Information processing device, terminal device, and system

The system enables the resale of downloadable game programs with varying execution states and restrictions, improving user convenience and promoting the sale of digital games by allowing users to refurbish programs, thus addressing the inefficiencies in existing resale methods.

JP2025008482APending Publication Date: 2025-01-20CAPCOM CO LTD
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Patent Information

Application Number
JP2023110695
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-05
Publication Date
2025-01-20

AI Technical Summary

Technical Problem

Existing technologies do not adequately improve user convenience in the distribution of programs as second-hand goods, particularly for game software sold as downloads, which cannot be easily resold and may lack economic and environmental efficiency.

Method used

A system that allows game programs sold by download to be resold with varying execution states and restrictions, including a first state with no restrictions, a second state with imposed restrictions, and the ability to refurbish programs to a first state through purchase instructions, using a non-fungible token mechanism to manage transactions and user permissions.

Benefits of technology

Enhances user convenience by enabling the resale of digital game programs while maintaining incentives for both users and game operators, promoting the sale of downloadable games and reducing environmental impact by avoiding physical media.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase user's convenience.SOLUTION: An information processing device 2 includes: a first sale reception unit 100a that receives a first sale instruction by a first user who can execute a predetermined program in a first state; a first purchase reception unit 100b that receives a first purchase instruction by a second user; and a setting unit 102 that performs setting based on at least the first sale instruction so that at least part of functions of the program cannot be executed by the first user and further performs setting based on the first purchase instruction so that the program can be executed by the second user in a second state. The second state is a state on which a restriction is imposed, different from the first state.SELECTED DRAWING: Figure 1
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Description

[Technical field]

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

[0002] Conventionally, technologies related to the sale of game software have been known. For example, Patent Document 1 describes a technology that can give a user who purchases new game software a special benefit that is not available with used game software, thereby increasing the user's motivation to purchase new game software rather than used game software.

[0003] Furthermore, Patent Document 2 describes a technology in which whether or not an information recording medium on which a game program is recorded is licensed is determined in accordance with a predetermined algorithm, and if it is determined that the information recording medium is licensed, the information processing device processes the information on the information recording medium as a product version, and if it is determined that the information recording medium is not licensed, the information processing device imposes predetermined restrictions on the program stored on the information recording medium. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2005-115626 A [Patent Document 2] JP 2000-035885 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, the prior art does not sufficiently improve user convenience. For example, there is room for further consideration regarding the distribution of programs as second-hand goods.

[0006] In view of the above problems, an object of the present invention is to improve user convenience. [Means for solving the problem]

[0007] A first aspect is an information processing device comprising: a first selling reception unit that receives a first selling instruction from a first user capable of executing a specified program in a first state; a first purchasing reception unit that receives a first purchasing instruction from a second user; and a setting unit that sets the first user to be unable to execute at least a portion of the functions of the program based on at least the first selling instruction, and sets the second user to be executable in a second state based on the first purchasing instruction, wherein the second state is a state in which restrictions are imposed compared to the first state.

[0008] In the first aspect, the device may further include a second purchase reception unit that receives a second purchase instruction from a second user, and the setting unit may further set the program to be executable in the first state for the second user based on the second purchase instruction.

[0009] In the first aspect, the second purchase receiving unit may receive the second purchase instruction only when the second user is set to be able to execute the program in the second state.

[0010] In the first aspect, the consideration associated with the second purchasing instruction by the second user may be less than the consideration paid by the first user to become able to execute the program in the first state.

[0011] In a first aspect, the sum of the consideration for the first purchasing instruction by the second user and the consideration for the second purchasing instruction by the second user may be less than the consideration paid by the first user to have the program configured to be executable in the first state.

[0012] In the first aspect, the program may further include a second selling receiving unit that receives a second selling instruction from a second user capable of executing the program in the second state, and a third purchasing receiving unit that receives a third purchasing instruction from a third user, and the setting unit may further set the program so that at least a portion of the functions of the program cannot be executed for the second user based on at least the second selling instruction, and set the program so that it can be executed in the third state for the third user based on the third purchasing instruction.

[0013] In the first aspect, the third state may be a state in which restrictions are imposed as compared to the second state.

[0014] In the first aspect, the consideration for the first purchasing instruction by the second user may be greater than the consideration for the third purchasing instruction by the third user.

[0015] In the first aspect, the device may further include a fourth purchase receiving unit that receives a fourth purchase instruction from a third user capable of executing the program in the third state, and the setting unit may further set the program to be executable in the first state for the third user based on the fourth purchase instruction, and the consideration for the second purchase instruction from the second user may be smaller than the consideration for the fourth purchase instruction from the third user.

[0016] In a first aspect, the system may further include a determination unit that determines parameters related to at least one of the content of the second state, the consideration related to the first selling instruction by the first user, the consideration related to the first purchasing instruction by the second user, and the consideration related to the second purchasing instruction by the second user based on historical information generated by the first user executing the program.

[0017] In the first aspect, the system may further include a judgment unit that judges whether the content of the program execution by the first user is good based on the historical information, and the determination unit may determine the parameters based on the judgment result by the judgment unit.

[0018] In the first aspect, the system may further include a first association unit that associates a non-fungible token with each of a plurality of programs including the program, and the first selling instruction and the first buying instruction may be instructions regarding the selling and buying of the non-fungible token corresponding to the program, respectively.

[0019] In the first aspect, when the second purchase receiving unit receives a second purchase instruction, the device may further include a second association unit that associates a flag with the non-fungible token corresponding to the program, and the setting unit may set the program to be executable in the first state for the second user by referring to the flag.

[0020] A second aspect is a terminal device capable of purchasing a specified program, the terminal device comprising: a first receiving unit that receives from a user either a first purchase instruction for making the program executable in a first state or a second purchase instruction for making the program executable in a second state, the second state being a state in which restrictions are imposed compared to the first state; an execution unit that, if the first receiving unit receives the first purchase instruction, executes the program in the first state based on the first purchase instruction, and, if the first receiving unit receives the second purchase instruction, executes the program in the second state based on the second purchase instruction; and a transmission unit that, if the first receiving unit receives the second purchase instruction, transmits information for setting the program so that other users cannot purchase it.

[0021] In a second aspect, the device may further include an acquisition unit that acquires a determination result as to whether or not a specified condition related to the program is satisfied, determined based on historical information generated by a user executing the program, a second reception unit that receives a selling instruction related to the program, and a display unit that displays whether or not the condition is satisfied in association with the program on a display screen for making the selling instruction.

[0022] A third aspect is a system comprising: a first selling receiving unit that receives a first selling instruction from a first user capable of executing a specified program in a first state; a first purchasing receiving unit that receives a first purchasing instruction from a second user; and a setting unit that sets the first user to be unable to execute at least a portion of the functions of the program based on at least the first selling instruction, and sets the second user to be executable in a second state based on the first purchasing instruction, wherein the second state is a state in which restrictions are imposed compared to the first state. Effect of the Invention

[0023] According to the present disclosure, it is possible to improve user convenience. [Brief description of the drawings]

[0024] [Figure 1] FIG. 1 is a functional block diagram of the system 1. [Diagram 2] FIG. 2 is a sequence diagram for explaining an example of the operation of the system 1 according to the first embodiment. [Diagram 3] FIG. 11 is a diagram for explaining an example of transaction information. [Figure 4] FIG. 11 is a sequence diagram illustrating an example of an operation of the system 1 according to the second embodiment. [Diagram 5] FIG. 11 is a diagram for explaining an example of history information. [Figure 6] FIG. 11 is a diagram for explaining an example of history information. [Figure 7] FIG. 11 is a diagram for explaining an example of history information. [Figure 8] FIG. 11 is a diagram for explaining an example of a method for determining a benefit based on history information. [Figure 9] 10 is a diagram for explaining an example of a display screen of the terminal device 3. FIG. [Figure 10] 10 is a diagram for explaining an example of a display screen of the terminal device 3. FIG. [Figure 11] 10 is a diagram for explaining an example of a display screen of the terminal device 3. FIG. [Figure 12]FIG. 2 is a hardware configuration diagram of the information processing device 2 and the terminal device 3. [Figure 13] FIG. 11 is a sequence diagram illustrating an example of an operation of the system 1 according to the modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0025] A preferred embodiment of the present disclosure (hereinafter, referred to as the present embodiment) will be described with reference to the accompanying drawings. In each drawing, the same reference numerals denote the same or similar configurations.

[0026] In this disclosure, the terms "part", "means", "apparatus", and "system" do not simply mean physical means, but also include cases where the functions of the "part", "means", "apparatus", and "system" are realized by software. Furthermore, the functions of one "part", "means", "apparatus", or "system" may be realized by two or more physical means, devices, or software, and the functions of two or more "parts", "means", "apparatus", or "system" may be realized by one physical means, device, or software.

