Game server, game medium management method, computer program and game system
The game server and system stabilize in-game currency and asset values in blockchain games by using legal currency pricing and NFT conversions, addressing user inequality and enhancing engagement.
Patent Information
- Application Number
- JP2023110628
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-05
- Publication Date
- 2025-01-20
AI Technical Summary
In blockchain games, the fluctuating value of crypto assets leads to significant discrepancies in the value of in-game currency, causing inequality among users, which affects the value of in-game assets they obtain.
A game server and system that manages in-game currency value using legal currency pricing, with a management unit that utilizes crypto assets to stabilize currency value, and includes a conversion unit to convert in-game assets into NFTs under predetermined conditions, compensating users based on historical game data to equalize asset value.
Stabilizes the value of in-game currency and assets, reducing user inequality and maintaining consistent asset value, thereby enhancing user engagement and preventing abandonment.
Smart Images

Figure 2025008447000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game server, a game content management method, a computer program, and a game system. [Background technology]
[0002] In recent years, blockchain games that utilize blockchain technology have been released. Blockchain games allow users to manage crypto assets (virtual currencies) and NFTs (non-fungible tokens) using a distributed ledger that is synchronized across multiple systems.
[0003] In conventional blockchain games, the price of in-game currencies such as paid stones is determined based on the value of crypto assets. Since the value of crypto assets can fluctuate significantly on an hourly basis, if you try to trade in-game currencies based on the value of crypto assets, the value of the in-game currencies based on the value of legal tender can also fluctuate significantly. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 7197822 Summary of the Invention [Problem to be solved by the invention]
[0005] Multiple users who play blockchain games purchase in-game currency at different times, and depending on when a user purchases the in-game currency, the value of the in-game currency relative to legal tender may fluctuate, which could lead to inequality between users. If the value of the in-game currency owned by users becomes unequal, the value of the in-game assets obtained by using the in-game currency may also become unequal.
[0006] The present invention has been made in consideration of the above circumstances, and aims to provide a game server, a game content management method, a computer program, and a game system that improve the inequality in value of game content among users. [Means for solving the problem]
[0007] A game server according to a first aspect of the present invention comprises, in a game using blockchain, a sales unit that sells in-game currency at a price set in legal tender, and a management unit that uses the value of a cryptocurrency against the legal tender to manage the value of the purchased in-game currency using the cryptocurrency.
[0008] A game media management method according to a second aspect of the present invention, in a game using blockchain, sells in-game currency at a price set in legal tender, and manages the value of the purchased in-game currency using the value of the crypto asset relative to the legal tender.
[0009] A computer program according to a third aspect of the present invention is a program that causes a computer to execute the game content management method according to the second aspect.
[0010] A game system according to a fourth aspect of the present invention comprises a game server including a sales unit that sells in-game currency at a price set in legal currency in a game using a blockchain, a management unit that manages the value of the purchased in-game currency using the crypto asset based on the value of the crypto asset relative to the legal currency, a memory unit that associates and records a user's user identifier, information on the user's in-game assets, and historical information of the user playing the game, and a conversion unit that enables the in-game assets associated with the user identifier to be converted into an NFT (Non-Fungible Token) when the historical information associated with the user identifier satisfies predetermined conditions, a payment server that makes payment for the price required when selling the in-game currency, and an NFT server that converts the in-game assets associated with the user identifier into an NFT based on an NFT request signal from the game server. Effect of the Invention
[0011] According to the present invention, it is possible to provide a game server, a game content management method, a computer program, and a game system that improve inequality in the value of game content among users. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is a diagram illustrating an example of the configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a block diagram illustrating an example of the configuration of the game system and the game server according to an embodiment. [Diagram 3] FIG. 3 is a flowchart illustrating an example of a value update process in the game server of one embodiment. [Figure 4] FIG. 4 is a flowchart illustrating an example of a payment process in the game server of an embodiment. [Diagram 5] FIG. 5 is a flowchart illustrating an example of the compensation process in the game server of one embodiment. [Figure 6] FIG. 6 is a flowchart illustrating an example of an NFT process in a game server of one embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] An example of a game system including a game server, a payment server, and an NFT server according to an embodiment of the present invention will be described in detail below with reference to the drawings. Note that in the following description, configurations and elements that are the same as or similar to configurations already described will be given the same reference numerals and descriptions thereof will be omitted.
[0014] FIG. 1 is a diagram illustrating an example of the configuration of a game system including a game server, a payment server, and an NFT server in one embodiment. The game system 100 of this embodiment is, for example, a system that operates and manages a game using a blockchain. The game system 100 is communicatively connected to a plurality of user terminals 200, a CEX (Centralized Exchange) 300, a DEX (Decentralized Exchange) 400, and a marketplace 500 via a network.
[0015] CEX300 is a virtual currency exchange operated by a specific company. In this embodiment, CEX300 transfers crypto assets to the game system 100 in response to a request from the game system 100. Examples of CEX300 include Coincheck (registered trademark), bitFlyer (registered trademark), and BITPOINT (registered trademark). CEX300 is also capable of conducting virtual currency transactions with the user terminal 200, and can transfer crypto assets to the user terminal 200 in response to a request from the user terminal 200.
[0016] DEX400 is a virtual currency exchange that does not have an operating company of the exchange and realizes the automatic exchange of crypto assets and tokens by smart contracts. DEX400 in this embodiment transfers crypto assets to the game system 100 in response to a request from the game system 100. Examples of DEX400 include Uniswap (registered trademark) and PancakeSwap (registered trademark). DEX400 can also conduct virtual currency transactions with the user terminal 200, and can transfer crypto assets and tokens to the user terminal 200 in response to a request from the user terminal 200.
[0017] The marketplace 500 is an online platform where digital assets utilizing NFTs (Non-Fungible Tokens) can be bought, sold, and exchanged. A user who operates the user terminal 200 can convert in-game assets owned in the game system 100 into NFTs through a process described below, and sell the NFT-converted in-game assets on the marketplace 500. Examples of the marketplace 500 include TofuNFT (registered trademark) and OpenSea (registered trademark).
[0018] The user terminal 200, for example, has at least one processor and a memory in which a program executed by the processor is recorded, and is configured to be able to realize various functions by software or a combination of software and hardware.
[0019] The user terminal 200 is an electronic device such as a computer, and may be, for example, a television receiver (including an Internet television), a PC (Personal Computer), a mobile terminal (for example, a tablet, a smartphone, a laptop, a feature phone, a digital music player, an e-book reader, a smart watch, etc.), a game device (a home game console, a portable game console), a VR (Virtual Reality) terminal, an AR (Augmented Reality) terminal, etc., but is not limited to these. Note that the number of user terminals 200 connected to the network may be zero, or may increase or decrease at any time.
[0020] In this embodiment, the user terminal 200 is, for example, a smartphone, and is able to execute the blockchain game provided by the game system 100 by downloading and installing an application for a game using a blockchain provided by the game system 100. The user terminal 200 may also be, for example, a smartphone, and be able to execute the blockchain game provided by the game system 100 on a browser without downloading and installing an application for a game using a blockchain provided by the game system 100.
[0021] The game system 100 of this embodiment includes a game server 110, a payment server 120, and an NFT server 130. The game server 110, the payment server 120, and the NFT server 130 are connected to each other via a network so as to be able to communicate with each other.
[0022] The settlement server 120 is a server that performs settlement processing associated with buying and selling transactions via a network. For example, when a user purchases in-game currency sold by the game server 110, the settlement server 120 performs settlement of the necessary amount between the user terminal 200 and the game server 110.
