WO2013011849A1 - コミュニケーション機能を備えたアミューズメントシステム - Google Patents
コミュニケーション機能を備えたアミューズメントシステム Download PDFInfo
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- WO2013011849A1 WO2013011849A1 PCT/JP2012/067355 JP2012067355W WO2013011849A1 WO 2013011849 A1 WO2013011849 A1 WO 2013011849A1 JP 2012067355 W JP2012067355 W JP 2012067355W WO 2013011849 A1 WO2013011849 A1 WO 2013011849A1
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- Prior art keywords
- comment
- user
- game machine
- reply
- data
- Prior art date
Links
- 238000004891 communication Methods 0.000 title claims description 36
- 230000005540 biological transmission Effects 0.000 claims description 82
- 230000004044 response Effects 0.000 claims description 7
- 238000000034 method Methods 0.000 description 72
- 230000008569 process Effects 0.000 description 57
- 238000012545 processing Methods 0.000 description 51
- 238000007726 management method Methods 0.000 description 31
- 238000012546 transfer Methods 0.000 description 6
- 239000000284 extract Substances 0.000 description 5
- 230000008859 change Effects 0.000 description 2
- 238000010586 diagram Methods 0.000 description 2
- 238000012905 input function Methods 0.000 description 2
- 230000007246 mechanism Effects 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 238000012986 modification Methods 0.000 description 2
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- 125000002066 L-histidyl group Chemical group [H]N1C([H])=NC(C([H])([H])[C@](C(=O)[*])([H])N([H])[H])=C1[H] 0.000 description 1
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- 230000015572 biosynthetic process Effects 0.000 description 1
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Images
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game 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
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
Definitions
- the present invention relates to an amusement system in which a user can communicate between a commercial game machine and a personal terminal device.
- the conventional system is within a limited frame such as personal communication terminal devices such as home game machines, personal computers, portable terminals (including portable game machines), or commercial game machines.
- personal communication terminal devices such as home game machines, personal computers, portable terminals (including portable game machines), or commercial game machines.
- communication means between communication terminals various means such as e-mail, blog, SNS are provided, and they are evolving day by day in terms of usability, but targeted at commercial game machines.
- the communication function is just as simple as the pseudo communication described above. The reason for this is that commercial game machines have a mechanism to charge for game play, so it is necessary to increase the game play frequency, and it is desirable that the communication frequency is reduced and the play frequency decreases. And the user is too busy playing the game and cannot afford to enter a character string.
- an object of the present invention is to provide an amusement system that realizes communication between the game machine and a personal terminal device while taking into consideration the circumstances unique to the commercial game machine.
- the present invention provides a commercial game machine that allows the user to play a game in exchange for payment of a play fee by the user, a personal terminal device that allows the user to input an arbitrary character string, and the game machine. And a server device that provides a predetermined service associated with the game to the terminal device so as to be able to communicate with each other by designating a communication partner with each other via a network.
- the server device includes the user, A user who records a comment sent by designating another user at the destination, together with information necessary to identify the user who sent the comment Is connected to the server storage device, and the terminal device transmits the comment input by the user of the terminal device to the server device together with information necessary for specifying the user to whom the comment is transmitted.
- Comment sending means for receiving, and comment receiving means for receiving a comment in the comment data recorded in the server storage device in association with the user of the terminal device from the server device and presenting it to the user of the terminal device;
- the server device specifies a user who should be a transmission destination of the comment transmitted from the terminal device, and the comment is associated with the transmission destination user in the comment data associated with the transmission destination user.
- Comment data recording means for recording together with information necessary for specifying the user, and the comment data recorded in the comment data
- a comment distribution means for transmitting a comment to be transmitted to the user of the transmission destination together with information necessary for specifying the transmission source of the comment to the terminal device of the user of the transmission destination of the comment.
- a reply comment preset by the user is recorded in association with information necessary for specifying the user, and the comment distribution means of the server device allows the user to access the server device from the game machine.
- the comment to be transmitted to the user among the comments recorded in the comment data in association with the user is transmitted to the game machine of the user together with information necessary for specifying the transmission source of the comment.
- the game machine receives a comment transmitted from the server device with the user of the game machine as a transmission destination.
- a comment receiving means for receiving and presenting to the user, and based on an instruction from the user, a transmission source of the comment presented on the game machine is designated as a transmission destination, and is associated with the user of the game machine.
- the comment when the user transmits a comment from the terminal device, the comment is recorded in the comment data of the destination user by the comment data recording means of the server device.
- the comment distribution means of the server device includes, among the comments recorded in the comment data, a comment determined to be transmitted to the transmission destination user, along with information necessary for specifying the transmission source user.
- the terminal device of the transmission destination user receives the comment transmitted from the server device and presents it to the user. Thereby, the user of a terminal device can exchange a comment and can aim at communication.
- the comment delivery means of the server device sends a comment to be delivered to the user together with information necessary for specifying the user of the transmission source to the game machine
- the game machine receives the comment and presents it to the user. Thereby, even in a game machine, the user can confirm the comment addressed to himself.
- a request is sent from the game machine to the server device so that the reply comment set in advance by the user is sent as a reply comment. Records a reply comment set in advance in the comment data associated with the reply destination user according to the request.
- the reply destination user can receive the comment at the terminal device and confirm the contents.
- the “commercial game machine” is configured on the assumption that an operator receives or transfers all or a part of hardware and software and allows the user to use them for a fee.
- a personal terminal device is a terminal device that is assigned or rented to a user mainly on the premise of personal use, regardless of whether transfer or lending is performed for a fee or free of charge. Any name can be used as long as it is possible to input columns and connect to a network.
- various personal information communication terminal devices such as personal computers, home game machines, and mobile phones (including so-called smartphones) can be used as personal terminal devices in the present invention.
- the “comment” is sufficient if the user can grasp or interpret the meaning content visually.
- the comment is not limited to an example composed of only the character itself, but may include at least a part of a graphic element such as a pictograph or a symbol.
- the term “character string” is not limited to an example composed of only characters in a narrow sense, but is not limited to an example composed of only characters themselves, and at least a part of a graphic element such as a pictograph or symbol is used. It may be included.
- the payment of the play fee on the game machine may be realized in various forms as long as the user hands over the payment to the game machine operator by cash payment, virtual currency payment, credit card payment, or other economic value. .
- the designation of the communication partner in the network means that each of the server device, the terminal device, and the game machine specifies the location on the network of the partner device to be communicated on the network.
- the specification of the user means that the user who uses the terminal device and the game machine is uniquely specified using an ID or other identification information.
- the comment distribution unit of the server device may be configured as a so-called push type distribution unit that transmits a new comment to the user terminal device each time a new comment is recorded in the comment data. It may be configured as a so-called pull-type distribution unit that transmits a comment in response to a user request.
