Information processing device, information processing method, and program

JP2024057618A5Pending Publication Date: 2025-07-16MIXI INC
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Patent Information

Application Number
JP2024004766
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-16
Publication Date
2025-07-16

AI Technical Summary

Technical Problem

The value of digital content in games can fluctuate greatly due to uncontrolled distribution, leading to inconsistencies in user and seller evaluations, necessitating a need to manage the distribution volume and rarity of digital content.

Method used

An information processing device that grants users rights through lottery, allowing them to change game media from a non-tradable state to a tradable state using a blockchain-based transaction system, controlling the distribution of game media by determining lottery probabilities and issuing non-fungible tokens (NFTs).

Benefits of technology

This approach effectively manages the distribution and rarity of game media, stabilizing their value by controlling the number of tradable items and promoting their utilization through identifiable presentation and transaction systems.

✦ Generated by Eureka AI based on patent content.

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Abstract

To control a distribution amount of a game medium.SOLUTION: An information processing device includes: an imparting unit 33 for imparting, to a user, a first right selected by lottery from one or more kinds of rights in which a game medium as an object of the right is set; and a changing unit 34 for, when the user uses the first right, changing a first game medium which is an object of the first right from a first state in which a transaction with another user is impossible to a second state in which a transaction with another user is possible in a first transaction system.SELECTED DRAWING: Figure 3
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Description

[Technical field]

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

[0002] Conventionally, a system has been known in which a unique non-fungible token (NFT) linked to the owner information of in-game digital content (game media) is issued and transactions are recorded on a blockchain (see, for example, Patent Documents 1 and 2). In this case, all generated NFT transaction records are distributed, shared, and managed by all users in the network on a blockchain having a data structure with high tamper resistance. Therefore, Patent Documents 1 and 2 provide free trading of unique digital content with excellent tamper resistance and credibility within the network, even when a third party does not manage transaction records. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-013271 Summary of the Invention [Problem to be solved by the invention]

[0004] On the other hand, the value of digital content (game media) is also influenced by the amount of circulation in the trading market, but if users freely issue NFTs linked to information about digital content, the seller of the digital content cannot control the amount of circulation. As a result, there is a risk that the value of the digital content will fluctuate greatly and become divergent from the evaluation of the seller and users as a whole. Therefore, there is a demand for sellers to appropriately determine the number of digital content to be issued in order to manipulate the amount of circulation and rarity of the digital content.

[0005] Therefore, one of the objects of the present invention is to control the amount of game media in circulation. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention has an granting unit that grants to a user a first right selected by lottery from one or more types of rights, each having a game medium that is the subject of the right, and a change unit that, when the user uses the first right, changes the first game medium that is the subject of the first right from a first state in which it cannot be traded with other users to a second state in which it can be traded with other users in a first trading system. Effect of the Invention

[0007] According to one aspect of the present invention, the amount of game media in circulation can be controlled. [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 functions of an information processing device according to an embodiment of the present invention. [Figure 4] FIG. 13 is a diagram showing user information. [Diagram 5] A diagram showing information about game media. [Figure 6] FIG. 13 is a diagram showing rights information. [Figure 7] FIG. 13 is a diagram showing information of an NFT. [Figure 8] FIG. 11 is an explanatory diagram showing a lineup of digital contents that can be won by lottery. [Figure 9] An explanatory diagram showing the operation of the modification unit when creating an NFT. [Figure 10] An explanatory diagram showing the operation of the modification unit when creating an NFT. [Figure 11] An explanatory diagram showing the operation of the change unit when trading NFTs. [Figure 12] 13 is a lottery result screen showing the digital content that has been won as a result of the lottery. [Figure 13] 13 is an owned content confirmation screen showing details of digital content owned by the user. [Figure 14] 13 is an acquisition method screen showing a method for acquiring digital content. [Figure 15] 1 is a purchase transaction screen showing a transaction in progress on a marketplace. [Figure 16] 1 is a listing transaction screen showing an active transaction on the marketplace. [Figure 17] This is an NFT creation screen showing the priority of using digital content when creating an NFT. [Figure 18] FIG. 4 is a diagram showing a first information processing flow according to an embodiment of the present invention. [Figure 19] FIG. 11 is a diagram showing a second information processing flow according to an embodiment of the present invention. [Figure 20] FIG. 11 is a diagram showing a third information processing flow according to an embodiment of the present invention. [Figure 21] FIG. 13 is a diagram showing a fourth 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. The embodiment described below is merely an example given to facilitate understanding of the present invention, and is not intended to limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Naturally, the present invention also includes equivalents thereof.

[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, 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 (for example, a user terminal 12 described below), or a device installed in a store or the like that is not owned by the user but may be a terminal or computer that can be used by entering a PIN number, password, or the like or by making a deposit when visiting the store or the like. Also, a user is a unit to which a service usage account is assigned.

[0011] In this specification, "digital content" includes "game media" and "rights," and refers to data in a digital format provided within a game. Digital content can be acquired (obtained), possessed, used (consumed), managed, exchanged, synthesized, enhanced, sold, discarded, traded, or given as a gift. The manner in which digital content can be used is not limited to those exemplified in this specification.

[0012] In this specification, the term "game media" refers to game objects (data available in the game) that can be used by the user to progress in the game, including game play, and includes, for example, characters, items, equipment, cards, and avatars used in the game. Game media also includes in-game currencies such as coins, medals, tickets, gold, or stones that can be exchanged for other game media such as items or characters in the game, or that serve as a payment consumed to play quests, which are the constituent units of the game, lotteries that provide random items called gacha, or other events. In-game currencies include paid in-game currencies that can be obtained by charging, and free in-game currencies that can be obtained without charging. Charging refers to a user paying a game usage fee to a game provider, etc., and specifically, the game usage fee is paid using cash, electronic money, a credit card, a prepaid card, etc. in response to a charging request. In this specification, the "specific game medium covered by the specific right" is referred to as the "first game medium" covered by the first right.

[0013] In this specification, a "right" is data that can be used in a game to create an NFT of a game medium, etc. Specifically, a user can create an NFT of the game medium, etc. that the right covers by using (exercising) the right. The game media, etc. that a right covers do not need to have a one-to-one relationship, but may have a one-to-many, many-to-one, or many-to-many relationship. A user can obtain rights by lottery, and the lottery will award rights that vary in type or number of game media, etc. that the rights cover. A specific right that is awarded to a user by winning the lottery will be referred to as a "first right."

[0014] "NFT" is an abbreviation for Non-Fungible Token, which translates to "non-fungible token" in Japanese. NFT is one of the tokens that includes an identifier managed on the blockchain, and by being associated with digital data, it enables the management and tracking of the owner and transaction history of the digital data. This is because NFT has a unique identifier (content ID) that enables it to be distinguished from other NFTs, and is recorded on an open distributed ledger that can record transactions between two parties in an efficient, verifiable, and permanent manner. Therefore, NFTs cannot be copied or tampered with, and have unique value that is non-substitutable and unique.