[0023] The NFT server 130 is a server that performs NFT (conversion to NFT) by recording images (still images and videos), audio, and other types of digital files as unique and non-fungible data units (blocks) on a blockchain (distributed ledger). For example, the NFT server 130 can convert in-game assets in the game server 110 into NFTs upon request and provide the in-game assets converted to NFTs to the user.
[0024] The game server 110 is a server that provides a game using a blockchain that can be played by the user terminal 200. The game server 110 is a server that sells in-game currency (e.g., paid stones, etc.) that can be used in a game using a blockchain at a price set by legal currency (e.g., Japanese yen, dollars, etc.), and uses the value of cryptocurrency (virtual currency) corresponding to the legal currency to manage the value of the game medium (in-game currency, in-game assets) purchased by the user using cryptocurrency. Note that the game medium in this embodiment includes at least in-game assets (e.g., characters and items that can be used in the game, weapons and equipment that can be worn by characters, cards for generating character skills, etc.) and in-game currency (e.g., paid stones, unpaid stones, etc.).
[0025] In this embodiment, the game server 110 uses MATIC, which is an original token of Polygon, as a virtual currency. The cryptocurrency that the game server 110 can use is not limited to this, and may be, for example, Ether (ETH). The game server 110 may also use a unique token issued by DEX400. In addition, in the blockchain game provided by the game server 110, the type of in-game currency that can be purchased with MATIC and the type of in-game currency that can be purchased with the unique token may be the same or different.
[0026] Next, an example of the configuration of the payment server 120, the NFT server 130, and the game server 110 included in the game system 100 shown in FIG. 1 will be described. FIG. 2 is a block diagram illustrating an example of the configuration of the game system and the game server according to an embodiment.
[0027] The payment server 120 includes, for example, at least one processor and a memory in which a program executed by the processor is recorded, and is configured to be able to realize various functions by software or a combination of software and hardware. In this embodiment, the payment server 120 includes a processor 121, a storage unit 123, an input unit 124, an output unit 125, and a communication unit 126. The processor 121, the storage unit 123, the input unit 124, the output unit 125, and the communication unit 126 are each connected via a bus communication line and can transmit and receive data to and from each other. Note that the processor 121, the storage unit 123, the input unit 124, the output unit 125, and the communication unit 126 may be configured to transmit and receive data to and from each other via wireless communication or the like.
[0028] The input unit 124 is operated by an administrator of the payment server 120 and may include a user interface such as a mouse or keyboard for inputting various information (e.g., information for changing numerical values of various settings of the payment server 120), and various sensors such as a microphone or touch panel.
[0029] The output unit 125 includes, for example, a monitor for visually presenting information to the administrator of the payment server 120, and audio output means such as a speaker for audibly supplying information to the administrator of the payment server 120.
[0030] The communication unit 126 can transmit information received from the outside to the configuration in the payment server 120, and can transmit information received from the configuration in the payment server 120 to the outside. The communication unit 126 is communicably connected to each of the game server 110, the NFT server 130, the user terminal 200, the CEX 300, the DEX 400, and the marketplace 500 via a network such as the Internet.
[0031] The storage unit 123 includes, for example, a main storage unit and an auxiliary storage unit. The main storage unit may include, for example, a read-only memory (ROM) and a random-access memory (RAM). The ROM is a non-volatile memory used exclusively for reading data, and can store data and various setting values used by the processor 121 when performing various processes. The RAM may be used as a so-called work area for temporarily storing data when the processor 121 performs various processes. The main storage unit of this embodiment is, for example, a RAM, and is used as a memory.
[0032] The auxiliary storage unit is a non-transitory computer-readable storage medium of a computer centered around the processor 121. The auxiliary storage unit is, for example, an EEPROM (registered trademark) (electric erasable programmable read-only memory), a HDD (hard disk drive), or an SSD (solid state drive).
[0033] The auxiliary storage unit can store data used by the processor 121 in performing various processes, data generated by the processes in the processor 121, various setting values, etc. The auxiliary storage unit may store information required for personal authentication when the processor 121 performs a payment process, and personal information such as a credit card number and account information (legal currency account information, cryptocurrency account information, etc.). For example, information used for personal authentication and personal information such as account information may be stored in an external database accessible by the payment server 120.
[0034] The processor 121 is typically a central processing unit (CPU) and / or a graphics processing unit (GPU), but may also be a microcomputer, a field programmable gate array (FPGA), a digital signal processor (DSP), or the like.
[0035] The processor 121 can realize various functions of the payment server 120 by executing programs such as system software, application software, or firmware stored in the storage unit 123.
[0036] The processor 121 includes a payment processing unit 122. The payment processing unit 122 acquires payment information from a sales unit 112 of the game server 110 (described later) via the communication unit 126. The payment information may include, for example, crypto asset remittance information from the user terminal 200 (including payment amount information), information for a user using the user terminal 200 to make a payment (credit card information, legal tender account information, crypto asset account information, etc.), and identification information for identifying the user.
[0037] The payment processing unit 122 performs the requested payment process using the payment information. The payment processing unit 122 can use a generally known method for the payment process. That is, the payment processing unit 122 performs the payment process for the amount specified by the payment method (credit card, account transfer, etc.) specified by the user. After completing the payment process, the payment processing unit 122 transmits a payment completion notice to the sales unit 112 via the communication unit 126. The payment completion notice includes information such as the identifiers of the user who performed the payment transaction and the game server 110 (or the administrator of the game server 110), the payment amount, and the payment date and time.
[0038] The NFT server 130 includes, for example, at least one processor and a memory in which a program executed by the processor is recorded, and is configured to realize various functions by software or a combination of software and hardware. In this embodiment, the NFT server 130 includes a processor 131, a storage unit 133, an input unit 134, an output unit 135, and a communication unit 136. The processor 131, the storage unit 133, the input unit 134, the output unit 135, and the communication unit 136 are each connected via a bus communication line and can transmit and receive data to and from each other. The processor 131, the storage unit 133, the input unit 134, the output unit 135, and the communication unit 136 may be configured to transmit and receive data to and from each other via wireless communication or the like.
[0039] The input unit 134 is operated by an administrator of the NFT server 130 and may include a user interface such as a mouse or keyboard for inputting various information (e.g., information for changing numerical values of various settings of the NFT server 130), and various sensors such as a microphone and a touch panel.
[0040] The output unit 135 includes, for example, a monitor that visually presents information to the administrator of the NFT server 130, and an audio output means such as a speaker that audibly supplies information to the administrator of the NFT server 130.
[0041] The communication unit 136 can transmit information received from the outside to the configuration within the NFT server 130, and can transmit information received from the configuration within the NFT server 130 to the outside. The communication unit 136 is communicably connected between each of the game server 110, the payment server 120, the user terminal 200, the CEX 300, the DEX 400, and the marketplace 500 via a network such as the Internet.
[0042] The storage unit 133 includes, for example, a main storage unit and an auxiliary storage unit. The main storage unit may include, for example, a read-only memory (ROM) and a random-access memory (RAM). The ROM is a non-volatile memory used exclusively for reading data, and can store data and various setting values used by the processor 131 when performing various processes. The RAM may be used as a so-called work area for temporarily storing data when the processor 131 performs various processes. The main storage unit of this embodiment is, for example, a RAM, and is used as a memory.
[0043] The auxiliary storage unit is a non-transitory computer-readable storage medium of a computer centered around the processor 131. The auxiliary storage unit is, for example, an EEPROM (registered trademark) (electric erasable programmable read-only memory), a HDD (hard disk drive), or an SSD (solid state drive).
