US 11,724,203 B2
Server device, method for controlling the same, and computer-readable recording medium
Koichi Suzuki, Tokyo (JP)
Assigned to GREE, INC., Tokyo (JP)
Filed by GREE, INC., Tokyo (JP)
Filed on Dec. 10, 2021, as Appl. No. 17/548,290.
Application 17/548,290 is a continuation of application No. 16/712,661, filed on Dec. 12, 2019, granted, now 11,219,834.
Application 16/712,661 is a continuation of application No. 14/316,656, filed on Jun. 26, 2014, granted, now 10,537,813, issued on Jan. 21, 2020.
Claims priority of application No. 2013-136890 (JP), filed on Jun. 28, 2013; and application No. 2013-232978 (JP), filed on Nov. 11, 2013.
Prior Publication US 2022/0096939 A1, Mar. 31, 2022
Int. Cl. A63F 13/822 (2014.01); A63F 13/795 (2014.01)
CPC A63F 13/822 (2014.09) [A63F 13/795 (2014.09)] 17 Claims
OG exemplary drawing
 
1. A non-transitory computer-readable recording medium or media storing instructions that are readable by a computer that provides a game in which a plurality of players join a group to play as a team and that is connected to terminal devices operated by the players via a communication line, the instructions, when executed by the computer, cause the computer to:
enable, via a display of a terminal device of a first player, identification of a player of the players as a candidate player supposed to participate in a second group, in association with information identifying a group that the player is currently associated with;
receive, from a terminal device of the player, a notification on acceptance of participation in the second group;
determine whether a number of players supposed to participate in the second group reaches a predetermined number based on the notification;
update and store the second group as a current group for the players supposed to participate in the second group, when the number of players supposed to participate in the second group reaches the predetermined number;
permit the player to continue to participate in the group that the player is currently associated with until the number of players supposed to participate in the second group reaches the predetermined number; and
execute an event between the group that the player is currently associated with and another group based on a predetermined schedule, regardless of whether information about the another group is stored.