WO2025088738A1 - Game server and game system - Google Patents
Game server and game system Download PDFInfo
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- WO2025088738A1 WO2025088738A1 PCT/JP2023/038585 JP2023038585W WO2025088738A1 WO 2025088738 A1 WO2025088738 A1 WO 2025088738A1 JP 2023038585 W JP2023038585 W JP 2023038585W WO 2025088738 A1 WO2025088738 A1 WO 2025088738A1
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- Prior art keywords
- game
- user
- location
- owner information
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/216—Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
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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
Definitions
- the present invention relates to a game server, a content providing method, a content providing program, and a game system.
- NFTs non-fungible tokens
- the NFT technologies mentioned above are merely for trading digital data and are insufficient to actively promote trading.
- the present invention aims to further promote trading of digital data.
- a storage unit that stores a virtual space generated based on geographic information of a real space, a location object corresponding to a location existing in the real space, owner information certified as an owner of the location object, and content information associated with the owner information; an object providing unit that provides the virtual space, the location object, and the user object in association with position information of a user terminal in the real space so as to be displayable on a display unit of the user terminal; a content providing unit that provides the content so that it can be used by the user terminal when the location information of the user terminal indicates that the user terminal is visiting within a predetermined range from the location in the real space and a request for the content is made from the user terminal;
- a game server is obtained that includes an incentive granting unit that grants a predetermined incentive to the owner of the corresponding location object in accordance with the number of user terminals that visit within a predetermined range from the location.
- the use of entertainment can further promote trading of digital data.
- FIG. 1 is a diagram showing an example of the configuration of a game system according to an embodiment of the present invention.
- 2 is a diagram showing a schematic diagram of the correspondence between the virtual space and the real space provided in the game server of FIG. 1.
- 3 is a diagram showing the positional relationship with a user located within a predetermined range from a location in the real space of FIG. 2.
- 2 is an example of a screen displayed on a display unit of the user terminal of FIG. 1 .
- FIG. 2 is a functional block diagram of the game server of FIG. 1 .
- 11A to 11C are diagrams illustrating an example of screen transitions for a game event according to the present invention.
- 1 is an example of a data set according to the present invention.
- 2 is a flowchart showing a process flow of the game server of FIG. 1 .
- the problem that the present invention aims to solve is to determine the "owner" of a specific location (geographical position) efficiently and fairly when there are many users in a virtual space linked to a real space, and to increase user engagement in the determination process.
- the effect of the invention is that the owner is determined by a game event in the virtual space, so that users can experience high engagement and satisfaction in the process of acquiring ownership of the location through game elements.
- fairness is ensured by determining a winner (new owner) in a game event when multiple users meet the occupancy conditions.
- the game server of the present invention comprises a virtual space generation unit that generates a virtual space based on geographic information of the real space, an owner information management unit that manages owner information of location objects, an owner information registration unit that registers a user who satisfies the occupancy conditions as a new owner, and a game event providing unit that determines a new owner in a specified game event when multiple users satisfy the occupancy conditions.
- the game event providing unit further comprises a game object placement unit that places game objects that users can acquire in the virtual space, a win/loss determination unit that determines whether or not a game has been won, and an occupancy time determination unit that determines the occupancy time.
- a game system includes a game server, a user terminal, and an owner terminal.
- the game server, the user terminal, and the owner terminal are connected to each other via a network so as to be able to communicate with each other.
- This system is equipped with a recording medium onto which a program that executes the system can be loaded.
- the program is loaded into a processor (control unit) of a computer terminal or the like, and physically and/or logically cooperates with hardware resources to realize the system and method.
- this system allows a user to use a user terminal to experience a virtual space generated based on geographic information of the real space. That is, as shown clearly in Figure 2, the virtual space 200 is generated by directly reproducing the real space 100. There exists position information ( Xn , Yn ) of the virtual space 200 that uniquely corresponds to position information ( xn , yn ) of the real space 100.
- real-space location information can be measured using GPS (Global Positioning System) or other methods, but location information may also be determined using other methods.)
- the building location 102 exists at the position information (x 1 , y 1 ).
- the stadium location 104 exists at the position information (x 2 , y 2 ).
- the user position information that changes with the movement of the user 110 is represented as (x 0 , y 0 ).
- the real space location 102 is displayed as a location object 202 at the position information (X 1 , Y 1 ) in the virtual space.
- the stadium location 104 is displayed as a location object 204 at the position information (X 2 , Y 2 ).
- the user 110 is represented as a user object 210 at the position information (X 0 , Y 0 ).
- the relative positional relationship between the location and the terrain in the real space and the user is maintained in the virtual space as well.
- the virtual space 200 of the present invention is expressed as if the real space were faithfully represented as an object or symbol.
- the user object in the virtual space is also displayed moving a distance and in a direction corresponding to the movement.
- the game server recognizes that the user has visited (checked in to) the location 102.
- the method of recognizing a visit to the location 102 is not limited to this, and may be detected, for example, by connection to a network such as a beacon installed in the location 102.
- FIG. 4 shows an example of a screen displayed on a user terminal.
- a user can use the game system by using the user terminal.
- the hardware configuration of the user terminal will be described later.
- the structural object 202 and user object 210 that existed in the virtual space 200 shown in FIG. 2 are displayed as 3D objects or 3D images on the display unit (display, etc.) of the user terminal.
- an owner object 220 is written alongside a location object 220.
- the virtual space generation unit generates a virtual space based on geographic information of the real space.
- a location object corresponding to a specific location e.g., a park, a building, a station, etc.
- the virtual space generation unit generates and displays a user object 210 at a corresponding position in the virtual space based on the user's position in the real space (position information acquired from the user terminal). As a result, the user object is displayed in the same position in the virtual space based on the user's position in the real world.
- the owner information management unit manages the owner (occupant) information of location objects. Specifically, it has the function of storing information on which user or group is occupying each location object in a database or other appropriate data storage, and querying and updating that information. This unit cooperates with the owner information registration unit and owner information update unit to register and update the owner information when the occupancy conditions are met.
- the owner information management unit can also retain the history when the owner of a location object is changed. This makes it possible to track the history of occupancy of a specific location object and the transition of ownership among multiple users. This function is useful for promoting events and promotions within the game, as well as competition between users.
- the owner information management unit can cooperate with APIs and other systems, and is structured to flexibly support referencing owner information in external systems and setting occupancy conditions outside the game server. This allows for scalability and diverse operation.
- the owner information registration unit When a user meets an occupancy condition for a specific location (e.g., staying at a location for a certain period of time), the owner information registration unit registers the user as the owner of the location object.
- the owner information registration unit When a new owner is assigned to a location object in the virtual space, the owner information registration unit has a function of registering the information in the database or the owner information management unit. Specifically, when a user meets a specific occupancy condition for a specific location object, the owner information registration unit recognizes the user as the new owner and updates the owner information. This part has logic for acquiring the user's location information in the real space using GPS information and other sensor data and determining whether it matches or is close to a specific location object.
- the occupancy condition can be set, for example, by a user staying at a specific location for a certain period of time or more, using a specific item, and so on.
- the owner information registration unit confirms that the condition is met, it updates the owner information in the database in cooperation with the owner information management unit. This makes it possible to change ownership in real time.
- the owner information is changed, it is also possible to notify the relevant user via a notification function. In this way, the owner information registration unit plays a role in enhancing the competitive and cooperative elements in the game and improving user engagement.
- the owner information update unit updates the owner information of the location object when another user meets the occupancy conditions.
- the owner information update unit has a mechanism for updating the information when a new user occupies the location of an existing owner based on specific occupancy conditions. For example, when a new user performs an action that meets the occupancy conditions (e.g., staying in a specific place for a certain amount of time, completing a specific task, etc.), the owner information update unit updates the corresponding record in the database.
- the owner information update unit refers to real-world location information, item use history, time data, etc. to detect that the occupancy conditions have been met. This information is provided by the owner information management unit, or is obtained directly from a sensor, GPS, user input, etc.
- the owner information management unit Once the new owner is determined, the information is sent to the owner information management unit, and the owner information of the corresponding location object is updated.
- the owner information management unit when the owner is changed, it is common for the system to have a function for sending a notification to both the existing owner and the new owner. This will stimulate competition between users and increase engagement in games and services.
- the owner information update unit efficiently and fairly manages the transfer of ownership in the virtual space, promoting interaction between users.
- the game event providing unit is a part that plays a role of registering new owner information when multiple users satisfy the occupancy conditions, triggered by a specific game event.
- This game event can take various forms, such as a battle format, a quiz format, or an auction format.
- the game event providing unit automatically generates such events and provides them to the user.
- a game event that occurs when the occupancy conditions are satisfied by multiple users becomes a means of determining a new owner. For example, a case can be considered in which users battle using resources (in-game currency, items, etc.) required to occupy a specific location. The winner of this battle is registered in the owner information of the location object as the new owner.
- the game event providing unit manages the rules, progress, results, etc. of the game event, and updates the information in cooperation with the owner information management unit and the owner information registration unit. In this way, the game event providing unit plays an important role of fairly and efficiently progressing the competition between multiple users and selecting a new owner.
- the game event providing unit has a game object placement unit and a win/loss determination unit.
