Game device, game system, and game program

JP2024070199A5Pending Publication Date: 2026-03-101009 CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-03-02
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

Existing game systems that utilize a television for display and a touch panel increase manufacturing costs due to the inclusion of high-capacity CPUs and additional hardware components, limiting accessibility and increasing costs.

Method used

A game system utilizing a general-purpose computer with a display and a controller that detects user motion, incorporating a light emitting device and imaging unit to calculate pointer coordinates, and integrating an NFT platform for customizable character abilities, reducing hardware requirements and costs.

Benefits of technology

The system reduces manufacturing costs by leveraging existing general-purpose computers and NFT platforms, allowing for customizable character abilities and interactive gameplay without the need for expensive dedicated hardware, breaking the monopoly of proprietary game device bodies.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game device, a game system, and a game program that can reduce production cost.SOLUTION: A game device includes a general-purpose computer with a display that executes processing related to an interactive game, and a controller communicable with the general-purpose computer. The controller includes a detection unit that detects the user's operation. The general-purpose computer includes a processing unit that incorporates the operation received from the controller into the movements of a character in the interactive game.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a game device, a game system, and a game program. [Background technology]

[0002] In recent years, a game system has been known that detects a user's motion and moves a character in the game in response to the detected motion. For example, the game system described in Patent Document 1 includes a controller having an acceleration sensor and a game device main body. The game device main body includes a controller communication unit that acquires operation data including acceleration data from the controller, and a CPU that determines that a swing input has been made based on the acceleration data and performs game processing based on the determination of the swing input. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-217139 A Summary of the Invention [Problem to be solved by the invention]

[0004] In one of the installation modes of the game system of Patent Document 1, the game device main body is connected to a television, which is a display device. In this installation mode, the game device main body displays a display image generated according to game processing on the television. However, in this installation mode, the game content is displayed on the television and the player is in front of the television, so it is difficult for people other than the player to watch the broadcast program. Therefore, the game system of Patent Document 1 is configured such that the game device main body is equipped with a touch panel display and the game can be played even in a mode where it is not connected to a television.

[0005] As described above, the game system of Patent Document 1 not only has a touch panel display on the game device body, but also has a high-performance CPU, etc., so the manufacturing costs of the system as a whole tend to be high. Therefore, the present invention aims to provide a game device, game system, and game program that can reduce manufacturing costs. [Means for solving the problem]

[0006] In order to achieve the above-mentioned objective, the game device of the present invention is characterized in that it comprises a general-purpose computer having a display and executing processing related to an experiential game, and a controller capable of communicating with the general-purpose computer, the controller having a detection unit that detects a user's movements, and the general-purpose computer having a processing unit that reflects the movements received from the controller in the movement of a character in the experiential game.

[0007] Furthermore, the game device of the present invention is characterized in that it is equipped with a light-emitting device connected to the general-purpose computer and which emits light towards the user, and the controller is equipped with an imaging unit which captures an image of the light-emitting device and generates an image, and calculates the position coordinates within the display which are being pointed to by the controller based on the position of the light in the image.

[0008] The game system of the present invention comprises the above-mentioned game device and an NFT platform that provides NFTs having physical ability values ​​that quantify the physical abilities granted to the character, and the processing unit of the general-purpose computer is characterized in that it reflects the actions received from the controller in the movement of the character, taking into account the physical ability value of the NFT obtained from the NFT platform.

[0009] The game program of the present invention is characterized in that it causes a computer capable of communicating with an NFT platform that provides NFTs having physical ability values ​​that quantify physical abilities to be granted to characters in an immersive game to execute a reading step of reading the physical ability value of the NFT obtained from the NFT platform, a receiving step of receiving a user's movement detected by a controller, and a reflecting step of reflecting the received movement in the character's movement while taking into account the read physical ability value. Effect of the Invention

[0010] The game device, game system, and game program providing method of the present invention can reduce manufacturing costs, and as a result, the monopoly supply state of the hardware body of the experience game as in Patent Document 1 and the like can be eliminated. [Brief description of the drawings]

[0011] [Figure 1] 1A is a schematic external view of a game device according to a first embodiment of the present invention, and FIG. [Diagram 2] FIG. 2 is a schematic diagram illustrating the hardware configuration of a computer included in the game device. [Diagram 3] 1A is an external plan view of a controller included in the game device, (b) an external front view of the controller, (c) a schematic diagram of the layout of modules inside the controller, and (d) a schematic diagram of the hardware configuration of the controller. [Figure 4] FIG. 11 is a schematic configuration diagram of a game system according to a second embodiment of the present invention. [Diagram 5] FIG. 13A is a diagram showing a running ability NFT to which a running ability value of 30 has been assigned, and FIG. 13B is a diagram showing a running ability NFT to which a running ability value of 90 has been assigned. [Figure 6] FIG. 1A is a diagram showing an example of a title display of a virtual game, and FIG. 1B is a diagram showing an example of a character setting screen. [Figure 7] FIG. 4 is a flow diagram of a setting process executed by the game device. [Figure 8] FIG. 11 is a schematic configuration diagram of an online game system according to a third embodiment of the present invention. [Figure 9] FIG. 13 is a flow diagram of match processing in the third embodiment. [Figure 10] FIG. 1A is a diagram showing a communication mode in the above-mentioned match processing; FIG. 1B is a diagram showing a drawing mode in the match processing. [Figure 11] A diagram showing the configuration of an NFT platform. [Figure 12] This is a flow chart for changing physical ability values. [Figure 13] (a) Front view of the character figure, (b) top view of the character figure. [Figure 14] 1A is a plan view of a controller according to a modified example, FIG. 1B is a front view of the controller, FIG. 1C is a side view of the controller, and FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] [First embodiment]

