Computer system and object management control method

JP7887348B2Active Publication Date: 2026-07-09BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2022199183
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-12-14
Publication Date
2026-07-09
Estimated Expiration
2042-12-14

AI Technical Summary

Technical Problem

Existing technologies lack a mechanism to grant privileges to users who quickly obtain a first item in a virtual world, such as a newly appearing game object, and similarly, there is no mechanism to reward users for acquiring unique virtual objects in a metaverse virtual space.

Method used

A computer system with detection means to identify first and later users of a virtual object, benefit granting control to reward the first user, and mechanisms to adjust rewards based on elapsed time, number of users, object usage, and user information, within event periods.

Benefits of technology

Enables rewarding the first user to acquire a new virtual object with benefits tailored to the object's generation process, usage, and user information, enhancing engagement and recognition in virtual environments.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a mechanism which detects that a user has obtained a first item object appearing in a game world, and gives the user a privilege.SOLUTION: A server system 1100 detects that a first item object, which is a game object satisfying a predetermined first item condition, has appeared in the game world, and that a predetermined first item acquisition approval condition, which indicates that a user has acquired the first item object, has been satisfied (first item detection). Further, the server system 1100, after the first item detection, detects that a predetermined subsequent condition including at least an equivalent object having appeared in the game world, which is a game object satisfying a predetermined equivalent condition with the first object, has been satisfied (subsequent detection). Then, when the subsequent detection is performed, the server system 1100 performs privilege control for giving a predetermined privilege to the user who obtains the first item object.SELECTED DRAWING: Figure 14
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Description

Technical Field

[0001] The present invention relates to a computer system that controls the management of virtual objects and the like.

Background Art

[0002] For example, Patent Document 1 discloses a technique for granting a privilege to a user when the user's game play satisfies a given achievement condition.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] As technologies for granting privileges to game players (users) when they satisfy given conditions, there are various technologies in addition to the technology disclosed in Patent Document 1. However, there has been no mechanism for granting a privilege to a user who quickly obtains a game object that can be said to be a "first item" in the game, such as a game object that newly appears in the game world for the first time.

[0005] In addition, although the problems related to the game world have been described, for example, virtual objects (virtual objects) in a metaverse virtual world (which can also be said to be a virtual space) have had the same problems.

[0006] The problem to be solved by the present invention is to provide a technology for realizing a mechanism for detecting that a user has obtained a first item object that has appeared in a virtual world and granting a privilege to the user.

Means for Solving the Problems

[0007] The first invention for solving the above problems is a computer system that controls the management of virtual objects for each user that can be used in a predetermined virtual world, and comprises: detection means (for example, a first item detection unit 243 in Figure 14) for detecting that a first item, which is a virtual object that satisfies predetermined first item conditions, has appeared in the virtual world and that a predetermined first item acquisition certification condition has been met, indicating that any user has acquired the first item (hereinafter referred to as the "first item acquiring user"); late item detection means (for example, a late item detection unit 249 in Figure 14) for detecting, after the detection by the detection means, that a corresponding object, which is a virtual object that satisfies predetermined corresponding conditions to the first item, has met predetermined late item conditions; and benefit granting control means (for example, a benefit granting control unit 251 in Figure 14) for performing benefit control to grant a given benefit to the first item acquiring user when detection by the late item detection means has been made.

[0008] According to the first invention, when a new object appears in the virtual world, and it is detected that any user has acquired the new object as the first to acquire it (hereinafter also referred to as "new object detection"), and then it is detected that a corresponding object equivalent to the new object has appeared in the virtual world (hereinafter also referred to as "later detection"), a reward can be given to the first to acquire the new object. This makes it possible to realize a mechanism that gives rewards to users who acquire a new object that has appeared in the virtual world.

[0009] Furthermore, the second invention is a computer system in which, in the above invention, the later acquisition detection means includes the fact that a user other than the initial acquisition user (hereinafter referred to as a "later user") has acquired the equivalent object in the later acquisition condition and detects that the later acquisition condition has been met.

[0010] According to the second invention, detection of a later user acquiring the corresponding object, separate from the initial user, can be performed as a later user detection, and when such later user detection occurs, a benefit can be granted to the initial user.

[0011] Furthermore, the third invention is a computer system in which, in the above invention, the benefit granting control means controls the change of the benefit based on the elapsed time from detection by the detection means to detection by the subsequent detection means.

[0012] According to the third invention, it becomes possible to provide the first-to-acquire user with benefits corresponding to the elapsed time from the first-to-acquire item to the subsequent-to-acquire item.

[0013] Furthermore, the fourth invention is a computer system in the above invention in which the benefit granting control means controls the change of the benefit based on the number of later users who have obtained the equivalent object, and / or the number of equivalent objects that satisfy the later user conditions.

[0014] According to the fourth invention, it becomes possible to grant benefits to the first user to acquire an item, based on the number of later users who acquire the corresponding object, or based on the number of corresponding objects that meet the conditions for later acquisition.

[0015] Furthermore, the fifth invention is a computer system in which, in the above invention, the later-entry detection means includes in the later-entry condition that a user other than the first-entry user has used the equivalent object in the virtual world, and detects that the later-entry condition has been met.

[0016] According to the fifth invention, when a later user uses the corresponding object, the first user to acquire it can be given a benefit.

[0017] Furthermore, the sixth invention is a computer system in which, in the above invention, the benefit granting control means controls the change of the benefit based on the number of times the corresponding object has been used as detected by the subsequent detection means.

[0018] According to the sixth invention, it becomes possible to grant benefits to the first user to acquire an object in proportion to the number of times later users have used that object.

[0019] Further, the seventh invention is a computer system which, in the above invention, the first product acquisition certification conditions include the number condition for certifying as the first product acquisition user, and the detection means performs the detection until the number condition is not satisfied.

[0020] According to the seventh invention, a plurality of users can be certified as first product acquisition users.

[0021] Further, the eighth invention is a computer system which, in the above invention, the first product acquisition certification conditions include the condition related to the number of the virtual objects determined as the first product objects, and the detection means performs the detection until the condition related to the number of the virtual objects is not satisfied.

[0022] According to the eighth invention, a plurality of virtual objects can be determined as first product objects.

[0023] Further, the ninth invention is a computer system which, in the above invention, the privilege granting control means performs control to change the privilege based on the rank detected by the detection means.

[0024] According to the ninth invention, it becomes possible to grant a privilege corresponding to the certification order to the first product acquisition user.

[0025] Further, the tenth invention is a computer system which, in the above invention, further includes an event period setting means (for example, the event period setting unit 241 in FIG. 14) for setting a given event period, and the detection means performs the detection within the event period.

[0026] According to the tenth invention, it becomes possible to perform first product detection only within the event period.

[0027] Moreover, the eleventh invention is a computer system in the above invention, wherein the privilege granting control means performs control to change the privilege based on the timing of detection by the detection means within the event period and grant it to the first product acquisition user.

[0028] According to the eleventh invention, for example, it becomes possible to grant a privilege corresponding to whether the timing of first product detection is the initial stage or the later stage of the event period to the first product acquisition user.

[0029] Moreover, the twelfth invention is a computer system in the above invention, further comprising a late detection determination period setting means (for example, the late detection determination period setting unit 247 in FIG. 14) for setting a given late detection determination period, and the late detection means performs detection as to whether the late detection conditions are satisfied within the late detection determination period.

[0030] According to the twelfth invention, it becomes possible to perform late detection only within the late detection determination period.

[0031] Moreover, the thirteenth invention is a computer system in the above invention, wherein the late detection determination period setting means variably sets the late detection determination period based on the user information of the first product acquisition user.

[0032] According to the thirteenth invention, it becomes possible to set the late detection determination period to a length corresponding to the user information of the first product acquisition user.

[0033] Moreover, the fourteenth invention is a computer system in the above invention, further comprising an object generation means (for example, the generation processing unit 231 in FIG. 14) for generating the virtual object based on a user's operation input, and the detection means determines the user-generated object, which is the virtual object generated by the object generation means, as the first product object when the user-generated object satisfies the first product conditions.

[0034] According to the 14th invention, if a user-generated object is a first-of-its-kind object that satisfies the conditions for being the first of its kind, the creator user can be recognized as the first-of-its-kind user.

[0035] Furthermore, the 15th invention is a computer system in which, in the above invention, the benefit granting control means controls the user-generated object to change the benefit based on the generation process information generated by the object generation means when the initial object is the user-generated object.

[0036] According to the 15th invention, when a user-generated object is a first-of-its-kind object that satisfies the conditions for being a first-of-its-kind object, it becomes possible to grant the user who acquired the first-of-its-kind object a benefit corresponding to the generation process information of the user-generated object.

[0037] Furthermore, the sixteenth invention is a computer system in which, in the above invention, the object generation means generates the virtual object using a given material object, the generation process information includes information about the material object, and the benefit granting control means performs control to change the benefit based on the information about the material object.

[0038] According to the 16th invention, when a user-generated object is a first-of-its-kind object that satisfies the conditions for being a first-of-its-kind object, it becomes possible to grant the user who acquired the first-of-its-kind object a reward corresponding to the material objects used to generate the user-generated object.

[0039] Furthermore, the 17th invention is a computer system that further comprises a means for setting a late-generation determination period (for example, the late-generation determination period setting unit 247 in Figure 14) for setting a given late-generation determination period, wherein the late-generation detection means detects that the late-generation conditions have been met within the late-generation determination period, and the late-generation determination period setting means sets the late-generation determination period variably based on the generation process information.

[0040] According to the 17th invention, when a user-generated object is a first-generation object that satisfies the first-generation conditions, it becomes possible to set a later-generation determination period with a length corresponding to the generation process information of the user-generated object.