- the game object placement unit places game objects that users can acquire in the virtual space. These game objects provide various elements that users can use in the game, such as special items, weapons, and skills. As a result, users can create advantageous situations in strategy and competition by acquiring game objects.
- the win/loss determination unit determines the outcome based on the game objects acquired by each user. As a result, not only simple location information and time but also the amount of effort and strategy that the user has combined in the game will affect the outcome. Such an extension makes the competition in the game deeper and emphasizes strategic elements.
- the occupancy time determination unit plays a role in determining how long a user who wins a particular game event (e.g., a rock-paper-scissors game) can occupy the location object. For example, if the margin of victory in a game event is large, the occupancy time is set to be long. Conversely, if the victory is close, the occupancy time is set to be short. Specific logic may be considered.
- the occupancy time determination unit may calculate the occupancy time using information such as the following: ⁇ The score difference between the winner and loser of a game event ⁇ The attributes of the rock-paper-scissors cards and other game objects used in the game event ⁇ The characteristics of the location object where the game event took place (e.g.
- Event time and duration e.g. promotions where occupancy time varies depending on the time of day or date
- new strategies and tension regarding the occupation of location objects may be created, improving game engagement.
- the game event according to this embodiment may be a so-called rock-paper-scissors game.
- the game object placement unit randomly places rock-paper-scissors cards (rock, scissors, paper) in the virtual space. Users can acquire these cards by exploring the virtual space and use them in later game events. Depending on the type of rock-paper-scissors card acquired, strategies may change significantly. If there are multiple users who satisfy the occupancy conditions, the win/lose determination unit generates a rock-paper-scissors game as a game event. Each user selects one of the rock-paper-scissors cards they have acquired, and the winner and the owner of the new location object are determined based on the result.
- the rock-paper-scissors game may be modified as follows. Cards with attributes: In addition to the usual rock-paper-scissors cards (rock, paper, scissors), each card is also assigned a specific attribute (fire, water, wood, etc.) When these attributes match, a special skill is activated, adding a strategic element. Combo System: Using the same rock-paper-scissors card multiple times in succession will create a combo, granting certain bonus effects. This element creates strategy for which cards to acquire and save. Limited-time events: Limited-time events occur near location objects, and if you win within that time, you can get a special reward. This motivates users to gather at a specific time or place.
- Card Exchange A feature that allows users to exchange Janken cards that they have acquired with each other, further enhancing communication and strategy between users.
- Special Cards Special cards (e.g. boost cards, cards that erase all attributes, etc.) that appear very rarely can turn the tide of battle in an instant.
- FIG. 1 is a diagram showing an example of a hardware configuration of a game server according to the present invention.
- the illustrated configuration is an example, and other configurations may be included, or elements having similar functions may be substituted.
- the illustrated game server is shown as a single device, but may be configured as a single device by combining multiple devices.
- Each functional block can be configured, for example, by hardware, a DSP (Digital Signal Processor), or software provided in the server device.
- DSP Digital Signal Processor
- each functional block is actually configured with a computer's CPU, RAM, ROM, etc., and is realized by the operation of a program stored in a recording medium such as a RAM, ROM, hard disk, or semiconductor memory.
- the game server has virtual space generation information, user information, and game event execution information.
- the virtual space generation information has at least location object information, owner information, and content information. Note that some of the information may be provided by an external terminal, and all of the information does not necessarily have to be stored in the storage unit at all times.
- the virtual space generation information is information necessary to display a virtual space that corresponds to real space on a user terminal.
- the virtual space generation information uses location object information, owner information, and content information.
- the virtual space generation information may be data such as a 3D map, 3D objects, effects, images, and text.
- Location object information is information necessary to display location objects placed in virtual space.
- Location objects are objects that represent locations that exist in real space. Locations that exist in real space include, for example, expressways, toll roads, general national highways, major regional roads, general prefectural roads, railways, subways, railway and station buildings, stations and subways, oceans, rivers, lakes, intersection names, green spaces, golf courses, parks, service areas, parking areas, toll booths, parking lots/travel stations/roadside stations, tunnels, bridges, interchanges, prefectural offices, city/town/village offices, police stations/police boxes, fire stations, hospitals, post offices, community centers, etc., government offices/courts/embassies, etc., castles and castle ruins, mausoleums, mountains (general term)/mountain range names, elementary schools, junior high schools, high schools, technical colleges, etc., universities, kindergartens, power plants, shrines, temples, telephone exchanges/telephone base stations, ferry terminals, airports/airports.
- Examples include heliports, Christian churches and cathedrals, cemeteries, factories, lighthouses, bases, hot springs, parks/gardens/green spaces, amusement parks/theme parks, tourist farms/drinking ranches, stadiums, baseball fields, gymnasiums, horse racing tracks, motorsport facilities, beaches/swimming pools, yacht harbors/marinas, ski resorts, golf courses, campsites, zoos, aquariums, botanical gardens, art galleries/museums/libraries, halls/theaters, department stores, shopping centers, gas stations, hotels, banks, driving schools, tennis courts, convenience stores, and supermarkets, and are not limited to structures, but also include places with a certain area such as land, regions, territories, rivers, and lakes.
- Owner information is information about the owner who owns the location object. Location objects are traded on a specified trading platform. The game server maintains and updates the owner information to keep it up to date.
- Content information is content information associated with the owner. Examples of content may be art, characters, domain names, music, videos, photos, voices, cards, land in other virtual spaces, and points created by the owner. These may be content managed and owned by the owner, or content certified as having been created by the owner and managed or owned by other users.
- User information is information that associates each user terminal and owner terminal that uses this system with a user. Typically, it may include a user ID, a rock-paper-scissors card that the user possesses, a password, payment information, unique identification information for the terminal, and contact information.
- the game event execution information includes, for example, the following information: Rock-Paper-Scissors Card Information: Stores the card type (Rock, Paper, Scissors), optional attributes (fire, water, wood, etc.), and a unique identifier for the card.
- Game Event Stores information about game events to be held. This manages what events will be held at what location, when, and rewards.
- Results and History The results of past rock-paper-scissors games played by each user and location, rewards won, cards used, and other history are managed.
- Win/Loss Determination Logic The logic that determines the winner of rock-paper-scissors.
- Team Info Information about the team the user belongs to, such as a list of team members, the team's win/loss record, and special events and rewards for the team. Incentive information: Stores the types, conditions, and rewards of various incentives for winning or losing.
- Step S1 Virtual Space Generation Based on the geographic information of the real space, the virtual space generation unit generates a virtual space. In this virtual space, "location objects" corresponding to locations existing in the real space are placed.
- Step S2 Owner Information Management The owner information management unit records and manages the owner information of each location object.
- Step S3 Obtaining and displaying user position information. Obtain information about the user's position in real space, and display a "user object" at the corresponding position in the virtual space based on that information.
- Step S4 Determining Occupancy Conditions It is determined whether or not a specific "occupancy condition" such as the positional relationship between the user and the location is satisfied.
- Step S5 Implementing the Game Event If the occupancy condition is satisfied in step S4, the game event providing unit starts the game event. In this game event, "game objects" that can be acquired in the virtual space are placed.
- Step S6 Win/Loss Determination and New Owner Registration When a plurality of users participating in the game event fulfills the occupancy condition, the win/loss determination unit determines the winner (new owner) based on the game objects.
- Step S7 Setting of Occupancy Time After the winner is determined, the occupation time determination unit sets the occupation time of the user.
- Step S8 Updating New Owner Information
- the owner information management section updates the winner (new owner) information.
- Game Competition 1.1 Turn-based Strategy Game: Owners compete against each other in a turn-based strategy game, betting on ownership.
- Real-time Battle Owners compete in real time, with speed and reflexes also being evaluated.
- AI Battle The owner designs his own AI and the AIs battle it out against each other.
- Team Battle Owners form teams with multiple people and play in group battles.
- Ownership change algorithm 2.1 Points system: Ownership changes according to the number of wins and points earned. 2.2 Auction Format: Using points earned in the game, owners compete in an auction for ownership.
- Random element Special events occur with a certain probability, and ownership can fluctuate greatly depending on the results.
- Timed The owner who gets the highest score within a certain time period wins the ownership.
- Game-Real Linkage 3.1 Real Event Trigger: A specific real-world event (e.g. festival, sale, etc.) triggers a special battle in the game.
- Location Information Linkage The owner's real-world location information is linked to special abilities and items in the game.
- Time Dependency In-game events occur depending on the time of day in the real world. 4. Incentive redesign 4.1 Growing incentives: The incentives you can earn will increase with each battle. 4.2 Skill-Based Incentives: Different types of incentives are given depending on specific skills and achievements.
- Ranking Incentive Additional incentives will be awarded to those who rank highly based on their performance during the period. 5.
- Participation type A "guest owner" system in which users can become owners for a short period of time.
- Community Voting Users can vote to decide parts of the battle, increasing the sense of participation.
- the system of each embodiment may be configured so that information presented on the screen of an information processing device can be transmitted to another information processing device so that it can be displayed on the screen of the other information processing device.
- processes and procedures described in this application document may be realizable not only by those explicitly described in the embodiments, but also by software, hardware, or a combination of these.