[0013] A game device according to a first embodiment of the present invention will be described with reference to the drawings.

[0014] As shown in FIG. 1, the game device 100 according to the first embodiment is a device that detects the user's movements and reflects the detected movements in the game, thereby providing a so-called interactive game, and is equipped with a general-purpose computer 10 used by a user (hereinafter referred to as the "user computer 10") and an input device 20 capable of communicating with the user computer 10.

[0015] The user computer 10 is typically a known tablet terminal, but is not limited to a tablet terminal and may be a smartphone. That is, the user computer 10 may be a smart device. The user computer 10 is also not limited to a smart device and may be a notebook computer or a desktop computer having a display. The user computer 10 will be described below using a tablet terminal as an example.

[0016] As shown in FIG. 2, the user computer 10 includes a memory 11 that functions as a storage unit that stores an application for a haptic game (hereinafter, referred to as a "haptic application"), and a CPU 12 that executes the haptic application stored in the memory 11. The CPU 12 executes the haptic application, causing the user computer 10 to function as a haptic game machine main unit. The user computer 10 includes a touch panel display 13 on the front side. The touch panel display 13 functions as a display unit that displays an image to be presented to the user, and also functions as a touch input receiving unit that receives touch input from the user. The user computer 10 also includes a camera 17. The user computer 10 also has a USB module 14 that functions as a USB communication unit that communicates with devices connected to its communication connector based on the USB standard, a Bluetooth module 15 that functions as a short-range wireless communication unit that communicates with an input device 20 operated near the user computer 10 based on the Bluetooth (registered trademark) standard, and a network module 16 that functions as a network communication unit that communicates with other devices on a network such as an Internet communication line, and the touch panel display 13, these modules 14, 15, 16, and camera 17 are arranged so as to be able to communicate with the CPU 12.

[0017] As shown in Fig. 1, the game device 100 according to this embodiment includes a controller 20 capable of wireless communication with the user computer 10. The controller 20 functions as an input device for inputting user actions to the computer 10, and has a columnar housing of a size that can be held by the user, as shown in Figs. 3(a) and (b). A joystick 21 and a plurality of push switches 22 are provided on the top surface of the housing. The joystick 21 outputs a signal corresponding to the direction in which it is operated by the user. Each of the plurality of push switches 22 outputs an ON or OFF signal.

[0018] As shown in Fig. 3(c), a motion sensor module 23 is provided inside the controller 20 (inside the housing). The motion sensor module 23 is a sensor module that functions as a motion detection unit that detects the motion of the user, and is disposed in the center of the controller 20. The motion sensor module 23 typically includes an acceleration sensor. The acceleration sensor detects the attitude (tilt) of the controller 20 operated by the user and the acceleration generated by the movement operation or swing operation of the controller 20, and outputs a signal according to the detected acceleration.

[0019] An image sensor module 24 is provided inside the controller 20 (inside the housing). The image sensor module 24 is disposed at the tip of the controller 20, and functions as an imaging section that images the area in front of the controller 20. The image sensor module 24 includes an image sensor that receives light through a window 24a and a lens 24b provided at the tip of the controller 20. The image sensor module 24 captures images at a predetermined cycle, and outputs a signal according to the light intensity of the infrared light received by each light receiving element.

[0020] 3(d), the joystick 21, the push switch 22, the motion sensor module 23, and the image sensor module 24 each have an output electrically connected to the microcomputer 25, and the microcomputer 25 generates operation information based on signals input from the switches 21, 22 and the modules 23, 24. The operation information includes switch input information based on inputs from the joystick 21 and the push switch 22, and operation information based on inputs from the motion sensor module 23. The operation information includes a value corresponding to the attitude of the controller 20, a value corresponding to the amount of movement of the controller 20, and a value corresponding to swing strength. In this way, the microcomputer 25 functions as a generator that generates operation information.

[0021] The controller 20 further includes a Bluetooth module 26 that functions as a short-range wireless communication unit that performs wireless communication with the user computer 10 based on the Bluetooth standard. The Bluetooth module 26 is electrically connected to the microcomputer 25. The microcomputer 25 transmits the generated operation information to the user computer 10 via the Bluetooth module 26.