[0027] <1. Overview of System 1> A system 1 according to this embodiment (hereinafter simply referred to as system 1) is a system that realizes second-hand sales of programs. The programs are, for example, game programs for executing games, document creation programs for creating documents, illustration creation programs for drawing illustrations, etc. In this embodiment, the program will be described as being a game program.

[0028] The game program according to this embodiment is typically a game program sold by download. Unlike game programs sold in packages, game programs sold by download are not sold in a state stored in a storage medium, and it has been difficult to realize second-hand sales of such game programs. According to the system 1, it is possible to realize second-hand sales of such game programs sold by download.

[0029] Furthermore, the "game program" in this embodiment will be described as referring to a single virtual entity, not to the type or attributes of a game (e.g., title, genre, series, etc.). For example, a "game program" can also be interpreted as a license for executing a game that is associated with a user. In this case, "executing a game program" can be interpreted as "using a license." Furthermore, a "game program" can also be interpreted as a file for executing a game that is downloaded to the user's terminal device 3.

[0030] <2. Functional configuration of System 1> An example of the configuration of a system 1 according to this embodiment will be described with reference to FIG.

[0031] The system 1 includes an information processing device 2, a terminal device 3, and a communication network 4.

[0032] [Information processing device 2] The information processing device 2 is a server device that provides various functions related to the sale of second-hand game programs.

[0033] The information processing device 2 includes a control unit 10, a storage unit 14, a network interface unit 18, and a bus 16. The control unit 10, the storage unit 14, and the network interface unit 18 are electrically connected to each other via the bus 16.

[0034] (Storage unit 14) The storage unit 14 stores a user information DB 140, a transaction information DB 142, and a program management DB 144.

[0035] -User information DB140- The user information DB 140 stores user information, which is information about users of the system 1. The user information includes information about a user ID, a user name, a program ID of a game program associated with the user, whether the user can execute a game program, in what state the user can execute a game program, the execution history of the game program by the user, and the user's quality level.

[0036] The program ID is identification information for a game program. By storing a program ID in association with each of a plurality of game programs, the system 1 can identify game programs sold by download as if they were game programs sold in a package.

[0037] As an example, a case will be described in which three users, user α, user β, and user γ, purchase and download game programs for a game with a single title, "Fighting Game." In this case, system 1 associates and stores the game program of "Fighting Game" purchased by user α with a program ID called "Program PR1." System 1 also associates and stores the game program of "Fighting Game" purchased by user β with a program ID called "Program PR2." System 1 also associates and stores the game program of "Fighting Game" purchased by user γ with a program ID called "Program PR3."

[0038] The executable status of a game program stored in user information DB140 is information relating to whether or not a user can execute the game program. For example, if the executable status of a game program is "yes," the user can execute the game program. Also, for example, if the executable status of a game program is "no," the user cannot execute the game program. Typically, a user who purchases a game program will be able to execute the game program, and a user who sells a game program will not be able to execute the game program.

[0039] The "states" in which a user can execute a game program stored in user information DB 140 correspond to restrictions imposed when the user executes a game program. The first state is a state in which no restrictions are imposed compared to other states. The second state is a state in which restrictions are imposed compared to the first state. The third state is a state in which restrictions are imposed compared to the second state. Similarly, the nth state is a state in which restrictions are imposed compared to the n-1th state. Here, n is a natural number.

[0040] As an example, a case will be described in which user α can execute a game program "fighting game" associated with a program ID "program PR1" in a first state, and user β can execute a game program "fighting game" associated with a program ID "program PR2" in a second state. In this case, for example, user β cannot use some of the functions of the "fighting game" that user α can use. Also, for example, user β cannot receive preferential treatment that user α can receive. Also, for example, user β receives poor treatment that user α does not receive.

[0041] The "restriction" according to the present disclosure is, for example, a restriction on a game mode that a user can execute. The restriction on a game mode is, for example, a restriction on whether multiplay is possible and a restriction on a playable interval.

[0042] If the restriction is related to the availability of multiplay, user α who can execute a game program in the first state can execute multiplay, whereas user β who can execute a game program in the second state cannot execute multiplay. In this case, user β can execute a game program, typically in single play. Note that multiplay includes interactive execution of a game program with other users via the communication network 4. On the other hand, single play includes execution of a game program by a user alone, without communicating with other users.

[0043] If the restriction is related to the playable interval, user α who can execute the game program in the first state can play multiple matches consecutively, while user β who can execute the game program in the second state has an interval after a match, in which case user β cannot play a match during the interval.

[0044] Furthermore, the "restriction" according to the present disclosure refers to, for example, a restriction on game contents that a user can use or acquire in a game. Game contents are typically objects that have value in a game. Game contents include, for example, characters, items, in-game currency, experience points, parameters, etc.

[0045] When restrictions on the game content are imposed, it may become more difficult for a user to acquire the game content, for example, by lowering the probability of acquiring the game content, reducing the amount of game content that can be acquired, and making the conditions required to acquire the game content stricter.

[0046] Furthermore, when a restriction is imposed on the game medium, the performance of the game medium used by the user may be reduced. The reduction in the performance of the game medium may be, for example, a reduction in parameters such as attack power and defense power associated with the game medium.

[0047] The execution history is history information generated by a user executing a game program, and includes information regarding the user's game program play time, play frequency, interactions with other users, game content collection rate, in-game goal achievement rate, and behavior in multiplayer play.

[0048] The quality level is an index showing the degree of quality of a user. Typically, if a user is enthusiastic about a game program, the quality level is determined to be high. Also, typically, if a user is a so-called "well-mannered" player, the quality level is determined to be high. As will be described later, the quality level is determined based on history information.

[0049] --Transaction Information DB142-- The transaction information DB142 stores transaction information, which is information regarding transactions (i.e., purchases and sales) of game programs. The transaction information includes information regarding a transaction ID, a program ID of the program involved in the transaction, a user involved in the transaction, and the date and time of the transaction. By referring to the transaction information DB142, the information processing device 2 can determine which user purchased or sold which game program and when. Furthermore, by referring to the transaction information DB142, the information processing device 2 can determine the user IDs and number of users with whom a particular game program has been associated in the past.

[0050] -Program Management DB144- The program management DB 144 stores various information in association with each game program. The program management DB 144 stores information regarding the program ID of the game program, the title of the game related to the game program, benefits related to the game program, and whether the game program can be purchased by the user.

[0051] For example, the program management DB 144 stores that the game programs associated with the program IDs "Program PR1"-"Program PR3" are related to a game titled "Fighting Game." The program management DB 144 also stores that the game programs associated with the program IDs "Program PR4"-"Program PR6" are related to a game titled "Racing Game."

[0052] The benefits associated with a game program are typically determined based on the execution history of the game program. The benefits associated with a game program include a benefit available to a first user who sells the game program (hereinafter referred to as a "seller benefit") and a benefit available to a second user who purchases the sold game program (hereinafter referred to as a "purchaser benefit").

[0053] The seller benefit includes a benefit related to the selling price when the first user sells the game program. If the first user can sell a game program that has no benefit associated therewith for, for example, 4,000 yen, if the game program has a benefit associated therewith, the first user can sell the game program for, for example, 6,000 yen.

[0054] The purchaser's benefit includes a benefit related to the content of the second state. The benefit related to the content of the second state includes a reduction in restrictions imposed compared to the first state. If the second user can execute a game program not associated with a benefit in a second state, for example, "10% less experience points gained," then if a benefit is associated with the game program, the second user can execute the game program in a second state, for example, "7% less experience points gained."

[0055] The purchaser's benefit includes a benefit related to the purchase price when the second user purchases the game program sold by the first user. If the second user can purchase a game program that is not associated with a benefit for, for example, 4,000 yen, the second user can purchase the game program for, for example, 3,000 yen if a benefit is associated with the game program.

[0056] (Control unit 10) The control unit 10 executes various programs stored in the storage unit 14 to function as a reception unit 100, a setting unit 102, a determination unit 104, a decision unit 106, and an association unit 108.

[0057] --Reception Section 100-- The reception unit 100 receives selling instructions and purchasing instructions for game programs from users. The reception unit 100 includes a first selling reception unit 100a, a first purchasing reception unit 100b, a second selling reception unit 100c, a second purchasing reception unit 100d, a third purchasing reception unit 100e, and a fourth purchasing reception unit 100f. The reception unit 100 can also be called a receiving unit that receives information related to selling instructions and purchasing instructions.

[0058] In this embodiment, a "new" game program refers to a game program for which transaction information relating to one or less transactions for that game program is stored in the transaction information DB 142. Also, a "used" game program refers to a game program for which transaction information relating to two or more transactions for that game program is stored in the transaction information DB 142.

