12は、表示画面の一例を示す図である。FIG. 12 is a diagram illustrating an example of a display screen. 図13は、第2実施形態のゲーム制御装置の機能ブロック図である。FIG. 13 is a functional block diagram of the game control apparatus according to the second embodiment. 図14は、第2実施形態のゲーム制御方法のフローチャートである。FIG. 14 is a flowchart of the game control method according to the second embodiment. 図15は、表示画面の一例を示す図である。FIG. 15 is a diagram illustrating an example of a display screen. 図16は、第3実施形態のゲーム制御装置の機能ブロック図である。FIG. 16 is a functional block diagram of the game control apparatus according to the third embodiment. 図17は、第3実施形態のゲーム制御方法のフローチャートである。FIG. 17 is a flowchart of the game control method according to the third embodiment. 図18は、表示画面の一例を示す図である。FIG. 18 is a diagram illustrating an example of a display screen. 図19は、当選者を決定するためのテーブルの図である。FIG. 19 is a diagram of a table for determining a winner. 図20は、当選者を決定するためのテーブルの図である。FIG. 20 is a diagram of a table for determining a winner. 図21Aは、通信端末及びゲームサーバ、データベースサーバの各々における各機能の構成例を示す機能ブロック図である。FIG. 21A is a functional block diagram illustrating a configuration example of each function in each of the communication terminal, the game server, and the database server. 図21Bは、通信端末及びゲームサーバ、データベースサーバの各々における各機能の構成例を示す機能ブロック図である。FIG. 21B is a functional block diagram illustrating a configuration example of each function in each of the communication terminal, the game server, and the database server. 図21Cは、通信端末及びゲームサーバ、データベースサーバの各々における各機能の構成例を示す機能ブロック図である。FIG. 21C is a functional block diagram illustrating a configuration example of each function in each of the communication terminal, the game server, and the database server.
 本発明は、2012年5月25日に日本国特許庁に出願された特願2012-119141の特許出願に関連しており、この出願の内容がこの明細書に参照によって組み込まれる。 The present invention relates to a patent application of Japanese Patent Application No. 2012-119141 filed with the Japan Patent Office on May 25, 2012, the contents of which are incorporated herein by reference.
 以下、本発明の実施形態について説明する。 Hereinafter, embodiments of the present invention will be described.
 (1)ゲームシステムの構成
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えば、インターネットなどの通信ネットワークNWに接続可能な通信端末10a,10b,10c,・・・と、通信ネットワークNWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,・・・は、それぞれ個々のユーザによって操作される端末であり、例えば、携帯電話端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,・・・に共通して言及するときには、通信端末10と表記する。
(1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, this game system includes, for example, communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW such as the Internet, and a game server 20 connected to the communication network NW. The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, and includes, for example, a mobile phone terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, and a bidirectional communication function. And a communication terminal such as a television receiver (including a so-called multi-function smart TV). In the following description, when referring to the communication terminals 10a, 10b, 10c,.
 このゲームシステムにおいて、ゲームサーバ20は、クライアントである通信端末10と通信可能に構成されており、通信端末10に対してゲーミングサービスを提供する。ゲームサーバ20には、ゲーム用プログラムとしてウェブブラウザ上で解釈可能な文書を生成するプログラムが実装されている。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と有線又は無線で接続される。なお、ゲームサーバ20とデータベースサーバ30は、通信ネットワークNWを介して接続しても良い。 In this game system, the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10. The game server 20 has a program for generating a document that can be interpreted on a web browser as a game program. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 in a wired or wireless manner for reading and writing the information. Note that the game server 20 and the database server 30 may be connected via a communication network NW.
 通信端末10は、ゲームサーバ20によって提供されるウェブ頁を表示可能なウェブブラウザを備えており、ユーザは、通信端末10をウェブページ上で操作してゲームを実行する。
 また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のユーザを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
Although not shown in FIG. 1, an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
 (2)通信端末の構成
 図2A、図2B及び図3を参照して通信端末10について説明する。
 図2A、図2Bはそれぞれ、通信端末10の一例による外観を示す説明図である。図2Aは、例えば、折り畳み式の携帯端末(携帯電話機)などのキー入力式の通信端末を例示したものである。図2Bは、例えば、スマートフォンなどのタッチパネル入力方式の通信端末を例示したものである。図3は、通信端末10の内部構成を示すブロック図である。
(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2A, 2B, and 3.
2A and 2B are explanatory diagrams showing the appearance of an example of the communication terminal 10, respectively. FIG. 2A exemplifies a key input type communication terminal such as a foldable mobile terminal (mobile phone), for example. FIG. 2B illustrates a communication terminal of a touch panel input method such as a smartphone. FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
 図3に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、指示入力部15、表示部16、及び信号受信部としての通信インターフェイス部17を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス18が設けられている。 As illustrated in FIG. 3, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, And a communication interface unit 17 as a signal receiving unit, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。また、CPU11は、指示入力部15を用いてユーザが入力する入力情報に基づいて、表示部16に表示するウェブページを決定し、通信インターフェイス部17を介して、表示するウェブページのURL(Uniform Resource Locator)を指定して、ゲームサーバ20からHTML(Hyper Text Markup Language)文書、当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する)を取得する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための種々のプラグインが実装されていても良い。 The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. Further, the CPU 11 determines the web page to be displayed on the display unit 16 based on the input information input by the user using the instruction input unit 15, and the URL (Uniform) of the web page to be displayed through the communication interface unit 17. Resource (Locator) is specified, and HTML (Hyper Text Markup Language) documents and object data such as images associated with the documents (hereinafter collectively referred to as “HTML data” as appropriate) are acquired from the game server 20 To do. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
 HTMLデータの取得に当たって、CPU11は、予め登録されたユーザID(ユーザ識別情報)、あるいは指示入力部15を介して入力されるユーザIDを含むアクセス要求メッセージを、通信インターフェイス部17を介してゲームサーバ20へ通知する。
 ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、ユーザが指示入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニュー(例えば、指示釦等)が選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信(つまり、ウェブページの更新)をゲームサーバ20へ要求する。
In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17 to the game server. 20 is notified.
The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. In addition, when the user selects a hyperlink or a menu (for example, an instruction button) on the web page by the operation of the instruction input unit 15, the web browser displays a web page according to the selection. The game server 20 is requested to transmit the new HTML data (that is, update the web page).
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、液晶表示装置(LCD:Liquid Cristal Display)などで構成されるディスプレイであって、表示用画像データに基づいてウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is a display composed of, for example, a liquid crystal display device (LCD) or the like, and displays an image of a web page on the display screen 16a based on display image data.
 通信端末10がキー入力方式の通信端末(図2A)である場合、指示入力部15は、ユーザの操作入力を受け入れるための方向指示キーと決定キーなどを含む第1指示入力キー群15a、テンキーを含む第2指示入力キー群15bを備え、各キーの操作入力を認識してCPU11へ出力するためのインターフェイス回路を含む。例えば、方向指示キーは、表示部16に表示されているウェブページをスクロールして表示することをCPU11に指示するために設けられる。また、決定キーは、例えば、ウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば、強調表示)されている1つのハイパーリンクまたはメニューをユーザが選択することをCPU11に指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらのキーは、ユーザが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。図2Aに示す例では、第2指示入力キー群15bは、第1指示入力キー群15aの下方に配置されており、「0」~「9」、「*」、「#」が表記された複数のキートップを備えている。 When the communication terminal 10 is a key input communication terminal (FIG. 2A), the instruction input unit 15 includes a first instruction input key group 15a including a direction instruction key and a determination key for accepting a user operation input, a numeric keypad, and the like. And an interface circuit for recognizing the operation input of each key and outputting it to the CPU 11. For example, the direction instruction key is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. In addition, for example, when a plurality of hyperlinks or menus are displayed on a web page, the determination key indicates that the user selects one hyperlink or menu that is actively displayed (for example, highlighted). Is provided to instruct. When the communication terminal 10 is constituted by a small portable terminal, these keys are arranged on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, the second instruction input key group 15b is arranged below the first instruction input key group 15a, and “0” to “9”, “*”, and “#” are described. Has multiple key tops.
 通信端末10がタッチパネル入力方式の通信端末(図2B)である場合、指示入力部15は、主として表示画面16aに指先あるいはペンで触れることによるタッチパネル方式の入力を受け付ける。タッチパネル入力方式は、静電容量方式などの公知の方式のものを採用することができる。なお、図2Bに示すように、通信端末10がタッチパネル入力方式の場合であってもキー群15aを設けることも可能である。 When the communication terminal 10 is a touch panel input type communication terminal (FIG. 2B), the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen. As the touch panel input method, a known method such as a capacitance method can be adopted. As shown in FIG. 2B, the key group 15a can be provided even when the communication terminal 10 is a touch panel input method.
 通信端末10が携帯端末である場合、通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば、方向指示キーの押下操作によってメニューを選択し、決定キーの押下操作によって、選択したメニューを確定することによって行うことができる。また、通信端末10がタッチパネル入力方式である場合、通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば、ウェブページが表示されている表示画面16a上のメニューの位置を指あるいはタッチペンで指示することによって行うことができる。 When the communication terminal 10 is a portable terminal, the menu selection operation on the web page displayed on the communication terminal 10 is selected by, for example, selecting the menu by pressing the direction instruction key and pressing the enter key. This can be done by confirming the menu. When the communication terminal 10 is a touch panel input method, the menu selection operation on the web page displayed on the communication terminal 10 may be performed by, for example, pointing the menu position on the display screen 16a on which the web page is displayed with a finger or This can be done by instructing with a touch pen.
 (3)ゲームサーバのハードウェア構成
 図4を参照して、ゲームサーバ20の構成について説明する。
 ゲームサーバ20は、例えば、階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。図4に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、及び通信インターフェイス26が設けられている。各部間の制御信号あるいはデータ信号を伝送するためのバス26が設けられている。なお、ゲームサーバ20は、ハードウェアに関しては汎用のウェブサーバと同一の構成にすることができる。
(3) Hardware configuration of game server The configuration of the game server 20 will be described with reference to FIG.
The game server 20 manages, for example, a game website including a plurality of hierarchical web pages, and provides a game web service to the communication terminal 10. As shown in FIG. 4, the game server 20 is provided with a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface 26. A bus 26 is provided for transmitting control signals or data signals between the units. Note that the game server 20 can have the same configuration as a general-purpose web server in terms of hardware.
 ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
 CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、通信インターフェイス部25を介して、各種の処理を行う。
The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
 CPU21は、通信インターフェイス部25を介して、HTMLデータを通信端末10に送信する。なお、ゲームサーバ20が通信端末10のユーザの認証処理を行う場合には、CPU21はその認証処理を行う。
 また、通信端末10上に表示されるウェブページ上でユーザがハイパーリンクまたはメニューを選択した場合には、該当する指示入力信号を通信インターフェイス部25を介して受信し、CPU21が指示入力信号に対応する処理を実行する。CPU21が実行する処理は、例えば、新たなHTMLデータの送信、ゲームサーバ20内の演算処理やデータ処理などを含む。
The CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25. In addition, when the game server 20 performs the authentication process of the user of the communication terminal 10, the CPU 21 performs the authentication process.
When the user selects a hyperlink or menu on the web page displayed on the communication terminal 10, the corresponding instruction input signal is received via the communication interface unit 25, and the CPU 21 responds to the instruction input signal. Execute the process. The processing executed by the CPU 21 includes, for example, transmission of new HTML data, arithmetic processing in the game server 20, data processing, and the like.
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行う際のインターフェイスである。 The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (4)データベースサーバの構成
 データベースサーバ30(記憶装置)は、大容量のハードディスクドライブやRAID(Redundant Arrays of Inexpensive Disks)形態の記憶装置、その他汎用の記憶装置を用いることができる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
(4) Configuration of Database Server The database server 30 (storage device) can be a large-capacity hard disk drive, a storage device in the form of RAID (Redundant Arrays of Inexpensive Disks), or other general-purpose storage devices. Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、ユーザデータベース31と、ゲームデータベース32とを備える。
 本実施形態のゲームサーバ20によって実現されるゲームのタイプは特に限定されるものではなく、例えば、複数のユーザがゴール地点に向けてレースを行うレースゲーム、敵となるユーザまたはコンピュータ側で用意したキャラクタとの戦闘を行う戦闘ゲーム、その他の形態のゲームを想定でき、適宜、非定期のイベントが設定されるものとする。
FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
The type of game realized by the game server 20 of the present embodiment is not particularly limited. For example, a race game in which a plurality of users race toward a goal point, an enemy user or a computer is prepared. It is assumed that a battle game in which a battle with a character is performed and other types of games can be assumed, and irregular events are appropriately set.