- the comment distribution unit may be configured to use push-type distribution and pull-type distribution properly according to the type of terminal device, access status, and the like.
- the comment data recording means not only records the comment in the comment data corresponding to the user designated as the comment destination, but also identifies the user who sent the comment and The comment may also be recorded in the associated comment data.
- the comment data may be configured to sequentially record comments exchanged between users, such as Web mail, blog, and SNS.
- the comment specified by each user as the transmission destination can be recorded as the received comment in the comment data of the server storage device, and the comment that becomes the transmission source by each user can be transmitted and commented and recorded. If these comments are transmitted from the server device to the terminal device, each user can confirm his / her own transmitted comment and received comment on the terminal device. However, if the transmission comment is held on the terminal device, both the transmission comment and the reception comment can be confirmed on the terminal device only by recording only the reception comment in the comment data.
- the terminal device is provided with reply comment recording requesting means for requesting the server device to record a character string designated by a user as the reply comment.
- a reply comment recording means for recording, in the server storage device, a character string designated by the user as a reply comment to be associated with the user in accordance with a request for recording the reply comment from the terminal device. It may be provided. According to this aspect, since the user can specify a reply comment himself / herself, it is possible to realize communication that matches the intention of the user.
- the reply comment recording request unit of the terminal device records the character string input by the user as the reply comment on the terminal device as a reply comment corresponding to the user.
- a request is made to the server device, and the reply comment recording means of the server device uses the character string input by the user as the reply comment from the terminal device as a reply comment to be associated with the user. It may be recorded in a storage device.
- the user can input an arbitrary character string from the terminal device in advance and record it as a reply comment, so that communication that further matches the user's intention can be realized.
- the server device when the user uses the game machine, the server device includes reply comment transmitting means for transmitting a reply comment recorded in association with the user to the game machine.
- the game machine is provided with reply comment storage means (for example, an internal storage device of two games) that stores a reply comment transmitted from the server device while the user uses the game machine.
- the reply request means of the game machine transmits a reply comment stored in the reply comment storage means to the server device when requesting the transmission destination user to send the reply comment. It may be a thing.
- the reply comment held on the game machine can be sent out. Therefore, in the server device, the comment transmitted from the game machine can be processed in the same procedure as the comment transmitted from the terminal device, and the functions to be implemented in the server device can be shared. .
- the information processing apparatus may further include a number limit unit that limits the number of comments that can be presented to the game machine user within a certain range from the latest comment. According to this, the number of comments that can be confirmed on the game machine can be limited to a range that does not hinder the game play on the game machine or a range that does not affect the play frequency on the game machine.
- the server storage device stores group information necessary for specifying a group of users, and the game machine has the above-described state when the user reaches a predetermined state in a game.
- News information transmitting means for transmitting news information for informing the server device of the status is provided, and when the news information is transmitted from the game machine to the server device, the user who has reached the predetermined status
- news information distribution means for determining the users belonging to the same group based on the group information and transmitting the news information to the terminal device of the determined user.
- the terminal device receives the news information. Then, news information receiving means to be presented to the user may be provided.
- the fact is distributed as news information to the users in the group, and each user confirms the news information on the terminal device. Can do.
- the information regarding the game of the user in a group can be shared, and a sense of connection between users can be improved.
- the comment transmitting means of the terminal device transmits a character string input by the user in response to the presentation of the news information to the server device as a comment whose destination is the user who has reached the predetermined state. May be.
- a user who has seen the news information can reply with encouragement or a congratulatory comment to the user who is the source of the news information, and communication between users can be further activated or facilitated.
- a user can check a comment addressed to himself / herself not only in a personal terminal device but also in a game machine, and a reply to the comment can be made on the game machine. If indicated, a reply comment preset by the user is transmitted as a reply comment, so communication between users is realized even between the game machine and the terminal device, thereby enhancing the appeal of the amusement system be able to. Moreover, even when the user cannot afford to input an arbitrary character string, such as during game play, it is possible to communicate relatively easily, or an operation necessary for returning a comment from the game machine. Is completed in a relatively short time, so that the influence on the game play frequency of the game machine can be reduced or eliminated.
- the flowchart which shows the procedure of the process performed in order that a user may receive a comment on a game machine.
- the flowchart which shows the procedure of the process performed in order that a user may transmit a comment from a game machine.
- the flowchart which shows the procedure of the process performed in order to update a fellow news.
- the flowchart which shows the procedure of the process performed in order to receive fellow news on a user terminal.
- the server group 3 includes a game server 3A and a web server 3B.
- the game server 3A and the web server 3B may be configured by independent physical computer devices, or the game server 3A and the web server 3B may be logically configured on one physical computer device. Good.
- at least one of the game server 3A and the web server 3B may be configured as one logical server 3A or 3B by a set of a plurality of physical computer devices.
- the servers 3A and 3B may be constructed by cloud computing.
- the network 5 implements network communication using the TCP / IP protocol, and typically the Internet is used as the network 5.
- Each game machine 2 is configured as a commercial (business) game machine that permits a user to play a predetermined range of games in exchange for payment of a predetermined amount of play fee.
- An appropriate number of game machines 2 are installed in a commercial facility such as a store 6.
- the router 4 is installed in association with each store 6 and the server group 3, and the game machines 2 in the same store are connected to the network 5 via the common router 4.
- a local server may be installed between the game machine 2 and the router 4 of the store 6, and the game machine 2 may be communicably connected to the server group 3 via the local server.
- the server group 3 is installed by an operator of the amusement system 1 and provides various services via the network 5 to the game machine 2 or a user (player) of the game machine 2.
- the game server 3A is a game program or data update service via the game machine 2, a service for authenticating the user of the game machine 2 and storing player data including the user's play history, save data, etc.
- a matching service or the like between users when a user battles through the network 5 or cooperates to advance the game is provided.
- the Web server 3 ⁇ / b> B provides various Web services to the user terminal 7 that is accessed via the network 5.
- the user terminal 7 is a computer unit that functions as a personal communication terminal capable of network connection, such as a personal computer (hereinafter abbreviated as PC) 7a or a mobile phone (including a smartphone) 7b. This may be used as appropriate.
- PC personal computer
- mobile phone including a smartphone
- the server group 3 also includes a billing server that charges the user who has accessed from the game machine 2 or the user terminal 7 as a fee for providing a paid service, and collects the fee according to the user's operation. Although it is provided, the illustration thereof is omitted.
- the billing server collects charges by exchanging electronic information. For example, the service fee is collected by means such as withdrawal of virtual currency or settlement by credit card. The play fee in the game machine 2 may also be charged by the charging server and collected.