[0015] In this specification, a "distributor" refers to an organization (business entity) that provides a game. The distributor may also manage transactions within or outside the game.

[0016] In this specification, the "first state" refers to a state in which digital content such as game media is not tradable in the first trading system (e.g., non-NFT state), and the "second state" refers to a state in which digital content such as game media is tradable in the first trading system (e.g., NFT state).

[0017] In this specification, the "first trading system" refers to a marketplace outside the game that is managed by a blockchain. The first trading system is a trading system on the blockchain, and is capable of trading game media in the second state. Note that digital content that can be traded in the first trading system only needs to be in the second state. Furthermore, the first trading system may manage transactions between users of digital content such as rights. Also, the "second trading system" refers to a marketplace inside the game that is not managed by a blockchain. In the second trading system, all digital content is traded, and transactions can be made regardless of the type and state of the digital content. Note that in the second trading system, the seller may manage transactions between users outside the game through the seller's server 10.

[0018] <Summary of the Invention> The present invention relates to information processing technology related to games and information processing technology related to transactions of game media used in games. In particular, the present invention relates to information processing technology for the overall management of NFTs of game media, that is, the issuance, collection, and trading of NFTs, and the contents associated therewith. An information processing system S according to one embodiment of the present invention (hereinafter, this embodiment) is a computer system responsible for the overall management of games and NFTs, 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.

[0019] (About the game) The games are electronic games that users can play on the communication network 16 through the user terminal 12, such as online games. Online games include browser games using a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW).

[0020] A game may be playable by a single user alone, or may be a cooperative game (a so-called multiplayer game) in which a user can play the same in-game event together with other users. A game may also be a game in which a user can play against one or more other users. A game may also be a free game to play, or a game in which the entire game or some of the events require payment to play.

[0021] The genre of the game of the present invention is not particularly limited as long as it is played using digital content such as game media. Below, a game in which various events can be played within the game will be described. An event is a unit content within the game, and progresses according to the user's will, and more specifically, progresses based on user operations performed through the user terminal 12 during the game. Events include, for example, exploration of the in-game space, quests, missions (tasks), and mini-games, audiovisual effects corresponding to the completion or failure of these, as well as the acquisition, strengthening, and synthesis of game media.

[0022] Among the above events, a quest is also called a "stage" and is an element game that is played with the objective of clearing it. When playing a quest, a user selects two or more characters from among a plurality of characters that the user owns to organize a deck. Here, the deck corresponds to a "group of game media" and includes a plurality of characters as game media as shown in FIG. 2. While playing a quest, the user operates each character included in the deck, specifically, moves each character on a field set for the quest, attacks enemies present on the field with each character, and has each character defend against attacks from the enemies. Then, when the user clears the quest, a reward according to the quest is given to the user.

[0023] Game media can be obtained by satisfying certain conditions while playing a game. For example, the game media can be obtained by winning a lottery, by purchasing them at a shop, or by obtaining them as a reward for completing a quest. Rights may also be won in a lottery for game media. In other words, game media and rights may be mixed in the lineup of items eligible for winning in the same lottery. In addition, in the present invention, game media can be obtained from other users, etc., through transactions, which will be described later. Users can possess the game media they have acquired and use it in games thereafter.

[0024] Parameters are set for characters and items, which are game media, as shown in Fig. 2. The parameters are the status, attributes, species, nature, characteristics, status, and the presence or absence of abilities set for the characters and items, and the difficulty level of the game changes depending on the parameters of the game media used. For example, the following types of parameters can be listed as p1 to p4. p1: Parameters that are advantageous in the game as they are higher, such as physical strength, stamina, magic, strength, attack power, mental strength, vitality, defense, luck, intelligence, hit rate, speed, evasion rate, level, charm, awakening, limit breakthrough, and experience points; parameters that are advantageous in the game as they are lower, such as curse, paralysis, poison, hunger, lack of sleep, and cost; and parameters that are advantageous or disadvantageous in the game as they are lower, such as age, sex, weight, and size. p2: Parameters indicating the unique name, rank, rarity, attribute, species, nature, characteristics, skills, normal moves, special moves, potential abilities, and limit status for each type of game medium such as characters and items p3: A parameter that indicates the presence or absence of advantageous adaptability (resistance), attributes, skills, etc. against specific enemies and quests, or the presence or absence of disadvantageous weaknesses, etc. against specific enemies and quests. p4: Parameter indicating the difficulty of obtaining the item, such as rarity, special specification processing, and special specification appearance.

[0025] The parameters include fixed parameters that are fixed to a certain content and variable parameters that change. Fixed parameters are fixed parameters that do not change even when the game progresses, and include rarity, name, and ID. Variable parameters change as the game progresses, and the variable parameters of the character may change as the character grows, for example, by increasing the attractiveness, leveling up, and increasing the experience value. In addition, the variable parameters of the target characters and items may be changed by implementing events that change the parameters, such as equipment, synthesis, awakening, limit breakthrough, potential ability, strengthening, and evolution. In other words, in the present invention, the variable parameters of the game media, such as the characters and items, change according to the progress of the game, and various variable parameters such as the variable parameters and appearance give the game media uniqueness. In the following, unless otherwise specified, the variable parameters will be simply called "parameters".

[0026] In the game according to the present invention, a user can create an NFT of digital content by using the right to create an NFT. In other words, the game according to the present invention issues a token called an NFT of the game medium, and the user can create an NFT of the game medium that has various parameters, equipment, appearance, and profile that the user has developed to his / her liking.

[0027] NFTs include digital content such as various quests, in-game currencies, in-game spaces, game media, and rights used in games, and the following will explain digital content that operates in games as an example of NFTs. Note that NFTs may have a strong meaning as collections, and may be so-called digital trading cards, which are data equivalent to trading cards that record information such as names, photos, and profiles of real players in sports such as baseball and soccer, or may be gameplay videos of a few seconds to a few minutes that include scenes of those players in action.

[0028] For example, as shown in FIG. 2, the NFT of a digital content displays the name, appearance, parameters, profile, and the like of the digital content. The NFT also displays a content ID (e.g., 10011) indicating that it is unique digital data. This content ID is unique and no other NFT of the same digital content has the same number, and functions as a unique identifier. Specifically, the content ID is associated with a game medium in which variable parameters and appearances are set according to the user's preferences.

[0029] The right to create NFTs is applicable to different game media, such as a right limited to a specific game media, a right limited to a specific attribute, a right common to all game media, and a right limited to a specific rarity. However, the right to create NFTs is not limited to game media, and may be applicable to any digital content, such as a right to create NFTs for quests and in-game spaces. The right to create NFTs required for issuing NFTs can be issued only by the seller, and is granted to users according to the total number of draws for so-called gacha, etc., for all users in the game, and various conditions. In other words, the probability of drawing the right to create NFTs can be freely determined by the seller. It should be noted that when a right is used by a user, the right may be consumed and the user may lose the right, or the right may not be consumed and the user may continue to possess the right.