 図6は、ユーザデータベース31に格納されるレコードの一例を示す説明図である。
 このユーザデータベース31の各レコードは、ユーザID(ユーザ識別情報)、アクセスログ、ユーザ名/表示画像、技能レベル、体力ポイント、友情ポイント、所持コイン、仲間ユーザID、保有アイテムのデータ、イベント履歴情報などの各項目を備えており、項目毎に該当するユーザのデータを記憶している。このユーザデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新可能となっている。
FIG. 6 is an explanatory diagram showing an example of records stored in the user database 31.
Each record of the user database 31 includes a user ID (user identification information), an access log, a user name / display image, a skill level, physical fitness points, friendship points, possessed coins, fellow user IDs, possessed item data, and event history information. Etc., and corresponding user data is stored for each item. Information contained in the user database 31 can be updated sequentially by the game server 20.
 以下の説明では、ユーザデータベース31に含まれるユーザID、あるいはユーザを特定するユーザ名(後述する)ごとのデータを総称してユーザデータという。ユーザデータを構成する各項目のデータは、以下の通りである。 In the following description, the user ID included in the user database 31 or data for each user name (to be described later) specifying a user is collectively referred to as user data. The data of each item constituting the user data is as follows.
 ・ユーザID
 このゲームにおいて、ユーザを識別するためのユーザIDであって、ゲーム毎に設定されるユーザID、または、複数のゲームに共通して設定されるユーザIDが記録される。
 ・アクセスログ
 対象となるユーザIDに基づくログイン時刻、アクセス時刻を記録したデータである。なお、ログイン時刻は、ユーザの認証処理を含むログインを行った時刻である。アクセス時刻は、ログイン後に、ユーザIDに基づきゲームのウェブサービスを受けるためにゲームサーバ20にアクセスした時刻である。
・ User ID
In this game, a user ID for identifying a user and a user ID set for each game or a user ID set in common for a plurality of games is recorded.
Access log is data that records the login time and access time based on the target user ID. The login time is the time when login including user authentication processing is performed. The access time is the time when the game server 20 is accessed to receive the game web service based on the user ID after login.
 ・ユーザ名/表示画像
 ゲームの実行時に通信端末10にユーザを特定するために表示されるユーザ名及び表示画像である。ユーザ名は、例えばユーザによって予め指定される所定長さ以下のテキストであり、表示画像は、例えば、ユーザによって予め選択されるアバタ画像である。ユーザ名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でユーザを特定する名称である。
User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed. The user name is, for example, text of a predetermined length or less that is designated in advance by the user, and the display image is, for example, an avatar image that is selected in advance by the user. The user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
 ・技能レベル
 ゲーム上のユーザの技能レベルを示すデータである。例えば、Lv1(レベル1)からLv100(レベル100)までの範囲のレベル値とすることができる。
Skill level This data indicates the skill level of the user on the game. For example, a level value in a range from Lv1 (level 1) to Lv100 (level 100) can be used.
 ・体力ポイント
 体力ポイントは、ゲームサーバ20によって実現されるゲームにおいて、必要となるポイントである。体力ポイントは、ゲームを進行させていく過程において、所定の上限値が設定され、ゲーム上で設定された所定条件により減少、あるいは増加(回復)する値である。
Physical strength point The physical strength point is a necessary point in the game realized by the game server 20. The physical strength point is a value that is set to a predetermined upper limit value in the course of progressing the game and decreases or increases (recovers) according to a predetermined condition set on the game.
 ・友情ポイント
 仲間として関係付けられたユーザとの連携ポイントを示す。ユーザは、例えば、1日1~複数回の応援メッセージを仲間のユーザへ送信することで、友情ポイントを得ることができ、この友情ポイントを用いて所定の特典を得ることができるように構成できる。
・ Friendship points Indicates points of cooperation with users who are related as friends. For example, the user can obtain friendship points by sending a support message one or more times a day to fellow users, and can be configured to obtain predetermined benefits using the friendship points. .
 ・所持コイン
 ユーザIDに対応するユーザがゲーム上で有料機能を利用するときに必要となるゲーム上の仮想通貨(コイン)の所持額である。所持コインは、ユーザがゲーム上で有料機能を利用したときに消費(低減)し、ユーザがサービス提供者等に所定の方法で実際の金銭を支払うことでその支払額に応じて増加する。
-Owned coin This is the possessed amount of virtual currency (coin) on the game that is required when the user corresponding to the user ID uses the pay function on the game. The possessed coins are consumed (reduced) when the user uses the pay function on the game, and the user pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
 ・仲間ユーザID
 対象となっているレコードのユーザIDに関係付けられた他のユーザIDである。ユーザ間の親密度が設定される構成であるような場合には、その親密度に基づいて仲間ユーザIDを分類して記憶するように構成できる。親密度とは、ユーザ間の関係性の高さを一定の基準で数値化したものである。例えば、ユーザ間の応援メッセージの送信あるいは受信の頻度、ゲーム上で使用可能なアイテムなどのプレゼントを送信あるいは受信した回数などが多いほど親密度が高く設定される。
・ Friend user ID
It is another user ID related to the user ID of the target record. In the case where the closeness between users is set, the fellow user IDs can be classified and stored based on the closeness. Intimacy is a numerical value of the high degree of relationship between users based on a certain standard. For example, the familiarity is set higher as the frequency of transmission or reception of a support message between users, the number of times a gift such as an item that can be used on the game is transmitted or received, and the like increase.
 ・保有アイテムのデータ
 ユーザが保有するゲーム上で使用可能なアイテムのデータである。
-Data of possessed items Data of items that can be used on the game owned by the user.
 (5)第1実施形態
 第1実施形態のゲーム制御装置、ゲーム制御方法では、くじ引きのイベントが実現される。くじ引きのイベントでは、ユーザに関係付けられるユーザ割当情報(後述する)と、設定される当選情報(後述する)との比較結果によって、ユーザがくじ引きに当選したか否かが決定される。このくじ引きイベントでは、くじ引きに当選したユーザ(当選者)が特典を得ることができるのみならず、当選者に関係付けられた仲間のユーザも特典を得ることができるように構成されている。
(5) First Embodiment In the game control device and the game control method of the first embodiment, a lottery event is realized. In the lottery event, whether or not the user has won the lottery is determined based on a comparison result between user allocation information (described later) related to the user and set winning information (described later). This lottery event is configured so that not only the user (winner) who wins the lottery can obtain a privilege, but also the fellow users related to the winner can also obtain the privilege.
 (5-1)ゲームサーバの機能ブロック
 図7は、第1実施形態のゲーム制御装置の機能ブロック図である。ここでは、ゲームサーバ20内に各機能ブロックが構成される場合を例示する。
 図7に示すように、ゲームサーバ20は、関係付け手段201、ユーザ割当情報設定手段202、当選情報設定手段203、当選者決定手段204、特典付与手段205を備える。
(5-1) Functional Block of Game Server FIG. 7 is a functional block diagram of the game control device of the first embodiment. Here, the case where each functional block is comprised in the game server 20 is illustrated.
As shown in FIG. 7, the game server 20 includes an association unit 201, a user allocation information setting unit 202, a winning information setting unit 203, a winner determining unit 204, and a privilege granting unit 205.
 関係付け手段201は、ユーザ間を関係付ける機能を有する。関係付け手段201は、例えば、ユーザIDに基づく申請を契機として、当該ユーザIDと他のユーザIDとを「仲間」として関係付けて記録する。関係付け手段201の機能は、以下のようにして実現できる。ゲームサーバ20のCPU21は、通信インターフェイス部25を介して、あるユーザIDに対応するユーザの通信端末10から、仲間になりたいユーザID(あるいは、対応するユーザ名)を指定した申請メッセージ(仲間申請)を受け付ける。この申請メッセージの送信は、ユーザの通信端末10に提供されるウェブページの機能として予め設定されてもよい。また、ユーザがゲームを実行中においてゲーム画像に他のユーザの情報が表示されるように構成される場合には、CPU21は、ゲーム実行中のユーザによる所定の操作を契機として、表示されたユーザ宛の申請メッセージを受け付けることができる。 The association means 201 has a function of relating users. For example, the association unit 201 records the user ID and another user ID as “companies” in association with an application based on the user ID. The function of the association means 201 can be realized as follows. The CPU 21 of the game server 20 specifies, via the communication interface unit 25, an application message (a friend application) specifying a user ID (or a corresponding user name) that the user wants to be a friend from the communication terminal 10 of the user corresponding to a certain user ID. Accept. The transmission of the application message may be set in advance as a function of a web page provided to the user's communication terminal 10. In addition, when the user is configured to display information of other users on the game image while the game is being executed, the CPU 21 displays the displayed user by a predetermined operation by the user who is executing the game. The application message addressed to can be accepted.
 CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるユーザIDに基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザIDに基づく申請を承認するか否かに対する返信を要求するウェブページを表示するためのHTMLデータを送信する。CPU21は、申請を承認する旨の返信を受信した場合に、両者を仲間として登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータの「仲間のユーザID」の項目(図6参照)に、仲間となる相手のユーザIDを書き込む。
 なお、CPU21は、仲間申請先のユーザの承認を不要とする場合は、ゲームを実行中のユーザによる所定の操作を契機として、両者を仲間として登録することもできる。例えば、同一のゲーム上のステージを実行するユーザや試合を行ったユーザを、ユーザとゲーム内で関係付けられたユーザ、つまり仲間として登録してもよい。あるいは、所定回数のメッセージ(例えば挨拶など)を送信するユーザ同士を自動的に仲間として登録してもよいし、ユーザ間で試合や対戦を行うゲーム上のモードが存在する場合には、所定回数以上試合や対戦を行ったユーザ同士を自動的に仲間として登録してもよい。
 また、ユーザ同士を直接的に関係付けるのではなく、各ユーザを同一のグループ(ギルド等)と関係付けることで、そのグループ内のユーザ同士を関連関係付けても良い。例えば、ユーザAが所定のグループと関係付けられたユーザ内の特定のユーザBに対して上記のような申請を行い、当該特定のユーザBの承認を得ることができると、当該所定のグループとユーザAとを関係付ける。このようにすることによって、所定のグループ内の特定のユーザに対して申請と承認を行うことで、所定のグループに所属する直接的に申請と承認を行っているかいないかに関わらず同一グループ内のユーザ同士を関連関係付けるようにしても良い。
 本実施形態では、ユーザ同士の仲間関係の登録をユーザデータベース31にデータを書き込むことによって実現する例を示したが、この例に限られない。仲間関係に関するデータは、ゲームサーバ20からアクセス可能なネットワーク上の外部の記憶装置に書き込まれるようにしてもよい。
When receiving the application message, the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page requesting a reply to is transmitted. When the CPU 21 receives a reply to approve the application, the CPU 21 registers both as friends. Specifically, CPU21 writes the user ID of the other party who becomes a friend in the item of "friend user ID" of the user data of the corresponding two user IDs in user database 31 (see FIG. 6).
In addition, CPU21 can also register both as a friend triggered by predetermined operation by the user who is running the game, when approval of the user of a friend application destination is unnecessary. For example, a user who executes a stage on the same game or a user who has played a game may be registered as a user associated with the user in the game, that is, as a friend. Alternatively, users who transmit a predetermined number of messages (for example, greetings) may be automatically registered as friends, or when there is a game mode in which a game or a match between users exists, the predetermined number of times. Users who have played a match or battle may be automatically registered as friends.
Further, instead of directly associating users with each other, by associating each user with the same group (guild or the like), the users within the group may be associated with each other. For example, when the user A can apply for the specific user B in the user associated with the predetermined group and obtain the approval of the specific user B, the predetermined group and Associate user A. In this way, by applying and approving specific users within a given group, whether or not they are directly applying and approving belonging to a given group The users may be related to each other.
In this embodiment, although the example which implement | achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example. The data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
 ユーザ割当情報設定手段202は、1または複数の要素で構成されるユーザ割当情報をユーザ毎に関係付けて記憶装置に記憶させる機能を有する。例えば、ユーザ割当情報設定手段202の機能は、以下のようにして実現できる。ゲームサーバ20のCPU21は、各ユーザIDに対応して、数字、文字、記号、図柄、色など、予め定められた複数の要素から選択された要素で構成されるユーザ割当情報を決定する。例えば、CPU21は、1~9の整数(要素)による乱数を生成して6桁の数字を決定し、これを対象となっているユーザIDに関係付けられるユーザ割当情報とする。ユーザ割当情報は、例えば、1又は複数桁の数字、1又は複数個の文字、記号、図柄、又はこれらが混在した配列などを用いることもできる。また、ユーザ割当情報は、1又は複数の数字、文字、記号、図柄に対して複数の色を組み合わせたもので構成することも可能である。ユーザ割当情報は、桁あるいは配列順を考慮したものであってもよく、複数の数字、文字、記号、図柄、色などの要素を組み合わせた複数の要素の集合とすることもできる。 The user allocation information setting unit 202 has a function of storing user allocation information including one or more elements in a storage device in association with each user. For example, the function of the user allocation information setting unit 202 can be realized as follows. The CPU 21 of the game server 20 determines user allocation information including elements selected from a plurality of predetermined elements such as numbers, characters, symbols, symbols, and colors, corresponding to each user ID. For example, the CPU 21 generates a random number using integers (elements) 1 to 9 to determine a 6-digit number, and uses this as user allocation information related to the target user ID. As the user allocation information, for example, one or more digits, one or more characters, symbols, symbols, or an arrangement in which these are mixed can be used. The user allocation information can also be configured by combining a plurality of colors with respect to one or a plurality of numbers, characters, symbols, and symbols. The user assignment information may be information that considers the digit or arrangement order, and may be a set of a plurality of elements obtained by combining elements such as a plurality of numbers, characters, symbols, symbols, and colors.