[0041] Furthermore, the 18th invention is a computer system that, in the above invention, further comprises an analysis means for analyzing the initial object, wherein the subsequent determination period setting means sets the subsequent determination period based on the analysis results of the analysis means.

[0042] According to the 18th invention, it becomes possible to set the subsequent character determination period to be longer or shorter depending on the analysis results of the initial character.

[0043] Furthermore, the 19th invention is a computer system in which, in the above invention, the initial condition does not satisfy the equivalent condition with respect to a virtual object that has already appeared in the virtual world.

[0044] According to the 19th invention, game objects that do not meet the equivalent conditions for game objects that have already appeared in the virtual world can be determined to be new objects.

[0045] Furthermore, the 18th invention is an object management control method for which a computer system manages virtual objects of each user that can be used in a predetermined virtual world, and includes detecting that a predetermined first-item acquisition certification condition has been met, which indicates that a first-item object, which is a virtual object that satisfies predetermined first-item conditions, has appeared in the virtual world and that any user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"), detecting, after the detection that the first-item acquisition certification condition has been met, that a corresponding object, which is a virtual object that satisfies predetermined corresponding conditions to the first-item object, has met predetermined late-item conditions, and, when the detection that the late-item conditions have been met, performing a benefit control to grant a given benefit to the first-item acquisition user.

[0046] According to the 18th invention, an object management control method that produces the same effects as the first invention can be realized. [Brief explanation of the drawing]

[0047] [Figure 1] A diagram showing an example of the overall structure of the game system. [Figure 2] A diagram showing an example of the device configuration of a user terminal. [Figure 3] An example of a game's home screen. [Figure 4] A diagram showing an example of screen transitions from the "Create" menu. [Figure 5] A diagram showing an example of the data structure of event definition data. [Figure 6] A diagram to explain the outline of a creative event. [Figure 7] A diagram showing an example of setting a follow-up assessment period. [Figure 8] A diagram illustrating other examples of setting follow-up assessment periods. [Figure 9] A diagram to explain bonus benefits. [Figure 10] A diagram showing an example of bonus reward data. [Figure 11] A diagram showing another example of bonus reward data. [Figure 12] A diagram showing another example of bonus reward data. [Figure 13] A diagram showing another example of bonus reward data. [Figure 14] A block diagram showing an example of the functional configuration of a server system. [Figure 15] A diagram showing an example of the data structure of user management data. [Figure 16] A diagram showing an example of the data structure of user-generated object information. [Figure 17] A diagram showing an example of the data structure for event execution management data. [Figure 18] A block diagram showing an example of the functional configuration of a user terminal. [Figure 19] A flowchart illustrating the processing flow performed by a server system. [Modes for carrying out the invention]

[0048] Preferred embodiments of the present invention will be described below with reference to the drawings. However, the present invention is not limited to the embodiments described below, nor are the applicable forms of the present invention limited to the embodiments described below. Furthermore, the same parts are denoted by the same reference numerals in the drawings.

[0049] [Overall structure] Figure 1 shows an example of the overall configuration of the game system 1000 in this embodiment. As shown in Figure 1, the game system 1000 is a computer system that includes a server system 1100 and a user terminal 1500 owned by a user (player) 2 of the game in this embodiment, and these are connected to each other via a network N so that they can communicate data with one another.

[0050] Network N refers to a communication path capable of data communication. In other words, Network N includes not only LANs (Local Area Networks) using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connections, but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method is either wired or wireless.

[0051] The server system 1100 is a computer system comprising a main unit 1101, a keyboard 1106, a touch panel 1108, and storage 1140. The main unit 1101 incorporates a control board 1150 on which various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153 are mounted. Note that part or all of the control board 1150 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (field-programmable gate array), or a SoC (System on a Chip).

[0052] This server system 1100 implements user management functions related to user registration, etc., and game management functions that provide data necessary for playing the game on the user terminal 1500 and manage the execution control of the game on the user terminal 1500, by having the CPU 1151 and other components perform calculations based on predetermined programs and data. In other words, the game in this embodiment is implemented as a type of client-server online game. User 2 accesses the server system 1100 with their user terminal 1500, logs in with the issued account (user ID), and enjoys the game in this embodiment.

[0053] Furthermore, in this embodiment, the server system 1100 implements a generation function that generates virtual game objects (user-generated objects) based on user 2's input by having the CPU 1151 and other components perform calculations based on predetermined programs and data. User 2 can freely design game objects, customize parameter values, generate user-generated objects, and enjoy using them in the game.

[0054] Game objects include, for example, 1) characters that can be selected as player characters, 2) various items such as weapons, armor, accessories, ammunition, medicine, and enhancement materials that player characters can equip or use, 3) mounts for player characters, 4) skins for player characters, 5) summoned creatures, 6) additional abilities that can be added to player characters such as special moves, magic, and skills, 7) attributes for player characters, and 8) lottery tickets that allow players to draw new game stages, maps, characters, items, etc.

[0055] Furthermore, the server system 1100 cooperates with an external electronic payment server operated by an electronic payment service provider to perform the purchase procedure (billing process) for game coins, which are the in-game currency. During the billing process, the electronic payment server responds to inquiries from the server system 1100 and settles the purchase amount of game coins using the user 2's credit card, prepaid card, etc. The server system 1100 then grants the user 2 game coins equivalent to the purchase amount settled by the electronic payment server.

[0056] Furthermore, the server system 1100 is not limited to the single configuration shown in Figure 1. It may also be configured with multiple blade servers, each handling different functions, connected to each other via an internal bus for data communication. Alternatively, it may be configured so that multiple independent servers located in different locations communicate via a network N, functioning as a single server system 1100.

[0057] The user terminal 1500 is a computer system that performs the functions of a human-machine interface and can connect to the network N via a mobile phone base station, wireless communication base station, etc., and communicate data with the server system 1100. This user terminal 1500 can take the form of, for example, a smartphone, mobile phone, portable game console, home game console, controller for home game console, arcade game console, personal computer, tablet computer, wearable computer, etc.

[0058] Figure 2 shows an example of the device configuration of a smartphone, which is an example of a user terminal 1500. As shown in Figure 2, the user terminal 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as both an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data to a memory card 1540, which is a computer-readable storage medium. Other components, such as a power button and volume control buttons (not shown), are also provided.

[0059] The control board 1550 is equipped with various microprocessors such as a CPU 1551, GPU, and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless communication base stations connected to network N, and an interface circuit 1557. The interface circuit 1557 includes a circuit for receiving signals from the directional input keys 1502 and home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating audio signals collected by the microphone 1512, a circuit for inputting image data of images captured by the camera 1520, and a signal input / output circuit for the memory card reader 1542. Each of these elements mounted on the control board 1550 is electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception. Note that part or all of the control board 1550 may be configured with ASICs, FPGAs, or SoCs.

[0060] In this control board 1550, the IC memory 1552 stores the game client program and various setting data necessary to execute this game client program. The game client program and other data are downloaded from the server system 1100 at appropriate times. Alternatively, the data may be read from a separate storage medium such as a memory card 1540. The CPU 1551 and other components then execute the game client program and perform calculations, controlling various parts of the user terminal 1500 in response to input from the touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling user 2 to play the game.

[0061] [detail] 1. About the game Figure 3 shows an example of the home screen of the game in this embodiment. As shown in Figure 3, the home screen displays various menus M11 and M17, such as "Gameplay" and "Create," via their respective selection buttons. Furthermore, as will be described in detail later, in the game of this embodiment, creative events are held periodically in which players can participate by creating user-generated objects from the Create menu M17. During the event period, this is indicated on the home screen. Selecting the confirmation button B1 displays an event details screen (not shown), where players can confirm the details of the creative event, including the event name, event period, rewards, and the classification of user-generated objects eligible for rewards (target classification).

[0062] 1-1. Play Menu The play menu M11 is a menu that instructs the user to start playing the game. The server system 1100 manages the execution control of the game through its game management function. The content of the game is not particularly limited, but in this embodiment, for example, a so-called open-world type role-playing game is used as an example. Prior to gameplay, the user selects a player character from among their owned characters and appropriately sets items such as equipment and possessions. The player character's skin (appearance) can also be set.

[0063] During gameplay, when a player character encounters an enemy character within the game space, an encounter occurs and a battle (versus) is initiated. Enemy characters are computer-controlled characters (NPCs), but if multiple users share the game space, the system can be configured so that players battle other player characters they encounter. Alternatively, when encountering other player characters, the system can be configured to allow players to chat with those users or play mini-games together.

[0064] 1-2. Menu to make Figure 4 shows an example of screen transitions when the "Create" menu M17 is selected. In the "Create" menu M17, the user on user terminal 1500 becomes a creator and can generate game objects (user-generated objects) that can be used in the game. The server system 1100 generates user-generated objects based on the operations of the creator user using the user-generated object generation function.

[0065] First, the user specifies the base game object on the base selection screen W31 in Figure 4(a). Here, the user specifies the base by selecting the category, type, and subtype that define the classification of the game object in the respective selection boxes. After that, the user performs operations on the base on the creation screen W33 in Figure 4(b) to generate a user-generated object.

[0066] The creation screen W33 displays the base game object specified in the base selection screen W31, and accepts operations such as processing and enhancement on a part-by-part basis. For example, the user can change the design by adding, changing, or deleting colors and patterns, improve ability values ​​by combining game objects such as equipment and enhancement materials as material objects, add skills, or change parameter values ​​by changing attributes. It is also possible to select the reset button B34 to return to the base state and redo the operations. In this case, since "Longsword" is specified as the base (Figure 4(a)), the base Longsword O3 is displayed in the creation screen W33. The creator user can then create an original Longsword from scratch by applying their preferred design to each part of Longsword O3, or by freely combining and combining material objects to enhance it.

