Information processing system, information processing method abd program

JP2024039596A5Pending Publication Date: 2025-07-17MIXI INC
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Patent Information

Application Number
JP2023093375
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-06
Publication Date
2025-07-17

AI Technical Summary

Technical Problem

In digital content transactions, users cannot determine the authenticity of digital packs containing multiple contents with varying values, leading to potential overpricing and transaction insecurity.

Method used

An information processing system using blockchain technology to manage digital content and associated objects, where objects can be in a first state (unopened) or a second state (opened), allowing users to identify content only in the second state, and enabling secure transactions.

Benefits of technology

Ensures transparent pricing and secure transactions by allowing users to verify the content of digital packs, preventing unfair pricing and ensuring the authenticity of digital content.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing device, information processing method, and program capable of providing an object to a user in a state where the user can discriminate whether or not to be able to identify information of digital content associated with the object.SOLUTION: An information processing device comprises an object management part. The object management part manages object information including an owner of an object associated with at least one digital content and a state of the object, so as to allow users other than the object owner to check it, when the object is in a first state, provides the object without being able to identify the information of the digital content associated with the object, and when the object is in a second state, updates the object information from the first state to the second state and provides the object with being able to identify the information of the digital content associated with the object.SELECTED DRAWING: Figure 11
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Description

[Technical field]

[0001] The present invention relates to an information processing system, an information processing method, and a program. [Background technology]

[0002] Conventionally, systems have been known that use blockchain technology to buy, sell, and manage digital content such as game items, videos, or cards depicting characters from manga or anime works (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-152815 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, the value of digital content, such as its rarity, is determined by the amount of digital content in circulation in the market, and digital content may be managed (including traded) in a set in which multiple digital contents with different values ​​are mixed together. For example, digital content may be managed in a state associated with other objects, such as when multiple digital contents are enclosed in a digital pack (virtual package) and managed. In such a case, when trading a digital pack, which is an object containing digital content, unlike a physical package, a trading user (especially a user on the purchaser side) cannot determine the opening history of the digital pack, that is, whether the digital pack has been opened and the contents of the digital content inside have been confirmed. Therefore, it is possible for a seller to set an unreasonably high price and sell the digital pack, even though he knows that the digital pack contains low-value digital content. If such a seller exists, the buyer will suffer a disadvantage, and there is a risk that the safety of the transaction cannot be ensured.

[0005] Therefore, one object of the present invention is to make it possible to provide an object to a user in a state in which the user can determine whether or not information of digital content associated with the object is identifiable. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention includes an object management unit that manages object information including an owner of an object associated with at least one digital content and a state of the object in a manner that can be viewed by a user other than the owner of the object, and when the object is in a first state, provides the object in a state in which information of the digital content associated with the object cannot be identified, and when the object is in a second state, updates the object information from the first state to the second state and provides the object in a state in which information of the digital content associated with the object can be identified. Effect of the Invention

[0007] According to one aspect of the present invention, an object can be provided to a user in a state in which the user can determine whether or not information of digital content associated with the object is identifiable. [Brief description of the drawings]

[0008] [Figure 1] 1 is a conceptual diagram of a video distribution system including an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing an example of a digital content display screen. [Diagram 3] FIG. 2 is an explanatory diagram of a token relating to an object. [Figure 4] FIG. 13 is a diagram showing an example of an object transaction screen. [Diagram 5] FIG. 13 is a diagram illustrating an example of an object details screen. [Figure 6] FIG. 13 is a diagram showing an example of an object information screen. [Figure 7] FIG. 13 is a diagram showing an example of a digital content information screen. [Figure 8] FIG. 13 is a diagram showing an example of an object operation screen. [Figure 9] FIG. 13 is a diagram showing an example of an object listing screen. [Figure 10] FIG. 13 is a diagram illustrating an example of an object purchasing screen. [Figure 11] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 12] FIG. 11 is a diagram showing user information. [Figure 13] FIG. 11 is a diagram showing game character information. [Figure 14] FIG. 2 is a diagram showing digital content information. [Figure 15] FIG. [Figure 16] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] The information processing device, information processing method, and program of the present invention will be described below with reference to the attached drawings, taking specific embodiments as examples. Note that, for convenience of explanation, the following description may be given from the perspective of a GUI (Graphic User Interface). However, since the basic data processing technologies (communication / transmission technology, data acquisition technology, data recording technology, data processing / analysis technology, image processing technology, visualization technology, etc.) required to realize the contents are well-known technologies, the description thereof will be omitted.

[0010] In this specification, a "user" is a person who uses the functions of the information processing device of the present invention, and more specifically, a user can enjoy the benefits (services) provided by the functions of the information processing device of the present invention by operating a specific device. The specific device may be a device owned by the user (e.g., a user terminal 12 described later), or a device installed in a store or the like, which is not owned by the user but may be a terminal or computer that can be used by entering a PIN number, a password, or making a deposit when visiting the store or the like.

[0011] <Summary of the Invention> The present invention is an information processing technology for the overall management of digital content, that is, the issuance, collection, and trading of digital content, and the contents associated therewith. An information processing system (hereinafter, information processing system S) according to one embodiment (hereinafter, this embodiment) of the present invention is a computer system that is responsible for the overall management of digital content, and is a communication system including an information processing device constituted by a server 10, a user terminal 12, and a blockchain network (hereinafter, BC network 14) as shown in FIG. 1. A user can trade digital content and objects associated with the digital content through the information processing system S. In addition, in this embodiment, as a technology for recording digital content, blockchain technology in which transaction history is distributed and managed is used for the purpose of avoiding unauthorized data tampering, etc. However, as a technology for recording digital content, other distributed ledger technologies may be used in addition to blockchain, and other technologies may be used as long as they can prevent unauthorized data tampering, etc.

[0012] Digital content is unique data that cannot be replaced as a digital asset and cannot be copied or tampered with, and individual users can purchase such unique digital content and make it their own property. Once the user becomes the owner, they can freely use the digital content they own, such as using, appreciating, viewing, publishing, or transferring it, at any time. As such, since the digital content in this embodiment is non-substitutable data, the scarcity of the digital content depends on the number of issues (circulation volume) of the digital content.

[0013] Digital content includes, for example, game characters or items used in online games (electronic games), and in the following, game characters (including items used in the game) that operate in the game will be described as an example of digital content. Note that digital content may have a strong meaning as a collection, and may be, for example, data equivalent to a trading card on which information such as the names, photos, and profiles of real players in sports such as baseball and soccer are recorded, so-called digital trading cards, or may be gameplay videos lasting several seconds to several minutes that include scenes of the players' activities.

[0014] An example of digital content is a non-fungible token managed as data on a known blockchain, that is, a non-fungible token called an NFT. The digital content of this embodiment has a unique identifier (content ID) for distinguishing it from other digital content, like an NFT, and has a unique value that is distinguished from other digital content. In addition, like an NFT, digital content can be traded on a blockchain, and the transaction history of the digital content can be recorded using a blockchain or other distributed ledger technology. In addition, the owner and owner history (information on past owners) of the digital content are also recorded using a blockchain or other distributed ledger technology.