 CPU21は、ユーザID毎にユーザ割当情報を決定して、これをユーザIDと関係付けて所定の記憶装置に記憶させる。以下では、記憶装置がゲームデータベース32である場合について説明するが、この場合に限られない。記憶装置は、ゲームサーバ20に内蔵される記憶装置(例えばRAM23)でもよいし、ユーザの通信端末10に内蔵される記憶装置(例えばRAM13)でもよいし、ゲームサーバ20からアクセス可能な外部の記憶装置であってもよい。CPU21は、ユーザデータベース31内の各ユーザIDに対応するユーザデータとしてユーザ割当情報を記憶させてもよい。
 ユーザID毎にユーザ割当情報が書き込まれるデータの一例として、図8にユーザ割当情報設定データベースを示す。ユーザ割当情報設定データベースでは、くじ引きのイベントを特定するイベントID毎に、ユーザIDとユーザ割当情報とが関係付けられて記述されている。このユーザ割当情報設定データベースが、記憶装置としてのゲームデータベース32に記憶させられる。
The CPU 21 determines user allocation information for each user ID, associates this with the user ID, and stores it in a predetermined storage device. Below, although the case where a memory | storage device is the game database 32 is demonstrated, it is not restricted to this case. The storage device may be a storage device (for example, RAM 23) built in the game server 20, a storage device (for example, RAM 13) built in the user communication terminal 10, or an external storage accessible from the game server 20. It may be a device. The CPU 21 may store user allocation information as user data corresponding to each user ID in the user database 31.
FIG. 8 shows a user assignment information setting database as an example of data in which user assignment information is written for each user ID. In the user allocation information setting database, a user ID and user allocation information are described in association with each event ID for specifying a lottery event. This user allocation information setting database is stored in the game database 32 as a storage device.
 当選情報設定手段203は、要素で構成される当選情報を設定する機能を有する。例えば、当選情報設定手段203の機能は、以下のようにして実現できる。ゲームサーバ20のCPU21は、数字、文字、記号、図柄、色など、予め定められた複数の要素から選択された要素で構成される当選情報を決定する。例えば、CPU21は、1~9の整数(要素)による乱数を生成して6桁の数字を決定し、これを当選情報としてもよい。CPU21は、ユーザIDに対して関係付けて設定したユーザ割当情報と桁数が同一であるような当選情報を設定してもよい。CPU21は、ユーザ割当情報に含まれる数字、文字、記号、図柄、色を組み合わせた要素数より多い要素数を備えた当選情報を設定してもよい。逆にCPU21は、ユーザ割当情報に含まれる数字、文字、記号、図柄、色を組み合わせた要素数より少ない要素数の当選情報を設定してもよい。また、当選情報は、複数設定することも可能であり、当選の等級を複数段階に設定するために複数段階の当選情報を設定することも可能である。 The winning information setting means 203 has a function of setting winning information composed of elements. For example, the function of the winning information setting unit 203 can be realized as follows. The CPU 21 of the game server 20 determines winning information including elements selected from a plurality of predetermined elements such as numbers, characters, symbols, symbols, and colors. For example, the CPU 21 may generate a random number using integers (elements) 1 to 9 to determine a 6-digit number and use it as winning information. The CPU 21 may set winning information having the same number of digits as the user assignment information set in association with the user ID. The CPU 21 may set the winning information having the number of elements larger than the number of elements combining the numbers, characters, symbols, symbols, and colors included in the user allocation information. Conversely, the CPU 21 may set winning information having a smaller number of elements than the number of elements combining numbers, characters, symbols, symbols, and colors included in the user allocation information. Also, a plurality of winning information can be set, and a plurality of levels of winning information can be set in order to set a winning grade in a plurality of levels.
 当選者決定手段204は、当選情報を構成する各要素の全部又は一部と一致する要素を有するユーザ割当情報に関係付けられたユーザを当選者として特定する機能を有する。例えば、当選者決定手段204の機能は、以下のようにして実現できる。
 ゲームサーバ20のCPU21は、当選情報に含まれる数字、文字、記号、図柄、色などのうち全部又は一部が一致するユーザ割当情報を当選とみなすための当選条件を設定し、この当選条件に合致するユーザ割当情報を、ユーザ割当情報設定データベースに記述されているユーザ割当情報の中から検索する。CPU21は、検索によって特定されたユーザ割当情報に関係付けられたユーザIDに対応するユーザを当選者として特定する。
The winner deciding means 204 has a function of identifying, as a winner, a user associated with the user allocation information having elements that match all or part of each element constituting the winning information. For example, the function of the winner deciding means 204 can be realized as follows.
The CPU 21 of the game server 20 sets a winning condition for considering the user allocation information that matches all or part of numbers, characters, symbols, symbols, colors, etc. included in the winning information as a winning condition. The matching user allocation information is searched from the user allocation information described in the user allocation information setting database. The CPU 21 specifies a user corresponding to the user ID associated with the user allocation information specified by the search as a winner.
 例えば、CPU21は、ユーザ割当情報及び当選情報として同一の要素数Aの要素を設定するものとし、当選情報と一致する要素数が所定数B以上であるユーザ割当情報を当選とみなす当選条件を設定する。この時、所定数Bは、1以上であり要素数A以下の整数とする。
 具体的には、CPU21は、ユーザ割当情報及び当選情報として要素数6の数字を設定し、当選情報と一致する要素数が6(B=6)であるユーザ割当情報を当選とみなす当選条件を設定した場合には、当選情報と完全に一致するユーザ割当情報(つまり、当選条件を満足するユーザ割当情報)を検索して、当選条件を満足するユーザ割当情報に関係付けられたユーザIDに対応するユーザを、当選者として特定する。また、CPU21は、ユーザ割当情報及び当選情報として要素数6の数字を設定し、当選情報と一致する要素数が3以上(B=3)であるユーザ割当情報を当選とみなす当選条件を設定した場合には、当選情報と一致する要素数が3~6であるユーザ割当情報(つまり、当選条件を満足するユーザ割当情報)を検索して、当選条件を満足するユーザ割当情報に関係付けられたユーザIDに対応するユーザを、当選者として特定する。さらに、CPU21は、ユーザ割当情報及び当選情報として要素数6の数字を設定し、当選情報と一致する要素数が1以上(B=1)であるユーザ割当情報を当選とみなす当選条件を設定した場合には、当選情報と少なくとも1つの要素が一致するユーザ割当情報(つまり、当選条件を満足するユーザ割当情報)を検索して、当選条件を満足するユーザ割当情報に関係付けられたユーザIDに対応するユーザを、当選者として特定する。
 CPU21は、図8に示すように、ユーザデータベース31において、当選者として特定したユーザのユーザIDに対応付けて、ユーザ割当情報設定データベースに所定のフラグ(1:当選者である、0:非当選者)を書き込んでもよい。図8に示す例では、ユーザID:000002のユーザが当選者である。
For example, the CPU 21 sets an element with the same number of elements A as the user allocation information and the winning information, and sets a winning condition for regarding the user allocated information whose number of elements matching the winning information is equal to or greater than a predetermined number B as winning. To do. At this time, the predetermined number B is an integer of 1 or more and the number of elements A or less.
Specifically, the CPU 21 sets a number of 6 elements as the user allocation information and the winning information, and determines the winning condition for determining that the user allocation information whose number of elements matching the winning information is 6 (B = 6) is winning. If set, search for user allocation information that completely matches the winning information (that is, user allocation information that satisfies the winning conditions), and correspond to the user ID associated with the user allocation information that satisfies the winning conditions The user who performs is identified as the winner. Further, the CPU 21 sets a number of 6 elements as the user allocation information and the winning information, and sets a winning condition for regarding the user allocated information having the number of elements equal to or more than 3 (B = 3) as the winning information as winning. In this case, user allocation information whose number of elements matching the winning information is 3 to 6 (that is, user allocation information satisfying the winning conditions) is searched and related to the user allocated information satisfying the winning conditions. The user corresponding to the user ID is specified as the winner. Further, the CPU 21 sets a number of 6 elements as the user allocation information and the winning information, and sets a winning condition for regarding the user allocation information whose number of elements matching the winning information is 1 or more (B = 1) as winning. In this case, the user allocation information that matches at least one element with the winning information (that is, the user allocation information that satisfies the winning condition) is searched, and the user ID associated with the user allocation information that satisfies the winning condition is searched. The corresponding user is identified as the winner.
As shown in FIG. 8, in the user database 31, the CPU 21 associates with a user ID of a user specified as a winner, a predetermined flag (1: winner, 0: non-winner) in the user allocation information setting database. May be written. In the example shown in FIG. 8, the user with the user ID: 000002 is the winner.
 当選しているか否かの判定方法として、種々の方法を採ることができる。例えば、ユーザ割当情報が、設定された当選条件を満足する程度に基づいて、当選について複数段階の等級を設けるようにしてもよい。例えば、ユーザ割当情報及び当選情報として要素数6の数字を設定し、当選情報と一致する要素数が6(B=6)であるユーザ割当情報を当選とみなす当選条件を設定した場合、複数の要素がその配列も含めて全て一致した場合を一等の当選とし、1つ外れる毎に二等、三等の当選とする、といった具合に当選の等級を段階的に決定してもよい。また、当選情報の配列の順序とは無関係に、当選情報を構成する数字、文字、記号、図柄、色などの複数の要素のうち少なくともいずれかがユーザ割当情報に含まれている場合に、その含まれている要素数に応じて当選の等級を段階的に決定してもよい。このように、ユーザ割当情報と当選情報とを比較する際に、要素の配列順を考慮しない場合にも、一致する要素数を所定数Bとして、所定数B以上の一致する要素数を有するユーザ割当情報を当選と見なしてもよい。 Various methods can be adopted as a method for determining whether or not the player has won. For example, a plurality of grades may be provided for winning based on the degree to which the user allocation information satisfies the set winning conditions. For example, when a number of 6 elements is set as the user allocation information and the winning information, and a winning condition for regarding the user allocation information having 6 (B = 6) elements matching the winning information as winning is set, The winning grades may be determined in stages, such as when the elements all match, including their arrangement, and the first prize is awarded, and the second prize and the third prize are awarded every time one element is removed. In addition, when the user allocation information includes at least one of a plurality of elements such as numbers, characters, symbols, symbols, and colors that constitute the winning information regardless of the order of arrangement of the winning information, The winning grade may be determined in stages according to the number of elements included. As described above, when comparing the user allocation information and the winning information, even if the arrangement order of the elements is not taken into consideration, the number of matching elements is a predetermined number B, and the number of matching elements is equal to or greater than the predetermined number B. Allocation information may be regarded as winning.
 特典付与手段205は、当選者決定手段204で当選者として特定されたユーザに第1特典を付与し、関係付け手段201によって当選者であるユーザに関係付けられている他のユーザに第2特典を付与する機能を有する。ここで、第1特典と第2特典は、同一の特典内容であってもよいし、異なる特典内容であってもよい。例えば、特典付与手段205の機能は以下のように実現できる。
 ゲームサーバ20のCPU21は、ユーザ割当情報設定データベース(図8)を参照して、フラグが「1」(当選者)に対応付けられているユーザIDに対応するユーザに対して、第1特典として所定の特典を与える。特典の種類は例えば、ポイント、コイン、若しくはゲーム上のアイテムを付与すること、ユーザ若しくはユーザが保有するキャラクタのパラメータを増加させること、又はユーザの技能レベルを増加させること等である。例えば、特典としてポイントを当選者に付与する場合、CPU21は、該当するユーザIDのポイント(体力ポイント又は友情ポイント)のデータを読み出して特典となるポイントを加算し、ユーザデータを更新する。特典としてアイテムを当選者に付与する場合、CPU21は、該当するユーザIDのユーザデータの保有アイテムの欄に、特典となるアイテムのデータを書き込む。
The privilege granting unit 205 grants the first privilege to the user identified as the winner by the winner deciding unit 204 and gives the second privilege to other users related by the correlating unit 201 to the user who is the winner. It has the function to give. Here, the first privilege and the second privilege may be the same privilege content or different privilege contents. For example, the function of the privilege provision means 205 is realizable as follows.