[0067] To finish operations on the creation screen W33 and complete the user-generated object, the user selects the complete button B35. This example shows operations in which an engraved pattern is added to the blade of the base longsword O3, the color of the grip is changed, and reinforcement material gems are synthesized on the guard. Figure 4(c) shows an example of the user-generated object generated based on these operations on the confirmation screen W35.

[0068] On confirmation screen W35, in addition to the appearance of the user-generated object, the parameter values ​​set when the user-generated object was created are also displayed. The parameter values ​​include various ability values, skills, attributes, rarity, etc. In this embodiment, for example, initial values ​​for various parameter values ​​are set in advance for each base. The server system 1100 then sets the parameter values ​​by changing the initial values ​​according to the type, number, combination, etc. of the material objects that have been synthesized.

[0069] Furthermore, on confirmation screen W35, if the creative event is ongoing and the classification of the generated user-generated object belongs to the target classification of that creative event, the Participate button B37 will be displayed. The details of the creative event can be viewed from the home screen shown in Figure 3. Users can participate in the creative event by specifying the base classification belonging to the target classification confirmed there and generating a user-generated object, then clicking the Participate button B37. Here, we show an example where the Participate button B37 is displayed on confirmation screen W35, assuming that the classification of the longsword specified in Figure 4(a) belongs to the target classification.

[0070] 2. About the creative event The creation event is an event in which users can earn rewards by using the user-generated object generation function to create a first-of-its-kind object that meets predetermined first-of-its-kind conditions in the game world, which is the virtual world in this embodiment. In this embodiment, a user-generated object (hereinafter also referred to as the "participation request object") for which participation has been requested by selecting the participation button B37 on the confirmation screen W35 in Figure 4(c) is determined to be a first-of-its-kind object if it does not resemble any game object that has already appeared in the game world at the time of creation. In that case, the creator user is recognized as a first-of-its-kind acquisition user, and if other conditions are met, rewards will be granted.

[0071] Specifically, if a creator user is recognized as the first user to acquire an item, the first user to acquire the item will be granted benefits if, within the subsequent period set as the later acquisition determination period, a user-generated object (equivalent object) similar to the original object is created by a user other than the first user to acquire it (a later user).

[0072] To realize the holding of this creative event, the server system 1100 performs the following: first-time event detection processing, evaluation processing, late-entry judgment period setting processing, late-entry detection processing, and reward granting control processing. More specifically, in this embodiment, event definition data is prepared in advance for each creative event to be held. The server system 1100 then controls the execution of the creative event by performing each process using the event definition data of the creative event currently being held within the event period.

[0073] 3. About event definition data Figure 5 shows an example of the data structure of event definition data 540. As shown in Figure 5, one event definition data 540 includes the event ID 541 of the relevant event, the event name 543, the event period 545, the target classification 547, the number of certified first-time acquisition users 549, the late-entry judgment period setting 551, the benefit data 553, and the bonus benefit data 555. Figures 7 and 8 show examples of the late-entry judgment period setting 551, and Figures 10 to 13 show examples of the bonus benefit data 555.

[0074] During the event period 545, the start date and end date of the creative event will be set.

[0075] Target category 547 is defined as the category of user-generated objects that are eligible for rewards in the creative event. Depending on the creative event, the setting may be limited to subtypes, only categories may be defined, or types may be defined without limiting subtypes. In other words, for example, some creative events may accept the creation of new objects broadly within the category range, such as when target category 547 is "equipment," while other creative events may accept creations of specific types of game objects, such as when target category 547 is "longsword."

[0076] The "Number of First-Time Acquirers Certified" (549) sets the maximum number of users who can be certified as first-time acquirers during the creative event. This "Number of First-Time Acquirers Certified" (549) is referenced in the first-time acquisition detection process and used as a condition for the number of users. If the corresponding target category (547) is limited to subtypes, such as "Longsword," a simple number is set, such as "First 1 person" or "First 10 people." On the other hand, if the corresponding target category (547) is only set as a category, such as "Equipment," it is possible to set it to "First 1 person for each subtype," etc. In that case, the creative event will allow one user to be certified as a first-time acquirer for each combination of type and subtype. While only one user can be certified as a first-time acquirer for a Longsword, the creative event can be designed so that users can be certified as first-time acquirers for other equipment items of different categories.

[0077] The late-entry detection period setting 551 stores settings related to the period (late-entry detection period) during which late-entry detection is performed in the late-entry detection process. In the late-entry detection period setting process, the late-entry detection period is set according to this late-entry detection period setting 551. Depending on the creative event, a fixed period length such as "3 days" may be set, or a calculation formula or calculation table for the period length may be set if it is a variable length. In the latter case, settings for a variable length based on the evaluation value of the first-item object calculated in the evaluation process (see Figure 7) and settings for a variable length based on the user information of the first-item acquisition user (see Figure 8).

[0078] The reward data 553 contains the details of the rewards that will be given to the first user to acquire the item if a later acquisition detection occurs. On the other hand, the bonus reward data 555 contains the details of the bonus rewards that will be given to the first user to acquire the item if a later acquisition detection occurs. In this embodiment, game coins are used as examples of rewards and bonus rewards, and an example of a form in which the game operator pays is shown, but it is not limited to this. For example, game objects such as characters, items, and various tickets such as lottery tickets may be given as rewards. Alternatively, the unlocking of new game stages or maps may be given as rewards, or the activation of various game events such as playing mini-games may be given as rewards. Or, the reward may be to change and strengthen the parameter values ​​of user-generated objects that are determined to be first objects in the creation event, and it is good to set up rewards that allow the player to progress through the game advantageously.

[0079] Specific examples of reward data 553 include, for instance, distributing a predetermined amount of game coins (e.g., 10,000 coins) equally among the first users to acquire the item, or awarding each first user with game coins equal to a predetermined unit reward amount (e.g., 500 coins) multiplied by the number of subsequent detections.

[0080] On the other hand, the bonus reward data 555 includes bonus rewards based on the time from the first detection to subsequent detection (see Figure 10), bonus rewards based on the certification rank of the first user to acquire the item (see Figure 11), bonus rewards based on the timing of the first detection (see Figure 12), and bonus rewards based on the difficulty of obtaining the material object (see Figure 13). Some creative events may have some of the four types of bonus reward data 555 exemplified in the event definition data 540 set, while other creative events may have all four types of bonus reward data 555 set. Furthermore, there may be creative events in which no bonus reward data 555 is set in the event definition data 540 (i.e., no bonus rewards are granted).

[0081] 3. Initial detection process In the first-item detection process, the server system 1100 accepts applications for participation in ongoing creative events and, if the application object is a first-item object that meets the first-item requirements, it performs a detection (first-item detection) that the conditions for obtaining the first item have been met. When first-item detection is performed, the server system 1100 certifies the creator user of the application object as a first-item acquisition user.

[0082] For example, in Figure 6, suppose that at timing T41 within event period A4, user P41, the creator user of user-generated object O41, participates in the creation event, and that user-generated object (participation application object) O41 is determined to be a first-time object. In that case, user P41 is recognized as a first-time acquisition user.

[0083] The server system 1100 manages all game objects that have already appeared in the game world as management objects, including game objects that are prepared in advance and appear in the game world as the game progresses, and game objects that appear in the game world because they are generated by users participating in the game and obtained by those users (creator users) (user-generated objects). In the first object detection process, the server system 1100 compares the participation request object with each of the management objects and determines that it is a first object if it does not resemble any of the management objects and does not meet the equivalent conditions.

[0084] The equivalent condition is defined as a combination of AND and / or OR of three similarity criteria: (1) the classifications match, (2) the synthesized material objects match, and (3) the parameter values ​​are within the same range. In this embodiment, the equivalent condition is considered met if the game objects being compared satisfy all of (1) to (3), and not met if any one of them does not.

[0085] The procedure is as follows: First, the server system 1100 selects a management object from among the management objects that has the same classification as the participation application object. Next, the server system 1100 excludes management objects from the selected management objects whose type, number, and combination of synthesized material objects do not match the participation application object. Next, the server system 1100 sequentially compares the parameter values ​​between the remaining management objects and the participation application object. As a result, management objects that satisfy the approximation condition, where the differences in each parameter value are all within an approximate range, are considered to satisfy the equivalent condition with the participation application object. Alternatively, only major values ​​such as skills, attributes, and some ability values ​​may be compared. If there are no management objects that satisfy the equivalent condition, the server system 1100 determines that the participation application object is a first-time object. On the other hand, if there are management objects that satisfy the equivalent condition, the server system 1100 determines that the participation application object is not a first-time object.

[0086] Furthermore, in the first-time acquisition detection process of this embodiment, the server system 1100 includes a predetermined number of people to be certified as first-time acquisition users in the first-time acquisition certification conditions when making a determination. First, the server system 1100 reads the number of certified first-time acquisition users 549 from the event definition data 540 of the creative event. Then, the server system 1100 uses the read number of certified first-time acquisition users 549 as the upper limit number condition and repeats first-time acquisition detection (determination of first-time acquisition objects) until the number condition is no longer met. For example, if the number of certified first-time acquisition users 549 is 10 people, the first 10 people to acquire the item will be certified as first-time acquisition users.

[0087] In that case, the server system 1100 excludes any first-time objects related to first-time detection performed earlier in an ongoing creative event from comparison to determine whether the equivalent conditions are met. For example, in Figure 6, suppose a new participation application is made by user P43 at timing T43 within the event period A4, and since the number of participants condition is met, the user-generated object O43, which is the object of that participation application, is determined to be a first-time object. At this time, user-generated object O41, which was the first-time object related to the previous first-time detection, has already appeared in the game world and is therefore one of the managed objects, but it is not included in the comparison. Therefore, even if the newly generated user-generated object O43 is similar to user-generated object O41 to the extent that it meets the equivalent conditions, unless there is a managed object that meets the equivalent conditions with respect to it, it will be determined to be a first-time object, and user P43 will be recognized as the first-time acquisition user.

