Computer-implemented method, computer system, and computer program

JP2025023645APending Publication Date: 2025-02-17GAIA HOLDINGS CO LTD +1
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
JP2023127971
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-04
Publication Date
2025-02-17

Smart Images

  • Figure 2025023645000001_ABST
    Figure 2025023645000001_ABST
Patent Text Reader

Abstract

To use a blockchain for recording data related to settlement processing.SOLUTION: A computer-implemented method which is executed by one or more computers includes: executing settlement processing based on first data for settlement acquired by a terminal of a user; and recording second data related to the settlement processing, as data associated with a token to be identified by an identifier in a blockchain.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present disclosure relates to a computer-implemented method, a computer system, and a computer program product. [Background technology]

[0002] Patent Document 1 discloses that a smart contract implemented on a blockchain performs operations on a non-fungible token identified by an identifier included in data assigned to an object.

[0003] Patent Document 2 discloses receiving a unique identifier possessed by an object and generating a non-fungible token. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] International Publication No. 2021 / 111654 [Patent Document 2] International Publication No. 2023 / 054537 Summary of the Invention

[0005] When balls are rented from a ball rental machine in an amusement park, when prizes are purchased from an amusement park, and when beverages and food are sold from vending machines, a set amount is paid.

[0006] Such payments may be processed mechanically by a computer. Accurate recording of payments is important for subsequent confirmation of payments. However, if the records of payments are simply recorded in a database, the records may lack reliability.

[0007] The present inventors have conceived the idea of ​​increasing the reliability of payment records by using a blockchain to record data related to payment processing. Therefore, a technology for using a blockchain to record data related to payment processing is desired.

[0008] One aspect of the present disclosure is a computer-implemented method executed by one or more computers, the method including: performing a payment process based on first data for a payment obtained by a user terminal, and recording second data related to the payment process as data associated with a token identified by an identifier in a blockchain.

[0009] In another aspect, the disclosed method is a computer-implemented method executed by one or more computers, comprising: performing a payment process based on first data for payment being acquired by a user terminal; and recording second data related to the payment process on a blockchain.

[0010] Another aspect of the present disclosure is a computer system configured to execute a payment process based on first data for payment acquired by a user terminal, and record second data related to the payment process as data associated with a token identified by an identifier in a blockchain.

[0011] Another aspect of the present disclosure is a computer program that causes a computer to execute a payment process based on first data for payment acquired by a user terminal, and record second data related to the payment process as data associated with a token identified by an identifier in a blockchain.

[0012] Further details will be described in the following embodiments. [Brief description of the drawings]

[0013] [Figure 1] FIG. 1 is a diagram showing the configuration of a computer system. [Diagram 2]FIG. 2 is a diagram showing the configuration of the server. [Diagram 3] FIG. 3 is a flowchart of a payment-related process. [Figure 4] FIG. 4 is a diagram showing a payment-related procedure. [Diagram 5] FIG. 5 is a flowchart of a payment-related process. [Figure 6] FIG. 6 is a diagram showing a payment-related procedure. [Figure 7] FIG. 7 is a configuration diagram of a computer system. [Figure 8] FIG. 8 is a flowchart of a payment-related process. [Figure 9] FIG. 9 is a diagram showing a payment-related procedure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] <1. Overview of computer-implemented method, computer system, and computer program>

[0015] (1) A method according to an embodiment may be a computer-implemented method executed by one or more computers. The method includes performing a payment process based on first data for a payment acquired by a user terminal. The method includes recording second data related to the payment process as data associated with a token identified by an identifier in a blockchain.

[0016] (2) The first data may be data for payment of a predetermined amount. The payment process may be a process for payment of the amount. The second data may include the amount.

[0017] (3) The method according to the embodiment may be a computer-implemented method for lending a gaming medium to the user for use in a gaming machine. The first data for the settlement may be data acquired by the terminal for lending the gaming medium to the user. The settlement process may be a payment process for the rental price of the gaming medium.

[0018] (4) The rental fee may be an amount corresponding to the first data.

[0019] (5) The method according to the embodiment may be a computer-implemented method for purchasing a prize provided in an amusement facility where a gaming machine is installed. The first data for the payment may be data attached to the prize and may be acquired by the terminal of the user who purchases the prize. The payment process may be a process for purchasing the prize.

[0020] (6) A method according to an embodiment may be a computer-implemented method executed by one or more computers. The method may include performing a payment process based on first data for payment acquired by a user terminal. The method may include recording second data related to the payment process in a blockchain.