[0015] For example, as shown in Fig. 2, the digital content displays the name, appearance, parameters, profile, etc. of the game character. The digital content also displays a content ID (e.g., 10011) indicating that it is unique digital data. This content ID is unique in that no other digital content for the same game character has the same number, and functions as a unique identifier. The parameters are the rarity, attributes, properties, characteristics, status, and the presence or absence of abilities set for the game character, and the difficulty of the game changes depending on the parameters of the game character used. The parameters include those expressed by numerical values, those expressed as ranks written in alphabets such as "A, B, C...", and those expressed by indicators such as gauges. The parameters include those that change with the progress of the game, such as abilities, and those that are constant and do not change regardless of the progress of the game, such as rarity. In this embodiment, the rarity is divided into four stages, L (Legend), SR (Super Rare), R (Rare), and C (Common), in descending order of value. For example, in the example shown in the figure, the rarity is the highest rank L.

[0016] In this embodiment, digital content may be traded in a state where the digital content is associated with an object. In the following, an example will be described in which a user purchases an object associated with digital content and transfers the purchased object to another user.

[0017] An object can be any medium that can be used on the information processing system S and associated with digital content. In this embodiment, an object is described as an example of a container (digital pack) such as a virtual box into which digital content can be enclosed, i.e., into which the digital content cannot be identified. The object is also capable of switching between a first state in which the content of the associated digital content can be identified and a second state in which the content of the associated digital content cannot be identified; In the case of the digital pack of this embodiment, the state in which the package is unopened corresponds to the first state, and the state in which the package is opened corresponds to the second state. Furthermore, object information including the owner of the object and the state of the object (first state or second state) is attached to the object. This object information serves as an index of the object, and is information that can be confirmed by all users who have accessed the object, i.e., the owner and users other than the owner, regardless of whether the object is in the first state or the second state.

[0018] In this embodiment, the digital content associated with an object is determined by lottery. A lottery is a mechanism for selecting digital content to be associated with an object by utilizing chance. Specifically, the information processing system S selects one or a predetermined number of digital contents at random or with a predetermined probability (probability of winning) from a virtual lottery box (hereinafter, a set) containing a plurality of digital contents with different probabilities of winning as candidates, and associates the selected digital contents with the object. The set to be the subject of the lottery may be the same or different depending on the object. In addition, some of the objects may be common. In addition, in the lottery, the number of digital contents to be associated with the object may be determined in advance for each rarity. Furthermore, the timing of conducting the lottery may be when the object is generated or purchased, or when the object is changed from the first state to the second state. In addition, the object may be generated in advance by associating the object with the digital content when the lottery is provided (published), or may be generated when writing the object information on the blockchain.

[0019] In this embodiment, the user can check the owner history of digital content and objects by tracing past owners. However, when the user purchases an object, the object is in the first state (unopened state), so even the user who purchased the object does not know the contents of the digital content associated with the object, that is, the contents of the specific game characters enclosed in the digital pack. In this embodiment, the owners are managed by tokens such as those shown in FIG. 3. Here, assuming that there are 10 pieces of digital content associated with an object, token 1 is the token of the object, and tokens 2 to 11 are tokens of the digital content associated with the object. It is assumed that one token is associated with one owner.

[0020] As shown in Fig. 3(a), when an object is in the first state, user X is associated with token 1 as the owner, and no owner is associated with tokens 2 to 11. This makes it impossible to know who owns each piece of digital content associated with the object, even if the object information is viewed. As shown in Fig. 3(b), when an object is changed from a first state to a second state, that is, when a digital pack is opened, user X associated with token 1, that is, user X who is the owner of the object, is automatically assigned to tokens 2 to 11. Note that, since token 1 and tokens 2 to 11 are consecutive numbers, the information processing system S can determine that tokens 2 to 11 and token 1 have the same owner, and when an opening instruction is given for token 1, the owner of the object is automatically assigned to tokens 2 to 11. Furthermore, since an object in the first state can be transferred to another user, when an object is transferred from user X to user Y, the owner of token 1 is rewritten from user X to user Y as shown in FIG. 3(c). When the owner of token 1 is changed, the information processing system S determines that the owners of tokens 2 to 11 have also been changed. That is, in the first state, as shown in FIG. 3(c), no owner has yet been assigned to tokens 2 to 11, but when the state becomes the second state, user Y, the new owner, is automatically assigned as the owner of tokens 2 to 11.

[0021] A user can launch a program for object trading and, through the functions of the program, trade objects associated with digital content with other users in the information processing system S. Specifically, on an object trading screen such as that shown in Fig. 4, a user can purchase an object that may be associated with desired digital content. In addition, the user can check details of the object (object information, etc.) before purchasing the object.

[0022] The object trading screen displays a unique identifier (e.g., ID:54321) assigned to each object, an image of the object (e.g., an image resembling a box), the price of the object (e.g., 10,000 yen), and the number of objects of the same type that remain in the first state (e.g., 15 objects). Also provided are a details button 41 and a purchase button 42. Here, "objects of the same type" refers to objects that are the same set that are the subject of a lottery when selecting digital content to be associated with the object.

[0023] When the user presses the details button 41 on the object transaction screen, the screen transitions to an object details screen as shown in FIG. In addition to the owner history button 43, the object details screen displays information about the contents of the object. For example, the breakdown of the digital contents included in the object, specifically, the number associated with each rarity (for example, L rank: 1, SR rank: 2, etc.), and the identification information such as the name of the game character corresponding to the digital content assigned to each rarity and the number of issues (for example, 100 for L rank game character a) are displayed. In this embodiment, the number of issues of digital contents corresponding to characters with high rarity, for example, L and SR rank characters, is displayed, and display of game characters with lower ranks is omitted. Note that only the owner information of digital contents corresponding to game characters with high rarity such as L and SR ranks is managed, and it is not necessary to manage the owner information of game characters with lower rarity with lower ranks.

[0024] In this embodiment, by tracing the owner of the digital content on the object details screen or checking the object's owner change history (digital pack opening history), it is possible to confirm that all objects are associated with highly rare L and SR digital content, i.e., one object is always associated with digital content corresponding to one L-rank game character. Also, on the object details screen, it can be confirmed that a total of 300 pieces of digital content corresponding to game characters a to c have been issued as L-rank digital content, and since one L-rank digital content is included in each object, the number of objects including these L-rank digital content is 300. If the total number of objects that have not yet been purchased and the number of objects in the first state match the number of digital content whose owners have not yet been determined and whose owners have not yet been assigned (the number of unassigned), it is guaranteed online that the purchase of the object guarantees that the L-rank digital content can be obtained. In this way, the number of issued L-rank digital content is guaranteed as information that is publicly available for users to view, based on the state of the object (digital pack opening history) and the total number of owner information for each digital content. In other words, the rarity of the digital content included in the object (one L-rank and two SR-ranked) is guaranteed. The digital content associated with the object is determined by the lottery described above, but if the number of digital content of each rarity associated with the object has been determined, the digital content that has not yet been assigned an owner will be the one that is won.