[0030] (Regarding digital content transactions) Users can trade NFTs such as game media and rights through the information processing system S. In other words, users can trade digital content such as various quests, in-game currency, in-game space, game media, and rights not only in marketplaces operated by distributors but also in free marketplaces that are decentralized.

[0031] In the present invention, as a technology for recording digital content transactions and owners, a blockchain technology in which transaction history is managed in a distributed manner is used to avoid unauthorized data tampering. The BC network 14 may be an Ethereum (ETH) network. However, as a technology for recording NFTs, other distributed ledger technologies may be used in addition to the blockchain, and other technologies may be used as long as they can prevent unauthorized data tampering. For example, game media that is an NFT will be traded in accordance with an Ethereum standard blockchain such as ERC721 (Ethereum Request for Comments) or other blockchains that comply with Ethereum, such as Dapper Labs' "FLOW," to ensure uniqueness.

[0032] Since data recorded in NFTs on the BC network 14 is made public to all other participants on the BC network 14, transactions between users may also be conducted on NFT marketplaces operated by third parties, unlike marketplaces operated by sellers. In addition, fees for issuing NFTs and fees for NFT transactions may be paid between users by transferring cryptocurrencies such as Ethereum to a wallet such as MetaMask linked to the game. In this case, as the secondary distribution market becomes more widespread, a system may be established in which a portion of the fees when users trade on NFT markets operated by third parties is returned to sellers.

[0033] In the present invention, digital content such as game media can be exchanged for something that has the nature of a consideration for the digital content (hereinafter, the consideration) in transactions between users in a marketplace. Specifically, while playing a game, a user can trade specific game media inside or outside the game and exchange the game media for a predetermined consideration. In one embodiment of the present invention, a transaction of game media is a buying and selling transaction, in which a seller user selects the game media to be sold and proposes a transaction, and a buyer user pays the consideration in the transaction to purchase the game media to be sold.

[0034] Examples of consideration used in the trading and exchange of game media include digital content such as game media and rights, in-game currency, money such as cash and electronic money, crypto assets such as virtual currency, number of followers / number of supporters, and the number of emotional indicators that give value to emotions (for example, the number of reactions such as "likes" on social media or in games, etc.).

[0035] In general NFT transactions, while ownership of the NFT is transferred, the original rights holder retains the copyright and other rights, but in one embodiment of the present invention, the rights such as the copyright and other rights are transferred to the transferee (specifically, the purchaser of the NFT) along with the ownership through the NFT transaction. However, in the NFT transaction according to the present invention, various other electronic information may also be managed.

[0036] As digital assets, NFTs are unique and irreplaceable data that cannot be copied or tampered with, and since they are non-substitutable data, the rarity of an NFT depends on the number of NFTs issued (circulation volume). Therefore, the total number of available game media (number of issues) that are NFTs is controlled, and when the total number of issues reaches a predetermined number, further issuance is restricted. For example, in a situation where users A, B, C, and D each own one character with the total number of issues set to "4," none of the users can obtain a new character through a lottery or as a reward for clearing a quest. On the other hand, when user A trades his / her own character as a sale item (exchange item), other users can obtain the character through the trade. In addition, new game media may be issued when various conditions are met, a seller is determined, and the like.

[0037] <Configuration of information processing device and terminal according to this embodiment> Next, the configuration of an information processing device and various terminals according to an embodiment of the present invention will be described. Note that, for convenience of illustration, in Fig. 1, the number of user terminals 12 is only two, but in reality, the number of user terminals 12 corresponds to the number of users who use the functions of the information processing device.

[0038] The information processing device according to this embodiment is configured by a computer for managing digital content, specifically a server 10 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.

[0039] The BC network 14 in this embodiment is data that links together multiple blocks that store issuer information that identifies the issuer (issuing source) of the digital content, rule information that defines the trading rules for the digital content, information on the virtual currency used in the trading of the digital content, information associated with the digital content, and the trading history of the digital content, etc. Note that other detailed technologies related to the blockchain are not described here because they use conventionally known technologies.

[0040] 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 configuration to execute processes such as issuing, collecting, and trading digital content. Specifically, the server 10 or the BC network 14 executes a part of the issuing process, collecting process, and trading process of digital content, and the user terminal 12 executes a part of the graphic process. For example, the server 10 or the BC network 14 executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 12 proceeds with the issuing, collecting, and trading of digital content in accordance with the same rules, logic, and algorithms as the program executed by the server 10 or the BC network 14 while synchronizing with the server 10 or the BC network 14.

[0041] The server 10 is an example of an "information processing device" of the present invention, and is a computer that executes various information processes such as generating and transmitting data necessary for issuing, collecting, trading, etc. of digital content. Specifically, the server 10 distributes information necessary for issuing, collecting, trading, etc. of digital content to the 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 processes as the server 10 that provides games that can be played using digital content.

[0042] 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 10 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 information input and display) 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.

[0043] 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.

[0044] 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.

[0045] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM).

[0046] 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).

[0047] 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, and the storage 24 may be built into the server 10 or may be attached to the server 10 main body in an external form. Furthermore, the storage 24 may be configured by an external computer (e.g., the server 10) connected to the server 10 main body so as to be able to communicate with the server 10 main body.

[0048] The user terminal 12 is a client device 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.

[0049] 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, a digital content information screen, a marketplace display screen, an NFT creation screen, an acquisition method screen, a lottery result screen, and the like.

[0050] Furthermore, the user terminal 12 accepts user operations, such as operations for acquiring, viewing, listening to, publishing, transferring, etc., digital content, operations for changing game media in a first state to a second state, or operations for selecting or designating specific game media or specific rights, 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.

[0051] <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. 3, the server 10 has a memory unit 30, an information acquisition unit 31, a progress control unit 32, an assignment unit 33, a change unit 34 having a status setting unit 341 and a transaction control unit 342, a first presentation unit 35, a second presentation unit 36, a third presentation unit 37, a recommendation unit 38, and a selection unit 39. Of these, the memory unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the 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.

[0052] (Storage part) The storage unit 30 stores various information necessary to execute services related to games and the issuance, collection, and trading of NFTs. Specifically, it stores information on users who use the services, information on digital content such as game media and rights, information on NFTs issued in correspondence with game media, and information on other digital content such as items and equipment. In addition, it stores various other information such as information on games and information on blockchains (not shown).

[0053] As shown in Fig. 4, information about users (user information) is stored for each user with various information linked to identification information (user ID, etc.) that identifies each user. For example, items of user information include information indicating the user's basic information, in-game currency possessed, virtual currency possessed, digital content possessed, and transaction history of digital content. The basic information of a user includes the appearance such as an avatar, a profile such as a nickname or account name, and attributes. Information indicating attributes includes the user's real name, play time, number of days logged in, amount charged, gender, age, etc. The information indicating the possessed in-game currency includes the type and amount of the in-game currency possessed by the user. The information indicating the virtual currency held by the user includes the type and amount of virtual currency held by the user. The information indicating the owned digital content includes the number of digital contents such as rights, game media, and NFTs that the user currently owns, and identification information of the digital contents (such as content ID). Information indicating the transaction history of content includes, for digital content such as rights, game media, and NFTs that a user has previously traded (including both currently and previously owned digital content), the identification information of the digital content that was the subject of the transaction (such as content ID), the transaction date and time, 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, personal information of the user, such as contact information and account information of other applications.