- the game machine 2 and the servers 3A and 3B are given unique IP addresses for identifying them on the network 5.
- a communication partner is specified using the IP address.
- the network 5 is a public network such as the Internet
- a unique fixed address on the network 5 is set for each router 4.
- a private address for uniquely identifying the game machine 2 on the network 5 is set as an IP address in combination with the fixed address.
- a virtual private network VPN is constructed between the game machine 2 and the servers 3A and 3B, or between the game machines 2, and each game machine 2 is uniquely assigned using a private address on the VPN. Identified.
- the user terminal 7 is also given a unique IP address for uniquely identifying the user terminal 7 on the network 5.
- the IP address may be a so-called dynamic address that changes every time it is connected to the network 5 or may be a fixed address that does not change.
- address information information for identifying the game machine 2, the servers 3A and 3B, and the user terminal 7 on the network 5 is referred to as address information.
- address information information for identifying the game machine 2, the servers 3A and 3B, and the user terminal 7 on the network 5 is referred to as address information.
- address information information for identifying the game machine 2, the servers 3A and 3B, and the user terminal 7 on the network 5
- address information In communication via the network 5, it is assumed that a communication partner is specified based on the address information unless otherwise specified.
- FIG. 2 shows a state of comment exchange using the community service.
- a comment browsing screen 100 is displayed on the user terminal 7.
- the browsing screen 100 is the same as the browsing screen used in a known communication service such as SNS that displays comments sent by the user and received comments in a thread format.
- a comment window 111 is displayed on the game screen 110 of the game machine 2, and a comment transmitted from the user terminal 7 is displayed in the window 111.
- the game machine 2 includes a touch panel that covers the game screen 110 as an input device. When the user performs a touch operation on the window 111, a pre-registered comment is returned to the user who transmitted the original comment. .
- the window 111 is popped up when the game machine 2 acquires a comment.
- the game screen 110 during execution of the mahjong game is illustrated, but a game to be executed on the game machine 2 can be appropriately selected.
- FIG. 3 is a functional block diagram of the amusement system 1 with a focus on the part related to the realization of the community service.
- Each of the game server 3A and the web server 3B of the amusement system 1 is provided with community service management units 11 and 12 for providing community services.
- Each of the community service management units 11 and 12 is a logical device realized by a combination of a computer unit and software constituting the server group 3.
- the game machine 2 and the user terminal 7 are provided with community service processing units 21 and 22 for realizing community service in cooperation with the community service management units 11 and 12 of the server group 3.
- Each of the community service processing units 21 and 22 is a logical device realized by a combination of a computer unit and software constituting the game machine 2 and the user terminal 7.
- the community service management unit 12 of the Web server 3B and the community service processing unit 22 of the user terminal 7 are various services such as information sharing, comment exchange, and friend formation provided by a known communication service such as SNS. These functions can be configured using software implemented in each of the Web server and the user terminal by a known communication service. However, the function of fellow news to be described later is a function unique to the amusement system 1, and the implementation of this function requires addition or change to known software.
- Storage devices 31 and 32 are provided in the game server 3A and the Web server 3B.
- a group of ID management data 33 and play data 34 is recorded in the storage device 31 for the game server 3A.
- a group of ID management data 35 and community data 36 is recorded in the storage device 32 for the Web server 3B.
- the ID management data 33 and 35 are data for managing the correspondence between various IDs set as information necessary for specifying a user.
- the type of ID and the management method thereof may be set as appropriate as long as the user can specify them, but an example is as follows.
- the game machine 2 specifies a user using the card 8.
- a unique card ID is recorded on the card 8 for each card.
- the game machine 2 has a function of reading the card ID recorded on the card 8 and transmitting it to the game server 3A.
- the game server 3A specifies a user by using a user ID uniquely assigned to each user.
- the ID management data 33 describes the correspondence between the card ID and the user ID.
- the game server 3 ⁇ / b> A specifies a user ID corresponding to the card ID sent from the game machine 2 based on the ID management data 33.
- the Web server 3B also manages users using user IDs, but regarding community services, manages users in association with community IDs that are issued separately from user IDs.
- the ID management data 35 describes the correspondence between the user ID and the community ID.
- the Web server 3B can specify the user ID corresponding to the community ID, or can specify the community ID corresponding to the user ID. In this way, all IDs can be identified with each other by referring to the ID management data 33 and 35 as appropriate.
- the correspondence between the card ID and the user ID and the correspondence between the user ID and the community ID can be newly set and changed by accessing the user management site of the Web server 3B from the user terminal 7. is there. Further, another ID may be interposed between these IDs.
- the card ID, the user ID, and the community ID is determined by allowing the user to specify one card ID and one community ID that are valid for the user ID, the other IDs are also unambiguous. It is possible to maintain the correspondence relationship determined in.
- a single card ID and a community ID are associated with each user ID.
- user nicknames can be set for the user ID and community ID, and nicknames associated with these IDs are also registered in the ID management data 33 and 35.
- the user ID is further associated with personal information such as the user name and address.
- the play data 34 is data in which various types of information to be referred to when the user plays a game on the game machine 2 is recorded.
- the community data 36 is data in which various information to be referred to when the user uses the community service is recorded.
- FIGS. An example of the schematic structure of the data 34 and 36 is shown in FIGS.
- the play data 34 is data created for each user ID, and information such as game data, registration comments, received comment data, and event list of the target user is the user ID of the user. And recorded in association with each other.
- the game data is data in which save data of a game played by the user on the game machine 2 and various results associated with game play such as the number of game plays, results, evaluation, and earned points.
- the registered comment is data in which a character string to be transmitted from the game machine 2 to another user as a comment is recorded.
- the number of character strings that can be stored as registered comments is at least one.
- a plurality of comments may be registered.
- the data size of one registered comment may be limited.
- Received comment data is data in which comments received by users from other users are recorded.
- the number of received comment data saved is limited to a certain range from the latest one. For example, when 10 comments can be stored in the comment data and there are 11 or more received comments, the 11th or later old comments are deleted from the received comment data.
- the received comment data includes, for each comment, a comment type, user information (community ID and nickname) of a comment transmission source, a comment reception date and time, a status, and a comment text.
- the type of comment includes information for identifying the content of the comment. For example, information for identifying whether the comment corresponds to “encouragement”, “celebration”, or “return” is added to the comment type.
- the status is information indicating whether the received comment has been read and whether it has been returned.
- the comment body is text data of the comment body.
- the event list is data that is automatically recorded when the user experiences a predetermined event (event) in the game of the game machine 2, in other words, when the user reaches a predetermined state. For example, when a user finishes his role in a mahjong game, that fact is recorded in the event list.
- the event list the occurrence date and time of the event and text data describing the contents of the event are recorded in association with each other.
- the text data is composed of a character string predetermined for each event.