The CPU 21 of the game server 20 refers to the user assignment information setting database (FIG. 8) and provides the first privilege to the user corresponding to the user ID whose flag is associated with “1” (winner). Give predetermined benefits. The type of privilege includes, for example, giving points, coins, or items on the game, increasing the parameters of the user or the character held by the user, or increasing the skill level of the user. For example, when a point is given to a winner as a privilege, the CPU 21 reads data of points (physical strength points or friendship points) of the corresponding user ID, adds points that become a privilege, and updates the user data. When granting an item to a winner as a privilege, the CPU 21 writes the data of the item that becomes a privilege in the column of the possessed item of the user data of the corresponding user ID.
 CPU21は、さらに、フラグが「1」(当選者)に対応付けられているユーザのユーザIDの仲間のユーザIDを読み出して、読み出したユーザIDに対応するユーザに対して、第2特典として所定の特典を付与する。第2特典の種類は、上述した第1特典と同様に、ポイント、コイン、若しくはゲーム上のアイテムを付与すること、ユーザ若しくはユーザが保有するキャラクタのパラメータを増加させること、又はユーザの技能レベルを増加させること等である。
 CPU21は、上述したように、当選者として特定されたユーザに対して付与する第1特典と、当選者であるユーザの仲間ユーザに対して付与する第2特典を異なるものとすることができる。その場合、当選者であるユーザに対して、当選者でないユーザ(当選者の仲間ユーザ)よりも有利な特典を付与するのが合理的である。そのため、付与されたユーザにとって第1特典の方が第2特典よりも有利とする(例えば、第1の特典のポイントの数を第2特典のポイントの数よりも多くする)ことが好ましい。
The CPU 21 further reads out the fellow user ID of the user ID of the user associated with the flag “1” (winner), and provides the second privilege to the user corresponding to the read user ID. Grant the benefits. As with the first privilege described above, the type of the second privilege is to give points, coins, or items on the game, to increase the parameters of the user or the character held by the user, or the skill level of the user. And so on.
As described above, the CPU 21 can make the first privilege to be given to the user specified as the winner and the second privilege to be given to the fellow user of the user who is the winner. In that case, it is reasonable to give a privilege more advantageous to a user who is a winner than a user who is not a winner (a fellow user of the winner). Therefore, it is preferable for the given user that the first privilege is more advantageous than the second privilege (for example, the number of points of the first privilege is larger than the number of points of the second privilege).
 (5-2)ゲーム制御方法
 図9は、第1実施形態のゲーム制御方法のフローチャートである。
 前述したように、ゲームサーバ20内に本実施形態のゲーム制御装置の各機能ブロックが含まれるものとし、ゲームサーバ20のCPU21が各機能ブロックの機能を実現するものとして説明する。また、図8に示すフローチャートでは、処理対象のユーザが少なくとも1人の他のユーザと仲間として既に関係付けられている場合を想定する。
(5-2) Game Control Method FIG. 9 is a flowchart of the game control method of the first embodiment.
As described above, it is assumed that each function block of the game control device of the present embodiment is included in the game server 20 and the CPU 21 of the game server 20 realizes the function of each function block. In the flowchart shown in FIG. 8, it is assumed that the user to be processed is already associated with at least one other user as a friend.
 ステップS801において、CPU21は先ず、ユーザによる所定の操作入力を認識してくじ引きイベントへの参加を受け付ける。くじ引きイベントへの参加が受け付けられると、ユーザ割当情報設定データベース(図8)中の、対応するイベントIDに処理対象のユーザIDが書き込まれる。なお、ステップS801は必須ではなく、ユーザによる参加受け付けを行わずにすべてのユーザが自動的にくじ引きイベントに参加することができるように構成してもよい。 In step S801, the CPU 21 first recognizes a predetermined operation input by the user and accepts participation in a drawing event. When participation in the lottery event is accepted, the user ID to be processed is written in the corresponding event ID in the user allocation information setting database (FIG. 8). Note that step S801 is not essential and may be configured such that all users can automatically participate in the lottery event without accepting participation by the user.
 ステップS802において、CPU21は、処理対象のユーザIDに対応するユーザ割当情報を設定し、処理対象のユーザIDに関係付けて記憶装置に記憶する。本実施形態では、ユーザ割当情報設定データベース(図8)中の「ユーザ割当情報」の欄に、設定したユーザ割当情報が書き込まれる。次いで、CPU21はユーザの通信端末10に対して、設定したユーザ割当情報を通知する。ユーザの通信端末10に通知するタイミングは適宜設定できるが、例えばユーザが通信端末10を介してゲームサーバ20にログイン又はアクセスした際に、CPU21がユーザに対して設定したユーザ割当情報を通知するためのHTMLデータを生成して通信端末10に送信する。 In step S802, the CPU 21 sets user allocation information corresponding to the user ID to be processed, and stores it in the storage device in association with the user ID to be processed. In the present embodiment, the set user allocation information is written in the “user allocation information” column in the user allocation information setting database (FIG. 8). Next, the CPU 21 notifies the user communication terminal 10 of the set user allocation information. The timing for notifying the user's communication terminal 10 can be set as appropriate. For example, when the user logs in or accesses the game server 20 via the communication terminal 10, the CPU 21 notifies the user of the user allocation information set to the user. HTML data is generated and transmitted to the communication terminal 10.
 図10は、ユーザ割当情報が通知されたときに、通信端末10に表示される表示画面の一例を示す図である。
 CPU21から送信されるHTMLデータに基づいてユーザの通信端末10に表示される表示画面900は、該当するユーザIDに配布(通知)されたユーザ割当情報を表示するための第1情報表示部901を有している。図示した例では、ユーザ割当情報として6桁の数字を設定するものとし、該当するユーザIDに設定されたユーザ割当情報が第1情報表示部901に表示するようにしている。
FIG. 10 is a diagram illustrating an example of a display screen displayed on the communication terminal 10 when the user allocation information is notified.
The display screen 900 displayed on the user communication terminal 10 based on the HTML data transmitted from the CPU 21 includes a first information display unit 901 for displaying the user allocation information distributed (notified) to the corresponding user ID. Have. In the illustrated example, a 6-digit number is set as the user allocation information, and the user allocation information set for the corresponding user ID is displayed on the first information display unit 901.
 ステップS803において、CPU21は、数字、文字、記号、図柄、色などの要素で構成される当選情報を決定する。前述したように、CPU21は、ユーザ割当情報と同一の桁数の数字で当選情報を決定してもよいし、ユーザ割当情報と異なる桁数の数字で当選情報を設定してもよい。当選情報は1つだけに限定されるものではない。つまり、CPU21は、複数の当選情報を設定してもよい。 In step S803, the CPU 21 determines winning information including elements such as numbers, characters, symbols, symbols, and colors. As described above, the CPU 21 may determine the winning information with the same number of digits as the user allocation information, or may set the winning information with a number of digits different from the user allocation information. The winning information is not limited to one. That is, the CPU 21 may set a plurality of winning information.
 ステップS804において、CPU21は、当選情報に含まれる数字、文字、記号、図柄、色などのうち全部又は一部が一致するユーザ割当情報を当選とみなすための当選条件を設定し、この当選条件に合致するユーザ割当情報を、ユーザ割当情報設定データベースに記述されているユーザ割当情報の中から検索することにより特定する。前述したように、ユーザ割当情報に含まれる要素のうち、当選情報と一致する要素数Aが、所定数B以上であればそのユーザ割当情報を当選とみなす当選条件を設定することできる。CPU21は、ユーザ割当情報設定データベースに記述されているユーザ割当情報の中から、当選条件に一致するユーザ割当情報を検索することにより特定する。さらにCPU21は、当選情報と一致する要素数Aが所定数B以上であるユーザ割当情報を特定した場合には、そのユーザ割当情報と関係付けられたユーザIDに対応するユーザを当選者として特定する。このとき、前述したようにCPU21は、当選情報と一致する要素数Aの値に応じて、段階的に当選者の等級を設定してもよい。CPU21は、当選情報とユーザ割当情報とを比較した結果、配列順を考慮して当選か否かを決定してもよいし、配列順を考慮せずにその組合せのみで当選か否かを決定してもよい。
 CPU21は、ユーザ割当情報設定データベースにおいて、当選者として特定したユーザIDに対応するフラグを「1」(当選者)とする。
In step S804, the CPU 21 sets a winning condition for considering the user allocation information that matches all or part of the numbers, characters, symbols, symbols, colors, etc. included in the winning information as the winning condition. The matching user allocation information is specified by searching the user allocation information described in the user allocation information setting database. As described above, if the number of elements A that match the winning information among the elements included in the user assigned information is greater than or equal to the predetermined number B, a winning condition for regarding the user assigned information as winning can be set. The CPU 21 specifies the user assignment information that matches the winning condition from the user assignment information described in the user assignment information setting database. Further, when the CPU 21 specifies the user allocation information in which the number of elements A matching the winning information is equal to or greater than the predetermined number B, the CPU 21 specifies the user corresponding to the user ID associated with the user allocation information as the winner. . At this time, as described above, the CPU 21 may set the grades of the winners step by step according to the value of the number of elements A that matches the winning information. As a result of comparing the winning information with the user allocation information, the CPU 21 may determine whether or not to win in consideration of the arrangement order, or determine whether or not to win only in the combination without considering the arrangement order. May be.
The CPU 21 sets the flag corresponding to the user ID specified as the winner in the user allocation information setting database to “1” (winner).
 ステップS805において、CPU21は、ユーザ割当情報設定データベースを参照し、「1」(当選者)のフラグが設定されたユーザIDに対応するユーザに対して、所定の第1特典を与える。当選者であるユーザに対して付与される第1特典は、例えば、所持コイン、技能レベル、体力ポイント、友情ポイントなどを増加させることである。前述したように、特典としてユーザにポイントを付与する場合、CPU21は、ユーザデータベース31の該当するユーザIDのユーザデータのポイント(体力ポイント又は友情ポイント)の値を読み出して特典となるポイントを加算して、ユーザデータベース31を更新する。特典としてユーザにアイテムを付与する場合、CPU21は、特典としての所定のアイテムIDを、該当するユーザIDのユーザデータの「保有アイテム」の欄に追加してもよい。 In step S805, the CPU 21 refers to the user assignment information setting database and gives a predetermined first privilege to the user corresponding to the user ID for which the flag “1” (winner) is set. The 1st privilege given with respect to the user who is a winner is increasing a possession coin, a skill level, a physical strength point, a friendship point, etc., for example. As described above, when a point is given to a user as a privilege, the CPU 21 reads the value of the user data point (physical fitness point or friendship point) of the corresponding user ID in the user database 31 and adds the point as a privilege. Then, the user database 31 is updated. When giving an item to a user as a privilege, CPU21 may add predetermined item ID as a privilege to the column of the "holding item" of the user data of applicable user ID.
 また、CPU21は、「1」(当選者)のフラグが設定されたユーザIDの仲間のユーザIDをユーザデータから読み出して、該当するユーザIDに対応するユーザに対して所定の第2特典を付与する。第2特典は、第1特典と同様に、例えば、所持コイン、技能レベル、体力ポイント、友情ポイントなどを増加させることである。 Moreover, CPU21 reads the user ID of the associate of user ID for whom the flag of "1" (winner) was set from user data, and gives a predetermined second privilege to the user corresponding to the corresponding user ID To do. The second privilege is, for example, to increase possessed coins, skill levels, physical strength points, friendship points, and the like, similarly to the first privilege.
 CPU21は、当選者であるユーザに対して、当選した旨の情報を通知するためのHTMLデータを生成し、これを該当するユーザの通信端末10に送信する。 CPU21 produces | generates the HTML data for notifying the information to the effect of winning with respect to the user who is a winner, and transmits this to the communication terminal 10 of a corresponding user.
 図11は、通信端末10に表示される表示画面の一例を示す説明図である。
 CPU21から送信されるHTMLデータに基づいてユーザの通信端末10に表示される表示画面1000は、ユーザが当選した旨の情報を表示するための第1情報表示部1001を有している。第1情報表示部1001には、該当するユーザが当選した旨の情報と、当選したことにより付与された特典に関する情報を表示することができる。また、第1情報表示部1001には、仲間ユーザに対して第2特典が付与された旨の情報を表示することもできる。
FIG. 11 is an explanatory diagram illustrating an example of a display screen displayed on the communication terminal 10.
The display screen 1000 displayed on the user communication terminal 10 based on the HTML data transmitted from the CPU 21 has a first information display unit 1001 for displaying information indicating that the user has won. The first information display unit 1001 can display information indicating that the corresponding user has been won, and information related to a privilege given by winning. The first information display unit 1001 can also display information indicating that the second privilege has been granted to the fellow user.
 CPU21は、当選者であるユーザの仲間として関係付けられているユーザに対して第2特典を付与した場合に、該当するユーザに対してその旨の通知を行うためのHTMLデータを生成してこれを通信端末10に送信する。 CPU21 produces | generates the HTML data for performing the notification to that effect, when giving a 2nd privilege with respect to the user who is related as a friend of the user who is a winner, and this Is transmitted to the communication terminal 10.