[0088] 4. Evaluation process In the evaluation process, the server system 1100 calculates an evaluation value for the first object (a user-generated object determined to be a first object in the first object detection process) related to the first object detection process. For example, the server system 1100 calculates the evaluation value based on the generation process information related to the generation process of the user-generated object.

[0089] In this embodiment, when a user-generated object is generated, the server system 1100 includes generation process information related to the generation process in the object information of the user-generated object (user-generated object information 570; see Figure 16). The generation process information includes the generation time, which is the time required to generate the user-generated object, the number of steps required to generate the user-generated object, and material information, which is information about the material objects used to generate the user-generated object. The number of steps is set, for example, as the number of operations performed by the creator user related to the generation of the user-generated object from the time the user-generated object is completed on the creation screen W33 in Figure 4(b). The material information includes the type, number, and difficulty of obtaining the material objects synthesized during the generation process of the user-generated object.

[0090] In the evaluation process, the server system 1100 calculates an evaluation value based on factors such as the difficulty of obtaining the material objects, with higher evaluation values ​​for higher difficulty and lower evaluation values ​​for lower difficulty. However, the evaluation value may also be calculated using factors other than difficulty of obtaining, such as generation time, number of steps, or the number of material objects. Alternatively, an overall evaluation value can be calculated from the values ​​of each of the examples provided.

[0091] 5. Setting the period for determining the later-stage runner-up In the late entry determination period setting process, the server system 1100 sets the period after initial detection as the late entry determination period if initial detection is performed in the initial detection process (i.e., if the participation application object is determined to be an initial object).

[0092] For example, in the example in Figure 6, since user-generated object O41 is determined to be the first object, a subsequent determination period B41 is set for the user-generated object (first object) O41, starting from timing T41. Subsequently, when user-generated object O43 is determined to be the first object, a subsequent determination period B43 is set for the user-generated object (first object) O43, starting from timing T43.

[0093] Specifically, the server system 1100 sets the late entry determination period based on the late entry determination period setting 551. When setting the late entry determination period according to the late entry determination period setting 551 in Figure 7, the length of the late entry determination period is calculated by multiplying a predetermined standard period length by a coefficient Kα of the evaluation value of the initial object (user-generated object) related to the initial detection, which is calculated in the evaluation process. The coefficient Kα is determined such that, for example, the higher the evaluation value, the larger the value. According to this, if the evaluation value of the object applying to participate is high, the late entry determination period will be longer. Note that the coefficient may also be determined such that the lower the evaluation value, the larger the value.

[0094] Furthermore, when setting the late-release determination period according to the late-release determination period setting 551 in Figure 8, the late-release determination period is set using a calculation formula that corresponds to the play level of the first-acquiring user. Figure 8 shows an example where the play level is divided into three stages: "high," "medium," and "low," and the calculation formula is set so that the higher the play level, the longer the period. Note that the play level is not limited to three stages; it may also be divided into two or four or more stages, and a calculation formula for the period length may be set for each. Alternatively, contrary to the example in Figure 8, the calculation formula may be set so that the lower the play level, the longer the period. Or, as in the example of evaluation values ​​in Figure 7, it may be a configuration in which the period length is calculated by determining a coefficient for the play level. In addition, the period length may be calculated using user information of the first-acquiring user related to the first-release detection, such as play history including play time and number of plays, age, gender, and birthday, rather than just the play level. For example, it is possible to set a longer late-release determination period if the day falls within the period of one week before or after the birthday of the first-certified user.

[0095] Furthermore, the later detection period may be set by analyzing the initial object related to the initial detection. In this case, the server system 1100 analyzes the type and parameter values ​​of the initial object as an analysis means. The server system 1100 may then set the later detection period based on the analysis results. Specifically, for example, the performance of the initial object is analyzed based on the type of initial object, rarity, various ability values, etc. The performance of the initial object is analyzed based on whether it is a rare type, has a high rarity, has various ability values ​​above a predetermined value, or a combination thereof. The later detection period is set longer the higher the performance of the analyzed initial object. Alternatively, the later detection period may be set shorter the higher the performance of the analyzed initial object.

[0096] 6. Subsequent detection process In the late entry detection process, if the server system 1100 detects that a predetermined late entry condition has been met (late entry detection) during the late entry determination period set in the late entry determination period setting process, which is the period after the initial detection, when initial detection has been performed in the initial detection process (when the participation application object is determined to be an initial object). In this embodiment, the late entry condition is determined to be "a user-generated object created by a late entry user that satisfies the equivalent conditions to the initial object." The equivalent conditions are determined using three similarity determination conditions in the same manner as described in the initial detection process. In other words, in the late entry detection process of this embodiment, if a user-generated object similar to the initial object is created by a user other than the initial acquisition user related to the initial object during the late entry determination period, the late entry condition is met and late entry detection is performed.

[0097] Furthermore, if there are multiple user-generated objects that have been determined to be initial objects, the server system 1100 monitors the conditions for subsequent generation for each initial object during its respective subsequent generation determination period. For example, in Figure 6, during the subsequent generation determination period B41 set for user-generated object O41, which is an initial object, user-generated object O45 is generated by subsequent user P45, and user-generated object O47 is generated by subsequent user P47. Therefore, the server system 1100 determines whether user-generated objects O45 and O47 meet the equivalent conditions to user-generated object O41 at the time of their generation and performs subsequent generation detection. In addition, the timings T45 and T47 when each user-generated object O45 and O47 are generated are also within the period of the subsequent generation determination period B43 set for the other initial object, user-generated object O43. Therefore, the server system 1100 also separately determines whether user-generated objects O45 and O47 meet the equivalent conditions to user-generated object O43 at the time of their generation and performs subsequent generation detection.

[0098] The server system 1100 then manages the timing of the detection of a later user within the later user detection period, the user ID of the later user (later user ID), the user-generated object ID of the generated user-generated object (equivalent object ID), etc., as later user detection status data 620 (see Figure 17) for each initial object.

[0099] 7. Reward Granting Control Process In the reward granting control process, the server system 1100 performs reward control to grant a given reward to the first-acquiring user when a late-entry detection is performed in the late-entry detection process (when the user-generated object of a late-entry user is determined to be a corresponding object). In this embodiment, the server system 1100 performs the reward granting control process when the event period has passed and all late-entry detection periods for each first-acquiring object have ended. Basically, if a late-entry detection has been performed at least once in any of the late-entry detection periods, the server system 1100 grants a reward to each of the first-acquiring users according to the reward data 553 of the event definition data 540.

[0100] For example, if the reward data 553 contains a predetermined amount of game coins to be shared, the server system 1100 divides the amount equally among the number of first-time acquirers and awards it to each of them. In the example shown in Figure 9, which will be described later, the amount is divided into five equal parts and awarded to five users P51 to P55. Alternatively, the reward may be awarded to first-time acquirers only if they have been detected as late acquirers at least once during the late-acquisition detection period (i.e., at least one corresponding object for that first-time acquirer object has been created). For example, first-time acquirers who have not been detected as late acquirers even once during the late-acquisition detection period may not be included in the prize pool and therefore will not receive any reward.

[0101] Furthermore, if the reward is calculated by multiplying the unit reward amount by the number of subsequent detections, the server system 1100 calculates the total number of subsequent detections during each subsequent detection period and awards each first-acquiring user a game coin equal to the amount obtained by multiplying the unit reward amount by that total number. The number of subsequent detections corresponds to the number of user-generated objects that were determined to be equivalent objects during the subsequent detection period.

[0102] For example, in the example in Figure 9, the total number of late detections is 7, so each user who first acquires an item will receive game coins equal to 7 times the unit reward amount. In this example as well, regardless of the number of late detections in each late detection period, all users who first acquire an item will receive the reward uniformly. Even users who first acquire an item for which there were 0 late detections in the late detection period and no corresponding object has been generated will receive the reward.

[0103] Alternatively, the amount of game coins awarded may be calculated using the number of late-entry users involved in late-entry detection instead of the number of late-entry detections (the number of user-generated objects determined to be equivalent objects during the late-entry detection period). Specifically, the amount awarded may be calculated by multiplying the unit reward amount by the number of late-entry users involved in late-entry detection. In that case, for example, if the number of late-entry detections is 5, but the same late-entry user has generated 3 equivalent objects, and the number of late-entry users is 3, the amount awarded can be calculated by multiplying the unit reward amount by "3".

[0104] Alternatively, the reward amount can be calculated for each first-to-acquire user by multiplying the number of late-to-acquire detections for each late-to-acquire detection period by the unit reward amount, and rewards are given to each first-to-acquire user according to their number of late-to-acquire detections. In this case, the more late-to-acquire detections a user has, the higher the reward amount will be, and first-to-acquire users with zero late-to-acquire detections will not receive any reward. For example, in the example in Figure 9 described later, user P51 will be given game coins equal to twice the unit reward amount as a reward, while user P53 will not receive any reward.

[0105] Furthermore, if bonus reward data 555 is set in the event definition data 540, the server system 1100 controls the granting of bonus rewards to first-acquiring users by granting bonus rewards according to the said bonus reward data 555. Figure 9 is a diagram illustrating bonus rewards, showing the timing of first-acquisition detection during the event period and the timing of subsequent detection during the subsequent detection period for each first-acquisition object, which is set as a subsequent period. More specifically, in Figure 9, five users P51, P52, P53, P54, and P55 are recognized as first-acquisition users during the event period. Then, in the subsequent detection period B51 related to user P51's first-acquisition object, two subsequent detections were performed because two subsequent users generated the corresponding object. Similarly, in the late detection period B52 for user P52's first object, late detection was performed once in the late detection period B54 for user P54's first object, and three times in the late detection period B55 for user P55's first object. In the late detection period B53 for user P53's first object, no late detection was performed because no one had created a corresponding object. Note that in Figure 9, the late detection period is illustrated as a fixed duration.