- community data 36 is data created for each community ID, and information such as the comment data, community points, comment data, fellow data, and fellow news of the target user is the community of the user. It has a structure recorded in association with an ID.
- the comment data is data in which comments sent by users to other users and comments received from other users are recorded.
- the internal structure of the comment data is different from the received comment data in the play data 34 shown in FIG. That is, the comment data in the community data 36 includes, for each comment, the type of comment, the user of the comment, that is, the user information of the transmission source or transmission destination (including the community ID and nickname), transmission / reception date / time, status, and the text of the comment. including.
- the type of comment includes information for identifying whether the comment is received by the user (received comment) or the comment transmitted by the user (transmitted comment), and information for identifying the content of the comment is added.
- the status is information for determining whether or not the received comment has already been read by the user and whether or not the reply has been returned.
- the comment body is text data of the comment body.
- the number of stored comment data is limited as appropriate, but the upper limit value is set sufficiently larger than the upper limit value of the received comment data in the play data 34. Since the game machine 2 only needs to display comments within a limited period during game play, there is no problem even if the number of received comment data saved is limited to be small. On the other hand, since the personal user terminal 7 can view comments at any time by the user, it is required to save the transmission / reception comments retrospectively for use by the user. Therefore, the upper limit value of the number of stored comment data of the community data 36 is set to be considerably large like that of a general community service. Note that the limitation on the number of stored items may be based on the number of items per se, or may be realized by limiting the data size that can be stored.
- Community points are points given to users as benefits according to the usage of community services. For example, when using the paid service of the Web server 3B, the point can be used as a part of the fee or consumed to receive some privilege in the game provided by the game machine 2.
- the amusement system 1 when a user transmits a comment using the community function and receives the comment, a community point is given. However, a restriction such as once per day may be set for point grant.
- Friend data stores the community IDs and nicknames of other users that the user has registered as buddies. It is sufficient to process the registration of friends using invitations or applications as in the case of general community services. Details of the registration procedure for friends are omitted.
- the fellow news is data in which text data of a newly registered event is copied from the user event list registered in the fellow data.
- the recording of the fellow news may be executed with the update of the event list in the game machine 2 as a trigger, or the server group 3 may automatically execute according to a predetermined schedule.
- the user starts a program necessary for receiving the community service on the user terminal 7, and inputs his or her user ID or a community ID associated therewith to the user terminal 7 to log in to the Web server 3B.
- the community data 36 corresponding to its own community ID can be downloaded to the user terminal 7 at any time.
- the comment data may be downloaded from the latest one within a predetermined range, and when the user requests downloading of older comment data, the comment data in the next range may be downloaded.
- the game server 3A and the web server 3B are provided with logical devices for realizing various services, and various data are recorded in the storage devices 31 and 32. Omitted.
- the communication function between users is mainly performed by the community service management unit 11 of the game server 3A, the community service management unit 12 of the Web server 3B, and the community service processing units 21 and 22 of the game machine 2 and the user terminal 7.
- the execution subject may be expressed as the servers 3A, 3B, the game machine 2, and the user terminal 7 for the sake of simplicity.
- FIG. 6 shows processing executed for registering a reply comment (registration comment) from the game machine 2 in the play data 34.
- the registration of the comment is started with the user instructing the user terminal 7 to start the comment registration process as a trigger.
- the user terminal 7 displays a predetermined comment creation screen and accepts creation (input) of a comment by the user (step S101).
- creation of a comment by the user may be realized by inputting an arbitrary character string using a character string input function in the user terminal 7, or from a fixed sentence recorded in advance in the user terminal 7. It may be realized by selecting a comment.
- the user terminal 7 sends a comment created by the user to the Web server 3B and requests registration thereof (step S102).
- user authentication is required on the Web server 3B.
- the ID used for the authentication may be a user ID or a community ID.
- the Web server 3B has a function of determining the card ID
- the card ID is input from the user terminal 7, and the card ID is passed from the Web server 3B to the game server 3A to identify the user ID. May be.
- user authentication may be performed prior to the comment creation in step S101.
- the Web server 3B Upon receiving the comment registration request from the user terminal 7, the Web server 3B starts comment registration processing for the server 3B. First, the content of the request sent from the user terminal 7, in this case, an ID and a comment for identifying the user Is determined (step S201). Subsequently, the Web server 3B transfers the registration request from the user terminal 7 to the game server 3A (step S202). In addition, when the user authentication in the web server 3B is performed by the community ID, the user ID corresponding to the community ID is acquired from the ID management data 35, and the user ID is a part of the request to the game server 3A. As notified.
- the game server 3A starts the comment registration process of the game server 3A, and first determines the content of the request, here the user ID and the content of the comment (step S301). Subsequently, the game server 3A extracts the play data 34 associated with the user ID, and registers the comment received from the Web server 3B in the registered comment of the play data 34 (step S302). After registration, the game server 3A transmits a registration result to the Web server 3B (step S303). The Web server 3B receives the processing result from the game server 3A (step S203), and transmits the processing result to the user terminal 7 (step S204). The user terminal 7 receives the processing result from the Web server 3B (step S103) and displays the processing result to the user (step S104). Thus, the comment registration is completed.
- FIG. 7 shows a login process executed when the user starts a game on the game machine 2.
- the game machine 2 starts the login process, and first requests the user to read the card 8, detects the corresponding read operation, and logs in. Necessary information (login information) is acquired from the card 8 (step S401).
- the information necessary for login includes at least a card ID.
- the game machine 2 transmits the acquired login information to the game server 3A and requests a user login process (step S402).
- the game server 3A also starts the login process, and first acquires the login information sent from the game machine 2 (step S311).
- the game server 3A refers to the ID management data 33 to determine a user ID corresponding to the card ID included in the login information (step S312).
- the game server 3A extracts play data 34 corresponding to the user ID.
- the game server 3A transmits the extracted play data 34 to the game machine 2 that has transmitted the login request (step S314).
- the game machine 2 receives the play data 34 sent from the game server 3A and records it in the internal storage device of the game machine 2 (step S404).
- the login process is thus completed.
- the user can play the game from the previous continuation on the game machine 2, but in addition to that, the comment registered by the user for reply and the received comment data are also stored in the game machine 2. Held on.
- FIG. 8 shows processing executed when a comment is received on the user terminal 7.
- 8 is a process performed to update the comment data in a state where the user has already logged in to the community service at the user terminal 7 and the community data 36 has been read into the user terminal 7.
- the comment reception process is started by a predetermined trigger at the user terminal 7, the user terminal 7 requests the Web server 3B to transmit comment data (step S111).
- the user ID or community ID of the user is also sent from the user terminal 7 to the Web server 3B.