[0025] When the user presses the owner history button 43 on the object details screen, the screen transitions to an object information screen as shown in FIG. The object information screen displays object information, such as the owner of the object (owner history) and the history of the object changing from the first state to the second state, i.e., the opening history of the object changing from the unopened state to the opened state, allowing a user considering purchasing this object to check this information about the object before actually purchasing it.

[0026] In addition, when an area showing each game character is pressed on the object details screen (FIG. 5), the screen transitions to a digital content information screen as shown in FIG. 7, which displays information on the digital content corresponding to that game character (for example, game character a of L rank). The digital content information screen displays the owner (owner history) of each digital content corresponding to a game character, and a user considering purchasing an object can check information about digital content that may be associated with the object before actually purchasing it. In other words, it is possible to check how many pieces of digital content corresponding to the same game character there are, and how many of them have owners that have been decided (or how many remain unallocated).

[0027] On the other hand, when the user presses the purchase button 42 on the object transaction screen (FIG. 4), the object can be purchased. That is, digital content can be purchased in a form associated with the object. Although the digital content associated with an object is determined by a lottery held at the time of purchasing the object or prior to purchasing the object, the contents of the digital content associated with an object in a first state cannot be known until the user changes the object to the second state, i.e., until the digital pack is opened.

[0028] When the user presses the purchase button 42 on the object transaction screen to purchase an object, the screen transitions to an object operation screen as shown in FIG. The object operation screen can be displayed not only when an object is purchased, but also at any time after purchase by selecting from among the objects displayed on a list screen (not shown) of objects owned by the user, and the object can be changed from the first state to the second state or transferred to another user at any time.

[0029] When purchasing an object, the user does not know the details of the digital content associated with the object. Therefore, after purchasing the object, the user has the following options on the object operation screen: (1) change the object to the second state (open the digital pack), (2) transfer the object in the first state (sell the digital pack unopened), or (3) keep the object in the first state (keep the digital pack unopened). In the case of (1), when the user presses the open button 44, the object changes from the first state (unopened) to the second state (opened), and the digital content associated with the object is displayed, allowing the user to confirm the details of the digital content. At this point, the user becomes the owner of the digital content, and is able to use the digital content that he or she has acquired as his or her own property. In the case of (2), by pressing the sell button 45, the user can transfer (sell) the object to another user while keeping it in the first state. In the case of (3), the user presses the back button 46 to leave the object in the first state (without displaying to the user what digital content is associated with it), and continues to hold the object, assuming that the object may be sold to another user in the future. In other words, the user can wait for the value of the object to increase.

[0030] When the user presses the Sell button 45 on the object operation screen, the screen transitions to an object auction screen as shown in FIG. The object listing screen displays a price input field 47 for inputting the selling price of the object, a listing button 48 for actually listing the object after the selling price has been confirmed, as well as reference information regarding pricing of the object. The reference information is updated when another user opens an object of the same type, i.e., changes the object from the first state to the second state. Therefore, each time the opening status of objects of the same type on the market changes, the user who owns the object can consider the timing and price of selling the object.

[0031] Examples of reference information displayed on the object listing screen include the number of objects for sale (e.g., 0), the number of objects in the first state, i.e., the number of unopened objects (e.g., 30), digital content information (e.g., the total number of L-rank game character a issued is 100, the remaining number corresponding to the unallocated number is 3, the market price is 100,000 yen, etc.), the market price of the object (e.g., 30,000 yen), recommended price (e.g., 32,000 yen), etc. The number of objects for sale will be 0 if the same type of object has already been sold out and an out-of-print object is being sold. By displaying information such as out-of-print, the price of the object is expected to rise. From the number of unopened objects and the digital content information, if the number of unopened objects is small and the remaining number of high-rarity digital contents is large, the possibility that the high-rarity digital contents are associated with the objects increases, and the expectation value of acquiring the high-rarity digital contents increases. Conversely, if the number of unopened objects is large but the remaining number of high-rarity digital contents is small, the expectation value decreases. The digital content information displays information on digital content that may be associated with the object (digital content included in the set that is the subject of the lottery), and serves as a reference for setting the price when selling the object. Specifically, information on the number of digital contents issued, the remaining number (unallocated number), market price, etc. is included, and users can refer to the remaining number of unopened packs and the remaining number of digital contents with a high market price when setting the price of the pack. The market price of an object displays the average price of objects of the same type, specifically, the average price of objects that have actually been purchased within a given period (for example, one week). The recommended price is automatically calculated based on the expected value and displays the recommended price for the object. For example, it is calculated based on the formula: market price of digital content a × remaining quantity, market price of digital content b × remaining quantity, … / number of unopened objects.

[0032] Here, the expected value is a numerical value indicating the possibility of acquiring the digital content. Specifically, the expected value is calculated based on the formula: number of unallocated digital content corresponding to the game character / number of objects with which the digital content may be associated, i.e., number of objects in the first state among objects selected by lottery from the set to which the digital content belongs, to which the digital content to be associated.

[0033] On the other hand, when an object is put up for sale, a user who wishes to purchase the object, for example, a user who selects an object (specific object) that may be associated with the desired digital content from a list screen of objects being put up for sale (not shown), is presented with an object purchase screen such as that shown in FIG. 9. The object purchase screen displays information that is useful when purchasing an object, i.e., reference information that is substantially the same as the information displayed on the object listing screen. The user can purchase the object by pressing a purchase button 49. The reference information is updated when another user opens an object of the same type, i.e., changes the object from the first state to the second state. Therefore, each time the opening status of objects of the same type on the market changes, the user can consider the timing and price of purchase.

[0034] There are multiple types of objects (objects with different sets that are the subject of the lottery), and the object state (opening status) of each object specified by the user is presented. In addition, when digital content corresponding to the same game character is associated with multiple (e.g., two) different objects, the device may suggest which object the user should purchase to make it easier to obtain the digital content corresponding to that game character.

[0035] In the above example, when the user purchases an object or when the user sets the purchased object to the second state, a lottery is held to determine which digital content is associated with the object. However, a lottery may be held in advance, and the digital content associated with the object may already be determined at the time of the user's purchase. In this case, at the time of the user's purchase, a lottery is held to determine which object is to be given to the user from among the multiple objects with which the associated digital content has already been determined.

[0036] <Configuration of information processing device and user terminal according to this embodiment> Next, the configurations of the information processing device and various terminals according to an embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for managing digital content, more precisely a server computer (hereinafter, server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to a plurality of user terminals 12 and a BC network 14 that manages transactions of digital content using a distributed ledger technology via a communication network 16, and constitutes an information processing system S together with the user terminals 12 and the BC network 14. The BC network 14 is configured by a plurality of computers distributed in parallel. The communication network 16 is, for example, a communication line network consisting of the Internet or mobile communication, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, and the like.