[0022] Here, as shown in FIG. 1, the game device 100 of this embodiment includes a light-emitting device 30 attached to the user computer 10. The light-emitting device 30 includes a long, rod-shaped housing and a plurality of (two in this embodiment) infrared LEDs 31 housed in the housing. A male terminal connected to a communication connector of the user computer 10 is provided in the center of the housing so as to protrude, and the housing is arranged to extend along the user computer 10 by connecting the terminal to the user computer 10. The front side of the housing is formed semi-transparent, and the infrared LEDs 31 are built into both ends of the housing. The infrared LEDs 31 emit light by power supplied from the user computer 10 via the male connector. The light of the infrared LEDs 31 is emitted through the semi-transparent front of the housing toward a user playing in front of the user computer 10.

[0023] 3(d), the image sensor module 24 of the controller 20 inputs a signal corresponding to the light intensity of the infrared light received by each light receiving element to the microcomputer 25. Based on the input signal, the microcomputer 25 detects the angle of view of the image sensor module 24, i.e., the infrared LEDs 31 in the image generated based on the signal, and calculates the interval between the coordinates of the detected infrared LEDs 31. The microcomputer 25 then calculates the distance between the light emitting device 30 and the controller 20 based on the calculated interval, and calculates which position on the touch panel display 13 of the user computer 10 the controller 20 is pointing to based on the distance and the coordinates of the infrared LEDs 31, and transmits the calculated position information to the user computer 10.

[0024] In the game device 100 configured as described above, when the light-emitting device 30 is connected to the user computer 10, the infrared LED 31 emits light. When the user operates the controller 20, the microcomputer 25 of the controller 20 generates operation information corresponding to the operation based on the signals input from the switches 21 and 22 and the motion sensor module 23, and transmits the operation information to the user computer 10 via the Bluetooth module 26. When the controller 20 is pointed at the touch panel display 13 of the computer 10, the microcomputer 25 of the controller 20 generates position information based on the coordinates of the detected infrared LED 31, and transmits the position information to the computer 10 via the Bluetooth module 26. The CPU 12 of the user computer 10 identifies the user's action based on the operation information acquired via the Bluetooth module 15, and reflects the identified action in the movement of the character in the virtual game. The CPU 12 of the user computer 10 also identifies the coordinates on the screen to which the controller 20 is pointed based on the position information acquired via the Bluetooth module 15, and displays a pointer at the identified coordinates.

[0025] The game device 100 according to this embodiment can utilize a general-purpose computer 10 owned by a user as the body of the game device, and therefore the manufacturing cost of the game device 100 as a whole can be reduced.

[0026] [Second embodiment]

[0027] As shown in Fig. 4, the game system 200 according to the second embodiment includes a game device 100 capable of playing a virtual game in the same manner as in the first embodiment, and the game device 100 includes a user computer 10, a controller 20, and a light-emitting device 30 configured in the same manner as in the first embodiment. However, the game system 200 according to this embodiment differs from the first embodiment in that the game device 100 is capable of customizing the physical abilities of a character used in the virtual game. Hereinafter, a description of the same configuration as in the first embodiment will be omitted as appropriate, and different configurations and processes will be mainly described.

[0028] The game system 200 of this embodiment includes an NFT platform 210 capable of communicating with the game device 100 via an Internet communication line, as shown in Fig. 4. The NFT platform 210 functions as an NFT market where NFTs can be purchased, and by purchasing a physical ability NFT provided on the NFT platform 210, a user can customize the physical abilities of a character based on the physical ability NFT.

[0029] Here, the physical ability NFT provided by the NFT platform 210 is an NFT related to the physical ability of a character, and is typically a running ability NFT, a jumping ability NFT, an endurance NFT, or the like. For example, a running ability NFT is an NFT to which an attribute related to the running ability of a character is assigned, and a value related to the running ability (hereinafter referred to as a "running ability value") is set as the attribute value. The running ability value is set to any value from 1 to 100. The running ability NFT shown in FIG. 5(a) has a running ability value set to 30, and has an image corresponding to the attribute and the running ability value. Moreover, the running ability NFT shown in FIG. 5(b) has a running ability value set to 90, and has an image corresponding to the attribute and the running ability value. Similarly, other physical ability NFTs are assigned attributes related to physical ability, and the physical ability value as the attribute value is set to any value from 1 to 100. Moreover, other physical ability NFTs have image content corresponding to the physical ability and the physical ability value. Such attributes (types of physical ability) and attribute values ​​(physical ability values) are stored in the NFT platform 210 as metadata, which will be described later, and the image content is stored in the NFT platform 210 as target data.