[0054] As shown in Fig. 5, information related to game media (game media information) is stored for each game medium, with various information linked to identification information (such as a game media ID) that identifies each game medium. For example, items of game media information include basic information about the game medium, status, target rights, holder, transaction history, number of issues, and information indicating the ID of the corresponding NFT and its basic information. The basic information of the game medium includes various parameters set in the game medium, such as appearance, profile, level, rarity, attributes, effects, processing, and abilities. The parameters include fixed parameters such as rarity and variable parameters such as level and attributes, and for the variable parameters, information indicating the current values ​​of the various parameters as well as initial values ​​and upper limit values ​​is included. The information indicating the profile includes an introductory text indicating the features of the game medium. The information indicating the state includes information about the state of the game medium, such as information for identifying whether the state is the first state or the second state, and, if the state has been changed from the first state to the second state, information indicating the date and time of the change. The information indicating the target right includes information regarding the right that the game medium targets (such as a right ID). The information indicating the owner includes information about the owner of the game medium (such as a user ID). The information indicating the transaction history includes information regarding past transactions and exchanges of game media, such as the identification information of the digital content involved (content ID, etc.), the transaction date and time, the transaction counterparty (user ID, etc.), the transaction details, the transaction amount, and the number of transactions. The information indicating the number of issues includes information regarding the number of issues of the same game medium issued by the publisher. Note that the information indicating the number of issues of the game medium may include, for example, the number of issues of game media to be issued in the future, the number of deleted game media that have already been issued, information indicating the issuance history of the game medium such as the issue date and time, etc.

[0055] Information about rights (rights information) is stored for each right, with various information linked to identification information (rights ID, etc.) that identifies each right, as shown in Fig. 6. For example, items of right information include basic information about the right, status, target game media, holder, transaction history, number of issues, and information indicating the ID of the corresponding NFT and its basic information. The basic information of the right includes the appearance, effect, period, etc. set for the right. The status information includes information regarding the status of the right (whether or not it is being used). The information indicating the target game medium includes information about the game medium that the right covers (such as a game medium ID). The information indicating the holder includes information about the holder of the right (such as a user ID). The information indicating the transaction history includes information regarding past transactions and exchanges of rights, such as the identification information of the digital content that was the subject of the transaction (such as content ID), the transaction date and time, the transaction counterparty (such as user ID), the transaction details, the transaction amount, and the number of transactions. The information indicating the number of issued rights includes information on the number of issued rights of the same type issued by the distributor. Note that the information indicating the number of issued rights may include, for example, the total number of rights to be issued in the future, the number of rights that have already been issued and been deleted, information indicating the issuance history of the rights such as the issue date and time, etc.

[0056] As shown in Fig. 7, information about NFTs (NFT information) is stored for each NFT with various information linked to identification information (such as an NFT ID) that identifies the NFT issued for each game medium. For example, items of NFT information include basic information about the NFT, status, creator, holder, transaction history, number issued, and the ID of the corresponding game medium and information indicating the basic information thereof. The basic information of an NFT includes various parameters set in the corresponding game media, such as appearance, profile, level, rarity, attributes, effects, processing, and abilities. The parameters include fixed parameters such as rarity, and variable parameters that change such as level and attributes, and for variable parameters, information is included indicating the current value of each parameter as well as the initial value and upper limit. Information indicating the profile includes an introductory text indicating the features of the game media. The information indicating the state includes information about the state of the corresponding game content, such as information for identifying whether the state is the first state or the second state, and, if the state has been changed from the first state to the second state, information indicating the date and time of the change. The information indicating the target right includes information (such as a right ID) regarding the right that the corresponding game medium targets. The information indicating the creator includes information about the creator of the corresponding game content (such as a user ID). The information indicating the owner includes information about the owner of the corresponding game medium (such as a user ID). The information indicating the transaction history includes information regarding past transactions and exchanges of the corresponding game media, such as the identification information of the digital content involved in the transaction (such as content ID), the transaction date and time, the transaction partner (such as user ID), the transaction details, the transaction amount, and the number of transactions. The information indicating the number of issues includes information regarding the number of issues of the same game medium as the corresponding game medium issued by the distributor. Note that the information indicating the number of issues of the NFT may include, for example, the total number of issues of the same game medium as the corresponding game medium that are scheduled to be issued in the future, the number of deleted game media that are already issued and are the same as the corresponding game medium, and information indicating the issuance history of the game medium that is the same as the corresponding game medium, such as the issue date and time.

[0057] The above-mentioned various 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 the game medium is in the second state, it is preferable that the NFT information associated with the game medium is managed in the BC network 14. For example, the game medium information and the NFT information may be managed separately. When the game medium is in the first state, the game medium information may be stored in the BC network 14, which is a public network, to indicate that the game medium is in the first state, and when the game medium is in the second state, the NFT information associated with the game medium may be stored in the BC network 14, which is a public network, with an ID (token) different from the game medium information.

[0058] (Information acquisition department) The information acquisition unit 31 accepts various operations (user operations) performed by the user through the user terminal 12, and more specifically, acquires data indicating the contents of the user operations from the user terminal 12 via the communication network 16. The user operations accepted by the information acquisition unit 31 include various operations related to playing the game and trading game media, and specifically include selection, designation, instruction, request, command, permission or refusal, registration, reservation, and other input operations. The designated operations by the user include an operation of conducting a lottery, an operation of using a right, an operation of trading digital content, and the like.

[0059] (Progress control section) During game play, the progress control unit 32 progresses the game in response to game progress operations received from the user, generates display data for displaying a game screen in response to the game progress status, and transmits the display data to the user terminal 12. In addition, the progress control unit 32 updates information related to the game progress among the user information stored in the storage 24 in response to the user's game progress status. The game progress status is the current status regarding the progress or progress of an event determined in response to the content of a user operation, and specifically includes the outcome of a match, the correctness or incorrectness of an answer to a question, whether a quest or mission has been cleared, changes in game media (for example, acquisition, consumption, exchange, synthesis, strengthening, sale, disposal, or gift of game media), the result of a lottery, and changes in the position of each character in the game space.

[0060] (Granting department) When the server 10 accepts a lottery operation such as spinning a gacha performed by a user, the granting unit 33 performs a predetermined number of lottery draws (one or more times) from the lineup of digital contents that are to be won in the lottery shown in Fig. 8. Then, as shown in Figs. 12 and 13, the granting unit 33 presents and grants to the user game media such as equipment, items, and characters, as well as digital contents such as rights, that are obtained as a result of the lottery, and records in the storage unit 30 that the user owns them. The lottery is a lottery drawn a predetermined number of times from a lineup of winning digital contents with a predetermined probability determined by the distributor, and the drawing is expressed as "spinning the gacha". The probability of winning the lottery may be different for each digital content. The lineup of winning lottery may be determined arbitrarily by the distributor and may be changed depending on the period, etc. The user can obtain the right to draw a lottery (lottery right) for a fee or free of charge if the conditions are met, and the server 10 accepts the operation of the lottery when the user uses the lottery right. When multiple lottery rights are used at the same time, the lottery is performed the same number of times as the lottery right is used. The winning digital content is presented on the screen as shown in Figs. 12 and 13. When multiple lotteries are performed at the same time, multiple winning digital contents may be presented at one time. The digital content granted by the granting unit 33 is stored in the memory unit 30 of the server 10, and the user can check the details of the digital content he / she owns at any time from a so-called box in the game.