[0106] 7-1. Bonus benefits based on the time between initial detection and subsequent detection. In granting the bonus reward, the server system 1100 calculates the time (hereinafter referred to as "later detection time") for each first-acquiring user, from the timing of first-acquisition detection for that user (i.e., from the time they are recognized as a first-acquisition user) to the timing of the first later detection during the later detection period (i.e., until the first equivalent object is generated by a later user). The server system 1100 then grants the first-acquisition user a reward corresponding to the calculated later detection time. As for the specific content of the bonus reward data 555, for example, as shown in Figure 10, the bonus reward amount is calculated by multiplying the standard bonus reward amount Ba by the coefficient Ka of the later detection time. The coefficient Ka is determined such that, for example, the shorter the later detection time, the larger the value. According to this, the shorter the time from when the first-acquisition user generates the first-item object until a later user generates an equivalent object of the first-item object, the higher the bonus reward can be granted to the first-acquisition user. In Figure 9, the bonus reward for user P51 is determined by the later detection time C51, and the bonus reward for user P55 is determined by the later detection time C55. The later detection time C55 is shorter than the later detection time C51. Therefore, the bonus reward amount for user P55 is higher.

[0107] Furthermore, it is also possible to configure the system to award bonus rewards only to first-time users who acquire the product within a time limit equal to a predetermined time for later detection. This can be achieved by setting bonus reward data 555, which corresponds to a threshold for later detection time and specifies the amount of the bonus reward. In this case, as shown in the example in Figure 9, for example, if the threshold is set to be longer than C55 and shorter than C51, user P55 will be awarded the bonus reward, but user P51 will not.

[0108] 7-2. Bonus benefits based on certification ranking Bonus rewards based on certification rank are awarded according to the certification rank of the first users to acquire the item during the event period. For example, in the bonus reward data 555 in Figure 11, corresponding bonus reward amounts are set for certification ranks from 1st to 3rd place. The bonus reward amount is set higher for higher certification ranks. In this case, the server system 1100 will award game coins equivalent to the corresponding bonus reward amount as a bonus reward to first users who acquired the item and whose certification ranks are from 1st to 3rd place. In the example in Figure 9, users P51, P52, and P53, whose certification ranks are from 1st to 3rd place, will each be awarded a bonus reward according to their certification rank.

[0109] 7-3. Bonus rewards based on the timing of the first detection. In granting the bonus reward, the server system 1100 calculates the time from the start date and time of the event period to the time of first item detection for each first-acquiring user (hereinafter referred to as "first item detection time"). The server system 1100 then grants the first-acquiring user a reward corresponding to the calculated first item detection time. As for the specific content of the bonus reward data 555, for example, as shown in Figure 12, the amount of the bonus reward is calculated by multiplying the standard bonus reward amount Bc by the first item detection time coefficient Kc. The coefficient Kc is determined such that, for example, the shorter the first item detection time, the larger the value. This allows users who are recognized as first-acquiring users in the early part of the event period to be granted a higher bonus reward (bonus reward) than users who are recognized as first-acquiring users in the later part of the event period. In Figure 9, the bonus reward for user P51 is determined by the first item detection time D51, and the bonus reward for user P55 is determined by the first item detection time D55. The initial detection time D51 is shorter than the initial detection time D55. Therefore, the bonus reward for user P51 is higher.

[0110] Furthermore, it is also possible to configure the system to award bonus rewards only to users who acquire a first item within a predetermined time limit. This can be achieved by setting bonus reward data 555, which corresponds to a threshold for the first item detection time and specifies the amount of the bonus reward. In this case, as shown in the example in Figure 9, for example, if the threshold is set to be longer than D51 and shorter than D55, user P51 will be awarded the bonus reward, but user P55 will not.

[0111] 7-4. Bonus rewards based on the difficulty of obtaining material objects Bonus rewards based on the difficulty of obtaining material objects are granted according to the difficulty of obtaining the material objects used to create the first-time object. For example, in the bonus reward data 555 in Figure 13, a corresponding bonus reward amount is set for a predetermined combination of acquisition difficulty and usage. The bonus reward amount is higher the more difficult-to-obtain material objects are used and the larger the number of such objects used. The server system 1100 reads the material information 590 from the creation process information 580 (see Figure 16) of the user-generated object information 570 related to the first-time object, and if the settings of acquisition difficulty 595 and usage number 593 match the combination in the bonus reward data 555, it grants the corresponding reward to the user who obtained the first object.

[0112] Alternatively, a configuration may be used in which bonus rewards are granted based on the evaluation value of the generation process information 580, which includes the difficulty of obtaining the item. In that case, this can be achieved by including bonus reward data 555, which defines a formula for calculating rewards according to the evaluation value 597 (see Figure 16) of the first item, and bonus reward data 555, which grants rewards to first-time acquisition users whose evaluation value of the first item is above a predetermined threshold, in the event definition data 540.

[0113] [Functional Configuration] 1. Server System Figure 14 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in Figure 14, the server system 1100 of this embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, an audio output unit 392s, a communication unit 394s, and a server storage unit 500s.

[0114] The operation input unit 100s is for inputting various operations for system management and maintenance, and can be implemented using, for example, a keyboard, mouse, or touch panel. In Figure 1, the keyboard 1106 and touch panel 1108 correspond to this.

[0115] The server processing unit 200s can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100s and the server storage unit 500s. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100s, and data received from the user terminal 1500, and comprehensively controls the operation of the server system 1100. In Figure 1, the control board 1150 and its CPU 1151 correspond to this.

[0116] This server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.

[0117] The User Management Unit 210 handles user registration processes and manages data for each registered user linked to a user ID (account). For example, it can perform processes such as assigning unique accounts to registered users, managing registration information for each account, and managing usage history, including login and logout history. Of course, it can also include management processes for other data linked to accounts as appropriate.

[0118] The billing processing unit 220 performs billing processing in response to a user's purchase operation for game coins and grants the user game coins equivalent to the purchase amount.

[0119] The game management unit 230 performs various processes related to the execution management of the game. Since the game in this embodiment is a client-server type online game, the game management unit 230 performs control to provide the data necessary for gameplay while communicating with the user terminal 1500.

[0120] Furthermore, the game management unit 230 includes a generation processing unit 231, an object information generation unit 239, an event period setting unit 241, a first item detection unit 243, an evaluation unit 245, a later-game determination period setting unit 247, a later-game detection unit 249, and a bonus granting control unit 251.

[0121] The generation processing unit 231 is a functional unit that performs processing to realize the function of generating user-generated objects, and generates user-generated objects based on user operations.

[0122] The object information generation unit 239 generates user-generated object information 570, including generation process information 580 (see Figure 16), for each user-generated object generated by the generation processing unit 231.

[0123] The event period setting unit 241 refers to the event period 545 (see Figure 5) of the event definition data 540 and sets the event period 603 (see Figure 17) of the most recent creative event scheduled to be held.

[0124] The first item detection unit 243 is a functional unit that performs first item detection processing. In this embodiment, the first item detection unit 243 accepts participation in an ongoing creative event if it is within the event period set by the event period setting unit 241. Then, in response to a participation application from a user who has created a user-generated object belonging to the target classification 547, the first item detection unit 243 detects (detects) that the conditions for obtaining a first item have been met if the user-generated object (participation application object) is a first item that satisfies the first item conditions.

[0125] The evaluation unit 245 is a functional unit that performs evaluation processing. In this embodiment, the evaluation unit 245 calculates an evaluation value for a user-generated object that has been determined to be a first object by the first object detection unit 243, using the generation process information 580.

[0126] The late entry determination period setting unit 247 is a functional unit that performs late entry determination period setting processing. In this embodiment, when the first entry detection unit 243 detects a first entry, the late entry determination period setting unit 247 reads the late entry determination period setting 551 from the event definition data 540 of the ongoing creative event and sets the late entry determination period for the first entry object related to the first entry detection.

[0127] The late-generation detection unit 249 is a functional unit that performs late-generation detection processing. In this embodiment, the late-generation detection unit 249 detects that the late-generation conditions have been met (late-generation detection) by detecting that a corresponding object of the initial object has been generated by a late-generation user within the late-generation determination period for each initial object set by the late-generation determination period setting unit 247.

[0128] The reward granting control unit 251 is a functional unit that performs reward granting control processing. In this embodiment, when the later detection unit 249 detects a later acquisition, the reward granting control unit 251 reads reward data 553 (see Figure 5) from the event definition data 540 and performs reward control to grant rewards to the first acquisition user. Furthermore, if bonus reward data 555 (see Figure 5) is set in the event definition data 540, the reward granting control unit 251 performs control to change the rewards granted to each first acquisition user by granting bonus rewards to the target first acquisition user according to the bonus reward data 555.

[0129] The timing unit 280s uses the system clock to determine the current date and time, time limits, and other time information.

[0130] The image generation unit 290s generates images related to the system management of the server system 1100 and outputs them to the image display unit 390s.

[0131] The sound generation unit 292s is implemented by executing ICs and software that generate and decode audio data, generating or decoding audio data such as operation sounds and background music related to system management and video distribution of the server system 1100. Audio signals related to system management are output to the sound output unit 392s.

[0132] The communication control unit 294s performs communication connection and data processing for data communication with an external device (e.g., user terminal 1500) via the communication unit 394s, thereby enabling data exchange with the external device.

[0133] The image display unit 390s displays various screens for system management and other purposes based on the image signals input from the image generation unit 290s. This can be achieved using image display devices such as flat panel displays, projectors, and head-mounted displays. In Figure 1, the touch panel 1108 is an example of this.

[0134] The sound output unit 392s emits the audio signal input from the sound generation unit 292s. In Figure 1, this corresponds to the speaker (not shown) provided by the main unit 1101 and the touch panel 1108.