[0044] The auxiliary storage unit can store data used by the processor 131 when performing various processes, data generated by the processes in the processor 131, various setting values, and the like.
[0045] The processor 131 is typically a central processing unit (CPU) and / or a graphics processing unit (GPU), but may also be a microcomputer, a field programmable gate array (FPGA), a digital signal processor (DSP), or the like.
[0046] The processor 131 can realize various functions of the NFT server 130 by executing programs such as system software, application software, or firmware stored in the memory unit 133.
[0047] The processor 131 includes an NFT processing unit 132. The NFT processing unit 132 acquires an NFT request signal from a conversion unit 1151 included in the game server 110. The NFT processing unit 132 uses the digital data of the in-game assets, information about the creator of the digital data, and information about the owner of the digital data, which are included in the NFT request signal from the game server 110, to generate a distributed ledger (blockchain) in which the in-game assets to be NFTed are treated as unique, non-fungible data units. Note that the NFT processing of the in-game assets by the NFT processing unit 132 can use existing methods.
[0048] After the NFT processing is completed, the NFT processing unit 132 outputs an NFT processing completion notification to the conversion unit 1151 via the communication unit 136. The NFT processing completion notification may include information such as information about the creator of the NFT, information about the owner of the NFT, identification information of the in-game assets that have been NFTed, and the date and time when the NFT processing was completed. The NFT processing unit 132 transmits data of the in-game assets for which the NFT processing has been completed to the user terminal 200 (or to the user terminal 200 via the game server 110) via the communication unit 136.
[0049] The game server 110 includes, for example, at least one processor and a memory in which a program executed by the processor is recorded, and is configured to be able to realize various functions by software or a combination of software and hardware. In this embodiment, the game server 110 includes a processor 111, a storage unit 116, an input unit 117, an output unit 118, and a communication unit 119. The processor 111, the storage unit 116, the input unit 117, the output unit 118, and the communication unit 119 are each connected via a bus communication line and can transmit and receive data to and from each other. Note that the processor 111, the storage unit 116, the input unit 117, the output unit 118, and the communication unit 119 may be configured to transmit and receive data to and from each other via wireless communication or the like.
[0050] The input unit 117 is operated by an administrator of the game server 110 and may include a user interface such as a mouse or keyboard for inputting various information (e.g., information for changing numerical values of various settings of the game server 110), and various sensors such as a microphone or touch panel.
[0051] The output unit 118 includes, for example, a monitor that visually presents information to the administrator of the game server 110. The output unit 118 may also include an audio output means, such as a speaker, that audibly supplies information to the administrator of the game server 110.
[0052] The communication unit 119 can transmit information received from the outside to the configuration within the game server 110, and can also transmit information received from the configuration within the game server 110 to the outside. The communication unit 119 is communicatively connected to the payment server 120, the NFT server 130, the user terminal 200, the CEX 300, the DEX 400, and the marketplace 500 via a network such as the Internet.
[0053] The storage unit 116 includes, for example, a main storage unit and an auxiliary storage unit. The main storage unit may include, for example, a read-only memory (ROM) and a random-access memory (RAM). The ROM is a non-volatile memory used exclusively for reading data, and can store data and various setting values used by the processor 111 when performing various processes. The RAM may be used as a so-called work area for temporarily storing data when the processor 111 performs various processes. The main storage unit of this embodiment is, for example, a RAM, and is used as a memory.
[0054] The auxiliary storage unit is a non-transitory computer-readable storage medium of a computer centered around the processor 111. The auxiliary storage unit is, for example, an EEPROM (registered trademark) (electric erasable programmable read-only memory), a HDD (hard disk drive), or an SSD (solid state drive).
[0055] The auxiliary storage unit can store data used by the processor 111 when performing various processes, data generated by the processes in the processor 111, various setting values, etc. The auxiliary storage unit records game play history information of a user playing a game, information on in-game assets owned by the user, information on in-game currency owned by the user, game play history information of a user, the latest price of the in-game currency set by legal tender, the value of the crypto asset against the legal tender, etc., in association with the user identifier of the user playing the game.
[0056] The historical information may include various types of historical information, such as historical information on charges, historical information on battles, historical information on logins, historical information on gacha, historical information on player level, historical information on character levels (character level information), historical information on character skills (character skill information), historical information on items equipped by characters (item equipment information), historical information on character strengthening, historical information on item purchases, historical information on the conversion of in-game assets into NFTs, historical information on rankings, etc., each of which is associated with a user identifier, each piece of information, and the corresponding date and time.
[0057] The information on the user's in-game assets includes a character identifier and an item identifier owned by the user. The character identifier and the item identifier are stored in the storage unit 116 in association with the user identifier.
[0058] The user's in-game currency information includes information on paid stones and free stones currently owned by the user, and information on the user's paid stone purchase history. The user's in-game currency information includes, for example, the number of paid stones purchased by the user, the number of free stones owned by the user, the date and time of the paid stone purchase, and the price of the paid stones in cryptocurrency at the date and time of the paid stone purchase. The number of paid stones purchased by the user (number of paid stones purchased), the date and time of the paid stone purchase, and the price of one paid stone in cryptocurrency at the date and time of the paid stone purchase are associated with a user identifier.
[0059] The storage unit 116 may be built into the game server 110 or may be externally attached to the game server 110. Furthermore, the data stored in the storage unit 116 may be shared among the game server 110, the payment server 120, and the NFT server 130.
[0060] The processor 111 is typically a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit), but may also be a microcomputer, an FPGA (Field Programmable Gate Array), a DSP (Digital Signal Processor), etc. The processor 111 can realize various functions of the game server 110 by executing programs such as system software, application software, or firmware stored in the storage unit 116.
[0061] The processor 111 includes a sales unit 112, a management unit 113, a display processing unit 114, and a play management unit 115. The play management unit 115 includes a conversion unit 1151.
[0062] The selling unit 112 sells the in-game currency at a price set in legal tender. More specifically, the selling unit 112 sets the value of the in-game currency, such as paid stones, required for implementing a lottery function (gacha function) that allows the player to obtain characters and items operable in the game provided by the game server 110, to a predetermined value in Japanese yen, which is legal tender (e.g., 100 yen). In other words, the selling unit 112 can set the price of the in-game currency to a predetermined value in yen, which is legal tender (e.g., 100 yen), and sell the in-game currency in legal tender or cryptocurrency.
[0063] The value of the legal currency that is the basis for setting the price of the in-game currency is not limited to 100 yen, and the selling unit 112 may set the price of the in-game currency at a value equal to or less than 100 yen, or may set the price at a value greater than 100 yen. The selling unit 112 may also sell the in-game currency at a price set in a legal currency other than the Japanese yen. The value of the legal currency that is the basis for setting the price of the in-game currency can be changed as appropriate by the administrator of the game server 110, etc.
[0064] The sales unit 112 records the price of the in-game currency set in legal tender in the memory unit 116. Furthermore, the sales unit 112 acquires a purchase request signal from the user terminal 200 via the communication unit 119. The purchase request signal from the user terminal 200 may include information such as a user identifier, the desired number of in-game currency to be purchased, and date and time information (date and time of purchase request).
[0065] In response to a purchase request signal from the user, the sales unit 112 calculates the total payment amount required to purchase the in-game currency as an amount in crypto assets, using the number of in-game currency the user wishes to purchase and the latest value of the crypto assets against legal currency recorded in the storage unit 116. For example, if the user wishes to purchase five units of in-game currency each set to be worth 100 yen in legal currency, the sales unit 112 calculates the amount of MATIC equivalent to 500 yen based on the latest value (currency rate) of MATIC (crypto assets) against yen (legal currency) recorded in the storage unit 116. The amount of MATIC calculated as above is the total payment amount in crypto assets by the user.