[0021] (7) The system of the embodiment may be configured to execute a payment process based on first data for payment acquired by a user's terminal, and to record second data related to the payment process as data associated with a token identified by an identifier in the blockchain.

[0022] (8) A computer program according to an embodiment may cause a computer to execute a payment process based on first data for payment acquired by a user's terminal, and to record second data related to the payment process as data associated with a token identified by an identifier in a blockchain.

[0023] 2. Examples of computer-implemented methods, computer systems, and computer programs

[0024] FIG. 1 shows a system 10 according to an embodiment. The system 10 executes a payment. The system 10 uses a blockchain 20 to record data related to the payment. As an example, the system 10 may operate as a payment system related to a gaming machine or a data recording system related to a gaming machine.

[0025] 1 is used, for example, to lend game media to players (users) to be used in game machines 2A and 2B installed in game parlors 1A and 1B. Here, the game media are, for example, pachinko balls if the game machines 2A and 2B are pachinko machines, and medals if the game machines are pachislot machines.

[0026] The system 10 is composed of one or more computers. As shown in FIG. 1, the system 10 may include, as an example, a server 51 for settlement. Furthermore, the system 10 may include computers 2A, 3A, 2B, 3B, 31-A, and 31-B communicatively connected to the server 51 via a network 15 such as the Internet. The computers communicable with the server 51 are, for example, terminals 31-A and 31-B of players of gaming machines. The computers communicable with the server 51 may be ball dispensing devices 3A and 3B or gaming machines 2A and 2B.

[0027] The ball dispensing devices 3A and 3B are connected to the gaming machines 2A and 2B. The ball dispensing devices 3A and 3B may be integrally provided in the gaming machines 2A and 2B. That is, the gaming machines 2A and 2B may have the function of the ball dispensing devices 3A and 3B. Also, the computers 2A, 3A, 2B, 3B, 31A-A, and 31-B communicatively connected to the server 51 may be simply called "terminals". Also, the connection via the network 15 may be a wired connection or a wireless connection.

[0028] The ball dispensing device 3A, 3B is provided with a display that displays a two-dimensional code 40A, 40B such as a QR code (registered trademark). The two-dimensional code 40A, 40B may be semi-permanently attached to the ball dispensing device 3A, 3B (or the gaming machine 2A, 2B) by printing or engraving. As described later, the two-dimensional code 40A, 40B is read by the terminal 31-A, 31-B of the player who wishes to borrow a ball.

[0029] Blockchain 20 is a P2P (Peer to Peer) computer network. In the blockchain 20, data is recorded in a distributed ledger. For this reason, records in the blockchain 20 are difficult to tamper with. By recording data in the blockchain 20, the reliability and transparency of the data can be increased.

[0030] In the blockchain 20, transactions can be made between blockchain addresses. Transactions of transactions are recorded in the distributed ledger of the blockchain 20. A blockchain address indicates, for example, an account in the blockchain 20. A blockchain address is, for example, a wallet address. A blockchain address is, for example, an externally owned account (EOA). For example, when a user has an account in the blockchain 20, the account has a specified blockchain address (wallet address).

[0031] In FIG. 1, as an example, addresses 25A and 25B of players of a gaming machine are shown. For example, a first player having a terminal 31-A has a blockchain address of "0x1111", and a second player having a terminal 31-B has a blockchain address of "0x2222". Since there are many players, there may actually be blockchain addresses for many players. Also, in FIG. 1, "0x9999" is shown as a collection address 25C. The collection address 25C will be described later.

[0032] In the blockchain 20, for example, tokens can be traded. Transactions are recorded in the blockchain 20. For example, fungible tokens (Fungible Tokens) A fungible token is, for example, a crypto asset (native token) such as Ether in Ethereum. A fungible token may be a unique fungible token issued in a blockchain by a specific issuer such as a company or an individual.

[0033] Among the tokens in the blockchain 20, there are also tokens 81 having identifiers. The above-mentioned fungible tokens are fungible because they do not have an identifier for identifying individual tokens. In contrast, tokens 81 having identifiers are not fungible because individual tokens are identified by the identifiers. The identifiers are called, for example, token IDs. The tokens 81 having identifiers are, for example, tokens that comply with the Ethereum Request for Comments (ERC) 721 standard. Tokens 81 having identifiers, such as tokens of the ERC 721 standard, are also called non-fungible tokens (NFTs).