[0059] Moreover, "renewing" refers to deleting or invalidating transaction information related to transactions other than the most recent transaction related to a "used" game program from the transaction information DB 142. In other words, by "renewing", even a game program that has been traded multiple times in the past is treated as if it were "new".

[0060] The first sale receiving unit 100a receives a first sale instruction from a first user. The first user is a user who is able to execute a game program in a first state. The first user is, for example, a user who has purchased a "new" game program. As a result of the first sale instruction, the game program is traded for the second time, and the game program becomes available for purchase by other users as a "used" game program.

[0061] The first purchase reception unit 100b receives a first purchase instruction from a second user. The second user is a user who purchases a "used" game program sold by the first user in response to a first selling instruction.

[0062] The second sale receiving unit 100c receives a second sale instruction from a second user who has purchased a "used" game program. The second sale instruction makes the game program available for purchase again by other users as a "used" game program.

[0063] The second purchase reception unit 100d receives a second purchase instruction from a second user who has purchased a "used" game program. The second purchase instruction results in the game program being "remade new." In other words, after the second purchase instruction, the game program is treated as a "new" product.

[0064] The third purchase reception unit 100e receives a third purchase instruction from a third user. The third user is a user who purchases a "used" game program sold by the second user in response to a second selling instruction.

[0065] The fourth purchase reception unit 100f receives a fourth purchase instruction from a third user who has purchased a "used" game program. The fourth purchase instruction causes the game program to be "reconditioned" into a "new product." In other words, after the fourth purchase instruction, the game program is treated as a "new product."

[0066] -Settings section 102- The setting unit 102 updates the user information DB 140 to set the game program executable or inexecutable in various states for the user. Setting the game program executable for the user may be to validate a license assigned to the user (or the terminal device 3) for executing the game program. Setting the game program inexecutable for the user may be to delete or invalidate a license assigned to the user (or the terminal device 3) for executing the game program.

[0067] The setting unit 102 sets the first user to be unable to execute the game program based on at least the first selling instruction. The state in which the game program cannot be executed is, for example, a state in which the game program cannot be started.

[0068] Furthermore, the setting unit 102 sets the game program to be executable in the second state for the second user based on the first purchase instruction. According to the setting unit 102, it is possible to virtually reproduce a transaction between users via a second-hand store (corresponding to the information processing device 2) for a game program sold by download.

[0069] Furthermore, the setting unit 102 sets the game program for the second user to be executable in the first state based on the second purchase instruction. As described above, the second state is a state in which restrictions are imposed compared to the first state. That is, the user can release the restrictions on the state in which the game program is executed by the second purchase instruction.

[0070] Furthermore, the setting unit 102 sets the second user to be unable to execute the game program based on at least the second selling instruction.

[0071] Furthermore, the setting unit 102 sets the game program to be executable in a third state for the third user based on the third purchase instruction.

[0072] Furthermore, the setting unit 102 sets the game program for the third user to be executable in the first state based on the fourth purchase instruction. As described above, the third state is a state in which restrictions are imposed compared to the second state. Furthermore, the second state is a state in which restrictions are imposed compared to the first state. That is, the user can largely remove the restrictions on the state in which the game program is executed by the fourth purchase instruction.

[0073] -Judgment section 104- The determination unit 104 determines whether the content of the game program executed by the first user is excellent or not based on the history information. The determination by the determination unit 104 may be either a positive determination or a negative determination, or may be a determination indicating which of three or more stages the first user falls into. For example, the determination unit 104 may determine which of five stages, "not excellent," "average," "slightly excellent," "excellent," and "very excellent," the first user falls into. The determination unit 104 can also be said to be a calculation unit that calculates a degree of excellence regarding the user's excellence based on the history information.

[0074] -Decision Unit 106- The determination unit 106 determines a benefit associated with the game program based on history information generated by the first user executing the game program. The determination unit 106 typically determines at least one parameter of the content of the second state, the consideration related to the first selling instruction by the first user, the consideration related to the first purchasing instruction by the second user, and the consideration related to the second purchasing instruction by the second user. The determination unit 106 may determine the parameter based on the determination result by the determination unit 104.

[0075] The benefit determined by the determination unit 106 is stored in association with the game program in the program management DB 144. A user who can execute a game program with which a benefit is associated can receive the benefit.

[0076] --Association section 108-- The associating unit 108 associates various pieces of information with a user. The associating unit 108 includes a first associating unit 108a and a second associating unit 108b.

[0077] The first associating unit 108a associates the non-fungible token with the game program. The non-fungible token is associated with at least a portion of the information stored in the transaction information DB 142 and the program management DB 144. Details will be described later.

[0078] When the second purchase receiving unit 100d receives a second purchase instruction, the second associating unit 108b associates a specific flag with the non-fungible token corresponding to the game program, as will be described in detail later.

[0079] (Network Interface Unit 18) The network interface unit 18 realizes communication with the terminal device 3 via the communication network 4. The communication may be performed according to a communication standard such as the TCP / IP protocol.

[0080] [Terminal device 3] The terminal device 3 is a device used by a user. The terminal device 3 is, for example, an electronic device such as a game machine, a smartphone, a smart watch, a tablet terminal, a personal computer, etc. In this embodiment, the terminal device 3 will be described as a game machine.

[0081] The terminal device 3 can receive input of a user's operation of the controller. The terminal device 3 can also output video related to the game on a display. The terminal device 3 can also output audio related to the game from a speaker. The controller, display, and speaker may be included in the terminal device 3, or may be connected to the terminal device 3 by wire or wirelessly.

[0082] By using the terminal device 3, the user can play games and also purchase and sell game programs.

[0083] The terminal device 3 includes a control unit 20, a storage unit (not shown), a network interface unit (not shown), and a bus (not shown). The control unit 20, the storage unit, and the network interface unit are electrically connected to each other via the bus.

[0084] (Control unit 20) The control unit 20 executes various programs stored in the storage unit of the terminal device 3, and thereby functions as a reception unit 200, an execution unit 202, a transmission unit 204, an acquisition unit 206, and a display unit 208.

[0085] --Reception Section 200-- The reception unit 200 includes a first reception unit 200a and a second reception unit 200b. Information relating to various operations received by the reception unit 200 of the terminal device 3 is transmitted to the information processing device 2.

[0086] The first reception unit 200a receives from the user either a first purchase operation for making a game program executable in a first state, or a second purchase operation for making the program executable in a second state. The first purchase operation is typically an operation for purchasing a "new" game program. The first purchase operation may also be an operation for "renewing" a "used" game program.

[0087] The second reception unit 200b receives a selling operation related to a game program.

[0088] --Executive Division 202-- When the first reception unit 200a receives the first purchase operation, the execution unit 202 executes the game program in a first state based on at least the first purchase operation. That is, when the user purchases a “brand new” game program, the user becomes able to execute the game program in an unrestricted state.

[0089] Furthermore, when the first reception unit 200a receives the second purchase operation, the execution unit 202 executes the game program in a second state based on at least the second purchase operation. That is, when the user purchases a "used" game program, the user becomes able to execute the game program in a state in which stricter restrictions are imposed than in the first state.

[0090] The execution unit 202 typically executes a game program by referring to the user information DB 140 of the information processing device 2. Specifically, the execution unit 202 refers to information on whether or not a game program can be executed and the executable state stored in the user information DB 140, and executes the game program based on the result of the reference.

[0091] -Transmitting unit 204- When the first reception unit 200a receives the second purchase operation, the transmission unit 204 transmits information for setting the game program so that other users cannot purchase it. In other words, when a user purchases a "used" game program, the transmission unit 204 transmits information for making the game program so-called "sold out" to the information processing device 2. The information is, for example, information notifying the information processing device 2 that the purchase process has been completed. The information is, for example, information included in the second purchase instruction.

[0092] -Acquisition Department 206- The acquisition unit 206 acquires a determination result as to whether or not a predetermined condition related to the game program is satisfied, determined based on history information generated by the user's execution of the game program. The predetermined condition includes, for example, conditions related to the user's play time of the game program, play frequency, interactions with other users, game media collection rate, in-game goal achievement rate, attitude in multiplayer, and the like. The predetermined condition may be a condition for determining that the user is excellent. Furthermore, the determination result acquired by the acquisition unit 206 may be the determination result of the determination unit 104.

[0093] In this embodiment, "obtaining information" includes making the information processable in the control unit 20. "Obtaining information" includes, for example, receiving the information from another device and reading the information from a storage unit.

[0094] -Display section 208- The display unit 208 displays whether the above-mentioned predetermined condition is satisfied in association with the game program on the display screen on which the selling operation is performed. When multiple game programs are displayed on the display screen on which the selling operation is performed, it displays whether the predetermined condition for each game program is satisfied in association with the game program. An example of the display screen will be described later.