- the processes and procedures described in this application document may be implemented as computer programs and executed by various computers.
- these computer programs may be stored in storage media.
- these programs may be stored in non-transient or temporary storage media.
- the configurations included in the present invention are as follows.
- (Configuration 1) a virtual space generation unit that generates a virtual space based on geographic information of a real space; a location object corresponding to a location existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a user's position in the real space; an owner information management unit for managing owner information of the location object; an owner information registration unit that registers the owner information of the location object as the user when an occupancy condition including a positional relationship between the user and the location in the real space is satisfied; a game event providing unit that registers one of the users determined by a predetermined game event as new owner information when the plurality of users satisfy the occupancy condition, Game server.
- (Configuration 2) 2.
- the game server includes: a game object placement unit that places game objects obtainable by the user in the virtual space; a winning/losing determination unit that determines a winning or losing outcome based on the game objects owned by each of the users when the plurality of users satisfy the occupancy condition.
- Game server. (Configuration 3) 2.
- the game event providing unit includes: an occupancy time determination unit that determines a time to be registered as the new owner information according to a result of the game event; Game server.
- a game system including a user terminal and a game server,
- the game server includes: a virtual space generation unit that generates a virtual space based on geographic information of a real space; a location object corresponding to a location existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a position of the user terminal in the real space; an owner information management unit for managing owner information of the location object; an owner information registration unit that registers the owner information of the location object as the user terminal when an occupancy condition including a positional relationship between the user terminal and the location in the real space is satisfied; a game event providing unit that registers one of the user terminals determined by a predetermined game event as new owner information when the plurality of user terminals satisfy the occupancy condition; Game system.
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Abstract
Description
本発明は、ゲームサーバ、コンテンツ提供方法、コンテンツ提供プログラム及びゲームシステムに関する。 The present invention relates to a game server, a content providing method, a content providing program, and a game system.
近年、イメージデータ等のデジタルデータを非代替性トークン(Non-Fungible Token:NFT)として取引、流通させる技術が提案されている。かかるNFTに関する技術としては、以下の文献が開示されており、その全体を参照することにより本明細書の一部を構成する。 In recent years, technology has been proposed for trading and distributing digital data such as image data as non-fungible tokens (NFTs). The following documents disclose such NFT-related technology, and their entirety is incorporated herein by reference.
上述したNFTに関する技術はデジタルデータの取引を行うためのものに過ぎず、取引の促進を積極的に行わせるためには不十分である。 The NFT technologies mentioned above are merely for trading digital data and are insufficient to actively promote trading.
本発明は、デジタルデータの取引をより促進することを目的とする。 The present invention aims to further promote trading of digital data.
本発明によれば、
実空間の地理情報に基づいて生成された仮想空間と、前記実空間に存在するロケーションに対応するロケーションオブジェクトと、当該ロケーションオブジェクトの所有者として証明されたオーナー情報と、当該オーナー情報に関連付けられたコンテンツ情報とを記憶する記憶部、
前記仮想空間と;前記ロケーションオブジェクトと;ユーザオブジェクトと;を前記実空間におけるユーザ端末の位置情報に対応付けて当該ユーザ端末の表示部に表示可能に提供するオブジェクト提供部、
前記実空間において、前記ユーザ端末の前記位置情報が前記ロケーションから所定範囲内に来訪し、且つ前記ユーザ端末から前記コンテンツに関するリクエストがあった場合に当該コンテンツを前記ユーザ端末において利用可能に提供するコンテンツ提供部と、
前記ロケーションから所定範囲内に来訪したユーザ端末の数に応じて、対応する前記ロケーションオブジェクトのオーナーに対して所定のインセンティブを付与するインセンティブ付与部、を備える
ゲームサーバ
が得られる。
According to the present invention,
a storage unit that stores a virtual space generated based on geographic information of a real space, a location object corresponding to a location existing in the real space, owner information certified as an owner of the location object, and content information associated with the owner information;
an object providing unit that provides the virtual space, the location object, and the user object in association with position information of a user terminal in the real space so as to be displayable on a display unit of the user terminal;
a content providing unit that provides the content so that it can be used by the user terminal when the location information of the user terminal indicates that the user terminal is visiting within a predetermined range from the location in the real space and a request for the content is made from the user terminal;
A game server is obtained that includes an incentive granting unit that grants a predetermined incentive to the owner of the corresponding location object in accordance with the number of user terminals that visit within a predetermined range from the location.
本発明によれば、エンターテインメントを用いることにより、デジタルデータの取引をより促進することができる。 According to the present invention, the use of entertainment can further promote trading of digital data.
<実施の形態の詳細>
本発明の実施の形態について、図面を参照しながら説明する。
<Details of the embodiment>
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of the present invention will be described with reference to the drawings.
<概要>
本発明が解決しようとする課題は、実空間と連携した仮想空間において、多数のユーザが存在する場合に、特定のロケーション(地理的位置)の「オーナー」を効率的かつ公平に決定し、またその決定過程においてユーザのエンゲージメントを高めるという点である。発明の効果としては、仮想空間内でのゲームイベントによって、オーナーの決定が行われることで、ユーザはゲーム要素を通じてロケーションの所有権を獲得する過程において、高いエンゲージメントと満足度を実感することができる。さらに、複数のユーザが占有条件を満たした場合にゲームイベントで勝者(新オーナー)を決定することで、公平性が確保される。
<Overview>
The problem that the present invention aims to solve is to determine the "owner" of a specific location (geographical position) efficiently and fairly when there are many users in a virtual space linked to a real space, and to increase user engagement in the determination process. The effect of the invention is that the owner is determined by a game event in the virtual space, so that users can experience high engagement and satisfaction in the process of acquiring ownership of the location through game elements. Furthermore, fairness is ensured by determining a winner (new owner) in a game event when multiple users meet the occupancy conditions.
本発明のゲームサーバは、実空間の地理情報に基づいて仮想空間を生成する仮想空間生成部、ロケーションオブジェクトのオーナー情報を管理するオーナー情報管理部、占有条件を満たしたユーザを新オーナーとして登録するオーナー情報登録部、そして複数のユーザが占有条件を満たした場合に所定のゲームイベントで新オーナーを決定するゲームイベント提供部を備えている。さらに、ゲームイベント提供部は、仮想空間内でユーザが獲得可能なゲームオブジェクトを配置するゲームオブジェクト配置部と、勝敗を判定する勝敗判定部、また占有時間を決定する占有時間決定部を更に備える。 The game server of the present invention comprises a virtual space generation unit that generates a virtual space based on geographic information of the real space, an owner information management unit that manages owner information of location objects, an owner information registration unit that registers a user who satisfies the occupancy conditions as a new owner, and a game event providing unit that determines a new owner in a specified game event when multiple users satisfy the occupancy conditions. Furthermore, the game event providing unit further comprises a game object placement unit that places game objects that users can acquire in the virtual space, a win/loss determination unit that determines whether or not a game has been won, and an occupancy time determination unit that determines the occupancy time.
<構成>
図1に示されるように、本発明の実施の形態によるゲームシステム(以下、「本システム」と呼ぶ)は、ゲームサーバと、ユーザ端末と、オーナー端末とを含んでいる。ゲームサーバと、ユーザ端末と、オーナー端末とは、互いにネットワークを介して通信可能に接続されている。
<Configuration>
1, a game system according to an embodiment of the present invention (hereinafter referred to as "this system") includes a game server, a user terminal, and an owner terminal. The game server, the user terminal, and the owner terminal are connected to each other via a network so as to be able to communicate with each other.
本システムは、システムを実行するプログラムを読み込み可能な記録媒体を備えている。プログラムは、コンピュータ端末等のプロセッサ(制御部)に読み込まれ、ハードウェア資源と物理的及び/又は論理的に共同して、システム及び方法を実現する。 This system is equipped with a recording medium onto which a program that executes the system can be loaded. The program is loaded into a processor (control unit) of a computer terminal or the like, and physically and/or logically cooperates with hardware resources to realize the system and method.
<システムの概要>
図2乃至図4に示されるように、本システムは、ユーザがユーザ端末を使用して、実空間の地理情報に基づいて生成された仮想空間内を体験することができるものである。即ち、図2によく示されるように、仮想空間200は、実空間100を直接的に再現し生成されたものである。実空間100の位置情報(xn,yn)と一意に対応する仮想空間200の位置情報(Xn,Yn)が存在する。
<System Overview>
As shown in Figures 2 to 4, this system allows a user to use a user terminal to experience a virtual space generated based on geographic information of the real space. That is, as shown clearly in Figure 2, the virtual space 200 is generated by directly reproducing the real space 100. There exists position information ( Xn , Yn ) of the virtual space 200 that uniquely corresponds to position information ( xn , yn ) of the real space 100.
なお、実空間の位置情報は、GPS(Global Positioning System)等によって測定が可能なものであるがこれ以外の方法によって位置情報を特定することとしてもよい。) Note that real-space location information can be measured using GPS (Global Positioning System) or other methods, but location information may also be determined using other methods.)