[0037] The blockchain in this embodiment is a blockchain that links multiple blocks that store issuer information that identifies the issuer (issuing source) of digital content, rule information that defines the trading rules for digital content, information on virtual currency used in trading digital content, information associated with digital content, and trading history of digital content, etc. Note that other detailed technologies related to blockchain will not be described here because they use conventionally known technologies.

[0038] In the information processing system S of the present embodiment, the server 10, the user terminal 12, and the BC network 14 cooperate with each other in the above-described configuration to execute processes such as issuing, collecting, and trading digital content. Specifically, part of the issuing process, collecting process, and trading process of digital content is performed on the server 10 or the BC network 14 side, and part of the graphic processing is executed on the user terminal 12 side. For example, a program including certain rules, logic, and algorithms is executed on the server 10 or the BC network 14 side. Meanwhile, on the user terminal 12 side, while synchronizing with the server 10 or the BC network 14, the issuing, collecting, and trading of digital content is progressed according to the same rules, logic, and algorithms as the program executed on the server 10 or the BC network 14.

[0039] The server 10 is an example of an "information processing device" of the present invention, and is a computer that executes various information processing such as generating, transmitting and receiving data necessary for issuing, collecting and trading digital content. Specifically, the server 10 distributes information necessary for issuing, collecting and trading digital content to user terminals 12 operated by each user, and also collects and stores information from the user terminals 12 operated by each user. Furthermore, the server 10 may execute information processing as a game server that provides games that can be played using game characters.

[0040] In this embodiment, the server 10 may be configured with one computer, or may be configured with multiple computers distributed in parallel. The server 10 may also be a server computer for SNS (Social Network Service), ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processing steps (excluding input and display of information) are executed by the server 10, and the user terminal 12 inputs information to be handed over to the server 10, displays information distributed from the server 10, and so on.

[0041] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. In addition, as software, an operating system (OS) and a dedicated program for information processing relating to the issuance, collection, trading, etc. of digital content are installed in the server 10. These programs correspond to the "programs" of the present invention. When the processor 21 operates in accordance with the above programs, the server 10 functions as the information processing device of the present invention and executes a series of processes relating to the issuance, collection, trading, etc. of digital content. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via the Internet or an intranet.

[0042] The processor 21 may be composed of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.

[0043] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM).

[0044] The communication interface 23 may be, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples thereof include communication by wireless LAN, communication by 3G to 5G or later generation mobile communication systems, and communication based on LTE (Long Term Evolution).

[0045] The storage 24 may be configured by a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), or a universal serial bus memory (USB memory). In this embodiment, blockchain technology is used, but the storage 24 may be built into the server 10 or may be attached to the server body in an external form. Furthermore, the storage 24 may be configured by an external computer (e.g., a database server) communicably connected to the server body.

[0046] The user terminal 12 is a client terminal that a user operates to acquire digital content (including both purchasing it for a fee and obtaining it free of charge) and to use, view, listen to, publish, or transfer the acquired digital content at any time. The user terminal 12 is configured by, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game machine, a television receiver capable of inputting information, a wearable terminal, etc. Note that, for convenience of illustration, two user terminals 12 are shown in Fig. 1, but of course, in reality, the number of user terminals 12 corresponds to the number of users.

[0047] The user terminal 12 receives data from the server 10, displays an image (video) indicated by the data on the display of the user terminal 12 or a display device such as a TV connected to the user terminal 12, and outputs audio from a speaker or the like. That is, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, the user terminal 12 displays a digital content display screen, an object trading screen, an object details screen, an object information screen, a digital content information screen, an object operation screen, an object listing screen, an object purchase screen, and the like.

[0048] Furthermore, the user terminal 12 accepts user operations, such as operations for acquiring, appreciating, viewing, publishing, transferring, etc., digital content, operations for changing an object in a first state to a second state, or operations for selecting or designating a specific object or specific digital content, and transmits information corresponding to the operation content to the server 10. In addition to the above operations, the user appropriately performs operations on the user terminal 12 that are necessary for enjoying the services provided by the information processing system S of this embodiment.

[0049] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will be explained again from the functional standpoint. 11, the server 10 has a memory unit 30, an information acquisition unit 31, a display control unit 32, a digital content management unit 33, an object management unit 34, an object presentation unit 35, a transaction control unit 36, an expected value calculation unit 37, and a notification unit 38. Of these, the memory unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between the hardware devices constituting the server 10 and programs installed in the server 10. When the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.

[0050] The storage unit 30 stores various information necessary for executing services related to the issuance, collection, and trading of digital content. Specifically, the storage unit 30 stores information on users who are users of the service, information on game characters that are the subject of the digital content, information on digital content issued corresponding to game characters, information on objects associated with the digital content, etc. In addition, the storage unit 30 stores various other information such as information on games (not shown) and information on blockchains.

[0051] Information about users (user information) is stored for each user with various information linked to identification information (user ID, etc.) that identifies each user, as shown in Fig. 12. For example, items of user information include information indicating the user's name, attributes, owned virtual currency, owned digital content, owned objects, digital content transaction history, object transaction history, etc. The information indicating the name includes the user's real name, nickname, account name, etc. The information indicating the attributes includes the user's gender, age, etc. The information indicating the owned virtual currency includes the type and amount of virtual currency owned by the user. The information indicating the owned digital content includes the number of digital contents currently owned by the user and information for identifying the digital contents (such as content IDs). Note that digital contents associated with objects in the second state owned by the user are stored here, but digital contents associated with objects in the first state owned by the user are not stored here. The information indicating owned objects includes the number of objects currently owned by the user, information for identifying those objects (such as object IDs), and the states of those objects. The information indicating the transaction history of digital content includes, for digital content that a user has previously traded (including both digital content that the user currently owns and digital content that the user does not currently own), information for identifying the digital content that was the subject of the transaction (such as a content ID), the date and time of the transaction, the transaction partner, the transaction details, the transaction amount, and the number of transactions. Information indicating the transaction history of an object includes, for objects that a user has previously traded (including both objects currently owned and objects not currently owned), information to identify the object that was the subject of the transaction (such as an object ID), the date and time of the transaction, the transaction partner, the transaction details, the transaction amount, and the number of transactions. Note that the user information may include information other than the above, for example, the user's personal information such as contact information and profile.