[0034] In the blockchain 20, tokens such as NFTs 81 are recorded in association with the blockchain addresses of their owners. Transaction histories of tokens such as NFTs 81 are also recorded in the blockchain 20. As an example, the system 10 according to the embodiment uses NFTs 81 whose records are stored in the blockchain 20 to record data related to payments.

[0035] The blockchain 20 may include a smart contract 22. The system 10 may include a smart contract 22 implemented in the blockchain 20. The smart contract 22 is configured by software (computer program) that is executable in the blockchain. The smart contract 22 automatically executes a predetermined protocol such as automatic trading. The smart contract 22 of the embodiment executes a process for operating the NFT 81, such as a process for sending an NFT and a process for generating an NFT. The smart contract 22 executes a process, for example, when a predetermined condition is satisfied or when it is called from the server 51 or the like.

[0036] The aforementioned blockchain address may also refer to the contract address of the smart contract 22. The contract address is a blockchain address where the smart contract 22 is stored. In FIG. 1, the contract address of the smart contract 22 is, for example, “0x8888”.

[0037] As shown in FIG. 2, the server 51 may be configured by a computer including a processor 51A and a storage device 51B. The storage device 51B is connected to the processor 51A. The storage device 51B includes, for example, a primary storage device and a secondary storage device. The primary storage device is, for example, a RAM. The secondary storage device is, for example, a hard disk drive (HDD) or a solid state drive (SSD). The storage device 51B includes a computer program 51C executed by the processor 51A. The processor 51A reads and executes the computer program 51C stored in the storage device 51B. The computer program 51C has program code indicating instructions for causing a computer to execute various processes for functioning as the system 10 according to the embodiment. The processes executed by the server 51 include, for example, a settlement process 51F for ball lending.

[0038] The terminals 2A, 3A, 2B, 3B, 31A-A, and 31-B, such as the player terminals 31-A and 31-B, may be computers or may include computers. Examples of computers that may constitute the terminals include personal computers, smartphones, tablets, wearable devices, and microcontrollers.

[0039] The player terminals 31-A, 31-B are equipped with a reader for reading the two-dimensional codes 40A, 40B, etc. The reader may read data using a camera or other optical sensor, or may read data via wireless communication.

[0040] Furthermore, an application for the system 10 according to the embodiment is installed in the player terminals 31-A and 31-B. The application communicates with the server 51, for example, and transmits necessary data to the server 51 while receiving necessary information from the server 51. When the application reads the two-dimensional codes 40A and 40B, for example, it accepts a user operation to approve the settlement (payment) and notifies the server 51 that approval has been granted. The server 51 can execute the settlement based on the notification. The application installed in the player terminals 31-A and 31-B may also have a wallet function that displays tokens and the like owned by the player.

[0041] Figures 3 and 4 show the procedure of processing for ball lending by the system 10 shown in Figure 1. First, the player of the gaming machine reads the two-dimensional code 40A, 40B for ball lending using the player's terminal 31-A, 31-B (step S31). The two-dimensional code 40A, 40B is predetermined data encoded in the form of a two-dimensional code, and is decoded by the terminal 31-A, 31-B to return it to the original predetermined data.

[0042] Here, ball lending (lending of gaming media) is performed in one or more predetermined monetary units. The predetermined monetary unit can be set as appropriate by the gaming center 1A, 1B. The predetermined monetary unit is a fixed amount (fixed value), such as 1000 yen, 2000 yen, or 5000 yen. For example, when a player wishes to lend balls worth 1000 yen, a payment of 1000 yen is settled, and once the settlement is made, balls worth 1000 yen are lent to the player. Lending is performed by setting the data of the number of balls (quantity of gaming media) available in the gaming machine 2A, 2B in the gaming machine 2A, 2B, for example.

[0043] In the system 10 shown in Fig. 1, two-dimensional codes 40A and 40B are read to lend balls. As shown in Fig. 4, the two-dimensional codes 40A and 40B are for lending balls worth 1000 yen, for example, and may include data indicating the payment amount of 1000 yen, or data that can identify that the payment amount is 1000 yen in the terminal 31-A or the server 51.

[0044] Furthermore, the two-dimensional codes 40A, 40B may include data indicating either or both of the store where the gaming machine from which the balls (gaming media) are dispensed is installed and the identifier of the gaming machine from which the balls are dispensed, or data that can identify the store or gaming machine identifier in the terminal 31-A or the server 51. These data may indicate the payee of the settlement or the location where the settlement (payment) is executed.