[0095] <3. Operation and Effects of System 1> [First embodiment] (operation) An example of the operation of the system 1 according to the first embodiment will be described with reference to Fig. 2 and Fig. 3. Fig. 2 is a sequence diagram showing an example of the operation of the system 1. Fig. 3 is a diagram showing an example of transaction information stored in the transaction information DB 142.

[0096] The system 1 according to the first embodiment includes a first terminal device 3a, a second terminal device 3b, and an information processing device 2. The first terminal device 3a is a terminal device 3 used by a first user. The second terminal device 3b is a terminal device 3 used by a second user.

[0097] First, the first terminal device 3a transmits a purchase instruction for a game program based on a purchase operation of the first user (S100). The first user is a user who purchases a "brand new" game program. The purchase instruction includes payment of the price. In response, the information processing device 2 accepts the purchase instruction.

[0098] 3A shows an example of information stored in the transaction information DB 142 at the time of S100. In response to the purchase instruction in S100, the transaction information DB 142 stores information that the first user purchased a game program associated with a program ID "Program PR1" on July 1, 2022 in association with a transaction ID "Transaction TR1."

[0099] In response to the purchase instruction in S100, the information processing device 2 sets the game program to be executable in the first state for the first user (S102).

[0100] Next, the first terminal device 3a transmits a selling instruction for the game program based on the selling operation of the first user (S104). This selling instruction can also be called a first selling instruction.

[0101] 3B shows an example of information stored in the transaction information DB 142 at the time of S104. In response to the selling instruction in S104, the transaction information DB 142 stores information that the first user sold a game program associated with a program ID "Program PR1" on March 1, 2023 in association with a transaction ID "Transaction TR1."

[0102] In response to the selling instruction in S104, the information processing device 2 sets the game program so that the first user cannot execute the game program (S106).

[0103] Next, the second terminal device 3b transmits a second-hand purchase instruction for the game program based on the purchase operation of the second user (S108). The second user is a user who purchases a "used" game program. The second-hand purchase instruction includes payment of a price. The second-hand purchase instruction also includes information for setting the game program so that other users cannot purchase it (i.e., it becomes "sold out"). In response to this, the information processing device 2 accepts the second-hand purchase instruction. This second-hand purchase instruction can also be called a first purchase instruction. Note that the price related to the second-hand purchase instruction of S108 is typically smaller than the price related to the purchase instruction of S100. In other words, the price for purchasing a "used" game program is smaller than the price for purchasing a "new" game program.

[0104] 3C shows an example of information stored in the transaction information DB 142 at the time of S108. In response to the instruction to purchase a used item in S108, the transaction information DB 142 stores information that the second user purchased a game program associated with a program ID "Program PR1" on July 1, 2023 in association with a transaction ID "Transaction TR2."

[0105] In response to the second-hand purchase instruction in S108, the information processing device 2 sets the game program to be executable in the second state for the second user (S110).

[0106] Next, the second terminal device 3b transmits an instruction to convert the game program to a new one based on the purchase operation of the second user (S112). The instruction to convert to a new one includes payment of a fee. In response, the information processing device 2 accepts the instruction to convert to a new one. This instruction to convert to a new one can also be called a second purchase instruction. Typically, the sum of the fee for the second-hand purchase instruction of S108 and the fee for the new purchase instruction of S112 is smaller than the fee for the purchase instruction of S100. In other words, the sum of the fee for converting a game program to a new one after purchasing it as a "second-hand" one is smaller than the fee for purchasing it as a "new" one from the beginning.

[0107] In response to the instruction to make a new product in S112, the information processing device 2 deletes a part of the transaction information of the game program related to the instruction to make a new product (S113). In this example, it is assumed that the transaction information of the past sale of the game program (i.e., the transaction information associated with the transaction ID "Transaction TR1") is deleted.

[0108] Figure 3(D) shows an example of information stored in the transaction information DB 142 at the time of S113. Compared with Figure 3(C), the transaction information associated with the transaction ID "Transaction TR1" has been deleted due to the deletion of the transaction information in S113.

[0109] Furthermore, in response to the instruction to replace the game program in S112, the information processing device 2 sets the game program to be executable in the first state for the second user (S114).

[0110] To summarize the above, the information processing device 2 according to one embodiment of the present disclosure includes a first selling reception unit 100a that receives a first selling instruction from a first user capable of executing a specified program in a first state (see S104), a first purchasing reception unit 100b that receives a first purchasing instruction from a second user (see S108), and a setting unit 102 that sets at least one of the functions of the program so that it cannot be executed for the first user based on at least the first selling instruction (see S106), and sets the program so that it can be executed in a second state for the second user based on the first purchasing instruction (see S110), where the second state is a state in which restrictions are imposed compared to the first state.

[0111] (effect) Users have a demand to sell game programs that they have finished playing. Conventionally, game programs sold for download could not be sold as used goods. For this reason, users have purchased game programs sold in packages so that they can be sold. However, game programs sold in packages can be inconvenient for users in terms of the effort required to replace storage media in game devices and the risk of physical damage. Furthermore, game programs sold in packages are not economical in terms of manufacturing and shipping costs, and are prone to causing a burden on the environment.

[0112] Furthermore, since the circulation of second-hand products generally leads to a decline in sales of new game programs, game businesses that sell game programs do not want the second-hand market to develop.

[0113] According to the information processing device 2, it is possible to achieve both user convenience and profits for game operators. Specifically, according to the information processing device 2, it is possible to increase the incentive for users who wish to sell game programs in the future to purchase game programs sold by download. Furthermore, since users who purchase "used" game programs can only execute the game programs under restricted conditions compared to users who purchase "new" game programs, it is possible to maintain the incentive for purchasing "new" game programs.

[0114] In addition, the information processing device 2 may further include a second purchase receiving unit 100d that receives a second purchase instruction from the second user (see S112), and the setting unit 102 may further set the program to be executable in the first state for the second user based on the second purchase instruction (see S114).

[0115] With this configuration, a user who has purchased a "used" game program can remove the restrictions imposed after purchasing the game program. For example, if the user likes a game program that he or she has purchased "used," the user can "renew" the game program, thereby becoming able to run the game program in the first state in the same way as if the game program had been purchased "new."

[0116] The price for the second purchase instruction by the second user (see S112) may be smaller than the price paid by the first user to be able to execute the program in the first state (see S100). Furthermore, the sum of the price for the first purchase instruction by the second user (see S108) and the price for the second purchase instruction by the second user (see S112) may be smaller than the price paid by the first user to be able to execute the program in the first state (see S100).

[0117] With this configuration, a user who purchases a "used" game program and then "renews" it can run the game program in the first state for a small price compared to purchasing a "new" game program from the start.

[0118] [Second embodiment] (operation) An example of the operation of the system 1 according to the second embodiment will be described with reference to Fig. 4. Fig. 4 is a sequence diagram showing an example of the operation of the system 1. Note that S100-S110 in Fig. 4 are the same as S100-S110 in Fig. 3, and therefore will not be described below.

[0119] The system 1 according to the second embodiment includes a first terminal device 3a, a second terminal device 3b, a third terminal device 3c, and an information processing device 2. The first terminal device 3a is a terminal device 3 used by a first user. The second terminal device 3b is a terminal device 3 used by a second user. The third terminal device 3c is a terminal device 3 used by a third user.

[0120] In the first embodiment, a case where a second user who purchased a "used" game program "brings it back to life" is described. In the second embodiment, a case where a second user who purchased a "used" game program sells the game program again is described.

[0121] After the second user purchases a "used" game program (S108) and sets it to be executable in the second state (S110), the second terminal device 3b transmits a selling instruction for the game program based on a selling operation by the second user (S200). In response, the information processing device 2 accepts the selling instruction. This selling instruction can also be called a second selling instruction.

[0122] In response to the selling instruction in S200, the information processing device 2 sets the game program so that the second user cannot execute the game program (S202).

[0123] Next, the third terminal device 3c transmits a second-hand purchase instruction for the game program based on the purchase operation of the third user (S204). The third user is a user who purchases a "used" game program. The second-hand purchase instruction includes payment of a price. In response, the information processing device 2 accepts the second-hand purchase instruction. This second-hand purchase instruction can also be called a third purchase instruction. Note that the price related to the second-hand purchase instruction of S204 is typically smaller than the price related to the second-hand purchase instruction of S108.

[0124] In response to the second-hand purchase instruction in S204, the information processing device 2 sets the game program for the third user to be executable in a third state (S206).

[0125] Next, the third terminal device 3c transmits an instruction to purchase a new game program based on the purchase operation of the third user (S208). The instruction to purchase a new game program includes payment of a fee. In response, the information processing device 2 accepts the instruction to purchase a new game program. This instruction to purchase a new game program can also be called a fourth purchase instruction. Note that the fee for the instruction to purchase a new game program in S208 is typically greater than the fee for the instruction to purchase a new game program in S112 described with reference to FIG. 3.