[0135] The communication unit 394s connects to the network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA (terminal adapter), jacks and control circuits for wired communication cables, etc. In Figure 1, the communication device 1153 corresponds to this.

[0136] The server storage unit 500s pre-stores programs for operating the server system 1100 and realizing the various functions of the server system 1100, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 1, the IC memory 1152 and storage 1140 correspond to this.

[0137] Furthermore, the server storage unit 500s stores the server program 501, the game client program 503 for distribution, user management data 510, game setting data 530, event definition data 540, management object information 560, user-generated object information 570, and event execution management data 600. In addition, other necessary data such as timers, counters, various tables, thresholds, and flags are stored as appropriate.

[0138] The server program 501 is a program that causes the server processing unit 200s to function as a user management unit 210, a billing processing unit 220, and a game management unit 230. Programs that cause the image generation unit 290s, sound generation unit 292s, and communication control unit 294s may also be included as appropriate.

[0139] The game client program 503 for distribution is the original version of the game client program 502 (see Figure 18) that is downloaded to the user terminal 1500.

[0140] User management data 510 is prepared for each user who has completed user registration and stores various management data related to the user's gameplay, including the user information of the user in question. Specifically, as shown in Figure 15, one user management data 510 includes the user's user ID 511, payment medium ledger data 512, play level 513, owned object information 517, and play history data 523. In addition, it also stores save data related to the user's gameplay status, as well as personal information such as age, gender, and birthday.

[0141] The payment medium ledger data 512 stores information on the income and expenses of the electronic payment medium (game coins in this embodiment) associated with the user, such as the purchase date and time and the number of game coins purchased (amount charged), and the consumption date and time and the number of game coins consumed.

[0142] The owned object information 517 stores a list of game objects, such as characters and items, that the user has acquired during the course of the game and currently owns. User-generated objects are identified by their user-generated object ID.

[0143] Play history data 523 stores the date and time, play duration, etc., of the user's game play.

[0144] Return to Figure 14. The game setting data 530 stores various setting data necessary to realize the game of this embodiment. For example, the game setting data 530 stores stage setting data related to the setting of game stages, object definition data related to various game objects such as characters and items that the player may obtain during the game, and enemy character setting data that defines the types of enemy characters that appear in the game, various parameters, model data, behavior patterns, etc.

[0145] Event definition data 540 (see Figure 5) is prepared for each creative event and stores various data necessary to realize the holding of that creative event.

[0146] Management object information 560 is prepared for each management object, which is a game object that has already appeared in the game world, and stores the object ID of the management object (user-generated object ID in the case of a user-generated object), its location in the game space, information about its owner in the game world, etc.

[0147] User-generated object information 570 is generated and added by the object information generation unit 239 for each new user-generated object that is created. Specifically, as shown in Figure 16, one user-generated object information 570 includes a user-generated object ID 571 unique to that user-generated object, creator user information 573, parameter value data 575, generation process information 580, and evaluation value 597.

[0148] Creator user information 573 stores the username of the creator user of the user-generated object, the creator user's game play level at the time the user-generated object was created, and the game play time, etc.

[0149] Parameter value data 575 stores various parameter values ​​such as ability scores, skills, attributes, and rarity of the user-generated object.

[0150] The generation process information 580 stores the generation time 581 of the user-generated object, the number of steps 583, and material information 590.

[0151] Material information 590 is prepared for each material object used to create the user-generated object, and stores the type 591 of the material object, the number used 593, and the difficulty of obtaining 595.

[0152] The evaluation value 597 stores the evaluation value calculated for the user-generated object during the evaluation process. The evaluation value 597 is set when the first-time object detection unit 243 determines that the user-generated object is a first-time object during the event period of the creative event.

[0153] Event execution management data 600 is prepared for each creative event and stores various data for managing the execution of that creative event. Specifically, one event execution management data 600 includes the event ID 601 of the relevant creative event, the event period 603, and the initial detection-specific management data 610, as shown in Figure 17.

[0154] The event period 603 is set by the event period setting unit 241 as the event period 545 (see Figure 5) of the creative event.

[0155] The first-item detection management data 610 is prepared for each first-item detection that occurs during the event period 603. Each first-item detection management data 610 stores the timing 611 of the first-item detection, the user ID (first-item acquiring user ID) 613 of the user who acquired the first item related to the first-item detection, the certification rank 615 of the user who acquired the first item, the user-generated object ID (first-item object ID) 617 of the user-generated object that was determined to be a first-item object in the certification process, the subsequent determination period 619 set by the subsequent determination period setting unit 247 for the first-item object, and the subsequent detection status data 620 related to the subsequent detection that occurred during the subsequent determination period 619.

[0156] The subsequent detection status data 620 is prepared for each subsequent detection made during the subsequent detection period 619 after the initial detection. It is a data table that associates the timing 621 of the subsequent detection with the subsequent user ID 623 and the corresponding object ID 625 related to that subsequent detection. Each time a subsequent detection occurs, a record related to that subsequent detection is added and managed.

[0157] 2. User terminal Figure 18 is a block diagram showing an example of the functional configuration of a user terminal 1500. As shown in Figure 18, the user terminal 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, an audio output unit 392, a communication unit 394, and a terminal storage unit 500.

[0158] The operation input unit 100 is for the user to input various operations and can be implemented using, for example, a button switch, joystick, touchpad, trackball, accelerometer, angular velocity sensor, CCD module, etc. In Figure 2, the directional input keys 1502, home key 1504, and touch panel 1506 correspond to this.

[0159] The terminal processing unit 200 can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100 and the terminal storage unit 500. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100, data received from the server system 1100, etc., and comprehensively controls the operation of the user terminal 1500. In Figure 2, the control board 1550 and its CPU 1551 correspond to this. In this embodiment, the terminal processing unit 200 includes a user terminal calculation unit 270, a timing unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.

[0160] The user terminal processing unit 270 performs various calculations to enable the user terminal 1500 to function as a terminal for the user to play games. For example, the user terminal processing unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.

[0161] The operation signal transmission control unit 271 processes various data and request information to be transmitted to the server system 1100 in response to operation inputs to the operation input unit 100.

[0162] The game screen display control unit 273 controls the display of the game screen based on various data received from the server system 1100. For example, if the online game of this embodiment is implemented as a web game, it can be implemented using web technologies that actively control the screen display using HTML, Java (registered trademark), and CSS (Cascading Style Sheets) along with a web browser, or using plugins such as Adobe (registered trademark) Flash. Of course, other methods are also acceptable. In the configuration of this embodiment, the game space image (e.g., 3DCG) that forms the basis of the game screen is generated by the server system 1100, but it is also possible to configure the game space image to be generated by the user terminal 1500. In that case, the game screen display control unit 273 will control the objects placed in the virtual three-dimensional space for generating the 3DCG.

[0163] The image generation unit 290 works in conjunction with the game screen display control unit 273 to generate an image signal for displaying one game screen per frame (e.g., 1 / 60th of a second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. This can be implemented, for example, by a processor such as a GPU or digital signal processor (DSP), a program such as a video signal IC or video codec, and a drawing frame IC memory such as a frame buffer.

[0164] The sound generation unit 292 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec for playing audio files, and generates audio signals for game sound effects, background music, and various operation sounds, and outputs them to the sound output unit 392.

[0165] The communication control unit 294 performs communication connection and data processing for data communication with an external device (e.g., a server system 1100) via the communication unit 394, thereby realizing data exchange with the external device.

[0166] The image display unit 390 displays various screens, such as game screens, based on image signals input from the image generation unit 290. This can be achieved using image display devices such as flat panel displays, projectors, and head-mounted displays. In Figure 2, the touch panel 1506 is an example of this.

[0167] The sound output unit 392 emits sound effects, background music, etc., related to the game based on the audio signal input from the sound generation unit 292. In Figure 2, the speaker 1510 corresponds to this unit.

[0168] The communication unit 394 connects to the network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA, jacks and control circuits for wired communication cables, etc. In Figure 2, the wireless communication module 1553 corresponds to this.

[0169] The terminal storage unit 500 pre-stores programs for operating the user terminal 1500 and realizing the functions of the user terminal 1500, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 2, the IC memory 1552 and the memory card 1540 correspond to this.

[0170] Furthermore, the terminal storage unit 500 stores a game client program 502. The game client program 502 is a program that causes the terminal processing unit 200 to function as a user terminal processing unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing online games, or it may be composed of a web browser program and a plugin that realizes interactive image display. In this embodiment, it is a copy of the distribution game client program 503 (see Figure 14) provided from the server system 1100.

[0171] [Process flow] Figure 19 is a flowchart illustrating the processing flow of the server system 1100 regarding the generation of user-generated objects and the execution control of creation events. The processing described here is achieved by the server processing unit 200s reading and executing the server program 501. Note that Figure 19 shows the processing flow focusing on one user terminal 1500.

[0172] In this process, when the user selects menu M17 (see Figure 3) (Step S1: YES), the generation processing unit 231 generates a user-generated object based on the subsequent operations performed by the creator user related to the generation of the user-generated object (Step S3).

[0173] Next, the object information generation unit 239 executes the object information generation process and generates user-generated object information 570, which includes the generation process information 580 of the user-generated object generated in step S3 (step S5).

[0174] Next, the first object detection unit 243 accepts participation in the creative event (step S11) if it is within the event period 603 (step S7: YES) and the classification of the user-generated object generated in step S3 belongs to the target classification 547 of the event definition data 540 for the creative event (step S9: YES). The event period 603 is set separately by the event period setting unit 241 based on the event period 545 of the event definition data 540.