[0045] 4 indicates, for example, that the gaming parlor 1A (store) in which the gaming machine is installed is "A", the identifier (number) of the gaming machine 2A from which balls are dispensed upon payment is "815", and the amount of payment is 1000 yen. The ball dispensing device 3A (or gaming machine 2A) may have a display that allows the player to recognize that the two-dimensional code 40A is for 1000 yen.

[0046] The terminal 31-A reads the two-dimensional code 40A to obtain the above-mentioned data indicated by the two-dimensional code 40A. The data obtained by the terminal 31-A is data for payment (first data).

[0047] When terminal 31-A reads two-dimensional code 40A, it displays a message asking the player (user) whether or not to approve the payment of the amount indicated by two-dimensional code 40A (1,000 yen), and when it accepts a user operation to approve the payment, it notifies server 51 that the payment has been approved.

[0048] When terminal 31-A reads two-dimensional code 40A, it may transmit the data indicated by two-dimensional code 40A to server 51 and obtain from server 51 the payment amount (1000 yen) corresponding to two-dimensional code 40A.

[0049] Furthermore, when the terminal 31-A reads the two-dimensional code 40A, it may display a plurality of amounts corresponding to the two-dimensional code 40A. The plurality of amounts are a plurality of amounts set for ball lending, for example, 1000 yen, 2000 yen, and 5000 yen. When the terminal 31-A accepts a user operation to select an amount desired by the user from the plurality of amounts, it notifies the server 51 of the selected amount for settlement. In this case, the terminal 31-A may accept a user operation to approve the settlement of the selected amount, and notify the server 51 of the approval. The notification of the amount and the approval to the server 51 may be performed simultaneously or separately.

[0050] The server 51 executes a payment process based on the data (first data) acquired from the terminal 31-A (step S32). As an example, the server 51 acquires data (first data; data for payment) including "A" as data indicating the gaming facility 1A, "815" as data indicating the gaming machine, and "1000 yen" as data indicating the amount from the terminal 31-A, and performs a payment of 1000 yen based on the data (first data). Note that, if the server 51 knows the amount, the data for payment acquired by the server 51 does not need to include data indicating the amount, and may only include data indicating user approval of the payment.

[0051] In this way, server 51 obtains necessary information from terminal 31-A etc. for payment and recording data related to payment. Information necessary for payment is, for example, the payment amount, the payer, and the payee. Here, the payment amount is 1000 yen, the payer is the player (user) who owns terminal 31-A, and the payee is store "A." Note that the information indicating the payer may include information that allows the payment system (server 51) to directly identify the payer, as well as information indicating the payer in blockchain 20 (for example, the payer's blockchain address).

[0052] The payment is made by credit card payment, bank account withdrawal, electronic money payment, cryptocurrency or other value information payment, etc. The payment may be made by cash inserted into the ball dispensing device 3A. A computer outside the server 51 (such as a credit card company or bank server) may also be used for the payment.

[0053] The system 10 performs payment and records data related to the payment in the blockchain using the NFT 81. As an example, the system 10 records the data related to the payment by generating an NFT 81 having data related to the payment process (second data) (step S33). As an example, the generation of an NFT is performed each time a payment process is executed. Note that in FIG. 3, the generation of an NFT is performed in step S33 after the payment in step S32, but the generation of an NFT may be performed first or in parallel.

[0054] As shown in FIG. 4, in order to generate an NFT 81, the server 51 calls the smart contract 22 (step S33-1). At the time of calling, second data (data related to payment processing) to be NFTized (tokenized) is provided to the smart contract 22. The second data to be NFTized may include data related to the payment execution location (store "A", gaming machine identifier "815") in addition to the payment amount (1000 yen). In addition, the data provided to the smart contract 22 may include data identifying the payer. The payer is the destination of the NFT transmission (step S34) described below. The data identifying the payer is, for example, the payer's blockchain address (0x1111).

[0055] As an example, the smart contract 22 generates one NFT 81 corresponding to one payment process. For example, when the smart contract 22 acquires second data of a certain payment process (e.g., store "A", gaming machine identifier "815", amount "1000"), it generates an NFT 81 having the second data. That is, the second data is converted into an NFT. Note that it is sufficient for the NFTed data to be associated with the NFT 81, and it may be recorded in the blockchain 20 or in a computer outside the blockchain (e.g., a distributed file system such as IPFS).