- the comment receiving process on the user terminal 7 may be started with a receiving operation by the user as a trigger, or may be automatically started by the community service processing unit 22 at a fixed period.
- the former is a typical pull type distribution that starts reception based on a user operation.
- the latter is a kind of pull-type distribution, pseudo-push-type comment distribution can be realized by setting the reception processing cycle short.
- the Web server 3B When the Web server 3B receives a comment data request from the user terminal 7, the Web server 3B starts comment transmission processing.
- the Web server 3B first determines the community ID transmitted from the user terminal 7 (step S211).
- the community ID corresponding to the user ID is acquired from the ID management data 35, and when the community ID is sent from the user terminal 7, the user ID is sent. The ID is acquired as it is.
- the Web server 3B extracts community data 36 corresponding to the determined community ID, and transmits comment data included therein to the user terminal 7 (step S212).
- the comment data is divided in such a way that the comment data is transmitted only within a predetermined range from the latest one, and when the user requests transmission of older comment data, the comment data in the next range is transmitted.
- a processing procedure may be set so that transmission / reception can be performed.
- the number or size of comment data to be sent at a time may be changed according to the type of user terminal 7. For example, a function for discriminating the type of the user terminal 7 is added to the Web server 3B, and in the case of a PC having a relatively high processing capability, a single transmission range is set to be relatively large, so Alternatively, in the case of a smartphone), a single transmission range may be set relatively small.
- the Web server 3B After sending the comment data, the Web server 3B updates the status of the comment data so that the comment sent to the user terminal 7 is already read, and adds a predetermined number to the community points of the user who received the comment (step S213). In this case, a limit may be set such that points are added once a day.
- the user terminal 7 receives the comment data sent from the Web server 3B (step S112), replaces the comment data held by itself with new data, and displays the comment browsing screen 100 (see FIG. 2) based on the content. It is displayed (step S113). Thereby, the browsing screen 100 based on the latest comment data is displayed on the user terminal 7, and the user can browse unread comments stored on the Web server 3B. Thus, the processing necessary for receiving the comment at the user terminal 7 is completed.
- FIG. 9 shows processing executed when a comment is transmitted on the user terminal 7. 9 is also performed in a state where the user has already logged in to the community service at the user terminal 7 and the community data 36 has been read into the user terminal 7. That is, the transmission and reception of the comment on the user terminal 7 is performed in a state where the user logs in to the community service of the Web server 3B using the community ID.
- the user terminal 7 When the comment transmission process is started by a predetermined trigger at the user terminal 7, the user terminal 7 causes the user to select a transmission partner (step S111).
- the comment transmission process on the user terminal 7 may be triggered by the user selecting a reply target comment from the browsing screen 100. Alternatively, the user performs a comment creating operation on the user terminal 7. It may be triggered by what has been done.
- the transmission partner is the user who is the source of the reply target comment. In the latter case, the transmission partner is limited to any one of community IDs recorded in the fellow data, in other words, any other user registered as a fellow by the user.
- the user terminal 7 acquires the content (character string) of the comment to be transmitted from the user (step S122).
- the creation of the comment may be realized by inputting an arbitrary character string by using the character string input function in the user terminal 7 as in the case of registering a reply comment.
- 7 may be realized by selecting a comment from a fixed phrase recorded in advance in the list 7.
- the user terminal 7 transmits a comment to the Web server 3B (step S123).
- the transmission information includes the community ID of the transmission partner, the community ID of the transmission source, information for identifying the content of the comment, and the like.
- the information for identifying the content of the comment is information for distinguishing whether the comment corresponds to “encouragement”, “celebration”, or “return”.
- the designation may be left to the user, or the user terminal 7 may determine automatically. For example, when the user selects a received comment in the browsing screen 100 and selects a transmission partner (transmission destination), “Return” is automatically selected, and a comment is transmitted for display of fellow news described later.
- “Congratulation” may be selected when the user instructs, and “Encouragement” may be selected otherwise.
- the Web server 3B receives a comment from the user terminal 7, the Web server 3B starts a comment reception process, and first determines the community ID of the destination and source of the sent comment (step S221). Subsequently, the Web server 3B records the received comment (including the types shown in FIGS. 4 and 5) as a received comment in the comment data of the community data 36 of the transmission partner, and the community data of the transmission source It is recorded as a transmission comment in the comment data 36 (step S222). Next, the Web server 3B adds a predetermined number to the community point of the community data 36 of the transmission source (step S223).
- a limit may be set such that points are added once a day.
- the Web server 3B updates the status of the reply target comment so that it has been returned. This completes the processing necessary for sending the comment.
- FIG. 10 shows processing when the user receives a comment on the game machine 2.
- This process is a process executed after the login process shown in FIG. 7 has already been performed.
- the game machine 2 requests the game server 3A to send comment data (step S411).
- a card ID is sent to the game server 3A as information for specifying the user.
- the user ID may be sent to the game server 3A.
- the comment reception process in the game machine 2 may be started with a reception operation by the user as a trigger, or may be automatically started by the community service processing unit 21 at a certain period.
- the game machine 2 automatically starts the comment reception process at a constant period.
- the game play time on the game machine 2 is limited, it may be preferable to realize a pseudo push-type comment distribution by setting a short period of the reception process.
- the game server 3A When the game machine 2 requests transmission of comment data, the game server 3A starts comment transfer processing.
- the game server 3A determines the user ID of the user of the game machine 2 (step S321). In this case, when the card ID is sent from the game machine 2, the corresponding user ID is acquired with reference to the ID management data 33. When the user ID is sent from the game machine 2, the ID is acquired.
- the game server 3A requests the Web server 3B to transmit comment data (step S322). This request includes the user ID.
- the Web server 3B starts comment transmission processing.
- the comment transmission process is the same as the comment transmission process of the Web server 3B shown in FIG.
- the Web server 3B acquires the community ID corresponding to the user ID from the ID management data 35. (Step S211), the community data 36 corresponding to the community ID is transmitted to the request source, in this case, the game server 3A (step S212), and status update processing and community point addition processing for the community data 36 are performed. This is performed (step S213).
- the game server 3A receives the comment data (step S323) and transmits it to the game machine 2 (step S324).
- the game machine 2 receives comment data from the game server 3A (step S412).
- the game machine 2 selects the new arrival comment by comparing the received comment included in the received comment data with the received comment in the play data 34 held by itself, and the data of the new arrival comment is used as the play data 34. Is recorded in the received comment data (step S413).
- the new arrival comment is a received comment that has a newer reception date than the latest received comment held in the play data 34 and is unread on the status.