[0066] The selling unit 112 supplies the user's total payment amount to the display processing unit 114, which will be described later. The user's total payment amount is presented to the user on the user terminal 200 by display data generated by the display processing unit 114. The user checks the total payment amount displayed on the display or the like of the user terminal 200, makes payment with that amount, and, if the user wishes to proceed with the buying and selling transaction, operates the user terminal 200 to transmit payment information to the game server 110.
[0067] The sales unit 112 acquires payment information from the user terminal 200 via the communication unit 119, and transmits the payment information to the payment server 120. The payment information may include, for example, crypto asset remittance information from the user terminal 200 (including payment amount information), information for a user using the user terminal 200 to make a payment (credit card information, transportation IC card information, electronic money payment information, legal tender account information, crypto asset account information, etc.), and user identification information for identifying the user.
[0068] When the selling unit 112 receives a payment completion notice from the payment server 120, it considers the buying and selling transaction with the user to be completed. The selling unit 112 associates information about the in-game currency purchased by the user (the amount of paid stones purchased by the user, the date and time of the paid stones purchase, and the price of the paid stones in cryptocurrency at the date and time of the paid stones purchase) with the user identifier included in the payment completion notice, and records them in the storage unit 116. Note that the date and time of the paid stone purchase completion may be, for example, the payment completion date and time included in the payment completion notice, or may be the date and time when the payment completion notice is received.
[0069] The display processing unit 114 generates display data for displaying the total payment amount of the user calculated by the sales unit 112 on the display of the user terminal 200. The display processing unit 114 transmits the generated display data to the user terminal 200 via the communication unit 119, and allows the user terminal 200 to present the total payment amount of crypto assets to the user. The management unit 113 manages the value of the in-game currency purchased by the user using the crypto asset, based on the value of the crypto asset against legal currency.
[0070] The value of crypto assets against legal currency is determined according to the ever-changing currency rate. For example, when the value of the in-game currency is set to be equivalent to 100 yen, which is legal currency, and 1 MATIC is equivalent to 100 yen, which is legal currency, the management unit 113 manages the value of the in-game currency (equivalent to 100 yen) as 1 MATIC. When 1 MATIC is equivalent to 200 yen, which is legal currency, the management unit 113 manages the value of the in-game currency (equivalent to 100 yen) as 0.5 MATIC. When 1 MATIC is equivalent to 50 yen, the management unit 113 manages the value of the in-game currency (equivalent to 100 yen) as 2 MATIC.
[0071] The management unit 113 includes an acquisition unit 1131 , a calculation unit 1132 , and a compensation unit 1133 . The acquisition unit 1131 acquires the value (currency rate) of the crypto asset against the legal currency at a preset cycle (predetermined time). The cycle is set in advance by an administrator of the game server 110, and can be changed as necessary.
[0072] The acquisition unit 1131 may, for example, acquire the value of the crypto asset against the legal tender every few hours, or every few minutes or every few seconds. The acquisition unit 1131 may also set the closing price of the previous day as the opening price at the start of trading on that day, and thereafter acquire the value of the crypto asset against the legal tender every few hours, and update the value. The acquisition unit may record the value of the crypto asset against the legal tender as history information in the storage unit 116 in association with date and time information (for example, the date and time when the currency rate was acquired or the date and time when trading started). The acquisition unit 1131 may record the value of the crypto asset against the legal tender for a predetermined period in the storage unit 116 as a history of currency rates.
[0073] The calculation unit 1132 acquires from the storage unit 116 the number of paid stones purchased by the user during a predetermined period and the price of the paid stones (price in crypto assets) at the date and time of the paid stones purchase.
[0074] From the acquired information, the calculation unit 1132 calculates the average cryptocurrency price (price per paid stone) of paid stones purchased by users during a specified period for each of all users who play the blockchain game provided by the game server 110 using paid stones purchased with cryptocurrency (or users who wish to be compensated among users who purchased paid stones with cryptocurrency). The calculation unit 1132 also calculates the average cryptocurrency price (price per paid stone) of in-game currency purchased by all users who play the game during a specified period.
[0075] The calculation unit 1132 calculates the compensation value for each of the multiple users by subtracting the average cryptocurrency price of paid stones purchased by all users during a predetermined period (price per paid stone) from the average cryptocurrency price of paid stones purchased by each user during a predetermined period. Note that the predetermined period is set in advance by an administrator of the game server 110, etc.
[0076] For example, when the predetermined period is one month, the calculation unit 1132 acquires from the storage unit 116 purchase history information of the paid stones purchased by the first user during one month (paid stone purchase date and time, number of paid stones purchased, price of one paid stone in cryptocurrency at the paid stone purchase date and time). The calculation unit 1132 calculates the average price (price in cryptocurrency) of one paid stone purchased by the first user during the predetermined period from the acquired purchase history information. For example, when there is a history of the first user purchasing 10 paid stones when 1 MATIC is 50 yen (value of one paid stone in cryptocurrency is 2 MATIC) and a history of the first user purchasing 10 paid stones when 1 MATIC is 100 yen (value of one paid stone in cryptocurrency is 1 MATIC) during one month, the average value calculated by the calculation unit 1132 is 1.5 MATIC (= (2 × 10 + 10 × 1) / 20).
[0077] Also, for example, if the predetermined period is one month, the calculation unit 1132 acquires from the storage unit 116 history information of paid stones purchased by all users during one month (paid stone purchase date and time, number of paid stones purchased, price of one paid stone in cryptocurrency at the paid stone purchase date and time). The calculation unit 1132 calculates the average price (price in cryptocurrency) of one paid stone purchased by all users during one month from the acquired history information. For example, the calculation unit 1132 acquires from the storage unit 116 history information of the value of cryptocurrency against legal currency, and calculates the average value of the value of 1 MATIC in yen, which is legal currency, for one month. If the average value of the value of 1 MATIC in yen, which is legal currency, for one month is 200 yen, the calculation unit 1132 calculates the average purchase price of one paid stone to be 0.5 MATIC (=100 / 200).
[0078] The calculation unit 1132 calculates the difference (1MATIC) by subtracting 0.5MATIC, which is the average purchase price of paid stones for all users, from 1.5MATIC, which is the calculated average purchase price of paid stones for the first user, and sets the product (1MATIC x 20 = 20MATIC) of this difference and the number of paid stones (20 pieces) purchased by the first user in one month as the compensation value for the first user. Note that the compensation value may be 0 or may be a negative value. The calculation unit 1132 records the calculated compensation value in the storage unit 116 in association with the user identifier of the first user, and transmits the compensation value to the compensation unit 1133.
[0079] The compensation unit 1133 obtains the compensation value calculated for each user from the calculation unit 1132. The compensation unit 1133 compares the compensation value with, for example, a predetermined threshold value set in advance. When the compensation value exceeds the predetermined threshold value, the compensation unit 1133 compensates the user with game media equivalent to the compensation value. For example, if the threshold value set in the compensation unit 1133 is set to zero, the compensation unit 1133 compensates the user with game media when the compensation value is positive, and the range of compensation targets can be adjusted by adjusting the threshold value. The game media to be compensated are, for example, items that can be used in the game, free stones, etc.