[0030] An NFT application (hereinafter referred to as "NFT app") for accessing the NFT platform 210 and a wallet application (hereinafter referred to as "wallet app") for purchasing physical ability NFTs are installed in the user computer 10 included in the game device 100, and a private key is set in the initial processing of the wallet app. The user operates the user computer 10, starts the NFT app to access the NFT platform 210, selects a desired physical ability NFT, and starts the wallet app to purchase the selected physical ability NFT. Information about the purchased physical ability NFT (physical ability value and image content) is managed so as to be referable using the private key of the wallet app. In addition, the transaction history of the transaction is recorded in a blockchain provided in multiple nodes included in the NFT platform 210, as will be described later.

[0031] The physical ability NFT acquired as described above is reflected in the character in the character setting process in the program of the experience application. The character setting process is transitioned from the title display process after the experience application is started. Specifically, the title display process is a process of displaying the title of the experience application, and is a process of displaying a title image 221, a game start GUI 222 superimposed on the title image 221, and a setting GUI 223, as shown in FIG. 6(a). The game start GUI 222 is a GUI that transitions to the process of the main part of the experience game (a tennis match in this embodiment). The setting GUI 223 is a GUI that transitions to the character setting process. Hereinafter, the flow of the character setting process will be described based on FIG. 7.

[0032] The setting process is a process of setting the physical ability NFT purchased on the NFT platform 210 to the physical ability of the character, and as shown in FIG. 7, executes an acquisition process s11, a reflection process s12, and a display process s13. The acquisition process s11 is a process of acquiring information about the physical ability NFT via the wallet. When the physical ability NFT is acquired in the acquisition process s11, a reflection process s12 is executed. The reflection process s12 is a process of reflecting the physical ability value of the physical ability NFT in the physical ability of the character. Then, in the display process s13, the physical ability reflected by the physical ability NFT is displayed, as shown in FIG. 6(b). Note that an initial value is set in advance for the physical ability of the character, and the initial value is set for physical abilities for which a physical ability NFT has not been purchased.

[0033] In the game device 100 of the present embodiment, the user computer 10 is provided to be able to communicate with the NFT platform 210 that sells physical ability NFTs, and the user computer 10 can purchase physical ability NFTs. The purchased physical ability NFT is reflected as the physical ability of the character in the setting process of the experience application executed by the user computer 10. For example, when a muscle strength NFT with a high muscle strength value is reflected in the physical ability, when operation information related to a swing motion is received, the movement amount of the ball hit by the swing motion is calculated to be larger. In this way, when operation information is input from the controller 20, the CPU 12 of the user computer 10 can reflect the operation information in the character's motion while taking into account the physical ability granted by the physical ability NFT, thereby making it possible to further improve the game playability of the experience game.

[0034] [Third embodiment]

[0035] As shown in FIG. 8, the online game system 300 according to the third embodiment includes a plurality of game devices 100 and an NFT platform 210. The plurality of game devices 100 are game devices 100 used individually by a plurality of users, and have the same configuration as in the second embodiment. The NFT platform 210 provides physical ability NFTs as in the second embodiment, and is provided so as to be able to communicate with each of the plurality of game devices 100. Here, the online game system 300 according to the present embodiment includes a game server 310 that can communicate with each of the plurality of game devices 100 via an Internet communication line, and the plurality of game devices 100 can carry out a bodily sensation game online by mutually transmitting operation information via the game server 310. Hereinafter, in this embodiment, the configuration different from the first and second embodiments will be mainly described, and the description of the same configuration as the first and second embodiments will be omitted as appropriate.

[0036] The game server 310 includes a network module for communicating with each game device 100 via an Internet communication line. The network module is electrically connected to a CPU provided in the game server 310, inputs information received from each game device 100 to the CPU, and transmits information input from the CPU to the corresponding game device 100. The CPU executes a program stored in memory to perform the processes described below.

[0037] A virtual reality application that can be played as a synchronous online game is stored in the memory 11 of the computer 10 of each game device 100. This synchronous online game is an online game in which operation information detected by each game device 100 is transmitted and received via the game server 310, and the game progresses in synchronization with the timing of transmission and reception. Hereinafter, a virtual reality tennis application that can be played as a synchronous online game will be described as an example.

[0038] When the user computer 10 of each game device 100 starts up the tennis application, it executes a title display process to display the title of the application, as shown in Fig. 6(a). In the title display process, if the setting GUI 223 is selected by the user as described in the second embodiment, the setting process shown in Fig. 7 is executed. On the other hand, if the game start GUI 222 is selected, the CPU 12 of the user computer 10 executes a physical ability acquisition process, an opponent determination process, a match process, and a result display process in this order.

[0039] The physical ability acquisition process is a process for acquiring the physical ability value set for the character. As in the second embodiment, the physical ability of the character has a preset initial value, and for any physical ability for which the physical ability NFT has not been set by the setting process, the initial value is set.