 図12は、通信端末10に表示される表示画面の一例を示す説明図である。
 CPU21から送信されるHTMLデータに基づいてユーザの通信端末10に表示される表示画面1100は、仲間ユーザが当選した旨の情報と、そのことにより第2特典が付与された旨の情報を表示するための第1情報表示部1101を備えている。
FIG. 12 is an explanatory diagram illustrating an example of a display screen displayed on the communication terminal 10.
The display screen 1100 displayed on the user's communication terminal 10 based on the HTML data transmitted from the CPU 21 displays information indicating that the fellow user has been won and information indicating that the second privilege has been granted. The 1st information display part 1101 for this is provided.
 以上、ゲーム制御方法について説明したが、ゲーム制御方法は、ゲーム内において主たるゲームの進行とは別に進行するゲームであるイベントとして適用してもよい。例えば、1日のうち所定の時間内にゲームにアクセスしたユーザに対してユーザ割当情報を配布し、設定された抽選時刻以降に、各ユーザが当選したか否を各ユーザに通知するように構成できる。ユーザ割当情報の配布や当選の有無の通知などについては、1日に数回、数日に1回、不定期など種々の設定が可能であり、特に限定されるものではない。 Although the game control method has been described above, the game control method may be applied as an event that is a game that progresses separately from the progress of the main game in the game. For example, user allocation information is distributed to users who access the game within a predetermined time of the day, and each user is notified whether or not each user has won after the set lottery time. it can. Various settings such as distribution of user allocation information and notification of the presence / absence of winning can be made several times a day, once every few days, irregularly, etc., and are not particularly limited.
 以上のように構成した第1実施形態によるゲーム制御装置、ゲーム制御方法では、ユーザに対して設定されたユーザ割当情報に対して当選したか否かの判定を行い、当選者として特定されたユーザに対しては第1特典を付与し、当選者であるユーザに仲間として関係付けられたユーザに対しても第2特典を付与するようにしている。このことにより、ユーザに配布されたユーザ割当情報だけで当選か否かが判断される場合に比して、当選の機会が増えることとなり、ゲーム性を向上させることができる。また、仲間ユーザが多い程、当選の機会が増えることから、「仲間」が少ないユーザが積極的に「仲間」を増やす努力を行うことが期待できる。 In the game control device and the game control method according to the first embodiment configured as described above, it is determined whether or not the user allocation information set for the user has been won, and the user identified as the winner The first privilege is given to the user, and the second privilege is also given to the user who is related as a friend to the user who is the winner. As a result, as compared with a case where it is determined whether or not the winning is determined only by the user allocation information distributed to the user, the winning chance is increased, and the game performance can be improved. In addition, since there are more chances of winning as the number of fellow users increases, it can be expected that users with fewer “friends” will actively make efforts to increase “friends”.
 (6)第2実施形態
 第1実施形態では、ユーザ割当情報の決定がゲームサーバ20によって行われたが、第2実施形態では、ユーザが自らユーザ割当情報を決定することができる点で第1実施形態とは異なる。
(6) Second Embodiment In the first embodiment, the user allocation information is determined by the game server 20, but in the second embodiment, the first is that the user can determine the user allocation information by himself. Different from the embodiment.
 (6-1)ゲームサーバの機能ブロック
 図13は、第2実施形態のゲーム制御装置の機能ブロック図である。ここでは、ゲームサーバ20内に各機能ブロックが構成される場合を例示する。
 図13に示すように、ゲームサーバ20は、関係付け手段201、ユーザ割当情報設定手段202、当選情報設定手段203、当選者決定手段204、特典付与手段205、ユーザ割当情報指示手段206を備える。
(6-1) Function Block of Game Server FIG. 13 is a functional block diagram of the game control apparatus of the second embodiment. Here, the case where each functional block is comprised in the game server 20 is illustrated.
As shown in FIG. 13, the game server 20 includes an association unit 201, a user allocation information setting unit 202, a winning information setting unit 203, a winner determining unit 204, a privilege granting unit 205, and a user allocation information instruction unit 206.
 この第2実施形態において、関係付け手段201、ユーザ割当情報設定手段202、当選情報設定手段203、当選者決定手段204、特典付与手段205は、第1実施形態とほぼ同等に機能することから、第1実施形態のゲーム制御装置の機能ブロック図である図7と同一の符号を付して、その詳細な説明を省略する。 In the second embodiment, the correlating means 201, the user allocation information setting means 202, the winning information setting means 203, the winner determining means 204, and the privilege granting means 205 function substantially the same as in the first embodiment. The same reference numerals as those in FIG. 7, which is a functional block diagram of the game control apparatus of the first embodiment, are attached and detailed description thereof is omitted.
 ユーザ割当情報指示手段206は、ユーザ割当情報を構成する各要素を設定するための指示入力を受け付ける機能を有する。また、本実施形態では、ユーザ割当情報設定手段202は、ユーザ割当情報指示手段206で指示入力を受け付けた要素によって構成されるユーザ割当情報をユーザと関連付けて記憶装置に記憶させる。
 ユーザ割当情報指示手段206およびユーザ割当情報設定手段202の機能は、以下のようにして実現できる。
 例えば、通信端末10からゲームを実行するためのゲームサーバ20へのアクセスがあった場合に、ゲームサーバ20のCPU21は、該当するゲームのログイン画面を表示するためのHTMLデータを生成して、通信端末10に送信する。このとき、CPU21は、くじ引きのイベントを実施中であることを示すテキストを表示させ、かつユーザが入力するユーザ割当情報を受け付けるためのHTMLデータを生成して通信端末10に送信する。
 ユーザが入力したユーザ割当情報が通信端末10から送信されてきた場合、CPU21は、ユーザ割当情報設定データベースにおいて、処理対象のユーザIDに関係付けてユーザ割当情報を上書きすることによって、ユーザ割当情報を更新する。
The user allocation information instruction unit 206 has a function of receiving an instruction input for setting each element constituting the user allocation information. In the present embodiment, the user allocation information setting unit 202 stores the user allocation information configured by the element that has received an instruction input by the user allocation information instruction unit 206 in a storage device in association with the user.
The functions of the user allocation information instruction unit 206 and the user allocation information setting unit 202 can be realized as follows.
For example, when there is an access from the communication terminal 10 to the game server 20 for executing a game, the CPU 21 of the game server 20 generates HTML data for displaying a login screen of the corresponding game, and performs communication. Transmit to the terminal 10. At this time, the CPU 21 displays text indicating that a lottery event is being performed, and generates HTML data for receiving user assignment information input by the user, and transmits the HTML data to the communication terminal 10.
When the user assignment information input by the user is transmitted from the communication terminal 10, the CPU 21 overwrites the user assignment information in the user assignment information setting database by associating the user assignment information with the user ID to be processed. Update.
 (6-2)ゲーム制御方法
 図14は、第2実施形態のゲーム制御方法のフローチャートである。
 前述したように、ゲームサーバ20内に本実施形態のゲーム制御装置の各機能ブロックが含まれるものとし、ゲームサーバ20のCPU21が各機能ブロックの機能を実現するものとして説明する。なお、図14に示すフローチャートでは、処理対象のユーザが少なくとも1人の他のユーザと仲間として既に関係付けられている場合を想定する。
(6-2) Game Control Method FIG. 14 is a flowchart of the game control method of the second embodiment.
As described above, it is assumed that each function block of the game control device of the present embodiment is included in the game server 20 and the CPU 21 of the game server 20 realizes the function of each function block. In the flowchart illustrated in FIG. 14, it is assumed that the user to be processed is already associated with at least one other user as a friend.
 ステップS1301において、CPU21は先ず、ユーザによる所定の操作入力を認識してくじ引きイベントへの参加を受け付ける。くじ引きイベントへの参加が受け付けられると、ユーザ割当情報設定データベース(図8)中の、対応するイベントIDに処理対象のユーザIDが書き込まれる。なお、ステップS1301は必須ではなく、ユーザによる参加受け付けを行わずにすべてのユーザが自動的にくじ引きイベントに参加することができるように構成してもよい。 In step S1301, the CPU 21 first recognizes a predetermined operation input by the user and accepts participation in a draw event. When participation in the lottery event is accepted, the user ID to be processed is written in the corresponding event ID in the user allocation information setting database (FIG. 8). Note that step S1301 is not essential, and it may be configured such that all users can automatically participate in the lottery event without accepting participation by the user.
 ステップS1302において、CPU21は、ユーザが設定したユーザ割当情報を受け付ける。例えば、ユーザの通信端末10からゲームを実行するためのゲームサーバ20へのアクセスがあった場合、CPU21は、くじ引きのイベントを行う旨の情報を表示し、ユーザが所定の要素から任意に選択して設定したユーザ割当情報を受け付けるための表示画面を通信端末10に表示するためのHTMLデータを生成して通信端末10に送信する。ユーザ割当情報の指示入力を受け付けるための表示画面に関するHTMLデータは、くじ引きイベントの期間中においてユーザが初めてアクセスした時にのみ送信してもよいし、ユーザからのアクセスがあった時に毎回送信してもよい。あるいは、各ユーザについて、ユーザ割当情報の指示入力を受け付けるための表示画面に関するHTMLデータの送信回数を制限してもよい。 In step S1302, the CPU 21 receives user assignment information set by the user. For example, when there is an access from the user communication terminal 10 to the game server 20 for executing a game, the CPU 21 displays information indicating that a lottery event is to be performed, and the user arbitrarily selects from predetermined elements. HTML data for displaying on the communication terminal 10 a display screen for accepting the user allocation information set in step S1 is generated and transmitted to the communication terminal 10. The HTML data related to the display screen for accepting the instruction input of the user allocation information may be transmitted only when the user accesses for the first time during the lottery event period, or may be transmitted every time there is an access from the user. Good. Or you may restrict | limit the frequency | count of transmission of the HTML data regarding the display screen for receiving the instruction | indication input of user allocation information about each user.
 図15は、通信端末10に表示される表示画面の一例を示す説明図である。
 CPU21から送信されるHTMLデータに基づいてユーザの通信端末10に表示される表示画面1400は、ユーザ割当情報の入力を受け付けるための入力部1401、入力部1401に入力したユーザ割当情報を確定するための確定ボタン1402を備えている。図15に示すように、この表示画面1400には、たとえば、くじ引きのイベントを実施する旨の情報を表示し、抽選の日時などを表示してもよい。
FIG. 15 is an explanatory diagram illustrating an example of a display screen displayed on the communication terminal 10.
A display screen 1400 displayed on the user's communication terminal 10 based on the HTML data transmitted from the CPU 21 is an input unit 1401 for accepting input of user allocation information, and the user allocation information input to the input unit 1401 is determined. The confirmation button 1402 is provided. As shown in FIG. 15, for example, information indicating that a lottery event is to be performed may be displayed on the display screen 1400, and a lottery date and time may be displayed.
 入力部1401は、ユーザ割当情報として数字、文字、記号などを入力するための所定数(図15の例では、6個)の入力ボックスで構成することができる。ユーザ割当情報が複数の数字、文字、記号の配列で構成される場合には、入力ボックスを指定して、入力ボックスごとに数字、文字、記号を入力できるように構成してもよい。
 また、図15とは異なる入力方法を適用してもよい。例えば、複数の数字、文字、記号、図柄、色を組み合わせた複数のユーザ割当情報の候補を入力部1401において選択可能に提示し、この複数のユーザ割当情報の候補の中からユーザの好みのユーザ割当情報を選択入力できるように構成してもよい。この場合、選択されたユーザ割当情報が入力部1401の所定数の入力ボックスに入力される。
The input unit 1401 can be configured by a predetermined number (six in the example of FIG. 15) input boxes for inputting numbers, characters, symbols, and the like as user allocation information. When the user allocation information is composed of an array of a plurality of numbers, characters, and symbols, an input box may be designated so that numbers, characters, and symbols can be input for each input box.
Further, an input method different from that in FIG. 15 may be applied. For example, a plurality of user allocation information candidates combining a plurality of numbers, letters, symbols, designs, and colors are presented in the input unit 1401 so as to be selectable, and the user's favorite user is selected from the plurality of user allocation information candidates. You may comprise so that allocation information can be selected and input. In this case, the selected user allocation information is input to a predetermined number of input boxes of the input unit 1401.
 表示画面1400において、所定数の入力ボックスに対して入力が完了した状態でユーザが確定ボタン1402を操作することによって、入力部1401に入力されたユーザ割当情報が確定され、そのユーザ割当情報に関する情報が通信インターフェイス部17を介してゲームサーバ20に送信される。
 ユーザが入力したユーザ割当情報に関する情報を受信した場合、ゲームサーバ20のCPU21は、ステップS1303において、送信されてきたユーザ割当情報を該当するユーザIDに関係付けて記憶装置に記憶する。つまり、CPU21は、送信されてきたユーザ割当情報をユーザIDに関係付けてユーザ割当情報設定データベースに書き込む。
On the display screen 1400, when the user operates the confirm button 1402 in a state where input has been completed for a predetermined number of input boxes, the user assignment information input to the input unit 1401 is confirmed, and information regarding the user assignment information is displayed. Is transmitted to the game server 20 via the communication interface unit 17.