[0080] For example, if the compensation value of the first user is 20 MATIC as exemplified above, the compensation unit 1133 compensates the first user with game media equivalent to 20 MATIC. For example, when the average value of 1 MATIC per month in yen, which is legal currency, is 200 yen, the compensation value (20 MATIC) is equivalent to 4,000 yen in legal currency. If the price of the in-game currency (paid stones) set in legal currency is equivalent to 100 yen, the compensation value corresponds to 40 paid stones. The compensation unit 1133 may compensate the first user with 40 free stones as game media equivalent to 40 paid stones, which is the compensation value, or may compensate the first user with other game media of an equivalent value.
[0081] It should be noted that paid stones are in-game currency provided to a user by the game server 110 in exchange for a fee paid by the user, and free stones are in-game currency provided to a user by the game server 110 without the user paying a fee. In this embodiment, the user can use free stones in the game in the same way as paid stones. In the above, the value of one paid stone has been described as one free stone, but the value of one paid stone may be two or more free stones, and the value of the paid stones may be set higher or lower than the value of the free stones.
[0082] The compensation unit 1133 associates the user identifier of the first user with information on the in-game currency to be compensated, and records the association in the storage unit 116. By compensating the user based on the compensation value calculated as described above, it is possible to prevent the price paid by the user when purchasing paid stones from becoming unbalanced.
[0083] The compensation unit 1133 may compensate the user with game media equivalent to the compensation value when the history information associated with the user identifier of the user satisfies a predetermined condition. The compensation unit 1133 may be preset with a threshold for the amount of charge in a predetermined period, a threshold for the number of matches in a predetermined period, the type of missions to be cleared in a predetermined period, the number of missions to be cleared, a threshold for the number of gacha rounds, and the like.
[0084] The compensation unit 1133 can determine whether or not a specified condition is met, such as when the amount of charges during a specified period exceeds a threshold based on past charge information included in the user's history information, when the number of battles during a specified period exceeds a threshold based on past battle information, when the number of times daily missions (e.g., logging into the game and checking the mailbox) completed during a specified period exceeds a threshold based on past login information, or when the number of times the user performed gacha during a specified period exceeds a threshold based on past gacha count information.
[0085] Here, the value of crypto assets may fluctuate significantly on an hourly basis. For this reason, for example, in a blockchain game, if the price of in-game currency such as paid stones is set based on crypto assets, the value of the in-game currency based on legal tender may also fluctuate significantly. In addition, multiple users who play a blockchain game purchase in-game currency at various times. Therefore, depending on the timing at which a user purchases the in-game currency, the value of the in-game currency based on legal tender may fluctuate, which may lead to inequality among users.
[0086] In contrast, in the game system 100 and game server 110 of the present embodiment, the price of the in-game currency is set in terms of legal tender. This eliminates the possibility that the value of the in-game currency will fluctuate significantly by the hour or minute in response to fluctuations in the value of crypto assets, and prevents inequality between users due to the timing of purchasing the in-game currency.
[0087] In addition, in the game system 100 and the game server 110 of the present embodiment, compensation is given to a user according to a compensation value for each user calculated based on the average value of the in-game currency purchased by the user in a predetermined period and the average value of the in-game currency purchased by all users in a predetermined period. This can further reduce inequality among users.
[0088] The play management unit 115 acquires operation information from the user terminal 200 via the communication unit 119, and progresses the game provided by the game server 110 based on the operation information. As the play management unit 115 progresses the game, the display processing unit 114 generates display data for updating the display of the user terminal 200 and supplies the display data to the user terminal 200.
[0089] The play management unit 115 also has a function of managing the play of users of the game provided by the game server 110. The play management unit 115, for example, manages in-game assets such as characters and items owned by users in the game, manages battles played by users using characters, manages events such as gacha and in-game tournaments played by users, manages the strengthening and levels of users and in-game assets, and manages the conversion of in-game assets into NFTs.
[0090] The play management unit 115 has a function of managing information (play information) obtained by a user playing a game, and for example, when a user performs initial setup of a game on the user terminal 200, it generates an identifier for the user and begins managing the user's play information.
[0091] The play management unit 115 has, for example, a function for managing information on in-game assets that a user obtains by playing a game (in-game asset information management function), and a function for managing information on a user that a user obtains by playing a game (user information management function).
[0092] For example, when a user strengthens a character by playing a game, the in-game asset information management function records in memory unit 116 the user identifier, the character identifier, identification information of the strengthening performed, and the date and time of the strengthening in association with each other.
[0093] Furthermore, for example, when a character's level increases as a result of the user playing a game, the in-game asset information management function associates the user identifier, the character identifier, the increased level, and the date and time when the level increased in the storage unit 116. For example, the in-game asset management function may record an awakening ID, which is an identifier indicating that the in-game character's level has reached a certain level, or that the in-game character's level has exceeded the limit of its ability value and become capable of being strengthened (awakened) after reaching a certain level, in association with the character's identification information together with the date and time when the character awakened in the storage unit 116.
[0094] In addition, the in-game asset information management function, for example, when a user plays a game and pits characters against each other, associates the user identifier, the character identifier, the battle identifier, the date and time when the battle took place, and the result of the battle, and records them in the memory unit 116.
[0095] Furthermore, for example, when a user equips a character with an item by playing a game, the in-game asset information management function associates a user identifier, a character identifier, an item identifier, and the date and time of the equipment in the storage unit 116. For example, when a user equips a character owned by the user with an item such as exclusive equipment for the character, the in-game asset information management function may further associate a dedicated equipment ID with the user identifier, the character identifier, the item identifier, and the date and time of the equipment in the storage unit 116.
[0096] Furthermore, for example, when a user performs a gacha, the in-game asset information management function records in the storage unit 116 an identifier of the user, the date and time when the gacha was performed, and the result of the gacha (for example, the identifier of the in-game asset obtained by the gacha) in association with each other. For example, the identifier of the in-game asset may include a switching flag that switches whether or not the user can use the in-game asset in the game. The in-game asset information management function may switch the switching flag to switch between a state in which the in-game asset is usable by the user in the game and a state in which the in-game asset is unusable. An in-game asset that is unusable may be treated as not owned by the user on the game play screen.
[0097] In addition, for example, when a user converts in-game assets into NFTs by playing a game, the in-game asset information management function associates the user identifier, the identifier of the NFTed in-game assets, the date and time when the NFT conversion was performed (for example, the date and time when the NFT conversion was completed or the date and time when the NFT conversion process completion notification was received), and the NFT identifier, and records them in the memory unit 116.
[0098] In addition, when the in-game asset information management function receives a request (return request signal) from a user to make in-game assets that have already completed the NFT process usable in the game, it associates the user identifier, the identifier of the NFTed in-game assets, the date and time when the NFT was made usable in the game, and the NFT identifier, and records them in the memory unit 116.
[0099] The user information management function, for example, when a user plays a game and is charged, records the user identifier, the charged amount, and the charging date and time in the storage unit 116 in association with each other.
[0100] In addition, for example, when a user logs in, the user information management function associates the user identifier with the login date and time and records them in the memory unit 116, and when the user logs out, the user identifier associates the user identifier with the logout date and time and records them in the memory unit 116.
[0101] In addition, the user information management function, for example, when a user increases their player level by playing a game, associates the user's identifier, the user level, and the date and time when the user level was increased, and records them in the memory unit 116.
[0102] Furthermore, for example, when a user purchases an item by playing a game, the user information management function records the user identifier, the item identifier, and the item purchase date and time in the storage unit 116 in association with each other.
[0103] Furthermore, the user information management function, for example, records information on a user's ranking as a result of the user playing a game in association with the user identifier in the storage unit 116. For example, the ranking information may include information such as the ranking when the user participated in a tournament within the game, and the identifier of the in-game asset (character or item) used by the user in the tournament.