[0061] The lottery format includes the following patterns. (a) A lottery in which one of multiple rights, each of which has a different type or number of game media, etc. that are the subject of the right, is won. In this case, the game media, etc. that the right is the subject of will not be won. (b) A lottery in which one of several different game media, etc. is selected as the winner. In this case, the winner will not be awarded the right to that game media, etc. (c) A lottery in which a right and the game medium, etc. that the right covers are won as a set. In this case, one right and one game medium, etc. may be won, or one right and multiple game media, etc. may be won. When multiple game media, etc. are won, all of the game media, etc. that are won may be the subject of the right, or at least one of the game media, etc. that are won may be the subject of the right. In addition, multiple rights and one game medium, etc. may be won, or multiple rights and multiple game media, etc. may be won. In this case, all of the multiple rights that are won may cover all or any of the game media, etc. that are won together, or at least one of the multiple rights that are won may cover all or any of the game media that are won together. (d) A lottery that combines the above (a) to (c). In other words, a right may be won, or a game medium, etc. may be won. Also, a right and the game medium, etc. that the right covers may be won as a set.

[0062] The granting unit 33 controls the number of digital contents to be issued. Specifically, the granting unit 33 sets the number of digital contents to be issued based on fixed parameters such as the rarity of the digital contents, and based on the set number of digital contents to be issued, the granting unit 33 generates an algorithm that controls the issuance of digital contents and issues digital contents appropriately according to the rules and probabilities of the algorithm. In addition, the granting unit 33 may grasp the number of users who trade the issued digital contents in the market and use them in the game, and appropriately determine and issue the amount of digital contents to be distributed in the market. The granting unit 33 may grant digital content to a user by satisfying a predetermined condition other than the lottery, and record the fact that the user owns the content in the storage unit 30. For example, the digital content may be granted to a user who is first to arrive and satisfies a predetermined condition, or the digital content may be granted to a user who is ranked high in an event or the like, and record the fact that the user owns the content in the storage unit 30.

[0063] (Change state setting part) The creation of an NFT for the game medium and the setting of the state of the game medium are performed by the state setting unit 341 of the change unit 34, as shown in Figures 9 and 10. 9, when the state setting unit 341 of the change unit 34 accepts use of the first right to create an NFT from a user, it changes the data of the first game medium targeted by the first right from the first state to the second state, stores the data in the storage unit 30, and erases the data of the first right to create an NFT from the storage unit 30. Simultaneously with this operation, when the state setting unit 341 of the change unit 34 accepts use of the first right to create an NFT from a user, it creates an NFT whose metadata records information about the first game medium in the second state (holders from the past to the present, description, issuer, and data storage location) and issues it on the blockchain. After the user uses the first right, the first right is consumed and lost. However, the first right may continue to be possessed by the user without being consumed even after the user uses the first right. Also, the first right may be subject to conditions such as a usage period, instead of a condition of the number of times it can be used. Note that the created NFT is assumed to be so-called off-chain, in which information related to the game medium is written, but it may also be so-called on-chain, in which all information about the game medium is written on the blockchain.

[0064] (Transaction control section of the change section) Control of transactions of digital content such as game media and rights, as well as NFTs of digital content such as game media, is performed in marketplaces inside and outside the game by the transaction control unit 342 of the modification unit 34, as shown in Figures 10 and 11. When an NFT for digital content such as a game medium is traded between users in the first trading system, the trading control unit 342 of the change unit 34 transfers the owner of the NFT associated with the digital content such as a game medium to the user who purchased it. At the same time as this operation, the digital content such as a game medium managed on the server 10, which is a network different from the BC network 14, is associated from the user to another user. Specifically, on the server 10, so as to transition from Fig. 10 to Fig. 11, the transaction control unit 342 of the change unit 34 erases the data of the first game medium in the second state stored in a so-called box of user 1 in the storage unit 30, and then stores the data of the first game medium in the second state in a so-called box of user 2 in the storage unit 30. Specifically, on the BC network 14, so as to transition from Fig. 10 to Fig. 11, the transaction control unit 342 of the change unit 34 transfers the NFT associated with digital content such as a game medium, and changes the holder to the user who purchased it.

[0065] When a transaction of digital content such as game media and rights is concluded between users in the second transaction system, the transaction control unit 342 of the change unit 34 erases the data of the first game medium stored in a so-called box for user 1 in the storage unit 30, and stores the data of the first game medium in a so-called box for user 2 in the storage unit 30. Specifically, the transaction control unit 342 disassociates the transferring user with the digital content such as game media and rights, associates the transferring user with the digital content such as game media and rights whose ownership has been transferred to the transferring user, stores each piece of information in the storage unit 30, and updates the user information of the transferring and transferring parties. The transaction control unit 342 of the change unit 34 may store or erase the consideration (such as in-game currency and cryptocurrency) other than the digital content such as game media traded between users in the storage unit 30 of each user. If the transaction between users is a paid transfer, the transaction control unit 342 disassociates the transferee user with the virtual currency in an amount equivalent to the price of the digital content such as the game media and rights, and associates the transferee user with the virtual currency in an amount equivalent to the price of the digital content such as the game media and rights, and stores each piece of information in the storage unit 30 to update the user information of the transferor and transferee.

[0066] (First presentation part) 12 and 13, the first presenting unit 35 presents to the user the ownership status of the game media covered by the rights owned by the user in a identifiable manner on a screen that displays the rights owned by the user, such as an owned content confirmation screen and a lottery result screen. In addition, in the case of rights that can be used in common for multiple game media, the ownership status does not need to be presented. Note that "identifiable" means that the user can distinguish the difference in the type and nature of information from the user terminal 12.

[0067] 12 is a lottery result screen, which allows the user to check the digital content won by lottery. The lottery result screen has a won digital content display section, an acquisition method confirmation button 41 that displays the ownership status, a save button 42, and a market transfer button (transfer) 43. As shown in FIG. 12, the lottery result screen presents the appearance of the right won by lottery and the ownership status of the game media that the right won by lottery covers to the user in an easily identifiable manner. The winning digital content display unit displays the appearance of the digital content won by lottery to the user in an easily understandable manner. The acquisition method confirmation button 41, which presents the possession status, is a button that presents the possession status to the user in an identifiable manner. For example, if the game medium covered by the won right is not possessed and the acquisition method confirmation button 41 indicating "not possessed" is pressed, the screen of the user terminal 12 transitions to an acquisition method screen shown in FIG. 14. Then, when the save button 42 is pressed, the digital content won by lottery is stored in a box in the storage unit 30, and the screen of the user terminal 12 transitions to an owned digital content confirmation screen shown in FIG. 13. Furthermore, when the market transfer button (transfer) 43 is pressed, the user terminal 12 is connected to an in-game or out-of-game marketplace, and the screen of the user terminal 12 transitions to an exhibition transaction screen shown in FIG. 16. Note that when the save button 42 or the winning digital content display unit is pressed, the screen may transition to a screen for performing a lottery again, without transitioning to the owned digital content confirmation screen.