[0175] Then, if the user who created the user-generated object submits an application to participate (Step S13: YES), the first item detection unit 243 uses the number of certified first item acquisition users 549 as a number condition to determine if the number of certified first item acquisition users in the creation event meets the number condition. If the number condition is met (Step S15: YES), the first item detection unit 243 performs a first item detection, determining that the first item acquisition certification condition has been met if the user-generated object (participation application object) is a first item that meets the first item condition (Step S17). At that time, the first item detection unit 243 certifies the user who created the user-generated object as a first item acquisition user.

[0176] Next, if the first object is detected (step S19: YES), the evaluation unit 245 calculates the evaluation value of the user-generated object (step S21). The subsequent object detection period setting unit 247 sets the subsequent object detection period for the user-generated object (first object) based on the subsequent object detection period setting 551 (step S23). As illustrated in Figure 7, if the subsequent object detection period setting 551 is set to calculate the period length using the evaluation value, the subsequent object detection period setting unit 247 sets the subsequent object detection period using the evaluation value calculated in step S21.

[0177] On the other hand, if it is not within the event period (Step S7: NO), does not belong to the target category (Step S9: NO), there is no application to participate (Step S13: NO), the number of participants does not meet the requirements (Step S15: NO), and no initial detection was performed (Step S19: NO), it is determined whether it is within the later entry determination period. If it is within the later entry determination period (Step S25: NO), the later entry detection unit 249 detects that the later entry conditions have been met (later entry detection) (Step S27). Here, the later entry detection unit 249 determines that if the user-generated object generated in Step S3 was generated by a later entry user other than the initial acquisition user (the creator user of the initial object) who was certified during the initial detection of the initial object related to the later entry determination period, then it is a corresponding object that meets the corresponding conditions to the initial object, and this is considered a later entry condition. If the later entry conditions are met, a record related to this later entry detection is added and the later entry detection status data 620 is updated.

[0178] Furthermore, if event period 603 has passed and all subsequent detection periods have ended (step S29: YES), and if subsequent detection has occurred in any of the completed subsequent detection periods (step S31: YES), the reward granting control unit 251 performs reward granting control processing and grants rewards to the first-to-acquire user (step S33).

[0179] After that, a termination check is performed in step S49, and if the predetermined termination operation is not performed (step S35: NO), the process returns to step S1.

[0180] As explained above, according to this embodiment, it is possible to detect whether a user-generated object created by a user is a first-time object that meets the conditions for being the first, and to certify the creator user as the first-time acquirer. Furthermore, if a similar user-generated object (equivalent object) that meets equivalent conditions is created by a later user other than the first-time acquirer after the creation of the user-generated object (first-time object), it becomes possible to grant benefits to the first-time acquirer.

[0181] It should be noted that the applicable embodiments of the present invention are not limited to those described above, and components can be added, omitted, or modified as appropriate.

[0182] For example, in the above embodiment, we illustrated a case where three similarity determination conditions are used as equivalent conditions to determine whether game objects are similar to each other. Alternatively, the determination may be made by image processing the appearance of the game objects to be compared and determining the similarity between the two. That is, if the similarity is high enough to satisfy a predetermined threshold condition and the two can be judged to be similar, the equivalent condition may be considered satisfied, and if the similarity is low and the two are not similar, the equivalent condition may be considered not satisfied, and so on.

[0183] Alternatively, the system may be configured to detect latecomers by including "having used a first-time object that appeared in the game world" as a condition for latecomers. For example, if a latecomer user creates a corresponding object (user-generated object) within the latecomer detection period and uses that corresponding object as a material object, the system may detect that the latecomer condition has been met. In that case, the system may control the change of bonus rewards by granting bonus rewards based on the number of times the corresponding object is used within the latecomer period. For example, this can be achieved by including bonus reward data 555, which defines a formula for calculating rewards according to the number of times the corresponding object is used, or bonus reward data 555, which grants rewards to first-time users whose number of uses of the corresponding object within the latecomer detection period is above a predetermined threshold, in the event definition data 540.

[0184] Furthermore, the above embodiment described an example in which the game operator pays the game coins as a reward. In contrast, it is also possible to hold a creative event in which game coins to be paid to the first user to obtain the item are collected from later users. In this creative event, the first user to obtain the item is given a reward for creating a user-generated object (first object) that has never appeared in the game world before, while later users who create a user-generated object similar to the first object (equivalent object) are charged game coins to be given as a reward to the first user. For example, it may be announced in advance that if an equivalent object is created during the later user detection period, a predetermined amount of game coins (e.g., 100 coins) will be collected for each instance. Then, after the event period has ended and the later user detection period has ended, the total amount collected from later users may be divided equally among the first users to obtain the item and given as a reward.

[0185] Furthermore, creative events can be structured to limit the level of play required for participation. For example, creative events could be held only for beginner users with little game experience and low play levels, or only for users with high play levels. Alternatively, creative events could be held where rewards are increased for first-time players with low play levels, or conversely, increased for players with high play levels. This can be achieved by increasing the amount of game coins awarded as rewards according to the play level.

[0186] Furthermore, in the above embodiment, we described an example in which a user creates a user-generated object, which is a game object, as a case where a new game object appears in the game world and the user obtains that game object. However, this can also be applied in the same way when the user obtains a game object that has not appeared in the game world before as a dropped item or the like during the progress of the game.

[0187] For example, if a newly introduced enemy character appears equipped with a newly introduced weapon, and defeating that enemy character drops the equipped weapon (equipment item) to the user who defeated it, the first user to defeat the enemy character and obtain the equipment item will be recognized as the "first to obtain" user. Subsequent users who defeat the enemy character and obtain the equipment item may then be considered to have met the conditions for being a "latecomer" and receive a bonus from the first to obtain the item. Alternatively, a number requirement may be set, for example, so that the first 10 users to defeat the enemy character and obtain the equipment item are recognized as the first to obtain the item. Furthermore, a predetermined period after the first to obtain the equipment item may be set as the "latecomer determination period," and if a later user defeats the enemy character and obtains the equipment item within this latecomer determination period, the first to obtain the item may receive a bonus from the first to obtain the item.

[0188] Furthermore, in the above embodiment, an example was described in which the number of users who can be certified as first-time acquirers, 549 (see Figure 5), is used as the upper limit condition, and first-time acquisition detection (determination of first-time objects) is repeated until the number condition is no longer met. In contrast, the number of user-generated objects that are determined to be first-time objects (number of first-time object determinations) may be used as the upper limit condition, and first-time acquisition detection may be repeated. In that case, the server system 1100 includes the condition regarding the number of first-time object determinations in the first-time acquisition certification condition when making the determination. For example, in the event definition data 540, this number is set as the number of first-time object determinations. Then, in the first-time acquisition process, the server system 1100 uses the number of first-time object determinations as the upper limit condition and repeats first-time acquisition detection until the condition is no longer met. If the number of first-time object determinations is 10, first-time objects will be certified up to 10 on a first-come, first-served basis.

[0189] Furthermore, while the above embodiment uses a game world as an example of a virtual world and describes a server system for managing game objects, the same approach can be applied when managing virtual objects that appear in virtual worlds such as the metaverse. [Explanation of symbols]

[0190] 1000...Game System 1100…Server System 100s... Operation input section 200s... Server Processing Unit 210...User Management Department 220...Billing Processing Unit 230...Game Management Department 231...Generation Processing Unit 239...Object Information Generation Unit 241... Event Period Setting Section 243... Initial detection unit 245…Evaluation Department 247... Subsequent Determination Period Setting Section 249...Late detection unit 251... Reward Granting Control Unit 290s...Image generation unit 292s…sound generation section 294s...Communication Control Unit 390s...Image display section 392s... Audio output section 394s…Communication Department 500s... Server storage unit 501…Server program 503... Game client program for distribution 510...User management data 513... Play Level 517...Owned object information 523... Play history data 530...Game settings data 540…Event definition data 545…Event period 547…Target Classification 549...Number of users who have been certified as first-time acquirers 551...Setting a period for determining the later stage of the disease. 553… Bonus Data 555... Bonus Reward Data 560...Management object information 570...User-generated object information 573... Creator User Information 575... Parameter value data 580...Generation process information 581…Generation time 583…Number of processes 590...Material Information 591...Types 593…Number of uses 595...Difficulty of obtaining 597…Evaluation value 600…Event execution management data 603…Event period 610... Management data by detection of first occurrence 611... Timing of first detection 613... User ID for obtaining the first item 615…Certification rank 617...First-time object ID 619...Delayed assessment period 620…Data on the status of late-onset detection 621... Timing of late detection 623...Later User ID 625... Equivalent Object ID 1500... User terminal 100... Operation input section 200... Terminal Processing Unit 270...User terminal processing unit 271... Operation signal transmission control unit 273...Game screen display control unit 290...Image generation unit 292...Sound generation section 294...Communications Control Unit 390...Image display section 392...Sound output section 394... Communications Department 500... Terminal storage unit 502…Game Client Program N... Network 2…User

Claims

1. A computer system that controls the management of virtual objects for each user that can be used in a predetermined virtual world, A detection means for detecting that a first-item acquisition certification condition has been met, which indicates that a first-item object, a virtual object that satisfies predetermined first-item conditions, has appeared in the aforementioned virtual world, and that a user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"). A subsequent detection means detects, after the detection by the aforementioned detection means, that a corresponding object, which is a virtual object different from the initial object and whose appearance meets predetermined similarity conditions with the initial object, has met predetermined subsequent conditions. A reward granting control means that, when detection is made by the aforementioned late-release detection means, grants a given reward to the first-release user, A computer system equipped with the following features.

2. The later acquisition detection means includes the fact that a user other than the initial acquisition user (hereinafter referred to as a "later user") has acquired the equivalent object in the later acquisition condition, and detects that the later acquisition condition has been met. The computer system according to claim 1.

3. The reward granting control means performs control to change the reward based on the elapsed time from detection by the detection means to detection by the subsequent detection means. The computer system according to claim 2.