[0104] The play management unit 115 includes a conversion unit 1151 . The conversion unit 1151 has the function of making the in-game assets associated with the user identifier convertible into an NFT (Non-Fungible Token) when the history information associated with the user identifier satisfies certain conditions (NFT conditions).
[0105] The conversion unit 1151 receives a conversion request signal requesting the conversion of in-game assets into NFTs from the user terminal 200 via the communication unit 119. The conversion request signal includes the user's user identifier and the identifier of the in-game assets that the user wishes to convert into NFTs.
[0106] The conversion unit 1151 acquires history information associated with the corresponding user identifier from the storage unit 116 in response to a conversion request signal acquired from the user terminal 200 via the communication unit 119. When the acquired history information satisfies a predetermined condition, the conversion unit 1151 enables the in-game assets associated with the user identifier to be converted into NFTs.
[0107] In addition, when the historical information associated with the user identifier in the memory unit 116 satisfies certain conditions, the conversion unit 1151 may wait for conversion request information from the user terminal 200 after making the in-game assets associated with the user identifier convertible into NFTs.
[0108] When history information associated with a user identifier satisfies a predetermined condition, conversion unit 1151 may be able to convert in-game assets associated with the user identifier into NFTs and at the same time convert the display mode of the in-game assets convertible to NFTs in the game. For example, in-game assets convertible to NFTs may be converted into a display mode (color, shape, appearance, facial expression, background, size, etc.) different from other in-game assets, and audio, video, video, background music, entrance effects, special move effects, etc. of the in-game assets convertible to NFTs may be converted.
[0109] The conversion unit 1151 may also set a predetermined condition for enabling conversion to an NFT for each of a plurality of in-game assets associated with a user identifier. For example, the conversion unit 1151 has a function of setting different predetermined conditions to be satisfied when a character associated with a user identifier can be converted to an NFT and when an item associated with a user identifier can be converted to an NFT. Also, for example, the conversion unit 1151 has a function of setting different predetermined conditions to be satisfied when a first character associated with a user identifier can be converted to an NFT and when a second character associated with a user identifier can be converted to an NFT.
[0110] The conversion unit 1151 may determine that a character (in-game asset) owned by a user can be turned into an NFT if the level of that character is equal to or higher than a threshold. The conversion unit 1151 may determine that a predetermined condition is met if the current (at the time of determination) character level of a character that the user wishes to turn into an NFT exceeds a threshold based on character level information included in history information associated with the user's identifier.
[0111] Furthermore, when a specific ID such as an awakening ID is given to the character from the history of character level information included in the history information associated with the user identifier, the conversion unit 1151 may determine that the character satisfies a predetermined condition. The awakening ID is an identifier indicating, for example, that the level of a character in the game has reached a certain level, or that the character's level has exceeded the limit of its ability value and become capable of being strengthened (awakened) after reaching a certain level, and is associated with the character's identification information together with the date and time when the character was awakened and recorded in the storage unit 116.
[0112] In addition, if the item equipment information included in the history information associated with the user identifier indicates that the character that the user wishes to turn into an NFT has been assigned a specific equipment ID, such as an equipment ID indicating that the character is equipped with exclusive equipment, the conversion unit 1151 may determine that the specified conditions are met.
[0113] If the character strengthening information included in the history information shows that the number of times a character has been strengthened in the past is equal to or greater than a threshold, the conversion unit 1151 may determine that a specified condition is met.Also, if the past battle information included in the history information shows that a specific quest has been cleared using a character, the conversion unit 1151 may determine that a specified condition is met.
[0114] Other examples of the predetermined condition in the conversion unit 1151 include a case where an item or equipment is purchased with paid stones, or a case where paid stones or free stones are used to strengthen a character owned by the user. When the number of times that the user has purchased an item or equipment with paid stones exceeds a threshold based on the item purchase information included in the history information, the conversion unit 1151 may determine that the predetermined condition is satisfied. Also, when the number of times that the user has strengthened a character with in-game currency (paid stones or free stones) exceeds a threshold based on the character strengthening information included in the history information, the conversion unit 1151 may determine that the predetermined condition is satisfied.
[0115] When the conversion unit 1151 acquires a conversion request signal and the historical information associated with the user identifier satisfies certain conditions, it makes the in-game assets associated with the user identifier convertible into an NFT, and generates an NFT conversion request signal requesting the NFT server 130 to convert the in-game assets into NFTs.
[0116] The NFT request signal includes at least digital data such as image data corresponding to the in-game assets to be NFTed, information about the creator of the in-game assets to be NFTed, and information about the owner of the in-game assets to be NFTed. Note that the information about the creator of the in-game assets and the information about the owner may be the same information, and the information about the creator of the in-game assets and the information about the owner may include a user identifier in the game. The conversion unit 1151 transmits the NFT request signal to the NFT server 130.
[0117] When the conversion unit 1151 receives an NFT process completion notification from the NFT server 130 (information about the creator of the NFT, information about the owner of the NFT, identification information of the in-game assets that have been NFTed, and the date and time when NFT was completed), it puts the in-game assets for which the NFT process has been completed and which are associated with the user identifier and stored in the storage unit 116 into a state where they are not owned by the user in the game. In other words, when the conversion unit 1151 receives an NFT process completion notification from the NFT server 130, it switches the switching flag for the in-game assets for which the NFT process has been completed, making the in-game assets unusable by the user in the game.
[0118] In addition, the conversion unit 1151 may be configured to make it possible to convert the display mode of the in-game assets when NFTed (to make it possible to send a display mode change request from the user terminal 200 to the game server 110) when the historical information associated with the user identifier satisfies a condition (display mode change condition) different from the above-mentioned specified condition (NFT condition).
[0119] If the in-game asset to be NFTed is a game character, the conversion unit 1151 may generate digital data that changes the display mode of the character requesting NFT when generating an NFT request signal for the in-game asset. For example, when the conversion unit 1151 acquires a display mode change request from the user terminal 200 via the communication unit 119, the conversion unit 1151 may generate an NFT request signal so that the NFTed character is smiling (with a predetermined expression) whereas in the game, the character is displayed on the user terminal 200 with a straight face (no expression).
[0120] For in-game assets whose display mode can be changed, image data in a plurality of display modes may be stored in advance in the storage unit 116. In addition, the conversion unit 1151 may combine image data of the in-game assets that are requested to be converted into NFT with other image data, for example, to generate image data with a different display mode for the in-game assets. The display mode change request may be, for example, a facial expression change request, or a background image change request to a predetermined background image.
[0121] For example, when a specific ID such as an awakening ID is assigned to a character based on character level information included in the history information, and when a different specific ID such as an awakening ID is assigned by further raising the level after the assignment of the awakening ID, the conversion unit 1151 may determine that the display mode change condition is satisfied. Also, when the number of times in-game assets associated with a user identifier included in the history information have been converted to NFTs is equal to or greater than a set threshold value during a predetermined period, based on information about the number of times in-game assets have been converted to NFTs, the conversion unit 1151 may determine that the display mode change condition is satisfied.
[0122] Furthermore, when a user who participated in a tournament in a blockchain game achieves a ranking equal to or higher than a threshold based on the ranking information included in the history information, the conversion unit 1151 may determine that the display mode change condition is satisfied. In this case, when converting the character or item used by the user in the tournament, i.e., the in-game assets associated with the user identifier included in the ranking information, into an NFT, the conversion unit 1151 may have a function that enables a change in the display mode, such as displaying the ranking and prizes for the tournament (items and backgrounds corresponding to the ranking) together with an image of the in-game assets, or changing the character's facial expression or posture according to the ranking.