[0040] The opponent determination process is a process for determining an opponent (match opponent) in a tennis match. In this process, for example, an opponent is randomly selected by the game server 310 by logging in to the game server 310. As another determination mode, after logging in to the game server 310, available user information may be acquired from the game server 310, and a user selected from the user information may be determined as an opponent. When an opponent is determined, the game server 310 manages the address information of the opponent's game device 100 in association with the address information. In addition, the user computer 10 transmits the physical ability value of the user's character to the opponent via the game server 310, and receives the physical ability value of the opponent's character.

[0041] The match process is a process for playing a match with an opponent determined in the above-mentioned opponent determination process, and as shown in FIG. 9, an operation information acquisition process s21, a determination process s22, and a drawing process s23 are executed at a predetermined cycle.

[0042] The operation information acquisition process s21 includes a first acquisition process, a transmission process, and a second acquisition process. As shown in FIG. 10(a), the first acquisition process is a process in which the CPU 12 of the user computer 10a of the user acquires operation information (swing operation) from the controller 20a paired with the user computer 10a. The transmission process is a process in which the operation information acquired in the first acquisition process is transmitted to the game server 310. When the CPU of the game server 310 receives the operation information, it identifies the opponent based on the address information of the reception source, and transfers the operation information to the address of the identified opponent. The second acquisition process is a process in which the operation information (left switch operation) of the opponent is received, and the operation information transmitted from the game server 310 is acquired via the network module.

[0043] The judgment process s22 is a process for making various judgments according to the progress of the game, and includes judgment processes based on the operation information acquired in the acquisition process s21 and the physical ability of the character. For example, as shown in FIG. 10(a), when a swing operation is acquired as operation information in the first acquisition process, a hit judgment is performed based on the swing timing and the position coordinates of the displayed ball. Here, the operation information includes a value (swing value) corresponding to the swing strength, and the swing value and the muscle strength value in the physical ability are taken into consideration to perform the hit judgment. For example, the force applied to the ball is calculated by multiplying the swing value by the muscle strength value, and the movement amount of the hit ball is determined based on the force value. Also, when a left switch operation is acquired as operation information in the second acquisition process, a predetermined movement amount is multiplied by the opponent's running ability value to determine the movement amount of the character. Based on the result of the judgment process s22, the drawing process s23 is executed.

[0044] The result display process is a process for displaying the results of the match, and after the results have been displayed for a predetermined period of time, a match opponent determination process is executed.

[0045] According to this embodiment, the physical abilities of the character are transmitted to the opponent via the game server 310, and the game is played taking into account the physical abilities. That is, since it is possible to play an online game using a user-original character having physical abilities customized by the physical ability NFT, it is possible to increase the variety of opponents.

[0046] <NFTプラットフォーム>

[0047] The configuration of the NFT platform 210 in the second and third embodiments will be described.

[0048] The NFT platform 210 is a platform that provides NFTs related to physical abilities, etc., and as shown in FIG. 11, it comprises a web server 211 and an application server 212 (hereinafter referred to as "AP server 212") provided in a public subnetwork, a database server 213 (hereinafter referred to as "DB server 213") provided in a private subnetwork, and multiple nodes 214.

[0049] The web server 211 is a server that transfers information about static pages and dynamic pages transferred from the AP server 212 to multiple client game devices 100, and is equipped with a network module for communicating with each game device 100 and the AP server 212, a memory in which a program is stored, and a CPU that executes the program to perform processing for transferring the static pages and dynamic pages.

[0050] The AP server 212 is a server that receives information from the game device 100 via the web server 211, requests the DB server 213 to search for and update information based on the information, generates dynamic page information based on the response received from the DB server 213, and transmits the dynamic page to the web server 211, and is equipped with a network module for communicating with the web server 211 and the DB server 213, a memory in which a program is stored, and a CPU that executes the program to perform processing related to the above requests and generation of the dynamic page.

[0051] The DB server 213 is a server that performs processing according to requests from the AP server 212 and responds with the results to the AP server 212, and is equipped with a network module for communicating with the AP server 212, a memory that stores programs, user information, and information related to physical ability NFT, and a CPU that performs the above processing by executing the programs.

[0052] The user information is typically a user's account ID, password, user's address information, and personal information, and these pieces of information are associated with each other and stored for each user. In this way, the DB server 213 functions as a user information storage unit that stores the user information.

[0053] Information relating to a physical ability NFT is metadata and data that is the target of the NFT (hereinafter referred to as "target data"). The metadata is the name of the NFT, a description of the NFT, the properties of the NFT, and the address where the target data of the NFT is stored, and this information is stored, for example, in the form of a JSON file. In this embodiment, the properties of the NFT store the type of physical ability and physical ability value assigned to the physical ability NFT, as well as identification information for distinguishing the physical ability NFT from other physical ability NFTs. In this way, the DB server 213 functions as a metadata storage unit that stores metadata. [Example of Metadata A] Name: Running Power Card 60 Description: The character's running ability becomes 60. Attributes: Running Speed, 60, S060 Address (URI): https: / / xxxxx / yyyyy / s60 [Example of Metadata B] Name: Strength Card 90 Description: Character's strength becomes 90. Properties: Strength, 90, K090 Address (URI): https: / / xxxxx / yyyyy / k90

[0054] The target data is digital data such as images and videos that correspond to the properties of the NFT registered as the metadata. In this way, the DB server 213 functions as a target data storage unit that stores the target data.