[0052] As shown in Fig. 13, information related to game characters (game character information) is stored for each game character with various information linked to identification information (such as a character ID) that identifies the game character. For example, items of game character information include the character's name, appearance, parameters, profile, and information indicating the corresponding digital content and its price. The information indicating the parameters includes the rarity, attributes, properties, characteristics, status, and the presence or absence of abilities set for the character, etc. Parameters include those that are constant and do not change, such as rarity, and those that change, such as abilities, and for parameters that change, information indicating the current value of each parameter as well as the initial value and upper limit value is included. The information indicating the profile includes an introductory text indicating the characteristics of the game character. The information indicating the digital content includes information for identifying the digital content corresponding to the game character (such as a content ID), and the information indicating the price of the digital content includes the market price of the corresponding digital content in the trading market. In addition, the game character information may include information other than the above, such as the number of digital contents to be issued in the future, the number of digital contents that have already been issued, the number of already issued digital contents that have been deleted, the number of times they have been issued, and information indicating the issuance history of the digital contents, such as the timing of issuance.

[0053] As shown in Fig. 14, information related to digital content (digital content information) is stored for each digital content with various information linked to identification information (e.g., a content ID that is a unique identifier enabling distinction from other digital content) that specifies the digital content issued corresponding to each game character. For example, items of digital content information include information indicating the game character corresponding to the digital content, the owner and owner history of the digital content, etc. The information indicating the game character includes information for identifying the game character corresponding to the digital content (such as a character ID). The information indicating the owner includes information for identifying the user who owns the unique digital content (such as a user ID). If there is no owner, that is, if no owner has been assigned, NULL or an empty string is recorded. The information indicating the owner history includes records from when the unique digital content was issued to the present, that is, information about past owners such as when and who owned it. Note that if there is no owner history, that is, if an owner has never been assigned, NULL or an empty string is recorded. Note that the digital content information may include information other than the above, such as the price of the digital content, information specifying the issuer (publisher) of the digital content, or information specifying the time of issue.

[0054] Information about an object (object information) is stored for each object with various information linked to identification information (such as an object ID) that identifies the object, as shown in Fig. 15. For example, items of object information include information indicating digital content associated with the object, the state of the object, the price of the object, the owner and ownership history of the object, etc. The information indicating the digital content includes information for identifying the digital content associated with the object (such as a content ID). The information indicating the state of an object includes information for identifying whether the object is in a first state or a second state, and, if the object has been changed from the first state to the second state, information indicating the date and time of the change. The information indicating the price of the object includes the trading price of the object in the trading market. The information indicating the owner includes information for identifying the user who owns the object (such as the user ID). If there is no owner, that is, if no owner has been assigned, NULL or an empty string is recorded. Information indicating the owner history includes records from when the object was issued to the present, that is, information about past owners such as when and who owned it. Note that if there is no owner history, that is, if an owner has never been assigned, NULL or an empty string is recorded. Note that information other than the above, such as information specifying the issuer (issuer) of the object or the time of issue, may be included in the digital content information.

[0055] The above information stored in the storage unit 30 may be stored and managed in the BC network 14 together with or instead of the storage unit 30 of the server 10. In particular, when an object is in the second state, it is preferable that the digital content information associated with the object is managed in the BC network 14. For example, the object information and the digital content information may be managed separately. When the object is in the first state, the object information may be stored in the BC network 14, which is a public network, to indicate that the object is in the first state, and when the object is in the second state, the digital content information associated with the object may be stored in the BC network 14, which is a public network, with an ID (token) different from the object information.

[0056] The information acquisition unit 31 acquires information (data) based on an operation performed by a user on the user terminal 12 by communicating with the user terminal 12. The information acquired by the information acquisition unit 31 includes, for example, information based on operations performed by a user to use, acquire, appreciate, view, publish, or transfer digital content, etc. Also included is information based on operations performed by a user to change an object in a first state to a second state, operations performed by a user (first user) to select a specific object that the user wishes to purchase from multiple types of objects, operations performed by a user (first user) to select a specific digital content that the user wishes to purchase from one or more digital contents, and operations performed by a user (second user) to specify a specific digital content from digital content that the user owns. In addition to the above information, the information acquired by the information acquisition unit 31 includes information based on various selections, specifications, instructions, requests, commands, permission or refusal, registration, and other input operations made by the user when implementing services related to the issuance, collection, and trading of digital content.

[0057] The display control unit 32 controls the user terminal 12 to display on the screen of the user terminal 12 various types of information required to implement services related to the issuance, collection, and trading of digital content. Specifically, the display control unit 32 generates display data for displaying results of information processing by an object management unit 34, an object presenting unit 35, a transaction control unit 36, an expected value calculation unit 37, a notification unit 38, etc., which will be described later, and transmits the generated display data to the user terminal 12 via the communication network 16. For example, the display control unit 32 causes the user terminal 12 to display a digital content display screen, an object transaction screen, an object details screen, an object information screen, a digital content information screen, an object operation screen, an object listing screen, an object purchase screen, etc.

[0058] The digital content management unit 33 controls the number of digital contents corresponding to the game characters to be issued, and issues the digital contents according to the number of issues. Specifically, the digital content management unit 33 issues digital content by setting the number of digital contents to be issued for each game character based on parameters such as the rarity of the game character, and generating digital content information corresponding to the relevant game character based on the set number to be issued and storing it in the storage unit 30. Also, when a user appears who has purchased or otherwise possessed the issued digital content, the digital content management unit 33 associates the user with the digital content and updates the owner information of the digital content.

[0059] The object management unit 34 generates objects, manages the generated objects, and provides the managed objects to the user. Specifically, the object management unit 34 generates an object by generating object information by associating digital content selected by lottery or the like with an object and storing the object information in the storage unit 30. When a user appears who has purchased the generated object, the object management unit 34 associates the user with the object and updates the owner information of the object. Furthermore, the object status information is updated based on an instruction from the user who owns the object, and the object in the first status is changed to the second status.

[0060] The object management unit 34 also manages object information including the owner of the object and the state of the object (first state or second state) so that it can be confirmed by all users, i.e., users other than the owner of the object. When the object is in the first state, the object is provided to the user in a state in which the user (including the owner and users other than the owner) cannot identify the information of the digital content associated with the object. On the other hand, when the object is updated from the first state to the second state, the object is provided to the user in a state in which the user (including the owner and users other than the owner) can also identify the information of the digital content associated with the object. At this time, when the object is in the first state, it is preferable to store information of the digital content (or the game character corresponding to the digital content) associated with the object in the server 10, which is a private network that cannot be confirmed by the owner of the object and users other than the owner of the object. On the other hand, when the object is in the second state, it is preferable to store information of the digital content (or the game character corresponding to the digital content) associated with the object in the BC network 14, which is a public network that can be confirmed by the owner of the object and users other than the owner of the object.

[0061] Furthermore, the object management unit 34 allows the object to be traded between users when the object is in the first state, and does not allow the object to be traded between users when the object is in the second state. That is, when the object is in the first state, the object management unit 34 controls the object so that the owner of the object can transfer it to another user other than the owner, and when the object is in the second state, the object management unit 34 controls the object so that the owner of the object cannot transfer it to another user other than the owner.