[0126] In response to the instruction to replace the game program in S208, the information processing device 2 deletes a part of the transaction information of the game program related to the instruction to replace the game program (S209).

[0127] Furthermore, in response to the instruction to replace the game program in S210, the information processing device 2 sets the game program to be executable in a third state for the third user (S210).

[0128] (effect) The information processing device 2 may further include a second selling reception unit 100c that receives a second selling instruction from a second user who can execute the program in the second state (see S200), and a third purchasing reception unit 100e that receives a third purchasing instruction from a third user (see S204), and the setting unit 102 may further set the program so that at least a part of the functions of the program cannot be executed for the second user based on at least the second selling instruction (see S202), and set the program so that the third user can execute the program in the third state based on the third purchasing instruction (see S206). Also, the third state may be a state in which restrictions are imposed compared to the second state.

[0129] This configuration makes it possible for game programs to be distributed in the secondhand market.

[0130] Moreover, the third state may be a state in which restrictions are imposed as compared to the second state.

[0131] With this configuration, the restrictions imposed on users become stricter as the game program becomes more widely distributed, making it possible to set a certain limit on distribution in the secondhand market.

[0132] Furthermore, the consideration related to the first purchase instruction by the second user (see S108) may be greater than the consideration related to the third purchase instruction by the third user (see S204).

[0133] With this configuration, the selling price of a "second-hand" game program decreases as the game program becomes more widely available, thereby increasing the incentive for users to purchase game programs.

[0134] In addition, the information processing device 2 may further include a fourth purchase receiving unit 100f that receives a fourth purchase instruction from a third user capable of executing the program in the third state (see S208), and the setting unit 102 may further set the program to be executable in the first state for the third user based on the fourth purchase instruction (see S210), and the consideration related to the second purchase instruction from the second user (see S112) may be smaller than the consideration related to the fourth purchase instruction from the third user (see S208).

[0135] With this configuration, the price of a "new" game program increases as the game program becomes more widely distributed, thereby increasing the incentive for users to purchase a "new" game program from the start rather than a "second-hand" one.

[0136] [Third embodiment] (operation) An example of the operation of the system 1 according to the third embodiment will be described with reference to Figures 5 to 8. Figures 5 to 7 are diagrams showing an example of history information related to a game program of a first user. Figure 8 is a flowchart showing an example of the operation of the system 1.

[0137] The information processing device 2 according to the third embodiment judges the quality of the first user based on history information generated by the first user executing a game program. As a result, the information processing device 2 determines parameters related to the content of the second state, the consideration related to the first selling instruction by the first user, the consideration related to the first purchasing instruction by the second user, and the consideration related to the second purchasing instruction by the second user.

[0138] The history information in the third embodiment includes six items: "play time," "play frequency," "number of likes," "item encyclopedia completion rate," "number of trophies," and "disconnection of communication." The information processing device 2 calculates a score corresponding to a value associated with each of the multiple items included in the history information, and determines the superiority level based on the sum of the scores corresponding to all the items (i.e., the total score).

[0139] "Play time" is the cumulative total time that a user has been running a game program. A user with a large "play time" value can be assumed to be a user who runs a game program enthusiastically.

[0140] "Play frequency" is the number of times a user runs a game program within a given period of time. A user with a high "play frequency" value can be presumed to be a user who runs a game program enthusiastically within a short period of time (a so-called "addicted" state). Note that the number of times a game program is run may be either the number of times the game program is started up or the number of times game content included in the game program is run.

[0141] The "number of likes" is the number of positive feedbacks received from other users in a multiplayer game program. A user with a high "number of likes" is presumed to be a user who is cooperative with other users and makes a positive contribution to the user community.

[0142] The "item encyclopedia completion rate" is the ratio of game media that have been acquired to the number of game media that can be acquired in the game program. A user with a high "item encyclopedia completion rate" is presumed to be a user who actively plays various game contents related to the game program.

[0143] The "number of trophies" is the number or type of predetermined goals that have been achieved in a game program. A user with a high "number of trophies" value can be assumed to be a user who plays the game program enthusiastically.

[0144] "Disconnection" is the number of times a user stops playing a multiplayer game without intending to do so. "Disconnection" is generally an act that causes inconvenience to other users playing a multiplayer game. In other words, a user with a high value for "disconnection" is presumed to be uncooperative with other users.

[0145] FIG. 5 is a diagram showing history information regarding a game program of a user α, which is an example of a first user. In the history information in FIG. 5, the values ​​"120 hours", "10 times / week", "200", "60%", "5 pieces", and "0 times" are associated with six items, namely "play time", "play frequency", "number of likes", "item pictorial book completion rate", "number of trophies", and "disconnection", respectively. In addition, the scores "15", "18", "17", "15", "20", and "0" are associated with the six values, respectively. Therefore, the information processing device 2 calculates the total score of user α as "85".

[0146] FIG. 6 is a diagram showing history information regarding a game program of a user β, which is another example of a first user. In the history information in FIG. 6, the values ​​"60 hours", "12 times / week", "80", "80%", "3 pieces", and "2 times" are associated with six items, namely, "play time", "play frequency", "number of likes", "item pictorial book completion rate", "number of trophies", and "disconnection". In addition, the scores "10", "20", "10", "18", "16", and "-3" are associated with the six values. Therefore, the information processing device 2 calculates the total score of user β as "71".

[0147] FIG. 7 is a diagram showing history information regarding a game program of a user γ, which is another example of a first user. In the history information in FIG. 7, the values ​​of "80 hours," "10 times / week," "40," "90%," "3 pieces," and "5 times" are associated with six items of "play time," "play frequency," "number of likes," "item pictorial book completion rate," "number of trophies," and "disconnection," respectively. In addition, the scores of "13," "18," "8," "20," "16," and "-10" are associated with the six values, respectively. Therefore, the information processing device 2 calculates the total score of user γ as "65."

[0148] FIG. 8 is a flowchart illustrating an example of an operation of the information processing device 2 to determine the contents of a benefit further based on the total points calculated based on the history information of the first user.

[0149] First, the information processing device 2 determines whether the total score of the first user is 70 or more (S300). Among the above-mentioned users α, β, and γ, the total scores of users α and β are 70 or more. On the other hand, the total score of user γ is less than 70.

[0150] If the total score of the first user is less than 70 (S300 NO), it is determined that no benefit is associated with the game program of the first user. In this case, the game program is tradeable by the first user in a standard state. Specifically, the first user is able to sell the game program at a predetermined base price. In addition, the second user is able to purchase the "used" game program sold by the first user at a price twice the base price. In addition, the second user who purchased the game program is able to execute the game program in a second state of "10% experience points gained". In addition, the second user is able to execute "renewal" at a price 0.5 times the base price. In addition, the base price is typically a price determined relative to the price of a "new" game program.

[0151] If the first user's total score is 70 or more (S300 YES), the information processing device 2 determines whether the first user's total score is 80 or more (S302). Among users α and β other than user γ, user α's total score is 80 or more, while user β's total score is less than 80.

[0152] If the total score of the first user is less than 80 (S302 NO), it is determined that the first user's game program will be given the bonus BE1. When the bonus BE1 is associated with the game program, the first user can sell the game program at 1.1 times the base price. In addition, the second user can purchase the "used" game program sold by the first user at 1.75 times the base price (i.e., 87.5% of the price compared to when no bonus is associated). In addition, the second user who purchased the game program can execute the game program in a second state of "7% experience points gained". In addition, the second user can execute "renewal" at 0.4 times the base price (i.e., 80% of the price compared to when no bonus is associated).

[0153] If the first user's total score is 80 or more (S302 YES), it is determined that the first user's game program will be given the bonus BE2. When the bonus BE2 is associated with the game program, the first user can sell the game program at 1.2 times the base price. In addition, the second user can purchase the "used" game program sold by the first user at 1.5 times the base price (i.e., 75% of the price compared to when no bonus is associated). In addition, the second user who purchased the game program can execute the game program in a second state of "5% experience points gained". In addition, the second user can execute "renewal" at 0.3 times the base price (i.e., 60% of the price compared to when no bonus is associated).

[0154] (effect) The information processing device 2 may further include a determination unit 106 that determines parameters related to at least one of the content of the second state, the consideration related to the first selling instruction by the first user, the consideration related to the first purchasing instruction by the second user, and the consideration related to the second purchasing instruction by the second user based on historical information generated by the first user executing the program.

[0155] This encourages the first user to execute the game program in order to sell the game program under more advantageous conditions. Also, game programs with various characteristics are distributed in the secondhand market, which increases the interest of users.

[0156] In addition, the information processing device 2 may further include a judgment unit 104 that judges whether the content of the program execution by the first user is good or not based on the historical information, and the determination unit 106 may determine the parameters based on the judgment result by the judgment unit 104.