[0123] Furthermore, the conversion unit 1151 may receive from the user terminal 200 a return request signal (including a user identifier, an in-game asset identifier, an NFT identifier, and NFT data) that includes an NFT (in-game assets for which NFT processing has been completed) and requests that the NFT be used again in the game. The conversion unit 1151 may have a function of switching a switching flag of the in-game assets for which NFT processing has been completed and that are stored in the storage unit 116, based on the NFT identifier included in the received return request signal, to make the in-game assets for which NFT processing has been completed usable in the game, and to change the ability value of the in-game assets for which NFT processing has been completed.
[0124] For example, when the conversion unit 1151 receives a restoration request signal from the user terminal 200, it acquires character level information of the in-game asset (character) for which the NFT process has been completed that is to be restored from the storage unit 116. The conversion unit 1151 may change parameters such as the level of the in-game asset for which the NFT process has been completed based on the character level information. For example, the conversion unit 1151 may raise or lower the character level of the in-game asset for which the NFT process has been completed.
[0125] Furthermore, when the conversion unit 1151 receives a restoration request signal from the user terminal 200, it acquires from the storage unit 116 character skill information of the in-game assets (characters and items usable in the game, weapons and equipment that can be worn by characters, cards for generating character skills, etc.) for which the NFT process has been completed to be restored. The conversion unit 1151 may change parameters such as skills for the in-game assets for which the NFT process has been completed based on the character skill information. For example, the conversion unit 1151 may impart a new skill to the in-game assets for which the NFT process has been completed, or strip existing skills from them.
[0126] Furthermore, when the conversion unit 1151 receives a restoration request signal from the user terminal 200, it may set the ability values (character level information, character skill information, item equipment information, etc.) of the in-game assets to be restored for which NFT processing has been completed to initial values, or may set them to the ability values at the time of NFT. Furthermore, when the conversion unit 1151 receives a restoration request signal from the user terminal 200, it may change parameters such as ability values of the in-game assets to be restored for which NFT processing has been completed.
[0127] Furthermore, if the information on the creator of the in-game assets for which the NFT conversion process has been completed to be restored, which is included in the NFT of the return request signal received from the user terminal 200, differs from the information on the owner of the in-game assets for which the NFT conversion process has been completed to be restored (for example, when the NFT has been bought and sold), the conversion unit 1151 obtains the information on the in-game assets for which the NFT conversion process has been completed from the storage unit 116, and associates it with the user identifier included in the return request signal of the user terminal 200. The conversion unit 1151 may set a capability value based on the information on the in-game assets associated with the user identifier, or may set the capability value to an initial value.
[0128] As described above, in the game system 100 and the game server 110 of the present embodiment, the inequality between users due to the timing of purchasing the in-game currency can be improved. As a result, the inequality between users in the value of the in-game assets obtained as a result of using the in-game currency is also improved. The in-game assets may be converted into NFTs and then put up for sale as products on the market. If the value of the in-game assets is unequal, some users may not get the expected results even if they sell NFTs on the market, and may abandon the game. In contrast, if the inequality in the value of the in-game assets is improved, the value of the in-game assets will not be far removed from the user's expectations, so that the user can continue to enjoy the game.
[0129] An example of the value update process of the game server 110 will be described below with reference to the drawings. FIG. 3 is a flowchart illustrating an example of a value update process of the game server according to an embodiment.
[0130] In this embodiment, the value update process is started at any timing. The acquisition unit 1131 judges whether a preset predetermined time has elapsed (step S11). The acquisition unit 1131 waits without performing any process until the predetermined time has elapsed (step S11, NO).
[0131] When the acquisition unit 1131 determines that a predetermined time has elapsed (step S11, YES), it acquires the value of the crypto asset against legal tender from the crypto asset exchange (CEX300 or DEX400) (step S12). The value of the crypto asset is information that is set based on transaction information at the exchange where the crypto asset is traded. The acquisition unit 1131 may acquire the value of the crypto asset against legal tender from statistical information of transactions conducted at the crypto asset exchange (e.g., information on the average or median value of the traded value).
[0132] The acquisition unit 1131 records the acquired value of the crypto asset against the legal currency in the storage unit 116 (step S13), and ends the value update process. At this time, the acquisition unit 1131 may record the acquired value and the date and time of acquisition in the storage unit 116 in association with each other.
[0133] Next, an example of the settlement process of the game server 110 will be described with reference to the drawings. FIG. 4 is a flowchart illustrating an example of a payment process of the game server according to an embodiment.
[0134] In this embodiment, the payment process is started at any timing. The selling unit 112 judges whether a purchase request signal is received from the user terminal 200 via the communication unit 119 (step S21). The selling unit 112 waits without performing any process until the purchase request signal is received (step S21, NO).
[0135] When the sales unit 112 receives a purchase request signal from the user terminal 200 via the communication unit 119 (step S21, YES), the sales unit 112 obtains the latest value of the crypto asset against the legal tender stored in the memory unit 116 (step S22).
[0136] The sales unit 112 calculates the total amount of cryptocurrency required to purchase the in-game currency using the latest value of the cryptocurrency against the legal currency and the desired amount of in-game currency included in the purchase request signal. The calculation unit 1132 transmits the total amount of cryptocurrency to be paid to the display processing unit 114.
[0137] The display processing unit 114 generates display data for displaying the total amount of payment using the crypto asset, transmits the display data to the user terminal 200, causes the display of the user terminal 200 to display the total amount of payment, and presents the total amount of payment using the crypto asset to the user (step S23).
[0138] The selling unit 112 waits until it acquires the payment information from the user terminal 200 (step S24, NO). For example, if the selling unit 112 fails to acquire the payment information from the user terminal 200 within a predetermined time, it ends the payment process. Also, if the selling unit 112 receives a payment interruption signal from the user terminal 200, it ends the payment process.
[0139] When the selling unit 112 acquires the payment information from the user terminal 200 (step S24, YES), it transmits the acquired payment information to the payment server 120 (step S25). When the selling unit 112 receives a payment completion notification from the payment server 120, the selling unit 112 records the user's user identifier and information on the amount of in-game currency purchased by the user in association with each other in the storage unit 116 (step S26), and ends the payment process.
[0140] As described above, according to the game server, game media management method, computer program, and game system of this embodiment, in-game currency is sold at a price set in legal tender, and multiple users are compensated for their game media upon meeting certain conditions, thereby eliminating inequality among users and increasing their desire to purchase in-game currency.
[0141] Next, an example of compensation processing by the game server 110 will be described with reference to the drawings. FIG. 5 is a flowchart illustrating an example of the compensation process of the game server according to an embodiment.
[0142] In this embodiment, the compensation process is started at any timing. The calculation unit 1132 judges whether a preset predetermined period has elapsed (step S31). The calculation unit 1132 waits without performing any process until the predetermined period has elapsed (step S31, NO).
[0143] When it is determined that the predetermined period has elapsed (step S31, YES), the calculation unit 1132 calculates the average price of the crypto asset of the in-game currency purchased by the user during the predetermined period (step S32).
[0144] Next, the calculation unit 1132 calculates the average price of the crypto asset of the in-game currency purchased by all users who play the game during a predetermined period (step S33).
[0145] The calculation unit 1132 calculates a compensation value by subtracting the average value of the price of in-game currency in crypto assets purchased by all users during a specified period from the average value of the price of in-game currency in crypto assets purchased by the user during a specified period (step S34).