例えば、図2に示されるように、実空間100において、ビルのロケーション102は、位置情報(x1,y1)に存在している。スタジアムのロケーション104は、位置情報(x2,y2)に存在している。なお、ユーザ110の移動によって変化するユーザ位置情報は、(x0,y0)として表している。一方、ゲームサーバが生成する仮想空間200において、実空間のロケーション102は、ロケーションオブジェクト202として仮想空間内の位置情報(X1,Y1)に表示される。スタジアムのロケーション104は、ロケーションオブジェクト204として位置情報(X2,Y2)に表示される。ユーザ110は、ユーザオブジェクト210として位置情報(X0,Y0)に表している。実空間におけるロケーションや地形とユーザの相対的な位置関係は、仮想空間内においても維持されている。本発明の仮想空間200は、あたかも実空間を忠実にオブジェクト化またはシンボル化して表現される。実空間100においてユーザが移動すると、仮想空間内におけるユーザオブジェクトもその移動に対応した距離及び方向に移動して表示される。 For example, as shown in FIG. 2, in the real space 100, the building location 102 exists at the position information (x 1 , y 1 ). The stadium location 104 exists at the position information (x 2 , y 2 ). The user position information that changes with the movement of the user 110 is represented as (x 0 , y 0 ). Meanwhile, in the virtual space 200 generated by the game server, the real space location 102 is displayed as a location object 202 at the position information (X 1 , Y 1 ) in the virtual space. The stadium location 104 is displayed as a location object 204 at the position information (X 2 , Y 2 ). The user 110 is represented as a user object 210 at the position information (X 0 , Y 0 ). The relative positional relationship between the location and the terrain in the real space and the user is maintained in the virtual space as well. The virtual space 200 of the present invention is expressed as if the real space were faithfully represented as an object or symbol. When the user moves in the real space 100, the user object in the virtual space is also displayed moving a distance and in a direction corresponding to the movement.
図3に示されるように、実空間100において、ユーザがロケーション102の建物から所定範囲L内に位置している場合、ゲームサーバは、当該ユーザがロケーション102に来訪した(チェックインした)と認定する。ロケーション102への来訪の認定方法は、これに限られず、例えばロケーション102に設置されたビーコン等のネットワークへの接続等によって検出することとしてもよい。 As shown in FIG. 3, in the real space 100, when a user is located within a predetermined range L from the building of the location 102, the game server recognizes that the user has visited (checked in to) the location 102. The method of recognizing a visit to the location 102 is not limited to this, and may be detected, for example, by connection to a network such as a beacon installed in the location 102.
図4に、ユーザ端末の画面に表示される画面例を示す。ユーザは、ユーザ端末を利用してゲームシステムを利用することができる。ユーザ端末のハードウェア構成については後述する。図示されるように、ユーザ端末の表示部(ディスプレイ等)には、図2に示される仮想空間200に存在していた構造部オブジェクト202とユーザオブジェクト210が3Dオブジェクト又は3Dイメージとして表示される。画面例においては、ロケーションオブジェクト220にオーナーオブジェクト220が併記されている。 FIG. 4 shows an example of a screen displayed on a user terminal. A user can use the game system by using the user terminal. The hardware configuration of the user terminal will be described later. As shown, the structural object 202 and user object 210 that existed in the virtual space 200 shown in FIG. 2 are displayed as 3D objects or 3D images on the display unit (display, etc.) of the user terminal. In the example screen, an owner object 220 is written alongside a location object 220.
<機能構成>
図5を参照して本発明の機能ブロックを説明する。仮想空間生成部は、実空間の地理情報を基に仮想空間を生成する。同時に、実空間に存在する特定のロケーション(例:公園、ビル、駅など)に対応するロケーションオブジェクトを作成し、仮想空間内で表示する。仮想空間生成部は、実空間におけるユーザの位置(ユーザ端末から取得される位置情報)に基づいて前記仮想空間内の対応する位置にユーザオブジェクト210を生成し表示する。これにより、ユーザの現実世界での位置に基づいて、仮想空間内でも同じ位置にユーザオブジェクトが表示される。
<Functional configuration>
The functional blocks of the present invention will be described with reference to Fig. 5. The virtual space generation unit generates a virtual space based on geographic information of the real space. At the same time, a location object corresponding to a specific location (e.g., a park, a building, a station, etc.) existing in the real space is created and displayed in the virtual space. The virtual space generation unit generates and displays a user object 210 at a corresponding position in the virtual space based on the user's position in the real space (position information acquired from the user terminal). As a result, the user object is displayed in the same position in the virtual space based on the user's position in the real world.
オーナー情報管理部は、ロケーションオブジェクトのオーナー(占有者)情報を管理する。具体的には、各ロケーションオブジェクトがどのユーザまたはグループによって占有されているか、その情報をデータベースや他の適切なデータストレージに保存し、照会・更新する機能を持つ。この部分は、オーナー情報登録部やオーナー情報更新部と連携して、占有条件が満たされた場合のオーナー情報の登録や更新を行う。また、オーナー情報管理部は、ロケーションオブジェクトのオーナーが変更された際にはその履歴も保持することができる。これにより、特定のロケーションオブジェクトに対する占有の歴史や、多数のユーザ間でのオーナーシップの変遷をトラッキングすることが可能である。この機能は、ゲーム内でのイベントやプロモーション、さらにはユーザ間の競争を促進する際に有用である。さらに、オーナー情報管理部はAPIや他のシステムとも連携可能であり、外部システムでのオーナー情報の参照や、ゲームサーバ以外での占有条件の設定なども柔軟に対応できる構造となっている。これにより、拡張性と多様な運用が可能である。 The owner information management unit manages the owner (occupant) information of location objects. Specifically, it has the function of storing information on which user or group is occupying each location object in a database or other appropriate data storage, and querying and updating that information. This unit cooperates with the owner information registration unit and owner information update unit to register and update the owner information when the occupancy conditions are met. The owner information management unit can also retain the history when the owner of a location object is changed. This makes it possible to track the history of occupancy of a specific location object and the transition of ownership among multiple users. This function is useful for promoting events and promotions within the game, as well as competition between users. Furthermore, the owner information management unit can cooperate with APIs and other systems, and is structured to flexibly support referencing owner information in external systems and setting occupancy conditions outside the game server. This allows for scalability and diverse operation.
オーナー情報登録部は、ユーザが特定のロケーションに対して占有条件(例:一定時間その場所に滞在する)を満たした場合、そのユーザをロケーションオブジェクトのオーナーとして登録する。オーナー情報登録部は、仮想空間内のロケーションオブジェクトに新たなオーナーが割り当てられた際に、その情報をデータベースやオーナー情報管理部に登録する機能を持つ。具体的には、ユーザが特定のロケーションオブジェクトに対して所定の占有条件を満たした場合、オーナー情報登録部はそのユーザを新たなオーナーとして認定し、オーナー情報を更新する。この部分は、GPS情報や他のセンサデータを用いて実空間におけるユーザの位置情報を取得し、それが特定のロケーションオブジェクトと一致または近接しているかを判断するロジックを有する。占有条件は、たとえば、ユーザが特定の位置に一定時間以上滞在する、特定のアイテムを使用する、などといった形で設定され得る。オーナー情報登録部は、条件が満たされたことを確認すると、オーナー情報管理部と連携してデータベース内のオーナー情報を更新する。これにより、リアルタイムでのオーナーシップの変更が可能となる。また、オーナー情報が変更された際には、通知機能を介して該当ユーザにその旨を通知することも可能である。このようにして、オーナー情報登録部は、ゲーム内での競争要素や協力要素を高め、ユーザエンゲージメントを向上させる役割を果たしている。 When a user meets an occupancy condition for a specific location (e.g., staying at a location for a certain period of time), the owner information registration unit registers the user as the owner of the location object. When a new owner is assigned to a location object in the virtual space, the owner information registration unit has a function of registering the information in the database or the owner information management unit. Specifically, when a user meets a specific occupancy condition for a specific location object, the owner information registration unit recognizes the user as the new owner and updates the owner information. This part has logic for acquiring the user's location information in the real space using GPS information and other sensor data and determining whether it matches or is close to a specific location object. The occupancy condition can be set, for example, by a user staying at a specific location for a certain period of time or more, using a specific item, and so on. When the owner information registration unit confirms that the condition is met, it updates the owner information in the database in cooperation with the owner information management unit. This makes it possible to change ownership in real time. In addition, when the owner information is changed, it is also possible to notify the relevant user via a notification function. In this way, the owner information registration unit plays a role in enhancing the competitive and cooperative elements in the game and improving user engagement.