- the reason for limiting to unread is that there may be a received comment that has already been viewed on the user terminal 7 even if it does not exist in the play data 34. If the limit of the number of received comment data in the play data 34 is exceeded by recording a new comment, the necessary number of received comment data already recorded is deleted. If the new comment itself exceeds the limit, the latest comment is prioritized, and the old comment exceeding the limit is not registered in the play data 34 even if it is a new comment. In addition to the new arrival comment recording, various types of information such as the type and the transmission source information included in the new arrival comment data are also recorded.
- the game machine 2 displays the recorded new arrival comment on the comment window 111 of the game screen 110 (step S414).
- the latest comments are displayed in the window 111 (see FIG. 2).
- the game machine 2 starts comment reply processing (step S415). As described above, processing necessary for receiving a comment in the game machine 2 is completed. In the above description, selection and recording of new arrival comments are performed by the game machine 2, but since the play data 34 exists on the game server 3A, selection and recording of new arrival comments is performed by the game server 3A.
- the updated received comment data may be sent to the game machine 2.
- FIG. 11 shows processing when the user transmits a comment from the game machine 2.
- the game machine 2 starts comment reply processing.
- the game machine 2 first determines whether the comment displayed in the window 111 (the first received comment is the latest received comment) is a “returned” comment based on the type of the received comment. (Step S421). If the comment is not “Return”, the game machine 2 determines whether or not the user has instructed a reply (step S422). As described with reference to FIG. 2, the reply of the comment is instructed by touching the window 111.
- the game machine 2 transmits transmission comment data having the registered comment held in the play data 34 as a comment text to the game server 3A (step S423).
- the user ID that is the transmission source of the registered comment and the community ID of the user that should be the transmission destination of the comment are also included in the data and transmitted.
- the community ID can be determined from the transmission source information (see FIG. 4) included in the data of the new arrival comment displayed in the window 111.
- the selection can be realized, for example, by displaying a list of registered comments and allowing the user to select one registered comment.
- the game machine 2 may select any one registered comment from a plurality of registered comments according to a predetermined procedure without depending on an instruction from the user. For example, when registering a registered comment, selection information may be set for each registered comment, and the game machine 2 may select an appropriate registered comment with reference to the selection information. As selection information, for example, the type of comment to be returned (“encouragement” or “celebration”), a time zone suitable for selection, a date and time, and the like may be set as appropriate.
- a registered comment may be selected by a combination of a user instruction and selection control of the game machine 2.
- step S423 the game machine 2 updates the play data 34 so that the status of the comment data instructed to be replied, that is, the status of the received comment data corresponding to the comment displayed in the window 111, has been replied (Step S424) Subsequently, it is determined whether or not the display has been completed for all the unreplyed comments held in the play data 34 (Step S425). In addition, when step S421 is affirmed or step S422 is denied, the game machine 2 proceeds to the process of step S425. If an unanswered comment remains in step S425, the game machine 2 displays the next unanswered comment on the window 111 (step S426), and then returns to step S421.
- the game server 3A When the game server 3A receives the registered comment data sent from the game machine 2, the game server 3A starts comment transfer processing, and transmits the comment data received from the game machine 2 to the Web server 3B (step S331). Receiving this, the Web server 3B executes the same process as the comment receiving process of FIG. That is, the community ID corresponding to the user ID of the transmission source included in the comment data transferred from the game server 3A is acquired from the ID management data 35, and the community ID of the transmission destination included in the comment data is acquired. (Step S221). Next, the Web server 3B records the received comment data as received comment data in the comment data of the transmission partner community data 36, and as transmission comment data in the comment data of the sender community data 36 ( Step S222).
- the Web server 3B adds a predetermined number to the community point of the community data 36 of the transmission source (step S223).
- a limit may be set such that points are added once a day.
- the Web server 3B updates the status of the reply target comment so that it has been returned. As described above, processing necessary for sending a comment from the game machine 2 is completed.
- the game server 3A is interposed between the game machine 2 and the Web server 3B, but this is omitted and the game machine 2 directly accesses the Web server 3B.
- the processing procedure may be changed so that comments are transmitted and received.
- FIG. 12 shows a process in which the Web server 3B updates the fellow news (news information) in the community data 36 using the update of the event list in the game machine 2 as a trigger.
- the game machine 2 executes an event list update process at regular intervals.
- the game machine 2 first determines whether or not the event list in the play data 34 held by itself is updated (step S431). If not updated, the game machine 2 ends the current event list process. On the other hand, when the event list is updated, the game machine 2 transmits the updated event list together with the user ID held in the play data 34 to the game server 3A (step S432).
- the game server 3A transmits the transmitted event list together with the user ID to the Web server 3B (step S341), and subsequently, the play data 34 associated with the user ID acquired from the game machine 2 is stored.
- the event list is updated with the newly acquired event list (step S342).
- the Web server 3B that has received the event list starts a fellow news update process.
- the Web server 3B acquires a community ID corresponding to the user ID received from the game server 3A from the ID management data 35 (step S231), and then refers to the community data 36 corresponding to the community ID.
- the community ID of the fellow data associated with the community ID is determined (step S232).
- the Web server 3B extracts all the community data 36 associated with the acquired community IDs of the friends, and the friend news included in them is based on the event list sent from the game server 3A.
- Update step S233). In this case, the date and time of occurrence and text data included in the event list, and the community ID and nickname associated with the user ID of the event list are recorded in the fellow news. Thus, every time the event list is updated, the fellow news of the community data 36 is updated.
- the processing procedure may be changed so that the game machine 2 directly accesses the Web server 3B and directly transmits the event list.
- the event list of the play data 34 held on the game server 3A is not updated, but the entire play data 34 is played from the game machine 2 at an appropriate timing (for example, at the end of one game). Since it is sent to the server 3A and updated as appropriate, no particular problem occurs.
- FIG. 13 shows a process for receiving fellow news at the user terminal 7.
- the process of FIG. 13 is a process performed to update the fellow news in a state where the user has already logged in to the community service at the user terminal 7 and the community data 36 has been read into the user terminal 7.
- the user terminal 7 requests the web server 3B to send the fellow news (step S131).
- the user ID or community ID of the user is also sent from the user terminal 7 to the Web server 3B.
- the fellow news reception process on the user terminal 7 may be started with a user's reception operation as a trigger, or may be automatically started by the community service processing unit 22 at a fixed period.
- the former is a typical pull type distribution that starts reception based on a user operation. Although the latter is a kind of pull-type distribution, pseudo-push-type comment distribution can be realized by setting the reception processing cycle short.
- the Web server 3B When the Web server 3B receives the fellow news request from the user terminal 7, the web server 3B starts the fellow news transmission process.
- the Web server 3B first determines the community ID sent from the user terminal 7 (step S241).
- the community ID corresponding to the user ID is acquired from the ID management data 35, and when the community ID is sent from the user terminal 7, the user ID is sent. The ID is acquired as it is.