[0146] The compensation unit 1133 obtains the compensation value from the calculation unit 1132. The compensation unit 1133 compares the compensation value with a predetermined threshold value set in advance and determines whether the compensation value exceeds the threshold value (step S35). When the compensation unit 1133 determines that the compensation value is equal to or less than the predetermined threshold value (step S35, NO), the compensation unit 1133 ends the compensation process.
[0147] When the compensation unit 1133 determines that the compensation value exceeds the predetermined threshold (step S35, YES), it determines whether the history information associated with the user's user identifier satisfies a predetermined condition (step S36). When the history information associated with the user's user identifier satisfies the predetermined condition (step S36, YES), the compensation unit 1133 associates the game medium equivalent to the compensation value with the user's user identifier and records it in the storage unit 116 (step S37), and ends the compensation process. When the history information associated with the user's user identifier does not satisfy the predetermined condition (step S36, NO), the compensation unit 1133 ends the compensation process.
[0148] Next, an example of the NFT conversion process of the game server 110 will be described with reference to the drawings. FIG. 6 is a flowchart illustrating an example of an NFT process of a game server in one embodiment.
[0149] In this embodiment, the NFT process is started at any timing. The conversion unit 1151 determines whether a conversion request signal has been received from the user terminal 200 (step S41). The conversion unit 1151 waits without performing any process until the conversion request signal is received (step S41, NO).
[0150] When the conversion unit 1151 receives a conversion request signal from the user terminal 200 via the communication unit 119 (step S41, YES), it determines whether the history information associated with the user identifier included in the conversion request signal satisfies a predetermined condition (step S42). When the conversion unit 1151 determines that the history information associated with the user identifier does not satisfy the predetermined condition (step S42, NO), it ends the NFT process.
[0151] When the history information associated with the user identifier satisfies a predetermined condition (step S42, YES), the conversion unit 1151 makes the in-game assets associated with the user identifier convertible to an NFT and generates an NFT conversion request signal. The conversion unit 1151 transmits the NFT conversion request signal to the NFT server 130 via the communication unit 119 (step S43).
[0152] When the NFT server 130 completes the NFT conversion, the conversion unit 1151 receives an NFT process completion notification from the NFT server 130. Based on the NFT process completion notification, the conversion unit 1151 switches the switching flag of the in-game asset for which the NFT process associated with the user identifier has been completed, renders the in-game asset for which the NFT process has been completed unusable (step S44), and terminates the NFT process.
[0153] The processing order of the NFT process in the above steps S41-S43 is not limited to the above. For example, the conversion unit 1151 determines which of the multiple in-game assets associated with the user identifier of the user satisfies a predetermined condition in the history information associated with the user identifier. After that, the conversion unit 1151 uses the display processing unit 114 to display the multiple in-game assets that satisfy the predetermined condition on the user terminal 200, and presents the in-game assets that can be converted to NFT to the user. Next, the conversion unit 1151 receives a conversion request signal, generates an NFT request signal corresponding to the in-game assets that satisfy the predetermined condition selected by the user and are included in the conversion request signal, and transmits the signal to the NFT server 130. The conversion unit 1151 may proceed with the NFT process according to the above processing procedure instead of the above steps S41-S43.
[0154] According to the game server, game media management method, computer program, and game system of this embodiment, the characters acquired by the user can be developed under various conditions and converted into NFTs that can be held as crypto assets, and the characters can be sold, which increases the game's appeal and prevents users from abandoning the game.
[0155] That is, according to this embodiment, it is possible to provide a game server, a game content management method, a computer program, and a game system that improve inequality in the value of game content among users.
[0156] The present invention is not limited to the above-mentioned embodiment, and can be modified in various ways without departing from the gist of the present invention. The embodiments may be combined as appropriate, and in that case, the combined effect can be obtained. Furthermore, the above-mentioned embodiment includes various inventions, and various inventions can be extracted by combinations selected from the multiple components disclosed. For example, if the problem can be solved and the effect can be obtained even if some components are deleted from all the components shown in the embodiment, the configuration from which the components are deleted can be extracted as an invention. [Explanation of symbols]
[0157] 100...game system, 110...game server, 111...processor, 112...sales department, 113...management department, 1131...acquisition department, 1132...calculation department, 1133...compensation department, 114...display processing department, 115...play management department, 1151...conversion department, 116...storage department, 117...input department, 118...output department, 119...communication department, 120...payment server, 121...processor, 122...payment processing department, 123...storage department, 124...input department, 125...output department, 126...communication department, 130...NFT server, 131...processor, 132...NFT processing department, 133...storage department, 134...input department, 135...output department, 136...communication department, 200...user terminal, 300...CEX (Centralized Exchange), 400...DEX (Decentralized Exchange), 500…Marketplace
Claims
1. In games using blockchain, A sales department that sells in-game currency at a price set in legal tender; A management unit that manages the value of the purchased in-game currency by using the value of the crypto asset against the legal currency; A game server comprising:
2. 2. A game server as described in claim 1, further comprising a display processing unit that generates data for displaying the price set in the legal currency in the crypto asset based on the value of the crypto asset relative to the legal currency.
3. The management unit includes an acquisition unit that acquires the value of the crypto asset relative to the legal tender at predetermined time intervals, The game server according to claim 2 , wherein the display processing unit displays the price set in the legal tender in the crypto asset based on the latest value of the value acquired by the acquisition unit.
4. The management unit a calculation unit that calculates a compensation value by subtracting an average value of the price of the in-game currency, in crypto assets, of the in-game currency purchased by all users during a predetermined period from an average value of the price of the in-game currency, in crypto assets, of the in-game currency purchased by a first user during the predetermined period; a compensation unit that compensates the first user with game media equivalent to the compensation value when the compensation value exceeds a predetermined threshold; The game server of claim 1 .
5. a storage unit that stores a user identifier of a user and history information of the user playing the game in association with each other; A game server as described in claim 4, wherein the compensation unit records the game medium equivalent to the compensation value in the memory unit in association with the user identifier of the first user when the historical information associated with the user identifier of the first user satisfies a predetermined condition.
6. a storage unit that records a user identifier of a user, information about the user's in-game assets, and history information of the user's play of the game in an associated manner; The game server of claim 1, further comprising: a conversion unit that enables the in-game assets associated with the user identifier to be converted into a Non-Fungible Token (NFT) when the history information associated with the user identifier satisfies a predetermined condition.
7. In games using blockchain, Sell in-game currency at a price set in legal tender, A game media management method, in which the value of the purchased in-game currency is managed using the value of the crypto asset against the legal currency.
8. The game media management method according to claim 7 , further comprising displaying the price set in the legal currency in terms of the crypto asset based on the value of the crypto asset relative to the legal currency.
9. A computer program causing a computer to execute the game content management method according to claim 7 or 8.
10. In games using blockchain, A sales department that sells in-game currency at a price set in legal tender; A management unit that manages the value of the purchased in-game currency by using the value of the crypto asset against the legal currency; a storage unit that records a user identifier of a user, information about the user's in-game assets, and history information of the user's play of the game in an associated manner; A conversion unit that enables the in-game assets associated with the user identifier to be converted into a non-fungible token (NFT) when the history information associated with the user identifier satisfies a predetermined condition; A game server comprising: A payment server that performs payment for the in-game currency when the in-game currency is sold; An NFT server that converts the in-game assets associated with the user identifier into an NFT based on an NFT conversion request signal from the game server; A game system comprising:
Citation Information
Patent Citations
Information processing device, information processing method, and information processing program
JP7197822B1
Cited By
Information management system, information management program, and information management method
JP7813402B1