オーナー情報更新部は、別のユーザが占有条件を満たした場合、ロケーションオブジェクトのオーナー情報を更新する。オーナー情報更新部は、特定の占有条件に基づいて、新たなユーザが既存のオーナーの位置を占有した場合にその情報を更新する仕組みを持つ。例えば、新しいユーザが占有条件に該当する行動(例:特定の場所に一定時間滞在、特定のタスクを達成等)をした場合、オーナー情報更新部はデータベースの該当レコードを更新する。オーナー情報更新部は、占有条件が満たされたことを検出するために、実空間の位置情報、アイテム使用履歴、時間データなどを参照する。この情報は、オーナー情報管理部から提供されるか、直接センサやGPS、ユーザ入力等から取得される。一旦新しいオーナーが確定すると、その情報はオーナー情報管理部に送信され、該当のロケーションオブジェクトのオーナー情報が新たに更新される。また、オーナーが変更された場合、既存のオーナーと新しいオーナー双方にその旨の通知を送る機能も持つことが一般的である。これにより、ユーザ間での競争が活発化し、ゲームやサービスのエンゲージメントが高まる。以上のような機能を通じて、オーナー情報更新部は仮想空間内での所有権の移転を効率的かつ公平に管理し、ユーザ間のインタラクションを促進している。 The owner information update unit updates the owner information of the location object when another user meets the occupancy conditions. The owner information update unit has a mechanism for updating the information when a new user occupies the location of an existing owner based on specific occupancy conditions. For example, when a new user performs an action that meets the occupancy conditions (e.g., staying in a specific place for a certain amount of time, completing a specific task, etc.), the owner information update unit updates the corresponding record in the database. The owner information update unit refers to real-world location information, item use history, time data, etc. to detect that the occupancy conditions have been met. This information is provided by the owner information management unit, or is obtained directly from a sensor, GPS, user input, etc. Once the new owner is determined, the information is sent to the owner information management unit, and the owner information of the corresponding location object is updated. In addition, when the owner is changed, it is common for the system to have a function for sending a notification to both the existing owner and the new owner. This will stimulate competition between users and increase engagement in games and services. Through the above functions, the owner information update unit efficiently and fairly manages the transfer of ownership in the virtual space, promoting interaction between users.
ゲームイベント提供部は、複数のユーザが占有条件を満たした場合に、特定のゲームイベントをトリガーとして新しいオーナー情報を登録する役割を果たす部分である。このゲームイベントは、例えばバトル形式、クイズ形式、またはオークション形式など、多様な形態を採ることが可能である。ゲームイベント提供部は、このようなイベントを自動的に生成し、ユーザに提供する。具体的には、占有条件が複数のユーザによって満たされた状況で発生するゲームイベントは、新しいオーナーを決定する手段となる。例えば、ユーザが特定の地点を占有するために必要な資源(ゲーム内通貨、アイテム等)を用いてバトルを行うケースが考えられる。このバトルの勝者が新しいオーナーとしてロケーションオブジェクトのオーナー情報に登録される。ゲームイベント提供部は、ゲームイベントのルール、進行状況、結果などを管理するとともに、それらの情報をオーナー情報管理部やオーナー情報登録部と連携して更新する。このようにして、ゲームイベント提供部は、複数のユーザ間での競争を公平かつ効率的に進行させ、新しいオーナーを選出する重要な役割を果たす。 The game event providing unit is a part that plays a role of registering new owner information when multiple users satisfy the occupancy conditions, triggered by a specific game event. This game event can take various forms, such as a battle format, a quiz format, or an auction format. The game event providing unit automatically generates such events and provides them to the user. Specifically, a game event that occurs when the occupancy conditions are satisfied by multiple users becomes a means of determining a new owner. For example, a case can be considered in which users battle using resources (in-game currency, items, etc.) required to occupy a specific location. The winner of this battle is registered in the owner information of the location object as the new owner. The game event providing unit manages the rules, progress, results, etc. of the game event, and updates the information in cooperation with the owner information management unit and the owner information registration unit. In this way, the game event providing unit plays an important role of fairly and efficiently progressing the competition between multiple users and selecting a new owner.
本実施の形態によるゲームイベント提供部は、ゲームオブジェクト配置部と勝敗判定部を有している。ゲームオブジェクト配置部は、仮想空間内にユーザが獲得可能なゲームオブジェクトを配置する。これらのゲームオブジェクトは、例えば特別なアイテム、武器、スキルなど、ユーザがゲーム内で使用できる様々な要素を提供する。これにより、ユーザはゲームオブジェクトを獲得することで、戦略や競り合いにおいて有利な状況を作り出すことが可能となる。勝敗判定部は、占有条件を満たした複数のユーザ間で発生するゲームイベントの勝者を選ぶ際、それぞれのユーザが獲得したゲームオブジェクトに基づいて勝敗を判定する。これにより、単純な位置情報や時間だけではなく、ユーザがゲーム内でどれだけ努力と戦略を組み合わせてきたかが勝敗に影響を与えるようになる。このような拡張によって、ゲーム内での競争はより深みを増し、戦略的な要素が強調される。ユーザは仮想空間内で獲得したゲームオブジェクトを駆使して他のユーザと競り合い、最終的には新しいロケーションオブジェクトのオーナーを決定する過程がより複雑かつエンゲージングなものとなる。これは、ゲームの長期的な魅力を高め、ユーザの継続的な参加を促す効果があると言える。 The game event providing unit according to this embodiment has a game object placement unit and a win/loss determination unit. The game object placement unit places game objects that users can acquire in the virtual space. These game objects provide various elements that users can use in the game, such as special items, weapons, and skills. As a result, users can create advantageous situations in strategy and competition by acquiring game objects. When selecting a winner of a game event that occurs between multiple users who satisfy the occupancy conditions, the win/loss determination unit determines the outcome based on the game objects acquired by each user. As a result, not only simple location information and time but also the amount of effort and strategy that the user has combined in the game will affect the outcome. Such an extension makes the competition in the game deeper and emphasizes strategic elements. Users compete with other users by making full use of the game objects acquired in the virtual space, and the process of ultimately determining the owner of the new location object becomes more complex and engaging. This can be said to have the effect of increasing the long-term appeal of the game and encouraging users to continue participating.
占有時間決定部は、特定のゲームイベント(例:じゃんけんゲーム)に勝利したユーザが、そのロケーションオブジェクトをどれだけの時間占有できるかを決定する役割を果たす。例えば、ゲームイベントでの勝利方の差が大きい場合、占有時間が長く設定される。逆に、勝利が僅差であった場合は、占有時間が短く設定されるといった具体的なロジックが考慮され得る。占有時間決定部は、以下のような情報を使用して占有時間を計算することができる。
・ゲームイベントの勝者と敗者のスコア差
・ゲームイベントで使用されたじゃんけんカードやその他のゲームオブジェクトの属性
・ゲームイベントが行われたロケーションオブジェクトの特性(例:人気度、過去の占有履歴など)
・勝者が所属するチームの情報
・イベント時間や期間(例:特定の時間帯や日に占有時間が変動するプロモーションなど)
これにより、ゲームシステムはさらに戦略的かつダイナミックな要素を持ち、プレイヤーはただ単にじゃんけんで勝つだけでなく、どのように勝つかも重要となる。さらに、ロケーションオブジェクトの占有に関する新たな戦略と緊張感が生まれ、ゲームのエンゲージメントが向上する可能性がある。
The occupancy time determination unit plays a role in determining how long a user who wins a particular game event (e.g., a rock-paper-scissors game) can occupy the location object. For example, if the margin of victory in a game event is large, the occupancy time is set to be long. Conversely, if the victory is close, the occupancy time is set to be short. Specific logic may be considered. The occupancy time determination unit may calculate the occupancy time using information such as the following:
・The score difference between the winner and loser of a game event ・The attributes of the rock-paper-scissors cards and other game objects used in the game event ・The characteristics of the location object where the game event took place (e.g. popularity, past occupancy history, etc.)
- Information about the team to which the winner belongs - Event time and duration (e.g. promotions where occupancy time varies depending on the time of day or date)
This gives the game system a more strategic and dynamic element, and players no longer simply have to win by rock-paper-scissors, but also have to think about how to win. In addition, new strategies and tension regarding the occupation of location objects may be created, improving game engagement.
図6を参照して、本実施の形態によるゲームイベントの説明を行う。本実施の形態によるゲームイベントは所謂じゃんけんゲームとしてもよい。この場合、ゲームオブジェクト配置部は、仮想空間内にじゃんけんカード(グー、チョキ、パー)を不作為に配置する。ユーザは仮想空間を探索することでこれらのカードを獲得し、後のゲームイベントで使用できる。獲得したじゃんけんカードの種類によって、戦略が大きく変わる可能性がある。勝敗判定部は、占有条件を満たした複数のユーザが存在する場合、ゲームイベントとしてじゃんけんゲームを発生させる。各ユーザは獲得したじゃんけんカードから一枚を選び、その結果によって勝者と新たなロケーションオブジェクトのオーナーが決定される。 A game event according to this embodiment will be described with reference to FIG. 6. The game event according to this embodiment may be a so-called rock-paper-scissors game. In this case, the game object placement unit randomly places rock-paper-scissors cards (rock, scissors, paper) in the virtual space. Users can acquire these cards by exploring the virtual space and use them in later game events. Depending on the type of rock-paper-scissors card acquired, strategies may change significantly. If there are multiple users who satisfy the occupancy conditions, the win/lose determination unit generates a rock-paper-scissors game as a game event. Each user selects one of the rock-paper-scissors cards they have acquired, and the winner and the owner of the new location object are determined based on the result.