[0062] The object presenting unit 35 presents information about the object to the user. Specifically, when the object presenting unit 35 receives a selection of a specific object desired to be purchased from among a plurality of types of objects from a user (first user) who is a buyer and is different from the owner, the object presenting unit 35 calculates the number of objects of the same type as the specific object, i.e., objects in a first state that may be associated with the same digital content as the specific object, generates data for presenting the number, and presents the number to the user (first user) by transmitting the generated data to the user terminal 12 via the communication network 16. In addition, the object presenting unit 35 calculates an expected value for each of the digital contents selected from the digital contents belonging to the set associated with the specific object and that may be associated with the specific object by an expected value calculation unit 37 described later, generates data for presenting the expected value, and presents the data to the user (first user) by transmitting the generated data to the user terminal 12 via the communication network 16.

[0063] Furthermore, when the object presenting unit 35 receives a selection of a specific digital content desired to be purchased from one or more digital contents from a user (first user), the object presenting unit 35 presents to the first user an object (first object) that may be associated with digital content (specific digital content) corresponding to a specific game character, among objects associated with the set to which the specific digital content belongs. Specifically, data for presenting the object is generated, and the generated data is transmitted to the user terminal 12 via the communication network 16, thereby presenting the object to the user (first user). Furthermore, an expected value indicating the possibility of acquiring the specific digital content is calculated by an expected value calculation unit 37 described later, among the objects (first objects), data for presenting an object with a high expected value is generated, and the generated data is transmitted to the user terminal 12 via the communication network 16, thereby presenting the object to the user (first user).

[0064] Furthermore, when the object presenting unit 35 receives a designation of a specific digital content from among the digital contents owned by the user (second user) who is the owner and seller, the object presenting unit 35 calculates an expected value indicating the possibility of acquiring the digital content by the expected value calculation unit 37 described later, and presents, among the objects owned by the second user, an object that may be associated with digital content having a low expected value in preference to an object that may be associated with digital content having a high expected value. Specifically, data for presenting the object is generated, and the generated data is transmitted to the user terminal 12 via the communication network 16, thereby presenting the object to the user (second user).

[0065] The transaction control unit 36 ​​controls transactions of objects and digital content between users. Specifically, when an object transaction is established between users, the transaction control unit 36 ​​disassociates the transferring user with the object, associates the receiving user with the object whose ownership has been transferred to the receiving user, stores the respective pieces of information in the storage unit 30, and updates the user information of the transferring and receiving users. At this time, if the transfer is for a fee, the transaction control unit 36 ​​disassociates the receiving user with the virtual currency for an amount equivalent to the price of the object, associates the transferring user with the virtual currency for an amount equivalent to the price of the object, and stores the respective pieces of information in the storage unit 30, updating the user information of the transferring and receiving users. In this embodiment, the transaction of an object associated with digital content is described as an example, however, when digital content that is not associated with an object is traded between users, the object is replaced with the digital content and the same processing as described above is carried out.

[0066] The expectation value calculation unit 37 calculates an expectation value indicating the possibility of acquiring digital content. Specifically, the expected value calculation unit 37 calculates an expected value indicating the possibility of acquiring digital content based on the number of unallocated digital contents (specific digital contents) corresponding to a specific game character, i.e., the number of digital contents issued corresponding to a specific game character that have not yet been associated with an owner, and the number of objects associated with the specific game character, i.e., the number of objects in the first state among objects (first objects) that may be associated with the digital content (specific digital content) corresponding to the specific game character. For example, if there is one unallocated object and there are two first objects in the first state, the expected value is 50%, and if there is one unallocated object and there are five first objects in the first state, the expected value is 20%. In this case, the former has a higher expected value and is more likely to acquire the specific digital content.

[0067] The notification unit 38 communicates with the user terminal 12 to notify the user of various information. Specifically, when the expectation value of a specific digital content selected by a user (first user) becomes equal to or greater than a predetermined value, the notification unit 38 generates notification data including information indicating that the expectation value has become equal to or greater than the predetermined value and a link to a location where the contents of the digital content can be confirmed, and transmits the generated notification data to the user terminal 12 of the user (first user) via the communications network 16. In addition, when the number of unallocated digital contents not associated with an owner for a specific digital content designated by the user (second user) from among the digital contents owned by the user falls below a predetermined number, notification data is generated including information indicating that the number of unallocated digital contents has fallen below the predetermined number and a link to a location where the contents of the digital content can be confirmed, and the generated notification data is transmitted to the user terminal 12 of the user (second user) via the communication network 16.

[0068] The above describes the configurations of the server 10 and the user terminal 12. Generally, the server 10 and the user terminal 12 have various functions other than those described above, but here, only the characteristic functions that provide the operational effect in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.

[0069] <Information processing method according to one embodiment of the present invention> Next, an information processing flow relating to object management will be described with reference to Fig. 16. The information processing flow according to this embodiment employs the information processing method of the present invention, and is realized by using an information processing system S that functions as a computer system. In other words, each step in the information processing flow (specifically, each step shown in Fig. 16) corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of steps may be changed, without departing from the spirit of the present invention.

[0070] (Information processing flow) This information processing flow proceeds, for example, according to the flow shown in FIG. In this example, the server 10 issues digital content corresponding to game characters, and a digital content selected by lottery from among the digital content is associated with an object.

[0071] 16, first, the server 10 acquires information based on an operation performed to purchase an object from a user through communication with the user terminal 12, and sets the user who purchased the object as the owner of the object by associating the object with the user (S101). Then, after setting the owner of the object, the server 10 manages object information including the owner of the object and the state of the object (first state or second state) in a state that can be confirmed by all users, that is, the user who is the owner of the object and all users who use the information processing system S other than the owner (S102).

[0072] Next, the server 10 judges the state of the object, i.e., whether the object is in the first state of unopened or the second state of opened (S103), and when it judges that the state of the object remains in the first state because it has not yet acquired information based on an operation for opening the object from the user who is the owner, i.e., an operation for changing the object from the first state to the second state through communication with the user terminal 12 (S103: NO), it provides the object to the user in a state in which the user (including the owner of the object and a user other than the owner) cannot identify the information of the digital content associated with the object (S104), and controls the object so that it can be transferred to other users other than the owner so that the object can be traded between users (S105). That is, the object can be traded between users in a state in which the owner of the object and the object can be confirmed by both users and the object is in the first state, but the information of the digital content associated with the object cannot be identified by either user. At this time, it is preferable to store the information of the digital content associated with the object in the server 10, which is a private network that cannot be confirmed by users.

[0073] Furthermore, if the server 10 determines that a transaction of the object has been concluded between the owner of the object and another user different from the owner, and that the object has been transferred (S106: YES), it cancels the association between the owner (the transferring user) and the object, and changes the owner of the object by associating the new owner (the receiving user) with the object (S107).On the other hand, if the object has not been transferred and the owner of the object has not been changed (S106: NO), the server 10 proceeds directly to the next process.