When the information regarding the user allocation information input by the user is received, the CPU 21 of the game server 20 stores the transmitted user allocation information in the storage device in association with the corresponding user ID in step S1303. That is, the CPU 21 writes the transmitted user allocation information in the user allocation information setting database in association with the user ID.
 図14に戻り、ステップS1304において、CPU21は、数字、文字、記号、図柄、色などの要素で構成される当選情報を決定する。ここでは、CPU21は、第1実施形態のステップS803と同様にして当選情報を決定してもよい。 14, in step S1304, the CPU 21 determines winning information including elements such as numbers, characters, symbols, symbols, and colors. Here, the CPU 21 may determine the winning information in the same manner as in step S803 in the first embodiment.
 ステップS1305において、CPU21は、当選情報に含まれる数字、文字、記号、図柄、色などのうち全部又は一部が一致するユーザ割当情報を当選とみなすための当選条件を設定し、この当選条件に合致するユーザ割当情報を、ユーザ割当情報設定データベースに記述されているユーザ割当情報の中から検索することにより特定する。当選者の特定方法については、第1実施形態のステップS804(図9参照)と同様の方法を採ることができる。CPU21は、ユーザ割当情報設定データベースにおいて、当選者として特定したユーザIDに対応するフラグを「1」(当選者)とする。 In step S1305, the CPU 21 sets a winning condition for regarding user allocation information that matches all or part of numbers, characters, symbols, symbols, colors, etc. included in the winning information as a winning condition. The matching user allocation information is specified by searching the user allocation information described in the user allocation information setting database. As for the method for identifying the winner, the same method as in step S804 (see FIG. 9) of the first embodiment can be adopted. The CPU 21 sets the flag corresponding to the user ID specified as the winner in the user allocation information setting database to “1” (winner).
 ステップS1306の処理は、図9のステップS805と同様でよい。すなわち、ステップS1306においてCPU21は、ユーザ割当情報設定データベースを参照し、「1」(当選者)のフラグが設定された(つまり、当選者として特定された)ユーザIDに対応するユーザに対して、所定の第1特典を与える。また、CPU21は、「1」(当選者)のフラグが設定されたユーザIDの仲間のユーザIDをユーザデータから読み出して、該当するユーザIDに対応するユーザに対して所定の第2特典を付与する。 CPU21は、当選者であるユーザに対して、当選した旨の情報を通知するためのHTMLデータを生成し、これを該当するユーザの通信端末10に送信する。 The process of step S1306 may be the same as step S805 of FIG. That is, in step S1306, the CPU 21 refers to the user allocation information setting database, and with respect to the user corresponding to the user ID for which the flag “1” (winner) is set (that is, specified as the winner) A predetermined first privilege is given. Moreover, CPU21 reads the user ID of the associate of user ID for whom the flag of "1" (winner) was set from user data, and gives a predetermined second privilege to the user corresponding to the corresponding user ID To do. CPU21 produces | generates the HTML data for notifying the information to the effect of winning with respect to the user who is a winner, and transmits this to the communication terminal 10 of a corresponding user.
 CPU21は、当選者であるユーザの仲間として関係付けられているユーザに対して第2特典を付与した場合に、該当するユーザに対してその旨の通知を行うためのHTMLデータを生成してこれを通信端末10に送信する。
 CPU21から送信されたHTMLデータに基づいて、ユーザの通信端末10に表示される表示画面については、例えば、第1実施形態の図11及び図12と同様の構成とすることができる。
CPU21 produces | generates the HTML data for performing the notification to that effect, when giving a 2nd privilege with respect to the user who is related as a friend of the user who is a winner, and this Is transmitted to the communication terminal 10.
The display screen displayed on the user's communication terminal 10 based on the HTML data transmitted from the CPU 21 can have, for example, the same configuration as in FIGS. 11 and 12 of the first embodiment.
 以上のように構成した第2実施形態によるゲーム制御装置、ゲーム制御方法では、ユーザが好みのユーザ割当情報を選ぶことが可能となり、ゲーム性を更に向上させることができる。 In the game control device and the game control method according to the second embodiment configured as described above, the user can select favorite user allocation information, and the game performance can be further improved.
 (7)第3実施形態
 第3実施形態では、いったん決定されたユーザ割当情報をユーザが自ら更新することができるようにした点で第1実施形態又は第2実施形態とは異なる。
(7) Third Embodiment The third embodiment is different from the first embodiment or the second embodiment in that the user can update the user allocation information once determined.
 (7-1)ゲームサーバの機能ブロック
 図16は、第3実施形態のゲーム制御装置の機能ブロック図である。ここでは、ゲームサーバ20内に各機能ブロックが構成される場合を例示する。
 図16に示すように、ゲームサーバ20は、関係付け手段201、ユーザ割当情報設定手段202、当選情報設定手段203、当選者決定手段204、特典付与手段205、変更受付手段207を備える。
(7-1) Functional Block of Game Server FIG. 16 is a functional block diagram of the game control apparatus of the third embodiment. Here, the case where each functional block is comprised in the game server 20 is illustrated.
As shown in FIG. 16, the game server 20 includes an association unit 201, a user allocation information setting unit 202, a winning information setting unit 203, a winner determining unit 204, a privilege granting unit 205, and a change receiving unit 207.
 この第3実施形態において、関係付け手段201、ユーザ割当情報設定手段202、当選情報設定手段203、当選者決定手段204、特典付与手段205は、第1実施形態とほぼ同等に機能することから、第1実施形態のゲーム制御装置の機能ブロック図である図7と同一の符号を付して、その詳細な説明を省略する。 In the third embodiment, the correlating means 201, the user allocation information setting means 202, the winning information setting means 203, the winner determining means 204, and the privilege granting means 205 function substantially the same as in the first embodiment. The same reference numerals as those in FIG. 7, which is a functional block diagram of the game control apparatus of the first embodiment, are attached and detailed description thereof is omitted.
 変更受付手段207は、ユーザ割当情報を構成する各要素を変更するための指示入力を受け付けて、ユーザ割当情報設定データベースに書き込まれているユーザ割当情報を更新する機能を有する。変更受付手段207の機能は、以下のようにして実現することができる。
 例えば、通信端末10からゲームを実行するためのゲームサーバ20へのアクセスがあった場合に、ゲームサーバ20のCPU21は、該当するゲームのログイン画面を表示するためのHTMLデータを生成して、通信端末10に送信する。このとき、CPU21は、くじ引きのイベントを実施中であることを示すテキスト、および該当ユーザIDに現在設定されているユーザ割当情報を表示させ、かつ現在設定されているユーザ割当情報の変更を受け付けるための表示画面を通信端末10に表示するためのHTMLデータを生成して通信端末10に送信する。ユーザの通信端末10から、ユーザ割当情報を変更する旨の指示入力を受信した場合には、CPU21は、ユーザ割当情報設定データベースにおいて、処理対象のユーザIDに対応するユーザ割当情報を更新する。
The change receiving unit 207 has a function of receiving an instruction input for changing each element constituting the user allocation information and updating the user allocation information written in the user allocation information setting database. The function of the change accepting unit 207 can be realized as follows.
For example, when there is an access from the communication terminal 10 to the game server 20 for executing a game, the CPU 21 of the game server 20 generates HTML data for displaying a login screen of the corresponding game, and performs communication. Transmit to the terminal 10. At this time, the CPU 21 displays a text indicating that a lottery event is being performed and user allocation information currently set for the corresponding user ID, and accepts a change in the currently set user allocation information. HTML data to be displayed on the communication terminal 10 is generated and transmitted to the communication terminal 10. When receiving an instruction input for changing the user allocation information from the user communication terminal 10, the CPU 21 updates the user allocation information corresponding to the user ID to be processed in the user allocation information setting database.
 (7-2)ゲーム制御方法
 図17は、第3実施形態のゲーム制御方法のフローチャートである。
 前述したように、ゲームサーバ20内に本実施形態のゲーム制御装置の各機能ブロックが含まれるものとし、ゲームサーバ20のCPU21が各機能ブロックの機能を実現するものとして説明する。
(7-2) Game Control Method FIG. 17 is a flowchart of the game control method of the third embodiment.
As described above, it is assumed that each function block of the game control device of the present embodiment is included in the game server 20 and the CPU 21 of the game server 20 realizes the function of each function block.
 まず、ユーザ割当情報が設定されている状態(つまり、処理対象のユーザIDに関係付けてユーザ割当情報がユーザ割当情報設定データベースに記述されている状態)において、CPU21は、ユーザ割当情報の変更を受け付けるための表示画面を通信端末10に表示するHTMLデータを生成して通信端末10に送信する(ステップS1601)。
 具体的には、例えば、第1実施形態のステップS802において、ユーザに対して設定したユーザ割当情報を通知するためのHTMLデータを送信した後や、第2実施形態のステップS1302において、ユーザが設定したユーザ割当情報を受け付けた後に、ユーザの通信端末10からゲームへのアクセスがあると、既に設定されているユーザ割当情報の変更を受け付けるためのHTMLデータを生成して通信端末10に送信する。ユーザ割当情報の変更の受付については、例えば、当選者を特定する抽選日時よりも前であって、ユーザがゲームへのログイン時、あるいはゲームを実行中に変更の指示があれば逐次、ユーザ割当情報の変更を受け付けるためのHTMLデータを送信するように構成することができる。
First, in a state where user allocation information is set (that is, in a state where the user allocation information is described in the user allocation information setting database in relation to the user ID to be processed), the CPU 21 changes the user allocation information. HTML data for displaying a display screen for acceptance on the communication terminal 10 is generated and transmitted to the communication terminal 10 (step S1601).
Specifically, for example, after transmitting HTML data for notifying the user allocation information set to the user in step S802 of the first embodiment, or after setting the user in step S1302 of the second embodiment. After receiving the user assignment information, if the user accesses the game from the communication terminal 10, HTML data for accepting the change of the already set user assignment information is generated and transmitted to the communication terminal 10. Regarding the acceptance of the change of the user allocation information, for example, before the lottery date and time for specifying the winner, and when the user is instructed to change during the game login or the game execution, the user allocation is sequentially performed. It can be configured to transmit HTML data for accepting information changes.
 図18は、現在設定されているユーザ割当情報の変更を受け付けるために通信端末10に表示される表示画面の一例を示す説明図である。
 CPU21から送信されるHTMLデータに基づいてユーザの通信端末10に表示される表示画面1700は、ユーザ割当情報の変更を受け付けるための入力部1701と、入力部1701に入力したユーザ割当情報を確定するための確定ボタン1702とを備えている。この表示画面1700には、たとえば、ユーザに対して現在設定されているユーザ割当情報を表示して、これを変更する場合には、入力部1701にユーザが希望するユーザ割当情報を入力して確定ボタン1702を操作することを促す表示を行う。図18に示す例では、現在設定されているユーザ割当情報が6桁の数字からなる「123456」である。
FIG. 18 is an explanatory diagram illustrating an example of a display screen displayed on the communication terminal 10 in order to accept a change in the currently set user allocation information.
A display screen 1700 displayed on the user communication terminal 10 based on the HTML data transmitted from the CPU 21 confirms the input unit 1701 for accepting the change of the user allocation information and the user allocation information input to the input unit 1701. A confirmation button 1702 is provided. In this display screen 1700, for example, user allocation information currently set for the user is displayed. When changing the user allocation information, the user allocation information desired by the user is input to the input unit 1701 and confirmed. A display prompting the user to operate the button 1702 is performed. In the example shown in FIG. 18, the currently set user allocation information is “123456” consisting of a 6-digit number.
 入力部1701は、ユーザ割当情報として数字、文字、記号などを入力するための所定数(図18の例では、6個)の入力ボックスで構成することができる。ユーザ割当情報が複数の数字、文字、記号の配列で構成される場合には、入力ボックスを指定して、入力ボックスをごとに数字、文字、記号を入力できるように構成してもよい。図示した例では、ユーザ割当情報として6桁の数字が既に設定されており、これが入力部1701に表示される。つまり、各桁に対応する数字が各入力ボックスに表示されている。各入力ボックスには、各桁の数字を変更するためのボタンが配置されており、上のボタンを操作すればより大きい数字に変更され、下のボタンを操作すればより小さい数字に変更される構成としている。
 また、図18とは異なる入力方法を適用してもよい。例えば、複数の数字、文字、記号、図柄、色を組み合わせた複数のユーザ割当情報の候補を入力部1701において選択可能に提示し、この複数のユーザ割当情報の候補の中からユーザの好みのユーザ割当情報を選択入力できるように構成してもよい。この場合、選択されたユーザ割当情報が入力部1701の所定数の入力ボックスに入力される。
The input unit 1701 can be configured with a predetermined number (six in the example of FIG. 18) input boxes for inputting numbers, characters, symbols and the like as user allocation information. When the user allocation information is composed of an array of a plurality of numbers, characters, and symbols, an input box may be designated so that numbers, characters, and symbols can be input for each input box. In the illustrated example, a 6-digit number is already set as the user allocation information, and this is displayed on the input unit 1701. That is, a number corresponding to each digit is displayed in each input box. Each input box has a button for changing the number of each digit. If the upper button is operated, the number is changed to a larger number, and if the lower button is operated, the number is changed to a smaller number. It is configured.