[0056] FIG. 4 shows an example of a generated NFT 81. This NFT 81 has an NFT identifier (Token_id) of "aaaaaa", a name (name) of "A81500000000001", and a description (description) of "1000 yen". The NFT 81 may have an image used to display the NFT 81 on the terminal 31-A. Here, the first "A" of "A81500000000001" indicates the store "A", and "815" following "A" indicates the gaming machine identifier. "00000000001" following "815" indicates the number of times a payment has been made at the gaming machine 2A of 815 in the store "A" (the payment identifier). Therefore, the record of "A81500000000001" indicates the person who received the payment (or the place where the payment was made) for each individual payment. In addition, "A81500000000001" may be the NFT identifier (Token_id).

[0057] Here, as an example, one NFT 81 corresponding to one payment process is generated, but one NFT may be generated corresponding to a set of multiple payment processes, or multiple NFTs may be generated corresponding to one payment process.

[0058] In addition, the NFT 81 (token having an identifier) ​​may be generated each time a payment is made, or may be generated in advance. If the NFT 81 is generated in advance, the called smart contract 22 only needs to perform the NFT transmission (step S34) described later.

[0059] The smart contract 22 sends the generated NFT 81 to the blockchain address (0x1111) of the payer (step S34). This makes the payer the owner of the NFT 81. The payer (the blockchain address) is therefore recorded in the blockchain 20 as the owner of the NFT 81. Therefore, the data itself held by the NFT 81 and the transaction record (transmission record) of the NFT 81 recorded in the blockchain 20 provide a record of the payer, payment destination (gaming machine used), and amount (corresponding to the amount of gaming media) in the payment. These records are difficult to tamper with and therefore highly reliable.

[0060] The NFT 81 sent to the blockchain address of the payer player is displayed on the player's terminal 31-A. The terminal 31-A prompts the player to send the NFT 81 (to the collection address 25C) (step S35-1) to lend balls. When a user operation to send the NFT 81 is performed on the terminal 31-A, the NFT 81 is sent to the collection address 25C (step S35-1).

[0061] When the server 51 detects that the NFT 81 has been sent to the address 25C (step S35-2), it executes a ball lending process (step S35). The ball lending process (game medium lending process) includes issuing an instruction to the ball lending device 3A connected to the game machine 2A or the game machine 2A so that a number of balls (game media) corresponding to the payment amount is made available for use in the game machine 2A. This allows the player to play on the game machine 2A using the lent balls.

[0062] Note that the detection that the NFT 81 has been sent to the address 25C can be performed, for example, by the server 51 receiving a notification of the sending from the terminal 31-A. The detection can also be performed by the server 51 monitoring the owner address of the NFT 81 in the blockchain 20 and detecting that the owner address has changed to the recovery address (0x9999).

[0063] In the above-described example, NFT 81 is purchased through payment and the purchased NFT 81 is exchanged for balls (gaming media). By using NFT 81 in the process from payment to ball lending, data related to payment for ball lending can be recorded using NFT 81.

[0064] In the above example, in data recording using NFT81, the payer is indicated by a blockchain address. A blockchain address, by itself, makes it difficult to identify an individual, and is preferable from the viewpoint of statistically using the recorded data as big data, etc. Even when the payer is recorded by a blockchain address, it is possible to store records so that an individual can be identified by recording the correspondence between the blockchain address and an individual, if necessary.

[0065] In the above example, the NFT 81 is collected in the collection address 25C in order to exchange the NFT 81 for balls. However, collection of the NFT 81 accompanying ball lending is not required. For example, by limiting the number of times that an exchange operation for a ball can be performed for one NFT 81 to one time, it becomes unnecessary to collect the NFT 81 even if ball lending is performed. Also, by not collecting the NFT 81, the player can continue to own the NFT 81. If content data such as an image is associated with the NFT 81, it becomes possible to collect the NFT 81. It is also possible to sell the NFT 81 that has been exchanged for balls.

[0066] Furthermore, the processing performed in the smart contract 22 may be performed by the server 51 or another computer.