じゃんけんゲームは、以下のような変形例としてもよい。
属性付きカード: 通常のじゃんけんカード(グー、チョキ、パー)に加えて、各カードには特定の属性(火、水、木など)も設定される。この属性が一致すると、特別なスキルが発動するといった戦略的な要素が加わる。
コンボシステム: 同じじゃんけんカードを複数回連続で使用すると、コンボが発生し、特定のボーナス効果が得られる。この要素によって、どのカードを獲得し保存するかの戦略が生まれる。
限定時間イベント: ロケーションオブジェクト付近で限定時間イベントが発生し、その時間内に勝利した場合、特別な報酬が得られる。これにより、ユーザは特定の時間や場所に集まる動機づけがされる。
チームプレイ: 複数のユーザが一つのチームを組み、合同でじゃんけんを行う。これによって、単純なじゃんけん以上の深い戦略や協力プレイが求められる。
逆転のチャンス: 敗北しても一定確率で「逆転のチャンス」が発生し、一回だけリベンジできる機会が提供される。これによって、ゲームの緊張感とエキサイティングな展開が生まれる。
カード交換: ユーザ間で獲得したじゃんけんカードを交換できる機能。これにより、ユーザ間のコミュニケーションと戦略性が一層高まる。
スペシャルカード: ごく稀に出現する特別なカード(例:倍力カード、属性全消去カードなど)によって、一気に形勢が逆転する可能性がある。
The rock-paper-scissors game may be modified as follows.
Cards with attributes: In addition to the usual rock-paper-scissors cards (rock, paper, scissors), each card is also assigned a specific attribute (fire, water, wood, etc.) When these attributes match, a special skill is activated, adding a strategic element.
Combo System: Using the same rock-paper-scissors card multiple times in succession will create a combo, granting certain bonus effects. This element creates strategy for which cards to acquire and save.
Limited-time events: Limited-time events occur near location objects, and if you win within that time, you can get a special reward. This motivates users to gather at a specific time or place.
Team play: Multiple users form a team and play rock-paper-scissors together. This requires deeper strategies and cooperative play than simple rock-paper-scissors.
Chance to turn things around: Even if you lose, there is a certain probability that a "chance to turn things around" will occur, giving you a chance to get revenge. This creates tension and excitement in the game.
Card Exchange: A feature that allows users to exchange Janken cards that they have acquired with each other, further enhancing communication and strategy between users.
Special Cards: Special cards (e.g. boost cards, cards that erase all attributes, etc.) that appear very rarely can turn the tide of battle in an instant.
<ハードウェア構成>
本発明のゲームサーバのハードウェア構成例を示す図である。図示された構成は一例であり、その他の構成が含まれていてもよく、同様の機能を有する要素と置換されていてもよい。更には、図示されるゲームサーバは、一の装置として表されているが、複数の装置を組み合わせて一の装置として構成してもよい。各機能ブロックは、例えばサーバ装置に備えられたハードウェア、DSP(Digital Signal Processor)、ソフトウェアの何れによっても構成することが可能である。例えばソフトウェアによって構成する場合、各機能ブロックは、実際にはコンピュータのCPU、RAM、ROMなどを備えて構成され、RAMやROM、ハードディスクまたは半導体メモリ等の記録媒体に記憶されたプログラムが動作することによって実現される。
<Hardware Configuration>
FIG. 1 is a diagram showing an example of a hardware configuration of a game server according to the present invention. The illustrated configuration is an example, and other configurations may be included, or elements having similar functions may be substituted. Furthermore, the illustrated game server is shown as a single device, but may be configured as a single device by combining multiple devices. Each functional block can be configured, for example, by hardware, a DSP (Digital Signal Processor), or software provided in the server device. For example, when configured by software, each functional block is actually configured with a computer's CPU, RAM, ROM, etc., and is realized by the operation of a program stored in a recording medium such as a RAM, ROM, hard disk, or semiconductor memory.
<データ構造>
図7に示されるように、ゲームサーバは、仮想空間生成情報とユーザ情報とゲームイベント実行情報を有している。仮想空間生成情報は、少なくとも、ロケーションオブジェクト情報と、オーナー情報と、コンテンツ情報を有している。なお、一部の情報は、外部の端末から提供されているものを利用することとしてもよく、すべての情報が常に記憶部に格納されていなくてもよい。
<Data structure>
As shown in Fig. 7, the game server has virtual space generation information, user information, and game event execution information. The virtual space generation information has at least location object information, owner information, and content information. Note that some of the information may be provided by an external terminal, and all of the information does not necessarily have to be stored in the storage unit at all times.
仮想空間生成情報は、ユーザ端末に実空間と対応した仮想的な空間を表示するために必要な情報である。仮想空間生成情報は、ロケーションオブジェクト情報と、オーナー情報と、コンテンツ情報を利用する。仮想空間生成情報は3Dマップ、3Dオブジェクト、エフェクト、イメージ、テキスト等のデータとしてもよい。 The virtual space generation information is information necessary to display a virtual space that corresponds to real space on a user terminal. The virtual space generation information uses location object information, owner information, and content information. The virtual space generation information may be data such as a 3D map, 3D objects, effects, images, and text.
ロケーションオブジェクト情報は、仮想空間に配置されるロケーションオブジェクトを表示するために必要な情報である。ロケーションオブジェクトは、実空間に存在するロケーションをオブジェクト化したものである。実空間に存在するロケーションは、例えば、高速道路、有料道路、一般国道、主要地方道、一般都道府県道、鉄道、地下鉄、鉄道・駅舎、駅・地下鉄、海、川、湖沼、交差点名、緑地、ゴルフ場、公園、サービスエリア、パーキングエリア、料金所、駐車場/旅の駅/道の駅、トンネル、橋、インターチェンジ、都道府県庁、市区町村役場、警察署・交番、消防署、病院、郵便局、公民館 等、官公署/裁判所/大使館 等、城・城跡、陵墓、山岳(総称)・山脈名、小学校、中学校、高校、高専 等、大学、幼稚園、発電所、神社、寺院、電話局・電話基地局、フェリーターミナル、空港/飛行場、ヘリポート、キリスト教会・天主堂、墓地、工場、灯台、基地、温泉、公園/庭園/緑地、遊園地/テーマパーク、観光農園/観光牧場、競技場、野球場、体育館、競馬場、モータースポーツ施設、海水浴場/プール、ヨットハーバー・マリーナ、スキー場、ゴルフ場、キャンプ場、動物園、水族館、植物園、美術館/博物館/図書館等、ホール/劇場、デパート、ショッピングセンター、ガソリンスタンド、ホテル、銀行、自動車学校、テニスコート、コンビニエンスストア、スーパーなどが例示でき、構造物に限らず、土地、地域、領域、河川、湖沼など一定の面積を持った場所も含まれる。 Location object information is information necessary to display location objects placed in virtual space. Location objects are objects that represent locations that exist in real space. Locations that exist in real space include, for example, expressways, toll roads, general national highways, major regional roads, general prefectural roads, railways, subways, railway and station buildings, stations and subways, oceans, rivers, lakes, intersection names, green spaces, golf courses, parks, service areas, parking areas, toll booths, parking lots/travel stations/roadside stations, tunnels, bridges, interchanges, prefectural offices, city/town/village offices, police stations/police boxes, fire stations, hospitals, post offices, community centers, etc., government offices/courts/embassies, etc., castles and castle ruins, mausoleums, mountains (general term)/mountain range names, elementary schools, junior high schools, high schools, technical colleges, etc., universities, kindergartens, power plants, shrines, temples, telephone exchanges/telephone base stations, ferry terminals, airports/airports. Examples include heliports, Christian churches and cathedrals, cemeteries, factories, lighthouses, bases, hot springs, parks/gardens/green spaces, amusement parks/theme parks, tourist farms/drinking ranches, stadiums, baseball fields, gymnasiums, horse racing tracks, motorsport facilities, beaches/swimming pools, yacht harbors/marinas, ski resorts, golf courses, campsites, zoos, aquariums, botanical gardens, art galleries/museums/libraries, halls/theaters, department stores, shopping centers, gas stations, hotels, banks, driving schools, tennis courts, convenience stores, and supermarkets, and are not limited to structures, but also include places with a certain area such as land, regions, territories, rivers, and lakes.
オーナー情報は、ロケーションオブジェクトを所有しているオーナーの情報である。ロケーションオブジェクトは、所定の取引プラットフォームにおいて取引される。ゲームサーバは、オーナー情報を最新のものに維持・更新する。 Owner information is information about the owner who owns the location object. Location objects are traded on a specified trading platform. The game server maintains and updates the owner information to keep it up to date.
コンテンツ情報は、オーナーに関連付けられたコンテンツ情報である。コンテンツの例としては、当該オーナーが作成したアート、キャラクタ、ドメインネーム、音楽、映像、写真、声、カード、他の仮想空間の土地、ポイントであってもよい。これらは、オーナーが管理し保有しているものであってもよいし、当該オーナーが作成したものとして証明され他のユーザが管理又は所有しているコンテンツであってもよい。 Content information is content information associated with the owner. Examples of content may be art, characters, domain names, music, videos, photos, voices, cards, land in other virtual spaces, and points created by the owner. These may be content managed and owned by the owner, or content certified as having been created by the owner and managed or owned by other users.