Moreover, you may apply the input method different from FIG. For example, a plurality of user allocation information candidates combining a plurality of numbers, letters, symbols, symbols, and colors are presented to be selectable on the input unit 1701, and the user's favorite user can be selected from the plurality of user allocation information candidates. You may comprise so that allocation information can be selected and input. In this case, the selected user allocation information is input to a predetermined number of input boxes of the input unit 1701.
 表示画面1700において、ユーザが確定ボタン1702を操作することによって、入力部1701に入力された変更後のユーザ割当情報が確定され、そのユーザ割当情報に関する情報が通信インターフェイス部17を介してゲームサーバ20に送信される。 On the display screen 1700, when the user operates the confirm button 1702, the changed user assignment information input to the input unit 1701 is confirmed, and information regarding the user assignment information is transmitted to the game server 20 via the communication interface unit 17. Sent to.
 ステップS1602において、CPU21は、ユーザ割当情報の変更を指示する情報を受信すると、ステップS1603において、CPU21は、受信したユーザ割当情報の変更を指示する情報に基づいて、ユーザ割当情報設定データベースにおいて、該当するユーザIDのユーザ割当情報の情報を更新する。 In step S1602, when the CPU 21 receives the information for instructing the change of the user assignment information, in step S1603, the CPU 21 applies the corresponding information in the user assignment information setting database based on the received information for instructing the change of the user assignment information. The information of the user allocation information of the user ID to be updated is updated.
 以上のように構成した第3実施形態によるゲーム制御装置、ゲーム制御方法では、予め設定されたユーザ割当情報をユーザが好みのものに変更することが可能となる。またユーザ自身が設定したユーザ割当情報であってもユーザ自身が変更することが可能である。そのため、ゲーム性を更に向上させることができる。 In the game control device and the game control method according to the third embodiment configured as described above, the user allocation information set in advance can be changed to a user's preference. Even the user allocation information set by the user can be changed by the user. Therefore, the game performance can be further improved.
 (8)当選者の特定方法
 (8-1)複数段階の等級の当選者
 ユーザIDに関係付けて設定されるユーザ割当情報と当選情報の一致の度合いに応じて(つまり、設定された当選条件を満足する程度に基づいて)、複数段階の等級の当選者を特定する場合の、当選者の特定方法について、以下説明する。なお、この当選者の特定方法は、上述したすべての実施形態に適用することができる。
(8) Winner identification method (8-1) Winners of multiple grades According to the degree of match between the user allocation information set in relation to the user ID and the winning information (that is, the set winning conditions) Based on the degree of satisfaction, the method for identifying the winners in the case of identifying winners of multiple grades is described below. Note that this method for identifying a winner can be applied to all the embodiments described above.
 図19は、複数段階の等級の当選者を決定するためのテーブルの説明図である。
 図19に示す例では、ユーザ割当情報および当選情報をともに複数桁の数字とし、桁毎に一致しているか否かを判定して、完全に一致するユーザ割当情報を「1等」とし、1桁だけが一致していないユーザ割当情報を「2等」としている。この後、2桁を除いて他の桁が一致しているユーザ割当情報を「3等」、といった具合に、順に当選の等級を決定してもよい。なお、図19において“*”は、当選情報の同じ桁と異なる数字であることを示している。
FIG. 19 is an explanatory diagram of a table for determining winners of multiple grades.
In the example shown in FIG. 19, both the user allocation information and the winning information are multi-digit numbers, and it is determined whether or not the numbers match for each digit. User allocation information in which only the digits do not match is “2nd”. Thereafter, the winning grades may be determined in order, such as “3 etc.” for the user allocation information in which the other digits match except for two digits. In FIG. 19, “*” indicates that the winning information is the same digit as the different digit.
 上述したように、ユーザ割当情報に含まれている要素が、当選情報に含まれる要素と一致する個数が多い程、当選の等級を高くしてもよい。例えば、全てが一致する場合に「1等」とする。
 「2等」以下の当選の等級については、数字が一致している桁数だけではなく、他の観点から決定してもよい。例えば、数字が一致している桁数が同じ場合でも、下位から連続して多くの桁が一致しているユーザ割当情報を高い等級としてもよいし、逆に、上位から連続して多くの桁が一致しているユーザ割当情報を高い等級としてもよい。
 なお、図19に例示した当選情報は、ユーザ割当情報と同一の桁数の数字としたが、この場合に限られず、異なる桁数の数字としてもよい。図19に例示した当選情報は1個であるが、その場合に限られない。複数の当選情報を設定してもよい。
As described above, as the number of elements included in the user allocation information matches the number of elements included in the winning information, the winning grade may be increased. For example, “1 etc.” is set when all match.
The winning grade below “2nd” may be determined not only from the number of digits that match, but also from other viewpoints. For example, even if the number of digits that match is the same, the user assignment information that matches a number of digits consecutively from the bottom may be given a higher grade, or conversely, a number of digits that are consecutive from the top It is good also considering the user allocation information with which they correspond as a high grade.
In addition, although the winning information illustrated in FIG. 19 is a number having the same number of digits as the user allocation information, it is not limited to this case, and may be a number having a different number of digits. Although the winning information illustrated in FIG. 19 is one, it is not limited to that case. A plurality of winning information may be set.
 ユーザ割当情報に含まれている要素をその配列順に関係なく、当選情報に含まれている要素と比較して、一致する個数により当選の等級を決定してもよい。例えば、数字、文字、記号、図柄を組み合わせた要素が複数個含まれるユーザ割当情報及び当選情報をそれぞれ設定する場合、当選情報に含まれる要素の個数は、ユーザ割当情報に含まれる要素の個数と一致する必要はない。当選情報に含まれる要素の個数は、ユーザ割当情報に含まれる要素の個数より多くしてもよいし、少なくしてもよい。 The elements included in the user allocation information may be compared with the elements included in the winning information regardless of the arrangement order, and the winning grade may be determined based on the number of matches. For example, when setting user allocation information and winning information each including a plurality of elements combining numbers, letters, symbols, and symbols, the number of elements included in the winning information is the number of elements included in the user allocation information. There is no need to match. The number of elements included in the winning information may be larger or smaller than the number of elements included in the user allocation information.
 このように、複数段階の等級の当選者を設定した場合には、当選の等級に応じて付与する特典の内容を段階的に設定してもよい。つまり、当選者に付与する第1特典と、当選者に関係付けられた仲間ユーザに付与する第2特典の少なくともいずれかを、当選者の等級に基づいて決定してもよい。例えば、当選者に付与される特典が所定のポイントである場合には、上位の当選者には多くのポイントを付与し、下位になるほど少ないポイントが付与されるようにしてもよい。
 また、当選者に付与される特典が、ゲームで使用できるアイテムである場合には、当選の等級が高いほど、ゲームに使用した際の効果の高いアイテムや、レア度の高いアイテムを付与するようにしてもよい。
As described above, when a winner of a plurality of grades is set, the content of the privilege to be given according to the grade of the winner may be set step by step. In other words, at least one of the first privilege granted to the winner and the second privilege granted to the fellow user associated with the winner may be determined based on the grade of the winner. For example, when the privilege given to the winner is a predetermined point, more points may be given to the higher winner, and fewer points may be given to the lower winner.
In addition, if the privilege given to the winner is an item that can be used in the game, the higher the grade of the winner, the more effective the item when used in the game or the higher the rare item It may be.
 (8-2)仲間ユーザとの連携
 前述したように、ユーザ割当情報と当選情報との一致度合いに応じて複数段階の等級の当選者を設定する場合、所定の一致度合いを超えていないユーザ割当情報を当選と見なさない場合がある。例えば、6桁の数字で構成されるユーザ割当情報において、当選情報と一致する桁数が4桁以上でなければ当選としない場合には、ユーザ割当情報に含まれる要素のうち当選情報と一致している桁数が3桁であるユーザは、全く特典を得られない。
 本発明では、関係付けられた複数のユーザに設定されたユーザ割当情報により、当選者を決定することによって、ユーザが当選者になる機会の拡大を図ることを提案する。
(8-2) Coordination with fellow users As described above, when setting winners of multiple grades according to the degree of matching between user allocation information and winning information, user allocation that does not exceed a predetermined degree of matching Information may not be considered winning. For example, in the user allocation information composed of 6-digit numbers, if the number of digits matching the winning information is not more than 4 digits, the winning information is the same as the winning information among the elements included in the user allocation information. A user whose number of digits is 3 digits cannot obtain a privilege at all.
In the present invention, it is proposed to increase the opportunities for a user to become a winner by determining a winner based on user assignment information set for a plurality of related users.
 図20は、複数ユーザのユーザ割当情報を用いて当選者を決定する際の処理を示す説明図である。
 図示した例では、ユーザ割当情報及び当選情報がともに6桁の数字である場合を例示している。
 ユーザAに対して設定されたユーザ割当情報が「125876」であり、ユーザBに対して設定されたユーザ割当情報が「213457」であるとする。
 当選情報を「123456」すると、ユーザAに設定されているユーザ割当情報「125876」は、左から右に第1桁~第6桁とした場合、第1桁、第2桁、第6桁の3つの桁のみが当選情報と一致していることとなる。また、ユーザBに設定されているユーザ割当情報「213457」は、第3桁、第4桁、第5桁の3つの桁のみが当選情報と一致していることとなる。
FIG. 20 is an explanatory diagram showing processing when a winner is determined using user allocation information of a plurality of users.
In the illustrated example, the user allocation information and the winning information are both 6-digit numbers.
It is assumed that the user allocation information set for the user A is “125576” and the user allocation information set for the user B is “213457”.
When the winning information is “123456”, the user allocation information “125576” set for the user A is the first digit, the second digit, and the sixth digit when the first digit to the sixth digit are set from the left to the right. Only three digits match the winning information. In addition, in the user allocation information “213457” set for the user B, only the third digit, the fourth digit, and the fifth digit match the winning information.
 6桁の数字でなる当選情報に対して、4桁以上が一致することによって、当選者を決定する場合には、ユーザAもユーザBも当選者にならない。しかし、このユーザA及びユーザBに設定されたユーザ割当情報を合わせれば、当選情報と一致する桁が4桁以上(例示したものでは全部一致)存在することとなる。したがって、ユーザAとユーザBとが「仲間」として関係付けられているような場合には、ユーザA及びユーザBとをそれぞれ当選者として特定してもよい。
 この場合、ユーザ割当情報が単独で当選条件を満たしたユーザには、ユーザA及びユーザBに付与される特典(つまり、ユーザA及びユーザBのユーザ割当情報を合わせて同一の当選条件を満たした場合に付与される特典)よりも、高いポイントもしくは高い価値のアイテムが付与されるようにしてもよい。あるいは、単独で当選条件を満たしたユーザに付与される特典と、複数のユーザで協力して同一の当選条件を満たしたユーザに付与される特典とを同じにしてもよく、その場合、複数のユーザに付与される特典が各ユーザに分配されるようにしてもよい。当選条件を協力して満たした複数のユーザに特典を付与する場合、各ユーザにはその貢献度に応じた特典が分配されるようにしてもよい。図20に示した例では、ユーザA及びユーザBのユーザ割当情報は、ともに当選情報との一致度合いが(3/6)であり、それぞれに等価な特典が与えられる。
When the winning information is determined by matching four or more digits with the winning information consisting of 6-digit numbers, neither the user A nor the user B is a winner. However, when the user allocation information set for the user A and the user B is combined, there are four or more digits that match the winning information (all match in the illustrated example). Therefore, when the user A and the user B are related as “companies”, the user A and the user B may be specified as winners, respectively.
In this case, for the user whose user allocation information alone satisfies the winning condition, the privilege given to the user A and the user B (that is, the user allocation information of the user A and the user B is combined and the same winning condition is satisfied) Higher-value items or higher-value items than the privilege granted in some cases. Alternatively, the privilege given to a user who satisfies the winning condition alone and the privilege given to a user who satisfies the same winning condition in cooperation with a plurality of users may be the same. The privilege given to the user may be distributed to each user. When a privilege is given to a plurality of users who satisfy the winning condition in cooperation, a privilege corresponding to the degree of contribution may be distributed to each user. In the example shown in FIG. 20, the user allocation information of user A and user B has a degree of coincidence with the winning information (3/6), and an equivalent privilege is given to each.