[0055] By accessing the NFT platform 210 configured as described above, a user can purchase an NFT. (1) Specifically, the user launches an NFT app installed on the user computer 10. The CPU 12 of the user computer 10 accesses the NFT platform 210 via the network module 16 and transmits a browsing request to request a list of purchasable (for sale) physical ability NFTs. (2) When the NFT platform 210 receives a viewing request, the web server 211 forwards the viewing request to the AP server 212, and the AP server 212 requests the DB server 213 to send a list of physical ability NFTs based on the viewing request. (3) In response to the received request, the DB server 213 extracts the metadata for the items on sale stored in memory and the target data corresponding to the metadata, and transmits the extracted metadata to the AP server 212 . (4) The AP server 212 generates a list page of physical ability NFTs based on the metadata and target data received from the DB server 213, and transmits the list page to the web server 211. (5) The web server 211 transmits the list page received from the AP server 212 to the game device 100. (6) The user computer 10 displays the received list page on the touch panel display 13.

[0056] (7) When a physical ability NFT is selected based on the user's operation of the touch panel display 13, the CPU 12 of the user computer 10 launches a wallet application and executes a purchase process to purchase the physical ability NFT. Here, when the settlement process in the purchase process is completed, the AP server 212 stores the transaction history of the purchase transaction in the blockchain provided in the multiple nodes 214. In addition to the transaction history, the blockchain stores the token ID of the physical ability NFT, holder information, and an address (token URI) indicating the location of the metadata as index data.

[0057] Although the embodiment of the present invention has been described above, the present invention is not limited to the above embodiment and may be embodied in modified forms, for example, as described below.

[0058] As described above, physical ability NFTs are managed and sold on the NFT platform 210. Here, the physical ability value, which is the attribute value of the physical ability NFT, can be changed based on a change request issued by the user computer 10 or the game server 310. Below, a change flow for changing the physical ability value based on a change request issued by the user computer 10 will be described with reference to FIG. 12.

[0059] The CPU of the user computer 10 executes a transmission process (s32) to transmit a change request to the NFT platform 210 when a predetermined condition (hereinafter also referred to as a "change request issuance condition") is satisfied while the experience application is being executed (s31: yes). The change request is information requesting a change to the physical ability value of a physical ability NFT, and includes designation information and change information. The designation information is information for designating the physical ability NFT to be changed, and is, for example, identification information registered in the property item of the metadata. The change information is the changed physical ability value (absolute value), or an increase or decrease value (relative value) to be added to the current physical ability.

[0060] The NFT platform 210 executes a reception process (s41) for receiving a change request from the user computer 10, and executes a change process (s42) for changing the physical ability value of the physical ability NFT specified by the change request. Specifically, the change request is received by the Web server 211 of the NFT platform 210, and is transferred from the Web server 211 to the AP server 212. The CPU of the AP server 212 transmits an extraction command to the DB server 213 based on the specification information contained in the change request. The extraction command is a command for extracting metadata of the physical ability NFT corresponding to the specification information, and the CPU of the DB server 213 searches for a JSON file containing the specification information, and transmits the metadata of the searched JSON file to the AP server 212. The CPU of the AP server 212 applies the change information contained in the change request to the physical ability value registered in the property item of the metadata received from the DB server 213, updates the physical ability value registered in the property item of the metadata, and transmits the updated metadata to the DB server 213 to update the metadata of the JSON file. This changes the physical ability value assigned to the physical ability NFT.

[0061] After executing the change process (s42), the NFT platform 210 executes a notification process (s43). The notification process (s43) is a process for notifying the user computer 10, which is the sender of the change request, of the execution result of the change process, and for example, sends to the user computer 10 a change success notification indicating that the change was successful, or a change failure notification indicating that the change was unsuccessful.

[0062] The CPU of the user computer 10 executes a reception process (s33) for receiving the execution result of the change process. If the received execution result is a change success notification, the CPU of the user computer 10 executes an update process (s34). The update process (s34) is a process in which the CPU of the user computer 10 starts the wallet and refers to the physical ability value of the physical ability NFT that has been changed by the change request.

[0063] Here, the above-mentioned condition for issuing a change request by the user computer 10 is when a good result is achieved in the main game of the experience application executed by the user computer 10. For example, when a match is won or a tournament is won in a tennis application. In this case, designation information for designating the physical ability NFT used in the match or tournament and change information for increasing the physical ability value of the physical ability NFT are included in the change request.