[0157] This encourages the first user to execute the game program in a manner that increases the quality of the game program in order to sell the game program under more advantageous conditions, resulting in the formation of a better user community.

[0158] [Fourth embodiment] An example of a display screen of the terminal device 3 will be described with reference to FIGS.

[0159] 9 is a diagram showing an example of a display screen for a user to purchase a game program. It is assumed that the user has not purchased a game program titled "Fighting Game." It is also assumed that the user has set a game program titled "Racing Game" to be executable in the second state.

[0160] The display screen of FIG. 9 displays an icon d100, a title d102, a game title d104, a purchase new button d106, a purchase used button d108, a game title d110, a purchase new button d112, a purchase used button d114, and a make new button d116.

[0161] An icon d100 is an icon showing an overview of the display screen. On the display screen of Fig. 9, a store icon showing a game shop is displayed.

[0162] The title d102 is the title of the display screen. In the display screen of Fig. 9, "Game Shop (Purchase)" is displayed.

[0163] The game title d104 and the game title d110 are the titles of game programs that can be purchased. On the display screen of Fig. 9, the game programs "fighting game" and "racing game" are available for purchase.

[0164] The new purchase button d106 and the new purchase button d112 are buttons for purchasing a "new" game program.

[0165] The user has not purchased a game program titled "Fighting Game." Therefore, by pressing the New Purchase button d106, the user can transmit a purchase instruction to the information processing device 2 to purchase the "Fighting Game" game program as a "new" product (see S100 in FIG. 2).

[0166] On the other hand, the user has already set a game program entitled "Racing Game" to be executable in the second state. Therefore, the new purchase button d112 is set not to accept pressing by the user.

[0167] The used purchase button d108 and the used purchase button d114 are buttons for purchasing a "used" game program.

[0168] The user has not purchased a game program titled "Fighting Game." Therefore, by pressing the Used Purchase button d108, the user can transition to a screen for purchasing the "Fighting Game" game program as a "Used" product.

[0169] On the other hand, the user has already set the game program entitled "Racing Game" to be executable in the second state. Therefore, the Used Purchase button d114 is set not to accept pressing by the user.

[0170] The new product button d116 is a button for "renewing" a game program that is already executable in the second state. By pressing the new product button d116, the user can transmit a new product instruction to the information processing device 2 to "renew" the "racing game" game program (see S112 in FIG. 2). Note that since the user has not purchased the "fighting game" game program (i.e., the "fighting game" game program cannot be executed in the second state), the button for "renewing" the "fighting game" is not displayed on the display screen in FIG. 9.

[0171] Fig. 10 is a diagram showing an example of a display screen for a user to purchase a "used" game program. The user can display the display screen of Fig. 10 by pressing the Used Purchase button d108 on the display screen of Fig. 9.

[0172] The display screen of Fig. 10 displays an icon d100, a title d102, a subtitle d200, a used game program list d202, a used purchase button d204, and a search button d206. Of these, the icon d100 and the title d102 are similar to the icon d100 and the title d102 of Fig. 9, and therefore will not be described.

[0173] The subtitle d200 is the subtitle of the display screen. In the display screen of FIG. 10, "Fighting Game Purchase Used" is displayed.

[0174] The used game program list d202 is a list of "used" game programs that can be purchased by users. On the display screen of Fig. 10, game programs sold by user X, user Y, and user Z are available for purchase.

[0175] The "Price" column displays the price at which a user can purchase each "used" game program. For example, a user can purchase a game program sold by User X for 5,000 yen.

[0176] The "generation" column displays the generation number corresponding to the number of times each "used" game program has been sold. For example, the game program sold by user X is a game program that user X purchased as a "new" game program and then sold. Therefore, "first generation", which is the generation number corresponding to one sale, is displayed. Also, for example, the game program sold by user Y is a "used" game program that has already been sold once by a user other than user Y. Therefore, "second generation", which is the generation number corresponding to two sales, is displayed.

[0177] The "Quality Flag" column displays the quality of the user who sold each "used" game program. For example, since user X is a quality user, it is possible to know that the game program sold by user X is associated with a benefit as described with reference to FIG. 8. Also, for example, since user Z is not a quality user, it is possible to know that the game program sold by user Y is not associated with a benefit.

[0178] The user can select any one of the game programs displayed in the used game program list d202. The used purchase button d204 is a button that the user can press to purchase the selected game program. Specifically, by pressing the used purchase button d204, the user can transmit a purchase instruction to the information processing device 2 to purchase the "fighting game" game program sold by user X as a "used" game (see S108 in FIG. 2).

[0179] The search button d206 is a button for searching for game programs that match the search conditions from the used game program list d202. By pressing the search button d206, the user can search for game programs based on, for example, the user name, price, number of generations, and quality flag.

[0180] 11 is a diagram showing an example of a display screen for a user to purchase a game program. It is assumed that the user has set game programs titled "Fighting Game" and "Racing Game" to be executable in the first state.

[0181] The display screen of Fig. 11 displays an icon d100, a title d300, a game title d302, a price d304, a sell button d306, a bonus condition display d308, a game title d310, a price d312, a sell button d314, and a bonus condition display d316. Of these, the icon d100 is the same as the icon d100 in Fig. 9, so a description thereof will not be given.

[0182] Game title d302 and game title d310 are titles of game programs that can be sold. On the display screen of Fig. 11, the game programs "Fighting Game" and "Racing Game" are available for sale.

[0183] The price d304 and the price d312 are the prices paid to the user when the user sells the "fighting game" and the "racing game", respectively. On the display screen of Fig. 11, the user can see that he / she can receive 2400 yen by selling the game program of the "fighting game", and 1000 yen by selling the game program of the "racing game".

[0184] The sell button d306 and the sell button d314 are buttons for selling any of the game programs. For example, by pressing the sell button d306, the user can transmit a sell instruction to the information processing device 2 to sell the "fighting game" game program (see S104 in FIG. 2).

[0185] The benefit condition display d308 and the benefit condition display d316 display the benefit conditions related to the game program.

[0186] 11, the display screen for "Fighting Game" displays "Special offer conditions met: Selling price 20% increase." The "2,400 yen" displayed as price d304 is the regular price of 2,000 yen, plus 400 yen for meeting the special offer conditions.

[0187] 11, the display screen for "Racing Game" displays "Benefit Condition Not Yet Met: Five More Multiplays to Meet (Upon Met: 15% Increase in Selling Price)." In this way, typically, when selling a game program for which the benefit condition is met, the user can receive a preferential treatment.

[0188] <4. Hardware configuration> 12, an example of a hardware configuration in which each device including the above-mentioned information processing device 2 and terminal device 3 is realized by a computer 70 will be described. Note that the functions of each device can also be realized by dividing them into multiple devices.

[0189] As shown in FIG. 12, a computer 70 includes a processor 700, a storage device 702, an input I / F 704, a data I / F 706, a communication I / F 708, and a display device 710.

[0190] The processor 700 controls various processes in the computer 70 by executing programs stored in the storage device 702. For example, each functional unit included in the control unit 10 of the information processing device 2 and the control unit 20 of the terminal device 3 can be realized by the processor 700 executing the programs stored in the storage device 702.

[0191] The storage device 702 is a storage medium such as a random access memory (RAM), etc. The RAM temporarily stores the program code of the program executed by the processor 700 and data required when the program is executed.

[0192] The storage device 702 may also be a non-volatile storage medium such as a hard disk drive (HDD) or a flash memory. The storage device 702 stores an operating system and various programs for implementing the above-mentioned configurations. The storage medium storing the various programs may be a non-transitory computer readable medium. In addition, the storage device 702 may store a table for registering various information and a DB for managing the table. Such programs and data are loaded into the storage device 702 as necessary and referred to by the processor 700.

[0193] The input I / F 704 is a device for receiving input from a user. Specific examples of the input I / F 704 include a camera, a button, a microphone, a keyboard, a mouse, a touch panel, various sensors, and a wearable device. The input I / F 704 may be connected to the computer 70 via an interface such as a Universal Serial Bus (USB).

[0194] The data I / F 706 is a device for inputting data from outside the computer 70. A specific example of the data I / F 706 is a drive device for reading data stored in various storage media. The data I / F 706 may be provided outside the computer 70. In that case, the data I / F 706 is connected to the computer 70 via an interface such as a USB.

[0195] The communication I / F 708 is a device for performing data communication via the communication network 4, either wired or wirelessly, with an external device of the computer 70. The communication I / F 708 may be provided outside the computer 70. In that case, the communication I / F 708 is connected to the computer 70 via an interface such as a USB.

[0196] The display device 710 is a device for displaying various types of information. Specific examples of the display device 710 include a liquid crystal display, an organic EL (Electro-Luminescence) display, and a display of a wearable device. The display device 710 may be provided outside the computer 70. In that case, the display device 710 is connected to the computer 70 via, for example, a display cable. In addition, when a touch panel is adopted as the input I / F 704, the display device 710 can be configured integrally with the input I / F 704.