- the Web server 3B extracts community data 36 corresponding to the determined community ID, and transmits the fellow news included therein to the user terminal 7 (step S242).
- the user terminal 7 receives the fellow news sent from the Web server 3B (step S132), and determines whether there is new news by referring to the occurrence date and time recorded in the fellow news (step S133). .
- a new arrival is obtained by comparing the date and time of occurrence of the fellow news recorded in the community data 36 with the date and time of occurrence of the newly acquired fellow news. Whether it is news or not can be determined. If there is no new news, the game machine 2 stops this fellow news reception process.
- the user terminal 7 displays the new arrival fellow news on the display device of the user terminal 7 (step S134).
- An example of a screen displaying the fellow news is shown in FIG.
- the news screen 120 includes a news display area 121 in which the content of fellow news is displayed as text, a text box 122 in which a user inputs a comment of “celebration”, and a transmission instruction button 123.
- the user terminal 7 determines whether or not the user has selected creation of a congratulatory comment (step S135). For example, after the news screen 120 is displayed, when the user selects the text box 122 on the news screen 120 within a certain time and starts inputting a congratulatory comment, or when the user does not perform a predetermined cancel operation, It is determined that comment creation has been selected. When comment creation is selected, the user terminal 7 starts comment transmission processing (step S136). Thus, the process related to the distribution of fellow news is completed.
- step S136 The comment transmission process started with step S136 in FIG. 13 as a trigger is the same procedure as that shown in FIG. However, in this case, in step S121, a partner news distribution source, that is, the user's community ID determined in step S231 of FIG. 12 is selected as the transmission partner, and in step S122, the comment input in the text box 122 is acquired. Is done. In step S123, “celebration” is set as the type of comment to be transmitted.
- the fellow news is distributed when the user gives a predetermined score on the game machine 2.
- the present invention is not limited to this.
- the user can enter various states in the game on the game machine 2.
- News information may be distributed when it reaches.
- news information may be distributed when a user's status (class, rank, etc.) rises, or news information may be distributed when a user is demoted or pinched. In this case, it is sufficient that the user can reply with a encouragement comment.
- comments can be transmitted and received between the game machine 2 and the user terminal 7, so that the places and opportunities for communication between users can be expanded and the sense of connection of users through communication can be enhanced. It can raise the attractiveness of the amusement system by raising the game machine itself. Since the reply in the game machine 2 is a reply comment registered in advance, the occurrence of inconvenience such as interruption of play for reply can be suppressed. Furthermore, the distribution of the fellow news can increase the interest of the user who is not playing the game, and can be motivated to play the game on the game machine.
- the community service processing unit 22 of the user terminal 7 functions as a comment transmission unit of the terminal device by executing the processes of steps S121 to S123 of FIG. 9, and performs the processes of steps S111 to S113 of FIG. By executing it, it functions as a comment receiving means of the terminal device.
- the community service management unit 12 provided in the Web server 3B functions as comment data recording means of the server device by executing the processes of steps S221 and S222 in FIG. 9, and executes the processes of steps S211 and S212 in FIG.
- the community service management unit 11 of the game server 3A and the community service management unit 12 of the Web server 3B function as steps S321 to S324 and steps S211 to S212 in FIG.
- the community service processing unit 21 of the game machine 2 functions as comment receiving means in the game machine by executing the processes of steps S412 to S414 in FIG. 10, and executes the processes of steps S421 to S426 in FIG. Thus, it functions as a reply request means.
- the community service management unit 21 of the game machine 2 functions as a reply comment recording request unit by executing the processing of steps S101 to S102 of FIG. 6, and the community service management unit 11 of the game server 3A performs the processing shown in FIG. By executing the processes in steps S301 and S302, the comment function for reply is recorded.
- the game server 3A functions as a reply comment transmitting means by executing the processing of steps S311 to S314 in FIG.
- the community service processing unit 21 of the game machine 2 functions as news information transmitting means by executing the processes of steps S431 and S432 of FIG. 12, and the community service management unit 12 of the Web server 3B By executing the processing of steps S231 to S233 and steps S241 to S242 of FIG.
- the community service processing unit 22 of the user terminal 7 functions as news information receiving means by executing the processing of steps S132 to S134 of FIG. 13, and further, step S136 of FIG. By executing the processing of steps S221 to S223, it functions as comment transmission means for news information.
- each user's transmission comment and reception comment are recorded in the comment data of the Web server storage device 32.
- the comment data is received. Only comments may be recorded.
- so-called pull-type distribution or pseudo push-type distribution in which a comment to be received by the user is temporarily recorded in the comment data on the server side, and the terminal device and the game machine refer to this as appropriate is taken as an example.
- the present invention has been described, it is also possible to configure the system as push-type distribution.
- the configuration of the server device is only an example, and it is not essential in the present invention to construct a server function by distinguishing between a game server for a game machine and a Web server for a terminal device.
- the game machine may directly access the Web server and receive community services.
- the data structure is merely an example, and the play data and community data may be integrated, and further, such modification that the data is divided and associated with an appropriate ID is possible.