[0067] 5 and 6 show another example of the procedure for ball lending. In the example of FIG. 5 and FIG. 6, similar to the example shown in FIG. 3 and FIG. 4, the two-dimensional code 40A is read by the terminal 31-A for ball lending, and data related to payment is stored using the NFT 81. However, in the example shown in FIG. 5 and FIG. 6, the NFT 81 is not transmitted to the payer (player). Details of the example shown in FIG. 5 and FIG. 6 will be described below. Note that the points omitted in the example of FIG. 5 and FIG. 6 are the same as those in the example shown in FIG. 3 and FIG. 4.

[0068] The player of the gaming machine reads the two-dimensional code 40A for ball lending using the terminal 31-A of the player (0x1111) and obtains data for settlement (first data) (step S51). The obtained data is transmitted from the terminal 31-A to the server 51 (step S51-1). The player's blockchain address (0x1111) is also transmitted to the server 51.

[0069] The system 10 executes settlement for ball lending based on the data (first data) acquired from the terminal 31-A (step S53), and records the settlement using the NFT 81 (steps S52-1, S52).

[0070] The server 51 calls the smart contract 22 to generate the NFT 81 (step S52-1). At the time of calling, second data (data related to the payment process) to be NFTized (tokenized) is provided to the smart contract 22. The second data to be NFTized may include data related to the payment execution location (store "A", gaming machine identifier "815") in addition to the payment amount (1000 yen). In addition, the data provided to the smart contract 22 may include data identifying the payer. The data identifying the payer is, for example, the payer's blockchain address (0x1111).

[0071] The called smart contract 22 generates an NFT 81 having the second data (step S52). FIG. 6 shows an example of the generated NFT 81. In the NFT 81 shown in FIG. 6, "1000 yen" is written as a description, and "0x1111", which is the blockchain address of the payer, is written. Other points are the same as the NFT 81 in FIG. 4. Therefore, the data held by the NFT 81 itself provides a record of the payer, the payee (the gaming machine used), and the amount (corresponding to the amount of gaming media) in the payment. These records are difficult to tamper with, and therefore highly reliable.

[0072] As an example, the generation of the NFT is executed every time a payment process is executed. Note that in FIG. 5, the generation of the NFT in step S52 is performed before the payment in step S53, but the generation of the NFT may be performed later or in parallel.

[0073] In step S53, the server 51 executes a settlement process for the ball lending and a ball lending process. Therefore, the player can play on the gaming machine 2A using the lent balls.

[0074] 5 and 6, when a ball lending settlement is made, an NFT 81 having data related to the settlement is also generated. By generating an NFT 81 having data related to the settlement, the data related to the settlement for the ball lending can be recorded using the NFT 81.

[0075] 7 to 9 show another example of the system 10 according to the embodiment. This system 10 is also a payment system related to a gaming machine or a data recording system related to a gaming machine, and is used to purchase prizes 401 provided to players at a prize exchange office 1C in game parlors 1A and 1B where gaming machines 2A and 2B are installed. The system 10 shown in FIGS. 7 to 9 may be a system integrally constructed with the system 10 shown in FIGS. 1 to 6, or may be a system separate from the system shown in FIGS. 1 to 6. The explanations regarding the system 10 shown in FIGS. 1 to 6 are also applicable to the system 10 shown in FIGS. 7 to 9 unless otherwise stated.

[0076] The prize 401 is, for example, a special prize in the three-store system of the gaming machine industry. The special prize is an item handled by a dealer in the three-store system, and is an item that a player can exchange for pachinko balls, cash, or the like.

[0077] The vendors in the three-store system are game parlors 1A and 1B, a prize exchange center 1C, and a prize wholesaler (not shown). A player such as a pachinko player obtains a prize 401 by exchanging pachinko balls for prizes at game parlors 1A and 1B such as pachinko parlors. That is, the game parlor provides the player with the prize 401. The player can exchange the prize 401 for financial value such as legal tender or cryptocurrency at the prize exchange center. That is, the player can sell the special prize 401 to the prize exchange center 1C and obtain financial value such as electronic money or points in return.

[0078] The monetary value (e.g., electronic money or points) exchanged for the prize 401 is sent to the application of the player's terminal 31-A. The player can withdraw the monetary value deposited in the application or use it for payment.

[0079] The prize wholesaler purchases the prizes 401 from the prize exchange center 1C and wholesales them to the game arcades 1A and 1B. In this manner, the prizes can be transferred through a distribution route including the game arcades 1A and 1B, the prize exchange center 1C, and the prize wholesaler.