[0074] On the other hand, the server 10 acquires information based on an operation for unsealing an object from a user who is the owner, that is, an operation for changing an object from a first state to a second state through communication with the user terminal 12, and when it is determined that the state of the object has been changed to the second state (S103: NO), it provides the object to the user in a state in which the user (including the owner of the object and a user other than the owner) can also identify the information of the digital content associated with the object (S108), and controls the object so that it cannot be transferred to other users other than the owner so that the object cannot be traded between users (S109). That is, although the object cannot be traded between users, the owner of the object and the object are in the first state, and the information of the digital content associated with the object can be identified by any user. At this time, the information of the digital content associated with the object may be stored in the BC network 14, which is a public network that can be confirmed by the user. In addition, here, it is assumed that a restriction is placed on the transaction of the object in relation to the state of the object, but this is not limited thereto. That is, the process of step S109 may be omitted.

[0075] Then, after opening the object and putting it into the second state, the server 10 associates the owner of the object with the digital content associated with the object, thereby setting the owner of the digital content as well (S110), and ends the process. The above is an example of the information processing flow of the present invention.

[0076] <Other embodiments> Although specific embodiments of the present invention have been described above, the above embodiments are merely examples given to facilitate understanding of the present invention and are not intended to limit the present invention. In other words, the present invention may be modified or improved from the above embodiments without departing from the spirit of the present invention. Furthermore, the present invention includes equivalents thereof.

[0077] In the above embodiment, a game character is given as an example of digital content, but the digital content of the present invention can also be used in other games, for example, in which competitive matches held in the real world are reflected in the game world and users can earn points in the game. Specifically, a user who is a player of the game owns digital content corresponding to a player of his / her favorite sport, and can earn points when the player corresponding to the digital content owned by the user performs well in a competitive match actually held in the real world. Those who earn the most points are awarded virtual currency or the like as a bonus. Here, digital content corresponding to a player who frequently performs well is advantageous in the game, and coupled with the fact that the number of digital content issued is small, it becomes more popular in the trading market and is more likely to rise in price.

[0078] In the above embodiment, the server 10 functions as the information processing device of the present invention, but the present invention is not limited to this, and some of the functions of the server 10 may be provided in the user terminal 12 or the BC network 14. For example, some or all of the functions of the digital content management unit 33, the object management unit 34, the object presentation unit 35, the transaction control unit 36, the expected value calculation unit 37, or the notification unit 38 may be provided in the user terminal 12 or the BC network 14.

[0079] In the above embodiment, user information, game character information, digital content information, object information, etc. are stored in the server 10 or the BC network 14, but a separate database server (not shown) may be provided and the information may be stored all together in the database server, or the information may be stored on the user terminal 12 side.

[0080] In the above embodiment, the user can enjoy all the functions free of charge in principle, but some functions may be limited and the limited functions may be available by paying a certain usage fee. In addition, for a paying user who has paid a certain usage fee, various conditions may be set to give an advantage in trading digital content, such as preferentially notifying information about rare digital content, offering discounts when purchasing digital content, or providing free gifts. The usage fee may be a pay-per-use system, or may be a subscription-like system in which a one-time payment is effective for the viewer for a certain period of time (for example, one month or one year).

[0081] In addition, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples, and the screen configuration examples, the content of the information displayed, and the GUI (Graphical User Interface), etc., can be freely designed according to the system design specifications and user preferences, and can be changed as appropriate.

[0082] In addition, the means of notifying, contacting, and presenting various information in the above embodiment is not particularly limited, and may be, for example, notifying, contacting, and presenting by email, or may display a message or play a sound / audio on the user terminal 12. In addition, when notifying, contacting, and presenting information to a user who has an account for a social networking service (SNS), posting or message exchange on the SNS may be utilized. In addition, the screen on which the message or the like is displayed may be the initial screen (specifically, the standby screen) of the user terminal 12.

[0083] In the above embodiment, the manner of displaying on the user terminal 12 includes a manner of displaying on a display device (display) provided on the terminal itself, and a manner of displaying on a display device connected to the terminal in a wired or wireless manner. Note that the display device connected to the user terminal 12 may include a general stationary display, as well as an HMD (Head Mounted Display) such as VR goggles.

[0084] <Summary> [General-purpose subject] One of the objectives of the present invention is to ensure the security of transactions involving objects associated with digital content.

[0085] Issues regarding [Appendix 1] One object of the present invention is to make it possible to provide an object to a user in a state in which the user can determine whether or not information in digital content associated with the object is identifiable. [Appendix 1] The information processing device of this embodiment includes an object management unit that manages object information including an owner of an object associated with at least one digital content and a state of the object in a manner that can be viewed by a user other than the owner of the object, and when the object is in a first state, provides the object in a state in which information of the digital content associated with the object cannot be identified, and when the object is in a second state, updates the object information from the first state to the second state and provides the object in a state in which information of the digital content associated with the object can be identified. According to the information processing device, when the object is in the first state, none of the users can identify the information of the digital content associated with the object. On the other hand, when the object is in the second state, the users can identify the information of the digital content associated with the object. The users can also confirm the object information, i.e., the change from the first state to the second state (or from the second state to the first state). Therefore, the object can be provided to the user in a state in which the user can determine whether the information of the digital content associated with the object is identifiable.

[0086] Issues regarding [Appendix 2] One of the objectives of the present invention is to make objects in a first state transferable between users, and objects in a second state non-transferable between users. [Appendix 2] An information processing system as described in [Appendix 1], wherein the object management unit controls the object so that, when the object is in a first state, the object can be transferred by the object's owner to a user other than the owner, and when the object is in a second state, the object management unit controls the object so that the object's owner cannot be transferred by the object's owner to a user other than the owner. This allows objects in the first state to be transferable between users, while objects in the second state can be non-transferable between users.

[0087] Issues regarding [Appendix 3] One object of the present invention is to more reliably prevent a user from ascertaining information about digital content associated with an object when the object is in a first state. [Appendix 3] An information processing system as described in [Appendix 1], wherein, when the object is in a first state, the object management unit stores information about digital content associated with the object in a private network that cannot be viewed by the object's owner and users other than the object's owner, and, when the object is in a second state, stores information about digital content associated with the object on a public network that can be viewed by the object's owner and users other than the object's owner. In this way, by storing and managing digital content information associated with an object on different networks depending on the state of the object, it is possible to more reliably prevent a user from viewing digital content information associated with an object in a first state stored on a private network.

[0088] Issues regarding [Appendix 4] One object of the present invention is to present to a user the number of objects in a first state that are of the same type as a particular object selected by the user. [Appendix 4] An information processing system as described in [Appendix 1], comprising an object presenting unit, which, when it receives a selection of a specific object from a first user from among multiple types of objects, presents to the first user the number of objects of the same type as the specific object and in a first state. This makes it possible to present to the user the number of objects in the first state that are of the same type as the specific object selected by the user.