[0064] Other conditions for issuing a change request include when a benefit occurs in a mini-game (sub-game) executed in the experience application, or when a penalty occurs. For example, when a benefit occurs in a mini-game such as Sugoroku, a change request is issued that includes designation information that designates some or all of the physical ability NFTs owned by the user, and change information that increases the physical ability value of the designated physical ability NFT. On the other hand, when a penalty occurs, a change request is included that includes designation information that designates some or all of the physical ability NFTs owned by the user, and change information that decreases the physical ability value of the designated physical ability NFT.

[0065] Also, a change request may be issued based on the frequency of launching a sensual application or the frequency of login to the game server 310. For example, if the sensual application is launched frequently, a change request to increase the physical ability value is issued. On the other hand, if the sensual application has not been launched for a certain period of time, a change request to decrease the physical ability value is issued.

[0066] It is preferable that the maximum and / or minimum value of the physical ability value is determined in advance for each physical ability NFT. For example, it is preferable that the minimum value of the physical ability value after the decrease is the initial value of the physical ability value of the physical ability NFT. The maximum and / or minimum value of the physical ability value is stored in the property item of the metadata.

[0067] In the above change flow, the change request may be transmitted from the game server 310 to the NFT platform 210. For example, a change request issued by the user computer 10 may be transmitted to the NFT platform 210 via the game server 310. The game server 310 may also issue a change request based on the results of a match between users in a virtual reality application. For example, a change request is issued to increase the physical ability value of the physical ability NFT used by a user who won the match, or a change request is issued to decrease the physical ability value of the physical ability NFT used by a user who lost the match. When a change request is issued by the game server 310 in this way, it is necessary to transmit information (identification information and physical ability value) regarding the physical ability NFT of the character used by each of the competing users to the game server 310 in advance. For example, in the above match opponent determination process, the CPU of the user computer 10 transmits information regarding the physical ability NFT set for the character to the game server 310, and the game server 310 stores information regarding the physical ability NFT, thereby making it possible to generate a change request based on the information.

[0068] [Fourth embodiment] The online game system according to the fourth embodiment is common to the third embodiment in that it includes a plurality of game devices 100, an NFT platform 210, and a game server 310. However, the NFT platform 210 of the fourth embodiment is different from the third embodiment in that it provides users with avatar NFTs and item NFTs in addition to physical ability NFTs. The avatar NFT is an NFT related to a character that can be used in a virtual experience application, and is an NFT whose target data is a model such as a 3D model related to a person or animal that appears in, for example, a novel, a comic, a movie, an anime, a computer game, a doll toy, etc. The item NFT is an NFT whose target data is a model such as a 3D model related to an item that can be used in a virtual experience application. The avatar NFT and item NFT can be purchased in the same way as the physical ability NFT.

[0069] Here, the online game system according to the fourth embodiment includes a character figure corresponding to an avatar NFT and an item figure corresponding to an item NFT. Taking the character figure as an example, as shown in FIG. 13, the character figure 40 includes a character main body 41 and a base 42. The character main body 41 is a part that resembles a character. The base 42 is disposed below the character main body 41 and supports the character main body 41. The base 42 in this embodiment is formed in a disk shape. A symbol 43 is provided on the upper surface of the base 42. The symbol 43 is, for example, a two-dimensional symbol, and is a symbolized address of a sales page for avatar NFTs on the NFT platform 210.

[0070] A user can easily access the sales page for the avatar NFT of the character figure 40 by scanning the symbol 43 of the character figure 40 using the user computer 10.

[0071] <Variation 1> In the above embodiment, a tennis application has been described as an example of the experience application, but the application may be a sports experience application such as table tennis, golf, bowling, soccer, baseball, etc. Also, the application may be a combat experience application such as boxing.

[0072] <Variation 2> A physical ability NFT acquired by a user can be applied not only to a character in a specific immersive game, but also across characters used in multiple types of immersive games. In other words, a physical ability NFT is an NFT that can be used in multiple types of immersive games, and the NFT may include metadata that defines the physical ability value assigned to the character used in each immersive game, and target data that indicates the ability value.

[0073] <Variation 3> In the above embodiment, the light emitting device 30 is directly connected to the user computer 10, and is disposed so as to extend along the user computer 10, but for example, the light emitting device 30 may be connected to the user computer 10 via a cable. The arrangement of the light emitting device 30 may be determined according to the user's usage environment, such as being disposed in front of the user computer 10.

[0074] <Modification 4> In the first embodiment, the image sensor module 24 is provided in the controller 20, but the image sensor module may be provided in the light-emitting device. Hereinafter, a modified example in which the image sensor module is provided in the light-emitting device will be described. As shown in FIG. 14, the controller 20a of this modified example is common to the controller 20 of the first embodiment in that it includes a joystick 21, a plurality of push switches 22, a motion sensor module 23, a microcomputer 25, and a Bluetooth module 26, but is different from the controller 20 of the first embodiment in that a reflective sheet 27 is provided on the front surface and side surface of the housing. The reflective sheet 27 is a sheet-like or plate-like member that retroreflects infrared rays, and is provided on the front surface of the housing with a size approximately equal to that of the window 24a. The reflective sheet 27 provided on the side surface of the housing is provided on the front and rear portions of the side surface of the housing.