[0068] 13 is an owned digital content confirmation screen, which is a screen for confirming the digital content owned by the user that is stored in the storage unit 30 from a box within the game. The owned digital content confirmation screen has an owned digital content display section, an acquisition method confirmation button 41 that indicates the ownership status, a market transfer button (transfer) 43, and an NFT creation button 44 that indicates the ownership status. As shown in FIG. 13, the owned digital content confirmation screen presents to the user in an easily identifiable manner a list of digital content owned by the user, the ownership status of digital content that is the target of the digital content owned by the user, and how to use the digital content owned by the user. The owned digital content display section displays the appearance of the digital content owned by the user, such as the ticket list display section and the character list display section, in an easy-to-understand manner to the user. When the NFT creation button 44, which shows the ownership status, is pressed, the screen of the user terminal 12 transitions to the NFT creation screen shown in FIG. Furthermore, the possession status of the target digital content is not limited to the display of only the rights, but the possession status of the target digital content, such as rights, may also be presented for digital content such as game media.

[0069] (Second presentation part) As shown in Figs. 14 and 15, when the acquisition method confirmation button 41 is pressed, the second presentation unit 36 ​​presents various acquisition methods of the digital content the user wants in an easily identifiable manner to the user, and transitions to a screen where the user can actually acquire the digital content in the method desired by the user. The method of acquiring digital content is not limited to lottery, and includes various conditions such as trading in the market inside and outside the game, in-game events, quest clear drop rewards, and tournament prizes. As described above, since there are multiple acquisition methods for a specific digital content, the user can easily find the optimal acquisition method from among the multiple acquisition methods. In addition, when the acquisition transition button 46 is pressed, the screen transitions to a screen where the digital content can actually be acquired, stimulating the user's game play. 14 shows an acquisition method screen, which presents to the user various methods of acquiring the digital content that the user desires in an easily identifiable manner. The acquisition method screen is composed of one or more acquisition transition buttons 46, one of which may be a market move button (purchase) 45. The acquisition transition button 46 describes the acquisition method, and presents it to the user in an easily identifiable manner. When the market move button (purchase) 45 is pressed, the screen of the user terminal 12 transitions to a purchase transaction screen shown in FIG. Fig. 15 shows a purchase transaction screen, which displays listings of users who have listed the game content that the user wishes to purchase on the in-game marketplace. Fig. 15 also shows a screen connected to the market when the user's desired method of acquisition is a market transaction. On the in-game marketplace, the user can select other users who have listed listings that meet the conditions that suit them, and negotiate and trade with them.

[0070] (Third presentation part) As shown in FIG. 16, when the market transfer button (transfer) 43 is pressed, the third presentation unit 37 presents information on other users who are offering the first right that the user cannot use in the marketplace within the game and who are offering rights that the user can use to the user who owns the first right, and when the user actually presses another user who is offering the desired right, a transaction negotiation screen or a transaction completion screen is displayed. Note that the product offered is not limited to rights as long as it is digital content, but may be game media in the first or second state, and the product offered by the other user is not limited to rights as long as it is digital content, but may be game media in the first or second state. In addition, the marketplace is not limited to within the game, but may be a marketplace outside the game. Figure 16 shows the listing transaction screen. When a user lists digital content on the marketplace within the game, information about other users who are listing the digital content desired by the user is displayed in a manner that makes it easy for the listing user to identify it.

[0071] (Recommended section) 13, when a user does not possess the first game media that is the subject of the first right on the owned digital content confirmation screen, the recommendation unit 38 recommends that a user who possesses the first right put up for sale the first right in the marketplace within the game. By displaying "recommended to put up" on the Market Move button (Transfer) 43 on the owned digital content confirmation screen, the recommendation unit 38 encourages the user to trade or exchange on the market. Then, when the user presses the Market Move button (Transfer) 43 with "recommended to put up" displayed, a trade with another user who is putting up a right different from the first right is presented. The recommendation to put up digital content is not limited to rights, but may also recommend putting up digital content such as game media. Furthermore, the products purchased from other users are not limited to rights, but may be digital content such as game media. Furthermore, the marketplace is not limited to within the game, but may be a marketplace outside the game.

[0072] (Selection Department) As shown in Figure 17, the selection unit 39 is a function used when creating an NFT, and presents the user with the priority of the rights to be used. Specifically, when a user wants to create an NFT for a game medium and the user owns multiple first rights, the selection unit 39 selects a first right with a smaller number of target first game media from among the multiple first rights and recommends it when changing the first game media from the first state to the second state. The priority of the first rights to be used is calculated according to the number of target first game media and the number of first game media owned, and the priority is displayed on the screen together with the first rights. Then, the selection unit 39 selects the first right with the highest priority and causes it to be presented on the screen of the user terminal 12 of the user. Note that when the user selects the first right he or she wants to use, the priority of the game media for which an NFT can be created may be calculated, and the first game medium with the highest priority may be selected and presented to the user. 17 shows an NFT creation screen that accepts the selection of the first right required for the NFT of the first game medium that the user wishes to create. When the user selects the first game medium and the first right and presses the confirm button 47, the change unit 34 creates an NFT of the first game medium.

[0073] <Information processing method according to one embodiment of the present invention> Next, an information processing flow using the information processing device according to this embodiment will be described. The information processing flow according to this embodiment includes a flow in which a user plays a game and a flow in which a user trades digital content. The latter flow is a flow similar to trading and exchanging digital content, and the specific processing content and flow are publicly known, so a description thereof will be omitted.

[0074] The information processing flow for game play (hereinafter, simply the information processing flow) employs the information processing method of the present invention, and proceeds according to the flow shown in Figures 18 to 21. Each step in the information processing flow 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.

[0075] In the information processing flow, the server 10 constituting the information processing device communicates with the user terminal 12 of the user playing the game, and transmits and receives data to and from the user terminal 12. The processor 21 of the server 10 executes the information processing flow based on the data received from the user terminal 12, and proceeds with each step. During the execution of the information processing flow, the display screen of the user terminal 12 transitions according to the progress of the game (progress of the information processing flow).

[0076] In the following, the processing on the server 10 side will be explained with reference to the flow shown in Figures 18 to 21, and the processing on the user terminal 12 side will be explained from the perspective of the GUI when the user plays the game.