[0089] Issues regarding [Appendix 5] One objective of the present invention is to present to a user the availability of digital content associated with a particular object selected by the user. [Appendix 5] An information processing system as described in [Appendix 1], comprising an object presenting unit which, when it receives a selection of a specific object from a first user from among multiple types of objects, presents to the first user an expected value indicating the possibility of acquisition of each piece of digital content selected from digital content belonging to a set associated with the specific object and which may be associated with the specific object. This allows the user to be presented with the availability of digital content associated with a particular object selected by the user.

[0090] Issues regarding [Appendix 6] One of the objectives of the present invention is to present to a user the first objects from which a particular digital content selected by the user may be obtained. [Appendix 6] An information processing system as described in [Appendix 1], comprising an object presentation unit which, when accepting a selection of specific digital content from a first user, presents to the first user a first object which may be associated with the specific digital content among objects associated with a collection to which the specific digital content belongs. This allows a first object that may potentially enable the user to obtain the particular digital content selected by the user to be presented to the user.

[0091] Issues regarding [Appendix 7] One of the objectives of the present invention is to present to a user, among the first objects that may enable the user to acquire a particular digital content selected by the user, those that are more likely to do so. [Appendix 7] The information processing system described in [Appendix 6], wherein the object presenting unit presents to the first user, among the first objects, objects that have a high expected value indicating the possibility of acquiring the specific digital content, calculated based on the number of unallocated specific digital contents that are not associated with an owner of the specific digital content and the number of first objects in the first state. In this way, by calculating an expected value indicating the possibility of acquiring a specific digital content based on the number of specific digital contents not associated with an owner and the number of first objects in the first state, it is possible to present to the user those first objects which have a higher possibility of being able to acquire the specific digital content selected by the user.

[0092] Issues regarding [Appendix 8] One of the objectives of the present invention is to inform a user so as not to miss a favorable timing to acquire the first object that has a higher possibility of obtaining a particular digital content selected by the user. [Appendix 8] An information processing system according to [Appendix 7], further comprising a notification unit which notifies the first user when the expected value becomes equal to or exceeds a predetermined value. In this way, by notifying the user when the expected value reaches or exceeds a predetermined value, the user can be notified so as not to miss the best timing to acquire the first object that has a higher probability of being able to acquire the specific digital content selected by the user.

[0093] Issues regarding [Appendix 9] One of the objects of the present invention is to notify a user so that the user does not miss a favorable timing for transferring a particular digital content that the user owns. [Appendix 9] An information processing system as described in [Appendix 1], comprising a notification unit which notifies the second user when the number of unallocated specific digital contents not associated with the owner of the specific digital content designated by the second user falls below a predetermined number. In this way, when the number of specific digital contents with no associated owner falls below a predetermined number, the user who owns the specific digital contents is notified, so that the user does not miss a suitable timing to transfer the specific digital contents he or she owns.

[0094] Issues regarding [Appendix 10] One of the objectives of the present invention is to inform users about objects they own so that they do not miss a favorable opportunity to transfer them. [Appendix 10] An information processing system as described in [Appendix 1], comprising an object presentation unit which presents, among objects owned by a second user, objects which may be associated with digital content having a low expected value indicating the possibility of acquiring the digital content in preference to objects which may be associated with digital content having a high expected value. In this way, by preferentially presenting, among the objects owned by a user, objects that may be associated with digital content for which the digital content is less likely to be acquired, the user can be notified about the objects owned by the user so that the user does not miss the appropriate timing to transfer the objects.

[0095] Issues regarding [Appendix 11] One object of the present invention is to make it possible to provide an object to a user in a state in which the user can determine whether or not information in digital content associated with the object is identifiable. [Appendix 11] In an information processing method according to this embodiment, a processor manages object information including an owner of an object associated with at least one digital content and a state of the object in a manner that can be viewed by a user other than the owner of the object, and when the object is in a first state, the processor provides the object in a state in which information of the digital content associated with the object cannot be identified, and when the object is in a second state, the processor updates the object information from the first state to the second state and provides the object in a state in which information of the digital content associated with the object can be identified. According to the above information processing method, it is possible to provide an object to a user in a state in which the user can determine whether or not information about digital content associated with the object is identifiable.

[0096] Issues regarding [Appendix 12] One object of the present invention is to make it possible to provide an object to a user in a state in which the user can determine whether or not information in digital content associated with the object is identifiable. [Appendix 12] The program of this embodiment causes a processor to manage object information including an owner of an object associated with at least one digital content and a state of the object in a manner that can be viewed by users other than the owner of the object, and causes the processor to provide the object in a state in which information of the digital content associated with the object cannot be identified when the object is in a first state, and to update the object information from the first state to the second state when the object is in a second state, and to provide the object in a state in which information of the digital content associated with the object can be identified. According to the above program, an object can be provided to a user in a state in which the user can determine whether or not information about digital content associated with the object is identifiable. [Explanation of symbols]

[0097] 10 Server 12 User terminal 14 BC Network 16 Communication Networks 21 Processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Information Acquisition Department 32 Display control section 33 Digital Content Management Department 34 Object Management Section 35 Object Presentation Section 36 Transaction Control Unit 37 Expected value calculation section 38 Notification Department 41 Details button 42 Purchase Button 43 Owner history button 44 Open button 45 Sell button 46 Back button 47 Amount input field 48 Sell button 49 Purchase Button S Information Processing System

Claims

1. An object management unit is provided, and the object management unit manages object information including the owner of the object associated with at least one digital content and the state of the object, when the object is in the first state, provides the object in a state where the digital content associated with the object cannot be identified, when the state of the object is changed from the first state to the second state by the owner of the object, provides the object in a state where the digital content associated with the object can be identified, An information processing apparatus that sets the owner of the object as the owner of the digital content associated with the object in response to the change from the first state to the second state.

2. A processor manages object information including the owner of the object associated with at least one digital content and the state of the object, when the object is in the first state, the processor provides the object in a state where the digital content associated with the object cannot be identified, when the state of the object is changed from the first state to the second state by the owner of the object, the processor provides the object in a state where the digital content associated with the object can be identified, An information processing method in which the processor sets the owner of the object as the owner of the digital content associated with the object in response to the change from the first state to the second state.

3. The processor is caused to perform a process of managing object information including the owner of the object associated with at least one digital content and the state of the object, perform a process of providing the object in a state where the digital content associated with the object cannot be identified when the object is in the first state, perform a process of providing the object in a state where the digital content associated with the object can be identified when the state of the object is changed from the first state to the second state by the owner of the object, A program for a processor to execute a process of setting an owner of the object as an owner of digital content associated with the object in response to a change from the first state to the second state.

4. An information processing system including a terminal device and a server, wherein the server manages object information including an owner of an object associated with at least one digital content and a state of the object, when the object is in the first state, provides the object to a user of the terminal device in a state where digital content associated with the object cannot be identified, when the state of the object is changed from the first state to the second state by the owner of the object, provides the object to the user of the terminal device in a state where digital content associated with the object can be identified, and sets the owner of the object as an owner of digital content associated with the object in response to a change from the first state to the second state.