 図20に示した例に限定されるものではなく、3人以上のユーザに設定されたユーザ割当情報を用いて、当選条件を満たすか否かの判定を行うことが可能であり、その場合にも、各ユーザが当選に貢献した度合いに応じて各ユーザに付与される特典を決定してもよい。 20 is not limited to the example shown in FIG. 20, and it is possible to determine whether or not the winning condition is satisfied using the user allocation information set for three or more users. Alternatively, the privilege given to each user may be determined according to the degree to which each user contributed to the winning.
 上述した各実施形態において、当選情報設定手段203は、処理対象のユーザの仲間ユーザの数に応じて当選情報を決定してもよい。例えば、前述したように、複数のユーザに設定されたユーザ割当情報を用いて当選条件を満たしているか否かを判定する場合、一致する要素の数をユーザ割当情報に含まれる要素の数より多い当選条件に設定することが可能となる。
 例えば、ユーザに設定されるユーザ割当情報には、数字、文字、記号、図柄、色などを組み合わせた要素が6個含まれるものとする。この時、12個の要素が含まれる当選情報を設定し、この当選情報に含まれる要素とユーザ割当情報に含まれる要素とが一致する個数が8個以上であることを当選条件とすることができる。この場合、「仲間」として関係付けられている複数のユーザに設定されたユーザ割当情報を用いて、当選者を決定する。一人のユーザに設定されたユーザ割当情報は、単独で当選条件を満たすことができないが、2人以上のユーザのユーザ割当情報を合わせることで、当選条件を満たす可能性があるため、複数の仲間のユーザで協力してくじ引きイベントに参加することが期待され、コミュニケーションの活性化を図ることができる。
In each of the above-described embodiments, the winning information setting unit 203 may determine the winning information according to the number of processing target users. For example, as described above, when determining whether the winning condition is satisfied using the user allocation information set for a plurality of users, the number of matching elements is larger than the number of elements included in the user allocation information It becomes possible to set the winning conditions.
For example, it is assumed that the user allocation information set for the user includes six elements that combine numbers, characters, symbols, symbols, colors, and the like. At this time, winning information including 12 elements may be set, and the winning condition may be that the number of elements included in the winning information matches the elements included in the user allocation information is 8 or more. it can. In this case, the winner is determined using the user allocation information set for a plurality of users related as “mates”. The user allocation information set for one user cannot satisfy the winning condition alone, but there is a possibility that the winning condition may be satisfied by combining the user allocation information of two or more users. It is expected to participate in a lottery event in cooperation with other users, and can activate communication.
 以上のように、「仲間」として関係付けられたユーザのユーザ割当情報との連携で、当選する機会が拡大することから、「仲間」が少ないユーザが積極的に「仲間」を増やす努力を行うことが期待でき、ユーザ間のコミュニケーションの活性化を図ることができる。 As mentioned above, since the opportunities to win are expanded in cooperation with the user allocation information of users related as “comrades”, users with few “comrades” actively make efforts to increase “companies” Can be expected, and communication between users can be activated.
 (9)他の実施形態
 上述した実施形態では、ネットワーク上のゲームサーバ20によって、関係付け手段201、ユーザ割当情報設定手段202、当選情報設定手段203、当選者決定手段204、特典付与手段205の各機能を実現する構成としたが、この構成に限定するものではない。これらの手段の一部または全部をデータベースサーバ30内に構成することも可能である。また、これらの全ての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。
(9) Other Embodiments In the above-described embodiment, the game server 20 on the network performs the association unit 201, the user allocation information setting unit 202, the winning information setting unit 203, the winner determining unit 204, and the privilege granting unit 205. Although it is configured to realize each function, it is not limited to this configuration. Some or all of these means may be configured in the database server 30. Moreover, it is good also as a structure which implement | achieves all these means by the communication terminal 10, and it is good also as a structure which implement | achieves at least one part by the communication terminal 10. FIG.
 図21A~図21Cはそれぞれ、通信端末10及びゲームサーバ20、データベースサーバ30の各々における各機能の構成例を示す機能ブロック図である。
 通信端末10とゲームサーバ20とでは実質的に同一のハードウェア構成を採ることができるため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。例えば、図21A,図21B,および図21Cにそれぞれ示すように、図7に示した機能ブロック図の各機能について、通信端末10と、ゲームサーバ20及びデータベースサーバ30に機能を分担させることができる。
21A to 21C are functional block diagrams showing configuration examples of functions in the communication terminal 10, the game server 20, and the database server 30, respectively.
Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. For example, as shown in FIGS. 21A, 21B, and 21C, the communication terminal 10, the game server 20, and the database server 30 can share functions for each function in the functional block diagram shown in FIG. .

Claims (12)

  1.  ユーザ間を関係付ける関係付け手段と、
     1または複数の要素で構成されるユーザ割当情報をユーザ毎に関係付けて記憶装置に記憶させるユーザ割当情報設定手段と、
     前記要素で構成される当選情報を設定する当選情報設定手段と、
     前記当選情報を構成する各要素の全部又は一部と一致する要素を有するユーザ割当情報に関係付けられたユーザを当選者として特定する当選者決定手段と、
     前記当選者決定手段で当選者として特定されたユーザに第1特典を付与し、前記関係付け手段によって前記当選者であるユーザに関係付けられた他のユーザに第2特典を付与する特典付与手段と、
    を備えるゲーム制御装置。
    An association means for relating users,
    User allocation information setting means for associating user allocation information composed of one or more elements with each other and storing them in a storage device;
    Winning information setting means for setting winning information composed of the elements;
    A winner deciding means for identifying, as a winner, a user associated with the user allocation information having an element that matches all or a part of each element constituting the winning information;
    A privilege granting unit that grants a first privilege to a user identified as a winner by the winner deciding unit, and grants a second privilege to another user related to the user who is the winner by the association unit. When,
    A game control device comprising:
  2.  前記ユーザ割当情報を構成する各要素を設定するための指示入力を受け付けるユーザ割当情報指示手段をさらに備え、
     前記ユーザ割当情報設定手段は、前記ユーザ割当情報指示手段で指示入力を受け付けた要素によって構成されるユーザ割当情報を、ユーザと関連付けて記憶装置に記憶させる、請求項1に記載のゲーム制御装置。
    A user assignment information instruction means for receiving an instruction input for setting each element constituting the user assignment information;
    The game control device according to claim 1, wherein the user allocation information setting unit stores user allocation information configured by an element that has received an instruction input by the user allocation information instruction unit in a storage device in association with the user.
  3.  前記ユーザ割当情報を構成する各要素を変更するための指示入力を受け付けて、前記記憶装置に記憶されたユーザ割当情報を更新する変更受付手段をさらに備える、請求項1又は2に記載のゲーム制御装置。 The game control according to claim 1, further comprising a change receiving unit that receives an instruction input for changing each element constituting the user allocation information and updates the user allocation information stored in the storage device. apparatus.
  4.  前記当選者決定手段は、前記当選情報を構成する各要素と前記ユーザ割当情報を構成する各要素との一致の程度に基づいて、複数段階の等級の当選者を決定し、
     前記特典付与手段は、当選者の等級に基づいて前記第1特典及び前記第2特典の少なくともいずれかの特典の内容を段階的に決定する、請求項1乃至3のいずれかに記載のゲーム制御装置。
    The winner deciding means determines a winner of a plurality of grades based on the degree of coincidence between each element constituting the winning information and each element constituting the user allocation information,
    The game control according to any one of claims 1 to 3, wherein the privilege granting means stepwise determines the content of at least one of the first privilege and the second privilege based on a grade of a winner. apparatus.
  5.  前記当選者決定手段は、前記関係付け手段で関係付けられた複数の各ユーザに其々関係付けられたユーザ割当情報を構成する各要素が、前記ユーザ割当情報を構成する各要素の全部または一部と一致する場合に、前記複数のユーザを当選者として特定する、請求項1乃至4のいずれかに記載のゲーム制御装置。 The winner deciding means is configured such that each element constituting user assignment information associated with each of a plurality of users related by the association means is all or one of the elements constituting the user assignment information. The game control device according to any one of claims 1 to 4, wherein the plurality of users are identified as winners when they coincide with each other.
  6.  前記当選者決定手段は、前記ユーザ割当情報を構成する各要素の組合せが、前記当選情報を構成する各要素の組合せと、全部又は一部が一致する場合に、前記ユーザを当選者として特定する、請求項1乃至5のいずれかに記載のゲーム制御装置。 The winner deciding means identifies the user as a winner when the combination of the elements constituting the user allocation information matches all or part of the combination of the elements constituting the winning information. The game control device according to claim 1.
  7.  前記当選者決定手段は、前記ユーザ割当情報を構成する各要素の配列が、前記当選情報を構成する各要素の配列と、全部又は一部が一致する場合に、前記ユーザを当選者として特定する、請求項1乃至5のいずれかに記載のゲーム制御装置。 The winner deciding means identifies the user as a winner when the arrangement of the elements constituting the user allocation information matches all or part of the arrangement of the elements constituting the winning information. The game control device according to claim 1.
  8.  前記当選情報設定手段は、前記ユーザに関連付けられた前記他のユーザの数に応じて前記当選情報を決定する、請求項1乃至7のいずれかに記載のゲーム制御装置。 The game control device according to any one of claims 1 to 7, wherein the winning information setting means determines the winning information according to the number of the other users associated with the user.
  9.  ユーザ間を関係付けるステップと、
     1または複数の要素で構成されるユーザ割当情報をユーザ毎に関係付けて記憶装置に記憶させるステップと、
     前記要素で構成される当選情報を設定するステップと、
     前記当選情報を構成する各要素の全部又は一部と一致する要素を有するユーザ割当情報に関係付けられたユーザを当選者として特定するステップと、
     前記当選者として特定されたユーザに第1特典を付与し、前記当選者であるユーザに関係付けられた他のユーザに第2特典を付与するステップと、
    を備えるゲーム制御方法。
    Steps to relate users,
    Storing user allocation information composed of one or more elements in a storage device in association with each user;
    Setting winning information composed of the elements;
    Identifying a user associated with the user allocation information having an element that matches all or a part of each element constituting the winning information as a winner,
    Granting a first privilege to a user identified as the winner, and granting a second privilege to another user associated with the user who is the winner;
    A game control method comprising:
  10.  ゲームの実行を制御するために、コンピュータに、
     ユーザ間を関係付ける機能、
     1または複数の要素で構成されるユーザ割当情報をユーザ毎に関係付けて記憶装置に記憶させる機能、
     前記要素で構成される当選情報を設定する機能、
     前記当選情報を構成する各要素の全部又は一部と一致する要素を有するユーザ割当情報に関係付けられたユーザを当選者として特定する機能、
     前記当選者として特定されたユーザに第1特典を付与し、前記関係付け手段によって前記当選者であるユーザに関係付けられた他のユーザに第2特典を付与する機能、
    を実現させるためのプログラム。
    To control the execution of the game, on the computer,
    A function to relate users,
    A function of associating user allocation information including one or more elements with each user and storing the information in a storage device;
    A function for setting winning information composed of the elements;
    A function for identifying a user associated with user allocation information having an element that matches all or a part of each element constituting the winning information as a winner,
    A function of giving a first privilege to a user identified as the winner and giving a second privilege to another user related to the user who is the winner by the association means;
    A program to realize
  11.  請求項10に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium in which the program according to claim 10 is recorded.
  12.  通信端末と、前記通信端末からアクセス可能に構成され、前記通信端末によるゲームの実行を制御するサーバとを含むゲームシステムであって、
     ユーザ間を関係付ける関係付け手段、
     1または複数の要素で構成されるユーザ割当情報をユーザ毎に関係付けて記憶装置に記憶させるユーザ割当情報設定手段、
     前記要素で構成される当選情報を設定する当選情報設定手段、
     前記当選情報を構成する各要素の全部又は一部と一致する要素を有するユーザ割当情報に関係付けられたユーザを当選者として特定する当選者決定手段、
     前記当選者決定手段で当選者として特定されたユーザに第1特典を付与し、前記関係付け手段によって前記当選者であるユーザに関係付けられた他のユーザに第2特典を付与する特典付与手段、
    の各手段を、前記通信端末又は前記サーバのいずれか一方が備えたゲームシステム。
    A game system including a communication terminal and a server configured to be accessible from the communication terminal and controlling execution of a game by the communication terminal,
    An association means for relating users,
    User allocation information setting means for storing user allocation information composed of one or more elements in a storage device in association with each user;
    Winning information setting means for setting winning information composed of the elements,
    Winner determination means for identifying a user associated with user allocation information having an element that matches all or a part of each of the elements constituting the winning information as a winner,
    A privilege granting unit that grants a first privilege to a user identified as a winner by the winner deciding unit, and grants a second privilege to another user related to the user who is the winner by the association unit. ,
    A game system in which either one of the communication terminal or the server is provided with each means.
PCT/JP2013/064620 2012-05-25 2013-05-27 Game control device, method, program, recording medium and system WO2013176286A1 (en)

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