ユーザ情報は、本システムを利用するユーザ端末とオーナー端末のそれぞれをユーザと対応付けた情報である。典型的には、ユーザID、所持しているじゃんけんカード、パスワード、決済情報、端末の固有識別情報、連絡先情報を有していてもよい。 User information is information that associates each user terminal and owner terminal that uses this system with a user. Typically, it may include a user ID, a rock-paper-scissors card that the user possesses, a password, payment information, unique identification information for the terminal, and contact information.
ゲームイベント実行情報は、例えば、次のような情報を有している。
じゃんけんカード情報: カードの種類(グー、チョキ、パー)、任意で付加される属性(火、水、木など)、カードのユニーク識別子を保存する。
ゲームイベント: 実施されるゲームイベントの情報を格納。どのロケーションで何時にどのようなイベントが行われるか、報酬等が管理される。
戦績・履歴: 各ユーザやロケーションで過去に行われたじゃんけんの結果、獲得した報酬、使用されたカードなどの履歴が管理される。
勝敗判定ロジック: じゃんけんの勝敗を判定するロジック。これはデータ構造というよりはアルゴリズムや関数になるが、どのカードがどのカードに勝つという基本的なルールと、追加要素(属性、コンボ等)による影響を計算する。
チーム情報: ユーザが所属するチームの情報。チームメンバーのリスト、チームでの勝敗記録、チームに対する特別なイベントや報酬など。
インセンティブ情報: 勝敗の各種インセンティブの種類、条件、報酬を格納。
The game event execution information includes, for example, the following information:
Rock-Paper-Scissors Card Information: Stores the card type (Rock, Paper, Scissors), optional attributes (fire, water, wood, etc.), and a unique identifier for the card.
Game Event: Stores information about game events to be held. This manages what events will be held at what location, when, and rewards.
Results and History: The results of past rock-paper-scissors games played by each user and location, rewards won, cards used, and other history are managed.
Win/Loss Determination Logic: The logic that determines the winner of rock-paper-scissors. This is an algorithm or function rather than a data structure, but it calculates the basic rules of which card wins against which card, and the effects of additional elements (attributes, combos, etc.).
Team Info: Information about the team the user belongs to, such as a list of team members, the team's win/loss record, and special events and rewards for the team.
Incentive information: Stores the types, conditions, and rewards of various incentives for winning or losing.
<処理の流れ>
図8に示されるように、本発明の実施の形態は以下のステップによって構成される。
ステップS1:仮想空間生成
実空間の地理情報に基づいて、仮想空間生成部が仮想空間を生成する。この仮想空間内には、実空間に存在するロケーションに対応する「ロケーションオブジェクト」が配置される。
ステップS2:オーナー情報管理
オーナー情報管理部が、各ロケーションオブジェクトのオーナー情報を記録・管理する。
ステップS3:ユーザ位置情報の取得と表示
ユーザの実空間における位置情報を取得し、その情報に基づいて仮想空間内の対応する位置に「ユーザオブジェクト」を表示する。
ステップS4:占有条件の判定
ユーザとロケーションとの位置関係など、特定の「占有条件」が満たされたかどうかを判定する。
ステップS5:ゲームイベントの実施
ステップS4で占有条件が満たされた場合、ゲームイベント提供部がゲームイベントを開始する。このゲームイベントには、仮想空間内で獲得可能な「ゲームオブジェクト」が配置される。
ステップS6:勝敗判定と新オーナー登録
ゲームイベントに参加した複数のユーザが占有条件を満たした場合、勝敗判定部がゲームオブジェクトに基づいて勝者(新オーナー)を判定する。
ステップS7:占有時間の設定
勝者が決定した後、占有時間決定部がそのユーザの占有時間を設定する。
ステップS8:新オーナー情報の更新
勝者(新オーナー)の情報をオーナー情報管理部が更新する。
以上のステップにより、本発明は実空間と連携した仮想空間内でのロケーションの所有権を、高度なエンゲージメントと公平性をもって決定する。
<Processing flow>
As shown in FIG. 8, the embodiment of the present invention comprises the following steps.
Step S1: Virtual Space Generation Based on the geographic information of the real space, the virtual space generation unit generates a virtual space. In this virtual space, "location objects" corresponding to locations existing in the real space are placed.
Step S2: Owner Information Management The owner information management unit records and manages the owner information of each location object.
Step S3: Obtaining and displaying user position information. Obtain information about the user's position in real space, and display a "user object" at the corresponding position in the virtual space based on that information.
Step S4: Determining Occupancy Conditions It is determined whether or not a specific "occupancy condition" such as the positional relationship between the user and the location is satisfied.
Step S5: Implementing the Game Event If the occupancy condition is satisfied in step S4, the game event providing unit starts the game event. In this game event, "game objects" that can be acquired in the virtual space are placed.
Step S6: Win/Loss Determination and New Owner Registration When a plurality of users participating in the game event fulfills the occupancy condition, the win/loss determination unit determines the winner (new owner) based on the game objects.
Step S7: Setting of Occupancy Time After the winner is determined, the occupation time determination unit sets the occupation time of the user.
Step S8: Updating New Owner Information The owner information management section updates the winner (new owner) information.
Through the above steps, the present invention determines ownership of locations in a virtual space linked to a real space with a high degree of engagement and fairness.
<他の実施例>
本発明の実施例に追加して又は一部置換して実施可能な構成例を以下に列記する。
1. ゲーム対戦部
1.1 ターン制戦略ゲーム: オーナー同士がターン制の戦略ゲームで対戦し、所有権を賭ける。
1.2 リアルタイム対戦: オーナーがリアルタイムで対戦し、速度と反射力も評価される形式。
1.3 AI対戦: オーナーが自らのAIを設計し、AI同士で対戦する。
1.4 チーム対戦: オーナーが複数人でチームを組み、グループ対戦を行う。
2. 所有権変動アルゴリズム
2.1 点数制: 勝利数や獲得ポイントに応じて所有権が変動。
2.2 オークション形式: ゲームで獲得したポイントを用いて、オーナーが所有権をオークションで競り合う。
2.3 ランダム要素: 一定の確率で特別なイベントが発生し、その結果によって所有権が大きく変動。
2.4 時限制: 一定時間内に最も高いスコアを出したオーナーが所有権を獲得。
3. ゲーム-リアル連携部
3.1 リアルイベントトリガー: 特定の実世界のイベント(例:祭り、セールなど)がゲーム内で特別なバトルを引き起こす。
3.2 位置情報連携: オーナーのリアルワールドでの位置情報がゲーム内で特別な能力やアイテムにつながる。
3.3 時間依存: ゲーム内のイベントが実世界の時間帯に依存して発生。
4. インセンティブ再設計
4.1 成長型インセンティブ: バトルを重ねるごとに獲得できるインセンティブが増加。
4.2 スキルベースインセンティブ: 特定のスキルや達成に応じて、種類の異なるインセンティブが付与。
4.3 ランキングインセンティブ: 期間内のパフォーマンスによるランキングで、上位者に追加インセンティブ。
5. ユーザエンゲージメント機能
5.1 観戦ボーナス: バトルを観戦するユーザにもインセンティブが与えられる。
5.2 参加型: ユーザが短期間オーナーになれる「ゲストオーナー」制度。
5.3 コミュニティ投票: ユーザがバトルの一部を投票で決定し、参加感を高める。
<Other Examples>
Examples of configurations that can be implemented in addition to or as a partial replacement for the embodiments of the present invention are listed below.
1. Game Competition 1.1 Turn-based Strategy Game: Owners compete against each other in a turn-based strategy game, betting on ownership.
1.2 Real-time Battle: Owners compete in real time, with speed and reflexes also being evaluated.
1.3 AI Battle: The owner designs his own AI and the AIs battle it out against each other.
1.4 Team Battle: Owners form teams with multiple people and play in group battles.
2. Ownership change algorithm 2.1 Points system: Ownership changes according to the number of wins and points earned.
2.2 Auction Format: Using points earned in the game, owners compete in an auction for ownership.
2.3 Random element: Special events occur with a certain probability, and ownership can fluctuate greatly depending on the results.
2.4 Timed: The owner who gets the highest score within a certain time period wins the ownership.
3. Game-Real Linkage 3.1 Real Event Trigger: A specific real-world event (e.g. festival, sale, etc.) triggers a special battle in the game.
3.2 Location Information Linkage: The owner's real-world location information is linked to special abilities and items in the game.
3.3 Time Dependency: In-game events occur depending on the time of day in the real world.
4. Incentive redesign 4.1 Growing incentives: The incentives you can earn will increase with each battle.
4.2 Skill-Based Incentives: Different types of incentives are given depending on specific skills and achievements.
4.3 Ranking Incentive: Additional incentives will be awarded to those who rank highly based on their performance during the period.
5. User Engagement Features 5.1 Spectating Bonus: Incentives are also given to users who watch battles.
5.2 Participation type: A "guest owner" system in which users can become owners for a short period of time.
5.3 Community Voting: Users can vote to decide parts of the battle, increasing the sense of participation.
本願書類の実施例において述べた発明例は、本願書類で説明されたものに限らず、その技術的思想の範囲内で、種々の例に適用できることはいうまでもない。例えば、本願書類の実施例において、情報処理装置の画面に提示される情報は、他の情報処理装置における画面で表示できるために前記他の情報処理装置に対して送信できるよう、各実施例のシステムが構成されてもよい。 It goes without saying that the invention examples described in the embodiments of this application document are not limited to those described in this application document, but can be applied to various examples within the scope of the technical concept. For example, in the embodiments of this application document, the system of each embodiment may be configured so that information presented on the screen of an information processing device can be transmitted to another information processing device so that it can be displayed on the screen of the other information processing device.