[0197] The components of the information processing device 2 and the terminal device 3 described in the above embodiment are assumed to realize a predetermined process in cooperation with other hardware by the processor 700 executing a program stored in the storage device 702. In other words, these components are assumed to be software or firmware, and also corresponding hardware, and in both concepts, they are also described as "functions," "means," "parts," "processing circuits," "units," or "modules," and can be interpreted as each of these.

[0198] <5. Modifications> [Use of NFTs] In the above embodiment, the transaction of the game program is described as being realized by operating the transaction information DB 142, but this is not limited thereto. Specifically, the transaction of the game program may be realized by transmitting and receiving a non-fungible token (NFT: Non-Fungible Token) associated with the game program. By using the NFT in the system 1, it is possible to improve the tamper resistance of the transaction information.

[0199] An example of a method for implementing a game program transaction using NFTs will be described with reference to Fig. 13. Fig. 13 is a sequence diagram showing an example of the operation of the system 1 according to a modified example. Note that in this example, a terminal device 3 that holds an NFT can execute a game program by presenting the NFT to a game server device (not shown).

[0200] First, the information processing device 2 issues an NFT (S500). The information processing device 2 may cause an external NFT issuing device to issue the NFT.

[0201] Next, the information processing device 2 associates the NFT with the game program (S502). This corresponds to associating the program ID with the game program in the above embodiment. In other words, by associating the NFT with the game program, a game program sold by download can be treated as if it were a game program sold in a package.

[0202] Next, the first terminal apparatus 3a transmits an instruction to purchase the NFT to the information processing apparatus 2 based on the purchase operation of the first user (S504). In response, the information processing apparatus 2 accepts the purchase instruction.

[0203] Based on the purchase instruction in S504, the information processing device 2 adds the purchase history of the first user to the NFT (S506). After that, the information processing device 2 transmits the NFT to the first terminal device 3a (S508). The first terminal device 3a that receives an NFT to which no sales history has been added can execute the game program in the first state by presenting the NFT to the game server device. In other words, the information processing device 2 transmitting the NFT to the first terminal device 3a in S508 corresponds to setting the game program for the first user to be executable in the first state.

[0204] Next, the first terminal device 3a transmits an instruction to sell the NFT to the information processing device 2 based on the selling operation of the first user (S510). In response, the information processing device 2 accepts the selling instruction.

[0205] In response to the instruction to sell the NFT, the information processing device 2 transmits a request to return the NFT to the first terminal device 3a (S512). The first terminal device 3a, which has returned the NFT, is no longer able to present the NFT to the game server device. As a result, the first terminal device 3a is no longer able to execute the game program. In other words, the information processing device 2 transmitting a request to return the NFT to the first terminal device 3a in S512 corresponds to setting the first user so that the game program cannot be executed.

[0206] In response to the request to return the NFT, the first terminal apparatus 3a transmits the NFT to the information processing apparatus 2 (S514). After that, the information processing apparatus 2 adds the sales history by the first user to the NFT (S516).

[0207] Next, the second terminal device 3b transmits an instruction to purchase the NFT to the information processing device 2 based on the purchase operation of the second user (S518). In response, the information processing device 2 accepts the purchase instruction.

[0208] Based on the purchase instruction in S518, the information processing device 2 adds the purchase history by the second user to the NFT (S520). After that, the information processing device 2 transmits the NFT to the second terminal device 3b (S522). The second terminal device 3b that receives the NFT to which one sales history has been added can execute the game program in the second state by presenting the NFT to the game server device. In other words, the information processing device 2 transmitting the NFT to the second terminal device 3b in S522 corresponds to setting the game program for the second user to be executable in the second state.

[0209] Next, the second terminal device 3b transmits an instruction to make the NFT into a new product to the information processing device 2 based on the purchase operation of the second user (S524). In response, the information processing device 2 accepts the instruction to make the NFT into a new product.

[0210] Based on the new conversion instruction in S524, the information processing device 2 adds a timestamp of when the information processing device 2 accepted the new conversion instruction and a new conversion flag to the NFT (S526). When the terminal device 3 presents the NFT to the game server device, the state in which the game program can be executed is determined based on the number of sales histories since the time the new conversion flag was added. For example, immediately after S526, (although the sales history in S516 has been added) no sales history since the time the new conversion flag was added has been added to the NFT. Therefore, immediately after S526, the second terminal device 3b can execute the game program in the first state by presenting the thus "new conversion" NFT to the game server device.

[0211] [Can the program be executed?] In the above embodiment, the setting unit 102 has been described as setting the first user to be unable to execute the game program based on the first selling instruction. Without being limited thereto, the setting unit 102 may set the first user to be unable to execute at least a part of the functions of the game program based on the first selling instruction. The state in which the first user is unable to execute a part of the functions of the game program means, for example, a state in which functions other than the game content (for example, display of the opening screen and title screen) cannot be executed and the game content cannot be executed.

[0212] Game content is a game mode in which history information is generated or updated by execution. Game content is, for example, a game mode in which game media can be acquired by execution. Game content is, for example, a game mode in which victory or defeat against other users or NPCs (Non-Player Characters) is determined by execution. Game content is, for example, a game mode in which a user selects a playable character in the game and plays by operating the playable character. Game content is, for example, a game mode in which a character can be strengthened or developed.

[0213] The state in which some of the functions of the game program cannot be executed may be a state in which further restrictions are imposed compared to the n-th state (where n is a natural number).

[0214] [Program buyback] After selling a game program, the first user may be able to purchase a game program with the same title again as a "new" or "used" game program. For example, after selling a game program titled "Fighting Game", the first user may purchase a game program titled "Fighting Game" again. When the first user purchases a game program with the same title as a game program he or she once sold again as a "new" game program, a discount may be applied to the price of the second purchase compared to the price of the first purchase.

[0215] [Other variations] In the above embodiment, a case has been described in which a game program sold by a first user is typically purchased by a second user different from the first user, but this is not limited to the above. The first user and the second user described in the above embodiment may be the same user. In this case, the first terminal device 3a and the second terminal device 3b described in the above embodiment may be the same terminal device 3. In other words, the first user may be able to repurchase the game program that he or she sold as a "used" item.

[0216] In the above embodiment, the program is described as a game program, but the present invention is not limited to this, and the system 1 can be applied to any program that can be transmitted over a telecommunications line.

[0217] In the above embodiment, the total price for converting a game program into a new one after purchasing it secondhand is smaller than the price for purchasing it new from the beginning, but this is not limited to the above. The total price for converting a game program into a new one after purchasing it secondhand may be greater than the price for purchasing it new from the beginning.

[0218] <6. Other embodiments> The setting unit 102 refers to the transaction information DB 142 and determines the state in which the game program is executable based on the number of transactions associated with the game program. For example, when m sales are stored in the transaction information DB 142 for a game program purchased by a user, the setting unit 102 sets the game program to be executable in the (m+1)th state for the user. Here, m is an integer equal to or greater than 0.

[0219] The following aspects are also included within the scope of the present disclosure.

[0220] [Appendix 1] An information processing device 2 according to one embodiment of the present disclosure includes a first selling reception unit 100a that receives a first selling instruction from a first user capable of executing a specified program in a first state, a first purchasing reception unit 100b that receives a first purchasing instruction from a second user, and a setting unit 102 that sets the program so that at least a portion of the functions of the program cannot be executed for the first user based on at least the first selling instruction, and sets the program so that it can be executed in a second state for the second user based on the first purchasing instruction, where the second state is a state in which restrictions are imposed compared to the first state.

[0221] [Appendix 2] The information processing device 2 described in Appendix 1 may further include a second purchase reception unit 100d that receives a second purchase instruction from a second user, and the setting unit 102 may further set the program to be executable in the first state for the second user based on the second purchase instruction.

[0222] [Appendix 3] In the information processing device 2 described in Supplementary Note 2, the second purchase receiving unit 100d may receive a second purchase instruction only when the second user is set to be able to execute the program in the second state.

[0223] [Appendix 4] In the information processing device 2 described in Supplementary Note 3, the price for the second purchase instruction by the second user may be smaller than the price paid by the first user to become able to execute the program in the first state.

[0224] [Appendix 5] In the information processing device 2 described in Appendix 3 or Appendix 4, the sum of the consideration for the first purchase instruction by the second user and the consideration for the second purchase instruction by the second user may be smaller than the consideration paid by the first user to be able to execute the program in the first state.

[0225] [Appendix 6] The information processing device 2 described in any one of Appendices 3 to 5 may further include a second selling reception unit 100c that receives a second selling instruction from a second user capable of executing the program in the second state, and a third purchasing reception unit 100e that receives a third purchasing instruction from a third user, and the setting unit 102 may further set the program so that at least a part of the functions of the program cannot be executed for the second user based on at least the second selling instruction, and may set the program so that it can be executed in the third state for the third user based on the third purchasing instruction.