4. A computer system that controls the management of virtual objects for each user that can be used in a predetermined virtual world, A detection means for detecting that a first-item acquisition certification condition has been met, which indicates that a first-item object, a virtual object that satisfies predetermined first-item conditions, has appeared in the aforementioned virtual world, and that a user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"). A subsequent detection means detects whether predetermined subsequent conditions are met for each of the initial object and the equivalent object, which is a virtual object different from the initial object that satisfies predetermined equivalent conditions, after the detection by the detection means. When detection is performed by the aforementioned late-release detection means, a reward granting control means performs reward control to grant the first-release user a reward based on the number of equivalent objects that satisfy the late-release condition, A computer system equipped with the following features.

5. The later acquisition detection means includes the fact that a user other than the initial acquisition user has used the equivalent object in the virtual world as part of the later acquisition condition, and detects that the later acquisition condition has been met. The computer system according to claim 1 or 4.

6. A computer system that controls the management of virtual objects for each user that can be used in a predetermined virtual world, A detection means for detecting that a first-item acquisition certification condition has been met, which indicates that a first-item object, a virtual object that satisfies predetermined first-item conditions, has appeared in the aforementioned virtual world, and that a user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"). After the detection by the detection means, a subsequent detection means detects that the equivalent object, which is a virtual object that satisfies predetermined equivalent conditions to the initial object, has met predetermined subsequent conditions. A reward granting control means that, when detection is made by the aforementioned late-release detection means, grants a given reward to the first-release user, Equipped with, The aforementioned conditions for certification as the first to acquire the item include the number of people to be certified as users who acquired the item for the first time, The detection means performs the detection until the number of people condition is no longer met. Computer system.

7. A computer system that controls the management of virtual objects for each user that can be used in a predetermined virtual world, A detection means for detecting that a first-item acquisition certification condition has been met, which indicates that a first-item object, a virtual object that satisfies predetermined first-item conditions, has appeared in the aforementioned virtual world, and that a user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"). After the detection by the detection means, a subsequent detection means detects that the equivalent object, which is a virtual object that satisfies predetermined equivalent conditions to the initial object, has met predetermined subsequent conditions. A reward granting control means that, when detection is made by the aforementioned late-release detection means, grants a given reward to the first-release user, Equipped with, The aforementioned conditions for certifying the acquisition of the first item include conditions relating to the number of virtual objects that are determined to be the first item, The detection means performs the detection until the condition regarding the number of virtual objects is no longer met. Computer system.

8. The reward granting control means performs control to change the reward based on the order detected by the detection means. The computer system according to claim 6 or 7.

9. Event period setting means for setting a given event period, Furthermore, The detection means performs the detection within the event period. The computer system according to claim 1, 4, 6, or 7.

10. The reward granting control means controls the granting of the reward to the first user based on the timing of detection by the detection means within the event period. The computer system according to claim 9.

11. A computer system that controls the management of virtual objects for each user that can be used in a predetermined virtual world, A detection means for detecting that a first-item acquisition certification condition has been met, which indicates that a first-item object, a virtual object that satisfies predetermined first-item conditions, has appeared in the aforementioned virtual world, and that a user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"). A means for setting a later-item determination period after detection by the detection means, which variably sets a given later-item determination period based on the user information of the first-item acquisition user, During the aforementioned late-release determination period, a late-release detection means detects that the equivalent object, which is a virtual object that satisfies predetermined equivalent conditions to the initial object, has met predetermined late-release conditions. A reward granting control means that, when detection is made by the aforementioned late-release detection means, grants a given reward to the first-release user, A computer system equipped with the following features.

12. Object generation means that generates the virtual object based on user input, Furthermore, The detection means determines that a user-generated object, which is a virtual object generated by the object generation means, is the first object if it satisfies the first object condition. The computer system according to claim 1, 4, 6, 7, or 11.

13. The reward granting control means, when the initial object is the user-generated object, controls the user-generated object to change the reward based on the generation process information generated by the object generation means. The computer system according to claim 12.

14. The object generation means generates the virtual object using a given material object, The generation process information includes information about the material object, The aforementioned benefit granting control means performs control to change the benefit based on the information of the material object. The computer system according to claim 13.

15. A computer system that controls the management of virtual objects for each user that can be used in a predetermined virtual world, Object generation means that generates the virtual object based on user input, A detection means that, when a user-generated object, which is a virtual object generated by the object generation means, satisfies predetermined initial acquisition conditions, the user-generated object is designated as an initial acquisition object, and that predetermined initial acquisition certification conditions have been met, indicating that a user has acquired the initial acquisition object (hereinafter referred to as the "initial acquisition user"). A means for setting a subsequent determination period after detection by the detection means, which variably sets the given subsequent determination period after detection by the detection means based on the generation process information of the user-generated object, which is the first object, generated by the object generation means, During the aforementioned late-release determination period, a late-release detection means detects that the equivalent object, which is a virtual object that satisfies predetermined equivalent conditions to the initial object, has met predetermined late-release conditions. A reward granting control means that, when detection is made by the aforementioned late-release detection means, grants a given reward to the first-release user, A computer system equipped with the following features.

16. Analysis means for analyzing the aforementioned first object, Furthermore, The means for setting the late-comer determination period sets the late-comer determination period based on the analysis results of the analysis means. The computer system according to claim 15.

17. An object management control method that controls how a computer system manages the virtual objects of each user that are available for use in a predetermined virtual world, In the aforementioned virtual world, a first-item object appears that satisfies predetermined first-item conditions, and it is detected that a predetermined first-item acquisition certification condition has been met, indicating that a user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"). After detecting that the conditions for obtaining the first item have been met, it is detected that a corresponding object, which is a virtual object different from the first item and whose appearance meets predetermined similarity conditions to the first item, has met predetermined conditions for later acquisition. When it is detected that the aforementioned late-release conditions have been met, a reward control is performed to grant a given reward to the first-to-acquire user, An object management control method that includes this.

18. An object management control method that controls how a computer system manages the virtual objects of each user that are available for use in a predetermined virtual world, In the aforementioned virtual world, a first-item object appears that satisfies predetermined first-item conditions, and it is detected that a predetermined first-item acquisition certification condition has been met, indicating that a user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"). After detecting that the initial acquisition certification conditions have been met, the satisfaction of predetermined subsequent conditions is detected for each of the initial object and the equivalent object, which is a virtual object different from the initial object that satisfies predetermined equivalent conditions. The system implements a reward control mechanism that grants rewards to the first-to-acquire user based on the number of equivalent objects that satisfy the aforementioned late-release conditions, An object management control method that includes this.

19. An object management control method that controls how a computer system manages the virtual objects of each user that are available for use in a predetermined virtual world, In the aforementioned virtual world, a first-item object appears that satisfies predetermined first-item conditions, and it is detected that a predetermined first-item acquisition certification condition has been met, indicating that a user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"). After detecting that the initial acquisition certification conditions have been met, it is detected that the equivalent object, which is a virtual object that satisfies the initial object and predetermined equivalent conditions, has met predetermined late-production conditions. When it is detected that the aforementioned late-release conditions have been met, a reward control is performed to grant a given reward to the first-to-acquire user, Includes, The aforementioned conditions for certification as the first to acquire the item include the number of people to be certified as users who acquired the item for the first time, Detecting that the aforementioned conditions for obtaining the first item have been met includes performing such detection until the aforementioned number of people condition is no longer met. Object management control method.

20. An object management control method that controls how a computer system manages the virtual objects of each user that are available for use in a predetermined virtual world, In the aforementioned virtual world, a first-item object appears that satisfies predetermined first-item conditions, and it is detected that a predetermined first-item acquisition certification condition has been met, indicating that a user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"). After detecting that the initial acquisition certification conditions have been met, it is detected that the equivalent object, which is a virtual object that satisfies the initial object and predetermined equivalent conditions, has met predetermined late-production conditions. When it is detected that the aforementioned late-release conditions have been met, a reward control is performed to grant a given reward to the first-to-acquire user, Includes, The aforementioned conditions for certifying the acquisition of the first item include conditions relating to the number of virtual objects that are determined to be the first item, Detecting that the conditions for obtaining the first item have been met includes performing such detection until the conditions regarding the number of virtual objects are no longer met. Object management control method.

21. An object management control method that controls how a computer system manages the virtual objects of each user that are available for use in a predetermined virtual world, In the aforementioned virtual world, a first-item object appears that satisfies predetermined first-item conditions, and it is detected that a predetermined first-item acquisition certification condition has been met, indicating that a user has acquired the first-item object (hereinafter referred to as the "first-item acquisition user"). The given subsequent determination period after the detection is set variably based on the user information of the user who first acquired the item, During the aforementioned late-release determination period, it is detected that the equivalent object, which is a virtual object that satisfies predetermined equivalent conditions to the initial object, has met predetermined late-release conditions. When it is detected that the aforementioned late-release conditions have been met, a reward control is performed to grant a given reward to the first-to-acquire user, An object management control method that includes this.

22. An object management control method that controls how a computer system manages the virtual objects of each user that are available for use in a predetermined virtual world, The virtual object is generated based on the user's input, When the user-generated virtual object that was generated satisfies predetermined initial acquisition conditions, the user-generated object is designated as an initial acquisition object, and it is detected that predetermined initial acquisition certification conditions have been met, indicating that a user has acquired the initial acquisition object (hereinafter referred to as the "initial acquisition user"). The given subsequent determination period after the detection is set variably based on the generation process information related to the generation of the user-generated object, which is the initial object. During the aforementioned late-release determination period, it is detected that the equivalent object, which is a virtual object that satisfies predetermined equivalent conditions to the initial object, has met predetermined late-release conditions. When it is detected that the aforementioned late-release conditions have been met, a reward control is performed to grant a given reward to the first-to-acquire user, An object management control method that includes this.

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