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Abstract
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Claims (7)
- ユーザによるプレイ料金の支払いと引き換えに該ユーザにゲームのプレイを許可する商業用のゲーム機と、ユーザによる任意の文字列の入力が可能な個人用の端末装置と、前記ゲーム機及び前記端末装置に対して、前記ゲームに関連付けられた所定のサービスを提供するサーバ装置とが、ネットワークを介して相互に通信相手を指定して通信可能に接続され、前記サーバ装置は、前記端末装置及び前記ゲーム機との間でユーザの特定に必要な情報を交換して前記端末装置及び前記ゲーム機のユーザをそれぞれ特定可能とされたアミューズメントシステムにおいて、
前記サーバ装置には、前記ユーザが、送信先の他のユーザを指定して送信したコメントを、該コメントの送信元のユーザの特定に必要な情報とともに記録したユーザ毎のコメントデータを記憶するサーバ用記憶装置が接続され、
前記端末装置には、当該端末装置のユーザが入力したコメントを、該コメントの送信先のユーザの特定に必要な情報とともに前記サーバ装置に送信するコメント送信手段と、当該端末装置のユーザに対応付けて前記サーバ用記憶装置に記録されているコメントデータ内のコメントを前記サーバ装置から受信して該端末装置のユーザに提示するコメント受信手段とが設けられ、
前記サーバ装置には、前記端末装置から送信されたコメントの送信先となるべきユーザを特定して、当該コメントをその送信先のユーザに対応付けられたコメントデータに、送信元のユーザの特定に必要な情報とともに記録するコメントデータ記録手段と、前記コメントデータ内に記録されたコメントのうち、送信先のユーザに送信されるべきコメントを当該コメントの送信先のユーザの端末装置に対して当該コメントの送信元の特定に必要な情報とともに送信するコメント配信手段とが設けられ、
前記サーバ用記憶装置には、ユーザが予め設定した返信用コメントが当該ユーザの特定に必要な情報と対応付けて記録され、
前記サーバ装置の前記コメント配信手段は、ユーザが前記ゲーム機から前記サーバ装置にアクセスした場合に、該ユーザに対応付けて前記コメントデータに記録されているコメントのうち、当該ユーザに送信されるべきコメントを当該コメントの送信元の特定に必要な情報とともに当該ユーザのゲーム機に送信可能であり、
前記ゲーム機には、前記サーバ装置から当該ゲーム機のユーザを送信先として送信されたコメントを受信してユーザに提示するコメント受信手段と、前記ユーザからの指示に基づいて、前記ゲーム機上で提示されたコメントの送信元を送信先に指定して、該ゲーム機のユーザに対応付けられた返信用コメントを、前記送信先のユーザに返信コメントとして送信するように前記サーバ装置に要求する返信要求手段と、が設けられ、
前記サーバ装置の前記コメントデータ記録手段は、前記ゲーム機からの返信要求に従って、前記返信用コメントを、その送信先として指定されたユーザに対応付けられたコメントデータに、前記ゲーム機のユーザを送信元とするコメントとして記録する、
アミューズメントシステム。 - 前記端末装置には、ユーザが指定した文字列を前記返信用コメントとして記録するように前記サーバ装置に要求する返信用コメント記録要求手段が設けられ、
前記サーバ装置には、前記端末装置からの前記返信用コメントの記録の要求に従って、前記ユーザが指定した文字列を、当該ユーザに対応付けられるべき返信用コメントとして前記サーバ用記憶装置に記録する返信用コメント記録手段が設けられている、請求項1に記載のアミューズメントシステム。 - 前記端末装置の前記返信用コメント記録要求手段は、ユーザが前記端末装置にて前記返信用コメントとして入力した文字列を、当該ユーザに対応する返信用コメントとして記録するように前記サーバ装置に要求し、
前記サーバ装置の前記返信用コメント記録手段は、前記端末装置から前記ユーザが前記返信用コメントとして入力した文字列を、当該ユーザに対応付けられるべき返信用コメントとして前記サーバ用記憶装置に記録する、請求項2に記載のアミューズメントシステム。 - 前記サーバ装置には、ユーザが前記ゲーム機を利用する際に、当該ユーザに対応付けて記録されている返信用コメントを当該ゲーム機に送信する返信用コメント送信手段が設けられ、
前記ゲーム機には、前記サーバ装置から送信された返信用コメントを前記ユーザが前記ゲーム機を利用する間において記憶する返信用コメント記憶手段が設けられ、
前記ゲーム機の前記返信要求手段は、前記送信先のユーザに前記返信コメントの送信を要求する際に、前記返信用コメント記憶手段が記憶する返信用コメントを前記サーバ装置に送信する、請求項1~3のいずれか一項に記載のアミューズメントシステム。 - 前記ゲーム機のユーザに提示可能なコメントの件数を、最新のコメントから一定範囲内に制限する件数制限手段をさらに備えた請求項1~4のいずれか一項に記載のアミューズメントシステム。
- 前記サーバ用記憶装置には、ユーザのグループを特定するために必要なグループ情報が記録され、
前記ゲーム機には、ユーザがゲームで所定の状態に達したとき、前記サーバ装置に対してその状態を知らせるためのニュース情報を送信するニュース情報送信手段が設けられ、
前記サーバ装置には、前記ゲーム機からニュース情報が送信された場合、前記所定の状態に達したユーザと同一グループに属するユーザを前記グループ情報に基づいて判別し、判別したユーザの端末装置に対して前記ニュース情報を送信するニュース情報配信手段が設けられ、
前記端末装置には、前記ニュース情報を受信してユーザに提示するニュース情報受信手段が設けられている、請求項1~5のいずれか一項に記載のアミューズメントシステム。 - 前記端末装置の前記コメント送信手段は、前記ニュース情報の提示に対応してユーザが入力した文字列を、前記所定の状態を達したユーザを送信先とするコメントとして前記サーバ装置に送信する請求項6に記載のアミューズメントシステム。
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| CN2012800022809A CN103052430A (zh) | 2011-07-19 | 2012-07-06 | 具备交流功能的娱乐系统 |
| US13/813,381 US8651962B2 (en) | 2011-07-19 | 2012-07-06 | Amusement system having communication function |
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| JP (1) | JP5161344B2 (ja) |
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| JP5909553B2 (ja) * | 2012-09-21 | 2016-04-26 | グリー株式会社 | タイムライン領域におけるオブジェクト表示方法、オブジェクト送信方法、オブジェクト表示装置、サーバ及び当該方法を実現するためのプログラムを記録した情報記録媒体 |
| JP5977708B2 (ja) * | 2013-04-25 | 2016-08-24 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム制御方法及びコンピュータプログラム |
| JP6281939B2 (ja) * | 2014-01-15 | 2018-02-21 | 株式会社コナミデジタルエンタテインメント | メッセージ返信サーバ、メッセージ返信端末、及びプログラム |
| JP6247401B2 (ja) * | 2014-09-11 | 2017-12-13 | 株式会社ソニー・インタラクティブエンタテインメント | 動画像送信装置、端末、動画像送信システム、制御方法、プログラム及び情報記憶媒体 |
| CN104901870B (zh) * | 2015-05-29 | 2018-07-13 | 北京北信源软件股份有限公司 | 一种用于即时通信的用户命名方法 |
| JP6304847B1 (ja) * | 2017-04-28 | 2018-04-04 | 株式会社コナミデジタルエンタテインメント | サーバ装置、及びそれに用いられるコンピュータプログラム |
| JP6343779B1 (ja) * | 2017-04-28 | 2018-06-20 | 株式会社コナミデジタルエンタテインメント | サーバ装置、及びそれに用いられるコンピュータプログラム |
| JP7277710B2 (ja) * | 2019-02-04 | 2023-05-19 | 株式会社Mixi | 共有情報処理装置及び制御プログラム |
| CN117357909A (zh) * | 2022-07-01 | 2024-01-09 | 腾讯科技(成都)有限公司 | 虚拟场景中的消息处理方法、装置、电子设备及存储介质 |
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| US8651962B2 (en) | 2014-02-18 |
| US20130203500A1 (en) | 2013-08-08 |
| CN103052430A (zh) | 2013-04-17 |
| JP2013022125A (ja) | 2013-02-04 |
| TW201311322A (zh) | 2013-03-16 |
| JP5161344B2 (ja) | 2013-03-13 |
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