[0226] [Appendix 7] In the information processing device 2 described in Supplementary Note 6, the third state may be a state in which restrictions are imposed as compared to the second state.

[0227] [Appendix 8] In the information processing device 2 described in Supplementary Note 6 or 7, the consideration related to the first purchase instruction by the second user may be greater than the consideration related to the third purchase instruction by the third user.

[0228] [Appendix 9] The information processing device 2 described in any one of Appendices 6 to 8 may further include a fourth purchase reception unit 100f that accepts a fourth purchase instruction from a third user capable of executing the program in the third state, and the setting unit 102 may further set the program to be executable in the first state for the third user based on the fourth purchase instruction, and the consideration related to the second purchase instruction from the second user may be smaller than the consideration related to the fourth purchase instruction from the third user.

[0229] [Appendix 10] The information processing device 2 described in any one of Appendices 3 to 9 may further include a determination unit 106 that determines parameters related to at least one of the content of the second state, the consideration related to the first selling instruction by the first user, the consideration related to the first purchasing instruction by the second user, and the consideration related to the second purchasing instruction by the second user, based on historical information generated by the first user executing a program.

[0230] [Appendix 11] The information processing device 2 described in Appendix 10 may further include a judgment unit 104 that judges whether the content of the program execution by the first user is good or not based on historical information, and the determination unit 106 may determine parameters based on the judgment result by the judgment unit 104.

[0231] [Appendix 12] The information processing device 2 described in any one of Supplementary Notes 3 to 11 may further include a first association unit 108a that associates a non-fungible token with each of a plurality of programs including the program, and the first selling instruction and the first buying instruction may be instructions regarding the selling and buying of the non-fungible token corresponding to the program, respectively.

[0232] [Appendix 13] The information processing device 2 described in any one of Appendices 3 to 12 may further include a second association unit 108b that associates a flag with the non-fungible token corresponding to the program when the second purchase reception unit 100d receives a second purchase instruction, and the setting unit 102 may set the program to be executable in the first state for the second user by referring to the flag.

[0233] [Appendix 14] A terminal device 3 according to another embodiment of the present disclosure is a terminal device 3 capable of purchasing a predetermined program, and includes a first reception unit 200a that receives from a user either a first purchase operation for making the program executable in a first state or a second purchase operation for making the program executable in a second state, the second state being a state in which restrictions are imposed compared to the first state; an execution unit 202 that, when the first reception unit 200a receives the first purchase operation, executes the program in the first state based on at least the first purchase operation, and, when the first reception unit 200a receives the second purchase operation, executes the program in the second state based on at least the second purchase operation; and a transmission unit 204 that, when the first reception unit 200a receives the second purchase operation, transmits information for setting the program so that other users cannot purchase it.

[0234] [Appendix 15] The terminal device 3 described in Appendix 14 may further include an acquisition unit 206 that acquires a determination result as to whether or not a specified condition related to the program is satisfied, determined based on historical information generated by a user executing the program, a second reception unit 200b that accepts a selling operation related to the program, and a display unit 208 that displays whether or not the conditions are satisfied in association with the program on a display screen on which the selling operation is performed.

[0235] [Appendix 16] A system 1 according to another embodiment of the present disclosure includes a first selling reception unit 100a that receives a first selling instruction from a first user capable of executing a specified program in a first state, a first purchasing reception unit 100b that receives a first purchasing instruction from a second user, and a setting unit 102 that sets the program so that at least some of the functions of the program cannot be executed for the first user based on at least the first selling instruction, and sets the program so that the second user can execute the program in a second state based on the first purchasing instruction, where the second state is a state in which restrictions are imposed compared to the first state. [Explanation of symbols]

[0236] 1. System 2. Information processing device 3. Terminal device 100…Reception 100a…1st sales reception area 100b…1st Purchase Reception Section 100c…Second Sales Reception Section 100d…Second Purchase Reception 100e…Third Purchase Reception 100F…4th Purchase Reception 102...Settings section 104…Judgment section 106...Decision Section 108...Associated section 108a...First related part 108b...Second related section 200…Reception 200a…First reception area 200b…Second reception area 202…Executive Department 204...Transmitter 206…Acquisition Department 208...Display section

Claims

1. a first selling reception unit that receives a first selling instruction from a first user capable of executing a predetermined program in a first state; a first purchase receiving unit that receives a first purchase instruction from a second user; Based on at least the first selling instruction, at least a part of the functions of the program is set to be inoperable for the first user; a setting unit that sets the program to be executable in a second state for the second user based on the first purchase instruction, the second state being a state in which a restriction is imposed as compared to the first state; and An information processing device comprising:

2. a second purchase receiving unit that receives a second purchase instruction from the second user, The information processing apparatus according to claim 1 , wherein the setting unit further sets the program to be executable in the first state for the second user based on the second purchase instruction.

3. The information processing apparatus according to claim 2 , wherein the second purchase receiving unit receives the second purchase instruction only when the second user is set to be able to execute the program in the second state.

4. The information processing apparatus according to claim 3 , wherein a price related to the second purchase instruction by the second user is less than a price paid by the first user for enabling the program to be executed in the first state.

5. The information processing device of claim 3 , wherein the sum of the consideration for the first purchasing instruction by the second user and the consideration for the second purchasing instruction by the second user is less than the consideration paid by the first user to be able to execute the program in the first state.

6. A second selling reception unit that receives a second selling instruction from the second user capable of executing the program in the second state; a third purchase receiving unit that receives a third purchase instruction from a third user; Further equipped with The setting unit further sets the second user to be unable to execute at least a part of the functions of the program based on at least the second selling instruction, and The information processing apparatus according to claim 3 , further comprising: setting the program to be executable in a third state for the third user based on the third purchase instruction.

7. The information processing device according to claim 6 , wherein the third state is a state in which a restriction is imposed as compared with the second state.

8. The information processing device according to claim 6 , wherein a consideration related to the first purchase instruction by the second user is greater than a consideration related to the third purchase instruction by the third user.

9. a fourth purchase reception unit that receives a fourth purchase instruction from the third user who is capable of executing the program in the third state, The setting unit further sets the program to be executable in the first state for the third user based on the fourth purchase instruction, The information processing device according to claim 6 , wherein a consideration related to the second purchase instruction by the second user is smaller than a consideration related to the fourth purchase instruction by the third user.

10. The information processing device of claim 3, further comprising a determination unit that determines parameters related to at least one of the content of the second state, the consideration related to the first selling instruction by the first user, the consideration related to the first purchasing instruction by the second user, and the consideration related to the second purchasing instruction by the second user based on historical information generated by the first user executing the program.

11. a determination unit that determines whether the content of the execution of the program by the first user is good based on the history information, The information processing device according to claim 10 , wherein the determination unit determines the parameter based on a result of the determination by the determination unit.

12. a first associating unit that associates a non-fungible token with each of a plurality of programs including the program; The information processing device according to claim 3 , wherein the first selling instruction and the first purchasing instruction are instructions regarding the selling and purchasing, respectively, of a non-fungible token corresponding to the program.

13. a second associating unit that associates a flag with a non-fungible token corresponding to the program when the second purchase receiving unit accepts the second purchase instruction, The information processing apparatus according to claim 12 , wherein the setting unit refers to the flag and sets the program to be executable in the first state for the second user.

14. A terminal device capable of purchasing a predetermined program, a first reception unit that receives from a user either a first purchase operation for making the program executable in a first state or a second purchase operation for making the program executable in a second state, the second state being a state in which restrictions are imposed as compared to the first state; and an execution unit that, when the first reception unit receives the first purchasing operation, executes the program in the first state based on at least the first purchasing operation, and, when the first reception unit receives the second purchasing operation, executes the program in the second state based on at least the second purchasing operation; a transmission unit that transmits information for setting the program so that other users cannot purchase the program when the first reception unit receives the second purchase operation; and A terminal device comprising:

15. an acquisition unit that acquires a determination result as to whether or not a predetermined condition regarding the program is satisfied, the determination result being determined based on history information generated by the user executing the program; A second reception unit that receives a selling operation related to the program; A display unit that displays whether or not the condition is satisfied in association with the program on a display screen on which the selling operation is performed; The terminal device of claim 14 further comprising:

16. a first selling reception unit that receives a first selling instruction from a first user capable of executing a predetermined program in a first state; a first purchase receiving unit that receives a first purchase instruction from a second user; Based on at least the first selling instruction, at least a part of the functions of the program is set to be inoperable for the first user; a setting unit that sets the program to be executable in a second state for the second user based on the first purchase instruction, the second state being a state in which a restriction is imposed as compared to the first state; and A system comprising:

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