[0077] First, the first information processing flow regarding the creation and trading of NFTs for game media will be explained in detail with reference to Figure 18. In the first information processing flow, information processing begins when the user selects (START) a first right that the user wishes to use, which the user has obtained by lottery or the like. When the server 10 receives the selection result of the right that the user wishes to use from the user terminal 12 of the user, the server 10 checks the possession status of the first game medium that is the subject of the first right that the user wishes to use (S101). If it is determined that the user possesses the first game medium that is the subject of the first right that the user wishes to use (S101: YES), the server 10 performs an NFT creation process (S102). Each step of the NFT creation process (S102) operation will be explained in detail later as a fourth information processing flow. Then, when the server 10 finishes the NFT creation process (S102), it ends the first information processing flow (END).

[0078] On the other hand, when the server 10 checks the possession status of the first game medium from the storage unit 30 and determines that the user does not possess the first game medium (S101: NO), the server 10 asks the user whether to purchase the first game medium in the second trading system (S103). Here, when the server 10 accepts the user's purchase in the second trading system (S103: YES), the server 10 performs a trading process (S104) for the game medium in the second market. Each step of the operation of the trading process (S104) for the game medium in the second market will be described in detail later as a second information processing flow. Then, when the server 10 finishes the trading process (S104) for the game medium in the second market, it performs an NFT creation process (S102). Then, when the server 10 finishes the NFT creation process (S102), it ends the first information processing flow (END).

[0079] On the other hand, if the server 10 does not accept the user's purchase in the second trading system (S103: NO), the server 10 confirms with the user whether to transfer the first right in the second trading system (S105). Here, if the server 10 accepts the user's transfer in the second trading system (S105: YES), the server 10 performs trading processing of the right in the second market (S106). Each step of the operation of trading processing of the right in the second market (S106) will be explained in detail later as the third information processing flow. When the server 10 ends the trading processing of the right in the second market (S106), the first information processing flow ends (END). If the server 10 does not accept the user's transfer in the second trading system (S105: NO), the first information processing flow ends (END). Note that if the server 10 does not accept the user's transfer in the second trading system (S105: NO), it ends the processing as it is (END).

[0080] Next, the second information processing flow related to the game content trading process (S104) in the second market will be described in detail with reference to FIG. In the second information processing flow, information processing starts when the user transitions to the market screen (START). When the server 10 accepts a search for digital content desired to be purchased from the user terminal 12, it searches for the digital content desired to be purchased in the second market (S107). Then, the server 10 presents to the user terminal 12 other users who are offering the digital content searched for by the user. After that, when the server 10 accepts a selection of other users with whom the user wishes to trade from the user terminal 12 (S108), it presents to the user a negotiation screen with other users. Furthermore, when the server 10 accepts that negotiation with the trading partner has been established (S109), it changes the owner data of the digital content traded between the user and the other user (S110). When the change of the owner of the data (S110) is completed, the second information processing flow ends (END). In the first information processing flow, in the second market, in the game medium trading processing step (S104), the object of trading was the game medium, but in the explanation of the second information processing flow, the object of trading is more generalized and explained as digital content.

[0081] Furthermore, a third information processing flow relating to the right trading process (S106) in the second market will be described in detail with reference to FIG. In the third information processing flow, information processing begins when the user transitions to the market screen (START). When the server 10 accepts the offer of digital content to be transferred from the user terminal 12, the server 10 offers the digital content to be transferred in the second market (S111). Then, the server 10 presents the digital content offered by the user to other users. After that, when the server 10 accepts an offer from the user terminal 12 from another user who wants to trade (S112), the server 10 presents the user with a negotiation screen with the other user. Furthermore, when the server 10 accepts that negotiation with the trading partner has been established (S113), the server 10 changes the owner data of the digital content to be traded between the user and the other user (S114). When the change of the owner of the data (S114) is completed, the second information processing flow ends (END). In the first information processing flow, in the step of processing rights trading in the second market (S106), the object of trading was rights, but in the explanation of the third information processing flow, the object of trading is more generalized and explained as digital content.

[0082] Finally, the fourth information processing flow related to the NFT creation process (S102) will be explained in detail with reference to FIG. In the fourth information processing flow, information processing begins at the time of transition (START) to the NFT creation screen. When the server 10 accepts a selection of game media for which an NFT is to be created from the user terminal 12 (S115), it presents to the user a list of rights for the game media for which the selection was accepted. Furthermore, the server 10 displays a usage priority associated with each right in the list of presented rights (S116). Thereafter, the server 10 accepts a selection of the presented rights from the user. Furthermore, when the server 10 accepts a selection of a game and a medium right from the user, the server 10 erases the data of the selected right (S117) and changes the state of the selected game media from the first state to the second state (S118). At the same time, an NFT recording the data of the game media in the second state is created on the BC network 14 (S119). Once the rights data has been erased (S117), the state of the game media has been changed (S118), and the NFT has been created (S119), the fourth information processing flow ends (END).

[0083] <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.

[0084] 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 progress control unit 32, the granting unit 33, the changing unit 34, the first presenting unit 35, the second presenting unit 36, the third presenting unit 37, the recommending unit 38, or the selecting unit 39 may be provided in the user terminal 12 or the BC network 14.

[0085] In the above embodiment, user information, game media information, rights information, NFT 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.

[0086] 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).

[0087] 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.

[0088] 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.

[0089] 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.

[0090] <Summary> [General-purpose subject] One of the objects of the present invention is to control the amount of game media in circulation.

[0091] Issues regarding [Appendix 1] One of the objects of the present invention is to control the amount of game media in circulation. [Appendix 1] The information processing device of this embodiment has an granting unit that grants to a user a first right selected by lottery from one or more types of rights, each of which has a game medium that is the subject of the right, and a change unit that, when the user uses the first right, changes the first game medium that is the subject of the first right from a first state in which it cannot be traded with other users to a second state in which it can be traded with other users in a first trading system. According to the above configuration, a user can obtain the right to change a game medium to a tradable second state by lottery, and can change the game medium to a tradable second state by using the obtained right on the game medium. In addition, the seller can determine the probability of obtaining the right to change the game medium to a tradable second state based on the number of lottery draws by all users, etc. This makes it possible to control the amount of game media in circulation in the trading market.

[0092] Issues regarding [Appendix 2] One of the objectives of the present invention is to control the distribution volume of game media using blockchain. [Appendix 2] An information processing device as described in [Appendix 1], wherein the right is a right to manage the game medium in a first transaction system using a blockchain, and the change unit, when the right is used, changes the game medium from a first state to a second state by creating a non-fungible token for the game medium that is the subject of the right, and when the game medium is traded from the user to another user, the change unit changes the holder of the non-fungible token for the game medium from the user to the other user, and associates the game medium managed on a network different from the blockchain from the user to the other user. According to the above configuration, a user can obtain the right to create an NFT of a game medium through a lottery, and can create an NFT of the game medium by using the obtained right for the game medium. In other words, the user can trade the game medium on the blockchain. In addition, the seller can determine the lottery probability for the right to create an NFT of the game medium based on the number of lottery draws for all users, etc. This makes it possible to control the circulation of the game medium in the trading market using the blockchain.