[0080] The system 10 shown in Fig. 7 includes a server 51. The server 51 is configured by a computer having a processor and a storage device. The processes executed by the server 51 include, for example, a purchase process 51G for purchasing gifts at the gift exchange place 1C.

[0081] As shown in FIG. 7, a prize exchange terminal 31-C is used at the prize exchange center 1C. The terminal 31-C can communicate with the server 51 via the network 15. The terminal 31-C can be a computer or can include a computer. Computers that can constitute the terminal 31-C are, for example, personal computers, smartphones, tablets, wearable devices, and microcontrollers. The terminal 31-C can also communicate with the player's terminal 31-A to obtain necessary information from the terminal 31-A, etc. Wireless communication is preferable for communication with the terminal 31-A.

[0082] The terminal 31-C includes a reader. The reader here reads data from the prize 401 by wireless communication. The prize 401 includes an integrated circuit 40 from which data is read by the reader. The integrated circuit 40 includes, for example, a memory in which the data to be read is recorded. The integrated circuit 40 may be an integrated circuit module (IC module) configured to be able to communicate data with the outside. The integrated circuit module 40 may be called an integrated circuit tag (IC tag) or an integrated circuit card (IC card) depending on its form. The integrated circuit module 40 may be of a contact type or a non-contact type.

[0083] The integrated circuit 40 is, for example, an NFC tag that uses near field communication. The NFC tag has data that can be read by the terminal 31-C.

[0084] An application for the system 10 according to the embodiment is installed in the terminal 31-C. For example, when the application reads the two-dimensional codes 40A and 40B, it accepts a user operation (operation by a staff member at the prize exchange) approving the settlement (purchase) for the purchase of the prize 401, and notifies the server 51 of the approval. Based on the notification, the server 51 can execute the settlement for the purchase.

[0085] In Blockchain 20, “0x3333” is set as the blockchain address of Prize Exchange Center 1C.

[0086] A prize 401 according to the embodiment is accompanied by an NFT 81 in the blockchain 20. The NFT 81 is accompanied by the prize 401, for example, by recording in a computer such as the server 51 an association between data of the prize and an identifier (Token_ID) of the NFT 81. By having the NFT 81 accompanied by the prize 401, the prize 401 has at least the value of the NFT 81.

[0087] In an embodiment, the NFT 81 may be transferred together with the transfer of the prize 401. In an embodiment, the data stored in the prize 401 is read by the terminal 31-C, whereby the NFT 81 is transferred and the prize 401 is purchased. The transfer of the NFT 81 is recorded on the blockchain, and a record of the purchase (payment) is stored on the blockchain 20.

[0088] 8 and 9 show the procedure for purchasing the prize 401. The prize exchange terminal 31-C acquires data from the NFC tag 40 of the prize 401 (step S81). As shown in FIG. 9, the prize 401 has data such as the prize name "AAA", the prize identifier "953-394-394-56", and the amount (prize purchase amount) "5000 yen", for example, and the terminal 31-C acquires these data (step S81). The prize identifier is used by the server 51 to identify the NFT 81 corresponding to the prize 401. For this reason, the server 51 has corresponding data between the prize identifier and the corresponding NFT 81. The prize 401 may have an identifier (Token_ID) of the NFT 81 corresponding to the prize 401. The prize purchase amount may be a fixed amount set in advance.

[0089] In addition, the prize exchange terminal 31-C acquires player identification information from the terminal 31-A of the player who wishes to purchase the prize 401 by wireless communication or the like. The player identification information is, for example, the player's blockchain address (0x1111). The player identification information may include data indicating the remittance destination of the purchase amount.

[0090] The terminal 31-C transmits the acquired data (data for settlement of purchase; first data) to the server 51 (step S81-1). The terminal 31-C also transmits 0x3333, which is the blockchain address of the terminal 31-C (blockchain address of the prize exchange office), to the server 51. Note that the player's identification information may be transmitted from the player's terminal 31-A to the server 51.

[0091] Based on the data (first data) acquired from the terminal 31-C or the like, the system 10 transfers the NFT 81 corresponding to the prize 401 to the blockchain address 25C (0x3333) of the prize exchange center 1C (step S82). Note that, prior to this transfer, the NFT 81 may be owned by the gaming facility 1A that provided the prize 401, or may be owned by the player.

[0092] To transfer the NFT 81, the server 51, for example, calls the smart contract 22 (step S82-1) and causes the smart contract 22 to execute processing for the transfer (step S82). In step S82, the called smart contract 22 changes the owner of the NFT 81 from the original owner to the prize exchange center 1C.