[0075] As shown in FIG. 14, the light emitting device 30a of this modification is the same as the light emitting device 30 of the first embodiment in that it has two infrared LEDs 31 built in at both ends, but is different from the light emitting device 30 of the first embodiment in that it has an image sensor module 32 built in. The image sensor module 32 functions as an imaging unit that captures an image in the direction of irradiation of the infrared LEDs 31, and is provided in the center of the light emitting device 30a. The light emitting device 30a of this modification also has a microcomputer 33. The microcomputer 33 functions as a control unit that controls the infrared LEDs 31 and the image sensor module 32, and causes the infrared LEDs 31 to emit light at a predetermined rate and inputs an imaging command to the image sensor module 32 in synchronization with the light emission. The infrared light output from the infrared LEDs 31 is reflected by one of the reflection sheets 27 of the controller 20a and enters the light receiving surface of the image sensor module 32. Then, the microcomputer 33 detects the position (coordinates) of the controller 20a in the angle of view of the image sensor module 32 (the image generated by the image sensor module 32) based on the signal output from the image sensor module 32. The microcomputer 33 detects the position (coordinates) of the controller 20a at a predetermined rate. The microcomputer 33 is connected to a communication module 34 for wired communication with the user computer 10, and inputs the detected position (coordinates) to the user computer 10 via the communication module 34.

[0076] The CPU of the user computer 10 determines the swing motion and swing trajectory of the controller 20a made by the user based on the position (coordinates) input from the microcomputer 33 of the light-emitting device 30a.

[0077] <Variation 5> In the opponent determination process of the third embodiment, opponent candidates may be presented based on the physical ability values ​​used by the user who has logged in to the game server 310. For example, when the CPU of the user computer 10 logs in to the game server 310, the CPU transmits to the game server 310 each physical ability value set for the character used. The CPU of the game server 310 extracts logged-in users whose physical ability values ​​are similar to the received physical ability value, and transmits information on the extracted users. In this manner, users with similar physical ability values ​​are provided.

[0078] <Variation 6> In the setting process of the second embodiment, a total number limit and / or a total sum limit may be set for the use of physical ability NFTs. The total number limit is to set a limit on the number of physical ability NFTs that can be set for a character. For example, when the total number limit is "1", only one physical ability NFT can be set for a character, and when the total number limit is "2", only up to two physical ability NFTs can be set for a character. The total sum limit is to set a limit on the total sum of physical ability values ​​that can be set for a character. For example, when the total sum limit is "90", one or more physical ability NFTs can be set for a character until the total sum of the physical ability values ​​of the physical ability NFTs set for the character reaches 90. Such a total number limit and / or a total sum limit is preferably set for each experience application.

[0079] <Variation 7> Users can also create original characters using the acquired physical ability NFTs. For example, a user, Creator A, can create a "female character A with good jumping power and swordsmanship skills that allow her to freely use a Western sword" using her physical ability NFTs and item ability NFTs and an avatar NFT that she created. Here, the item ability NFT is an NFT that can be used in multiple types of immersive games, and the NFT may include metadata that defines the ability values ​​of items that are assigned to sport items such as rackets and game items such as swords and guns used in each immersive game, and target data that indicates the ability values. [Explanation of symbols]

[0080] 10 User computers (general-purpose computers) 20 Controller 23 Motion sensor module (motion detection section) 24 Image sensor module (imaging section) 30 Light emitting device 100 Gaming Devices 200,300 Game Systems 210 NFT Platform 310 Game Server

Claims

1. On the computer, An acquisition step of acquiring, via a wallet, an NFT provided by the NFT platform; a reflection step of reflecting the numerical information included in the acquired NFT in processing related to the character in the application; An application program that runs

2. acquiring a plurality of the NFTs in the acquiring step; 2. The application program according to claim 1, wherein the reflecting step reflects a result of combining the numerical information contained in each of the plurality of NFTs in the processing.

3. The NFT is a first NFT including numerical information to be assigned to the character; a second NFT containing numerical information to be assigned to an item in the application; Including, 3. The application program according to claim 2, wherein the reflecting step reflects the numerical information included in the first NFT and the second NFT in the processing.

4. The computer, 4. The application program according to claim 1, further comprising a change request step of requesting a change to the numerical information included in the NFT depending on the result of the processing.

5. The NFT can be used in multiple applications; 4. The application program according to claim 1, wherein the computer reflects the NFT reflected in at least one of the plurality of applications in the processing of another application.

6. The computer, The application program according to any one of claims 1 to 3, further comprising a generation step of generating a character uniquely defined by the user based on the numerical information contained in the acquired NFT.