[0093] Issues regarding [Appendix 3] One of the objects of the present invention is to promote the use of rights granted to users. [Appendix 3] An information processing device as described in [Appendix 1], having a first presentation unit that presents to the user in an identifiable manner the ownership status of a first game medium that is the subject of a first right granted to the user. According to the above configuration, the first display unit displays the possession status of the game medium (first game medium) that is the subject of the right (first right) that the user obtained by lottery, so that the user can easily know whether the right obtained by lottery can be used. This can encourage the user to use the right granted to him / her.

[0094] Issues regarding [Appendix 4] One of the objects of the present invention is to promote the use of rights granted to users. [Appendix 4] An information processing device as described in [Appendix 1], having a second presentation unit that presents a method of obtaining the first game medium to a user who has been granted the first right if the user does not possess the first game medium that is the subject of the first right granted to the user. According to the above configuration, when a user does not possess the game medium (first game medium) that is the subject of the right (first right) acquired by lottery, the second presentation unit presents the method of acquiring the first game medium, so that the user can easily know the method of acquiring the game medium that is the subject of the right acquired by lottery. This provides an incentive for the user to acquire the game medium that he or she does not possess, and also promotes the use of the right granted to the user by the user acquiring the game medium.

[0095] Issues regarding [Appendix 5] One of the objects of the present invention is to promote the use of rights granted to users and to invigorate trading of game media. [Appendix 5] The second presentation unit is an information processing device described in [Appendix 4] that presents information about other users who are listing the first game medium in a second trading system different from the first trading system to a user who has been granted the first right. According to the above configuration, if a user acquires a first right through a lottery but does not possess the first game medium, the user can use the acquired first right by purchasing the first game medium from another user through a second trading system (e.g., a trading system not managed on a blockchain) different from the first trading system. This promotes the use of the rights granted to users and stimulates trading of game media.

[0096] Issues regarding [Appendix 6] One of the objectives of the present invention is to stimulate rights trading. [Appendix 6] An information processing device as described in [Appendix 1], which has a recommendation unit that, when a user who has been granted the first right does not possess the first game medium, recommends a transaction with another user who is offering a right different from the first right in a trading system in which rights can be traded. According to the above configuration, when a user obtains a first right through a lottery but does not possess the first game medium, the user is encouraged to put the first right up for sale in a trading system that allows rights to be traded (for example, a trading system that is not managed on a blockchain) in order to effectively utilize the first right that the user has obtained but has no use for. This can stimulate trading of rights.

[0097] Issues regarding [Appendix 7] One of the objects of the present invention is to realize optimal matching of transactions and to stimulate transactions. [Appendix 7] An information processing device as described in [Appendix 1], which has a third presentation unit that, when a user who has been granted the first right does not possess the first game medium, presents to the user who has been granted the first right information about other users who are offering rights covering game media possessed by the user in a trading system in which rights can be traded. According to the above configuration, when a user obtains a first right through a lottery but does not own the first game medium, a trading system that allows rights trading (for example, a trading system not managed on a blockchain) presents information on other users who have offered rights related to the game medium owned by the user, i.e., rights that the user is likely to want to acquire. This allows optimal matching of transactions to be achieved, and trading can be stimulated.

[0098] Issues regarding [Appendix 8] One of the objects of the present invention is to select digital content with high usage priority so that a user can optimally use and consume the digital content. [Appendix 8] An information processing device as described in [Appendix 1], having a selection unit that, when a user possesses multiple first rights each having a different number of first game media, selects from the multiple first rights a first right to be used when changing the first game medium from a first state to a second state based on the number set for each first right. According to the above configuration, when a user has multiple first rights with different numbers of target first game media, a right with a smaller number of target game media is selected and given priority to use by the user over a right with a larger number of target game media. This makes it possible to select digital content with a high usage priority so that the user can optimally use and consume the digital content.

[0099] Issues regarding [Appendix 9] One of the objects of the present invention is to control the amount of game media in circulation. [Appendix 9] An information processing method in which a processor grants a user a first right selected by lottery from one or more types of rights, each of which has a game medium that is the subject of the right, and when the user uses the first right, the processor changes the first game medium that is the subject of the first right from a first state in which it cannot be traded with other users to a second state in which it can be traded with other users in a first trading system. According to the above information processing method, it is possible to control the amount of game media circulating in the trading market.

[0100] Issues regarding [Appendix 10] One of the objects of the present invention is to control the amount of game media in circulation. [Appendix 10] A program that causes a processor to grant to a user a first right selected by lottery from one or more types of rights, each of which has a game medium that is the subject of the right, and that causes the processor to execute a process for, when the user uses the first right, changing the first game medium that is the subject of the first right from a first state in which it cannot be traded with other users to a second state in which it can be traded with other users in a first trading system. According to the above program, it is possible to control the amount of game media circulating in the trading market. [Explanation of symbols]

[0101] 10 Server 12 User terminal 14 BC Network 16 Communication Networks 21 Processors 22 Memory 23 Communication Interface 24 Storage 25 Pass 30 Storage section 31 Information Acquisition Department 32 Progress control section 33 Granting Department 34 Changes 341 Status setting section (change section) 342 Transaction control unit (change unit) 35 First presentation part 36 Second presentation part 37 Third presentation part 38 Recommendation Section 39 Selection Department 41 Confirmation of acquisition method button 42 Save button 43 Market transfer button (transfer) 44 NFT creation button 45 Market Move Button (Purchase) 46 Acquisition transition button 47 Confirm button S Information Processing System

Claims

1. An awarding unit that awards a user a first right different from the game medium, associated with a specific game medium based on a lottery; a changing unit that, when the user uses the first right, changes the game medium targeted by the first right from a first state in which it cannot be traded with other users to a second state in which it can be traded with other users in a first trading system, and has: The awarding unit controls the awarding of the first right based on the number of issues set based on the rarity of the game medium. An information processing device.

2. A processor awards a user a first right different from the game medium, associated with a specific game medium based on a lottery draw; When the user uses the first right, the processor changes the game medium targeted by the first right from a first state in which it cannot be traded with other users to a second state in which it can be traded with other users in a first trading system, and In the awarding of the first right, an information processing method for controlling the awarding of the first right based on the number of issues set based on the rarity of the game medium.

3. The processor is caused to execute an awarding process of awarding a user a first right different from the game medium, associated with a specific game medium based on a lottery; A program that causes the processor, when the user uses the first right, to execute a changing process of changing the game medium targeted by the first right from a first state in which it cannot be traded with other users to a second state in which it can be traded with other users in a first trading system, and The awarding process includes controlling the awarding of the first right based on the number of issues set based on the rarity of the game medium. A program.

4. An information processing system comprising a server and a terminal device, The server has an awarding unit that awards a user of the terminal device a first right different from the game medium, associated with a specific game medium based on a lottery; a changing unit that, when the user uses the first right, changes the game medium targeted by the first right from a first state in which it cannot be traded with other users to a second state in which it can be traded with other users in a first trading system, and has: The awarding unit controls the awarding of the first right based on the number of issues set based on the rarity of the game medium.