[0093] As shown in Figure 9, the NFT 81 attached to the prize 401 has the token identifier (bbbbbbb), as well as the prize identifier (953-394-394-56) and amount (5000 yen). In this way, the NFT 81 has data that identifies the prize, as well as data that indicates the amount of the prize. Therefore, when this NFT 81 is transferred to the blockchain address 25C of the prize exchange 1C, which is the purchaser of the prize 401, it is recorded in the blockchain 20 that the prize 401 has been purchased at the prize exchange 1C.

[0094] In addition, the server 51 executes a settlement for the purchase together with the transfer of the NFT 81 (step S83). Through the settlement, money or the like equivalent to the purchase price is paid from the prize exchange office to the player.

[0095] The present invention is not limited to the above-described embodiment, and various modifications are possible.

[0096] The present disclosure also includes the following aspects (A) to (D).

[0097] (A) a computer-implemented method for lending a gaming medium to a user for use in a gaming machine, comprising: executing a payment process for lending the gaming medium to the user, and recording data related to the payment process as data associated with a token identified by an identifier in a blockchain; Computer-implemented method.

[0098] (B) a computer-implemented method for lending a gaming medium to be used in a gaming machine to the user, comprising: Executing a settlement process for lending the gaming medium to the user and recording data related to the settlement process in a blockchain. Computer-implemented method.

[0099] (C) a computer-implemented method for purchasing a prize offered at an amusement facility in which a gaming machine is installed, comprising the steps of: executing a payment process for purchasing the prize, and recording data related to the payment process as data associated with a token identified by an identifier in a blockchain; Computer-implemented method.

[0100] (D) a computer-implemented method for purchasing prizes offered at an amusement facility in which a gaming machine is installed, comprising the steps of: Executing a payment process for purchasing the prize and recording data related to the payment process in a blockchain. Computer-implemented method. [Explanation of symbols]

[0101] 1A: Amusement park 1B: Amusement park 1C: Prize Exchange 2A: Gaming machine 2B: Gaming machine 3A: Ball lending device 3B: Ball lending device 10: System 15: Network 20: Blockchain 22: Smart Contracts 25A: Blockchain address 25B: Blockchain address 25C: Blockchain address 31-A: Player terminal 31-B: Player terminal 31-C: Prize exchange terminal 40: NFC tag 40A: 2D code 40B: 2D code 51: Server 51A: Processor 51B: Storage device 51C: Computer Programs 51F: Payment processing 51G: Purchase processing 81: Token 401: Prizes

Claims

1. 1. A computer-implemented method executed by one or more computers, comprising: Executing a payment process based on first data for payment acquired by a user's terminal, and recording second data related to the payment process as data associated with a token identified by an identifier in a blockchain. Computer-implemented method.

2. The first data is data for payment of a predetermined amount, The payment process is a process for settling the amount, The second data includes the amount.

10. The computer-implemented method of claim 1.

3. A computer-implemented method for lending a gaming medium to be used in a gaming machine to a user, comprising: the first data for the settlement is data acquired by the terminal in order to lend the gaming medium to the user, The settlement process is a payment process for the rental price of the game medium.

10. The computer-implemented method of claim 1.

4. The rental fee is an amount corresponding to the first data.

4. The computer-implemented method of claim 3.

5. 1. A computer-implemented method for purchasing prizes offered in an amusement facility in which a gaming machine is installed, comprising the steps of: The first data for the settlement is data attached to the prize and is acquired by the terminal of the user who purchases the prize; The settlement process is a process for purchasing the prize.

10. The computer-implemented method of claim 1.

6. 1. A computer-implemented method executed by one or more computers, comprising: Executing a payment process based on the first data for payment acquired by the user's terminal, and recording second data related to the payment process in a blockchain. Computer-implemented method.

7. A computer system configured to execute a payment process based on first data for payment acquired by a user's terminal, and record second data related to the payment process as data associated with a token identified by an identifier in a blockchain.

8. A computer program for causing a computer to execute a payment process based on first data for payment acquired by a user's terminal, and record second data related to the payment process as data associated with a token identified by an identifier in a blockchain.

Citation Information

Patent Citations

  • Processing device, processing method, and program

    WO2021111654A1

  • Production method and production system for non-fungible token, registration method and system for unique identifier, and production method for combination product

    WO2023054537A1