また、本願書類で説明される処理及び手順は、実施形態において明示的に説明されたものによってのみならず、ソフトウェア、ハードウェア又はこれらの組み合わせによっても実現可能なものであってよい。また、本願書類で説明される処理及び手順は、それらの処理・手順をコンピュータプログラムとして実装し、各種のコンピュータに実行させることが可能であってよい。またこれらのコンピュータプログラムは、記憶媒体に記憶されてよい。また、これらのプログラムは、非一過性又は一時的な記憶媒体に記憶されてよい。 Furthermore, the processes and procedures described in this application document may be realizable not only by those explicitly described in the embodiments, but also by software, hardware, or a combination of these. Furthermore, the processes and procedures described in this application document may be implemented as computer programs and executed by various computers. Furthermore, these computer programs may be stored in storage media. Furthermore, these programs may be stored in non-transient or temporary storage media.
本発明に含まれる構成を明示すると以下のとおりである。
(構成1)
実空間の地理情報に基づいて生成された仮想空間と;前記実空間に存在するロケーションに対応するロケーションオブジェクトと;前記実空間におけるユーザの位置に基づいて前記仮想空間内の対応する位置に表示するユーザオブジェクトと;を生成する仮想空間生成部と、
前記ロケーションオブジェクトのオーナー情報を管理するオーナー情報管理部と、
前記実空間において、前記ユーザと前記ロケーションとの位置関係を含む占有条件を満たした場合に前記ロケーションオブジェクトの前記オーナー情報を当該ユーザとして登録するオーナー情報登録部と、
複数の前記ユーザが前記占有条件を満たした場合に所定のゲームイベントによって決定された一の前記ユーザを新オーナー情報として登録するゲームイベント提供部と、を備える、
ゲームサーバ。
(構成2)
構成1に記載のゲームサーバであって、
前記ゲームイベント提供部は、
前記仮想空間内に前記ユーザが獲得可能なゲームオブジェクトを配置するゲームオブジェクト配置部と、
複数の前記ユーザが前記占有条件を満たした場合に、前記ユーザのそれぞれが保有する前記ゲームオブジェクトに基づいて勝敗を判定する勝敗判定部とを備えている、
ゲームサーバ。
(構成3)
構成1に記載のゲームサーバであって、
前記ゲームイベント提供部は、
前記ゲームイベントの結果に応じて、前記新オーナー情報として登録される時間を決定する占有時間決定部を更に備える、
ゲームサーバ。
(構成4)
ユーザ端末と、ゲームサーバとを含むゲームシステムであって、
前記ゲームサーバは、
実空間の地理情報に基づいて生成された仮想空間と;前記実空間に存在するロケーションに対応するロケーションオブジェクトと;前記実空間における前記ユーザ端末の位置に基づいて前記仮想空間内の対応する位置に表示するユーザオブジェクトと;を生成する仮想空間生成部と、
前記ロケーションオブジェクトのオーナー情報を管理するオーナー情報管理部と、
前記実空間において、前記ユーザ端末と前記ロケーションとの位置関係を含む占有条件を満たした場合に前記ロケーションオブジェクトの前記オーナー情報を当該ユーザ端末として登録するオーナー情報登録部と、
複数の前記ユーザ端末が前記占有条件を満たした場合に所定のゲームイベントによって決定された一の前記ユーザ端末を新オーナー情報として登録するゲームイベント提供部と、を備える、
ゲームシステム。
The configurations included in the present invention are as follows.
(Configuration 1)
a virtual space generation unit that generates a virtual space based on geographic information of a real space; a location object corresponding to a location existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a user's position in the real space;
an owner information management unit for managing owner information of the location object;
an owner information registration unit that registers the owner information of the location object as the user when an occupancy condition including a positional relationship between the user and the location in the real space is satisfied;
a game event providing unit that registers one of the users determined by a predetermined game event as new owner information when the plurality of users satisfy the occupancy condition,
Game server.
(Configuration 2)
2. The game server according to claim 1,
The game event providing unit includes:
a game object placement unit that places game objects obtainable by the user in the virtual space;
a winning/losing determination unit that determines a winning or losing outcome based on the game objects owned by each of the users when the plurality of users satisfy the occupancy condition.
Game server.
(Configuration 3)
2. The game server according to claim 1,
The game event providing unit includes:
an occupancy time determination unit that determines a time to be registered as the new owner information according to a result of the game event;
Game server.
(Configuration 4)
A game system including a user terminal and a game server,
The game server includes:
a virtual space generation unit that generates a virtual space based on geographic information of a real space; a location object corresponding to a location existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a position of the user terminal in the real space;
an owner information management unit for managing owner information of the location object;
an owner information registration unit that registers the owner information of the location object as the user terminal when an occupancy condition including a positional relationship between the user terminal and the location in the real space is satisfied;
a game event providing unit that registers one of the user terminals determined by a predetermined game event as new owner information when the plurality of user terminals satisfy the occupancy condition;
Game system.
100 実空間
102、104 ロケーション
106 道路
110 ユーザ
200 仮想空間
202、204 ロケーションオブジェクト
206 道路オブジェクト
100 Real space 102, 104 Location 106 Road 110 User 200 Virtual space 202, 204 Location object 206 Road object
Claims (4)
前記ロケーションオブジェクトのオーナー情報を管理するオーナー情報管理部と、
前記実空間において、前記ユーザと前記ロケーションとの位置関係を含む占有条件を満たした場合に前記ロケーションオブジェクトの前記オーナー情報を当該ユーザとして登録するオーナー情報登録部と、
複数の前記ユーザが前記占有条件を満たした場合に所定のゲームイベントによって決定された一の前記ユーザを新オーナー情報として登録するゲームイベント提供部と、を備える、
ゲームサーバ。 a virtual space generation unit that generates a virtual space based on geographic information of a real space; a location object corresponding to a location existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a user's position in the real space;
an owner information management unit for managing owner information of the location object;
an owner information registration unit that registers the owner information of the location object as the user when an occupancy condition including a positional relationship between the user and the location in the real space is satisfied;
a game event providing unit that registers one of the users determined by a predetermined game event as new owner information when the plurality of users satisfy the occupancy condition,
Game server.
前記ゲームイベント提供部は、
前記仮想空間内に前記ユーザが獲得可能なゲームオブジェクトを配置するゲームオブジェクト配置部と、
複数の前記ユーザが前記占有条件を満たした場合に、前記ユーザのそれぞれが保有する前記ゲームオブジェクトに基づいて勝敗を判定する勝敗判定部とを備えている、
ゲームサーバ。 2. The game server according to claim 1,
The game event providing unit includes:
a game object placement unit that places game objects obtainable by the user in the virtual space;
a winning/losing determination unit that determines a winning or losing outcome based on the game objects owned by each of the users when the plurality of users satisfy the occupancy condition.
Game server.
前記ゲームイベント提供部は、
前記ゲームイベントの結果に応じて、前記新オーナー情報として登録される時間を決定する占有時間決定部を更に備える、
ゲームサーバ。 2. The game server according to claim 1,
The game event providing unit includes:
an occupancy time determination unit that determines a time to be registered as the new owner information according to a result of the game event;
Game server.
前記ゲームサーバは、
実空間の地理情報に基づいて生成された仮想空間と;前記実空間に存在するロケーションに対応するロケーションオブジェクトと;前記実空間における前記ユーザ端末の位置に基づいて前記仮想空間内の対応する位置に表示するユーザオブジェクトと;を生成する仮想空間生成部と、
前記ロケーションオブジェクトのオーナー情報を管理するオーナー情報管理部と、
前記実空間において、前記ユーザ端末と前記ロケーションとの位置関係を含む占有条件を満たした場合に前記ロケーションオブジェクトの前記オーナー情報を当該ユーザ端末として登録するオーナー情報登録部と、
複数の前記ユーザ端末が前記占有条件を満たした場合に所定のゲームイベントによって決定された一の前記ユーザ端末を新オーナー情報として登録するゲームイベント提供部と、を備える、
ゲームシステム。
A game system including a user terminal and a game server,
The game server includes:
a virtual space generation unit that generates a virtual space based on geographic information of a real space; a location object corresponding to a location existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a position of the user terminal in the real space;
an owner information management unit for managing owner information of the location object;
an owner information registration unit that registers the owner information of the location object as the user terminal when an occupancy condition including a positional relationship between the user terminal and the location in the real space is satisfied;
a game event providing unit that registers one of the user terminals determined by a predetermined game event as new owner information when the plurality of user terminals satisfy the occupancy condition;
Game system.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/JP2023/038585 WO2025088738A1 (en) | 2023-10-25 | 2023-10-25 | Game server and game system |
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| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/JP2023/038585 WO2025088738A1 (en) | 2023-10-25 | 2023-10-25 | Game server and game system |
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| WO2025088738A1 true WO2025088738A1 (en) | 2025-05-01 |
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