System, information processing device, and program
By communicating with multiple game process servers to obtain game media detailed information, and using evaluation information to obtain and display, the problem of difficulty in value judgment in game media transactions is solved, and the accuracy of transaction decisions is improved.
Patent Information
- Application Number
- JP2025034863
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-05
- Publication Date
- 2025-05-13
AI Technical Summary
The existing technology lacks detailed information on the value of game media in game media transactions, making it difficult for users to judge whether to perform transactions, auctions and other operations.
Communication with multiple game process servers through a communication control unit, obtain detailed information of game media, and use evaluation information to obtain and display, help users judge the value of game media.
It provides important information for users to judge the value of game media, and improves the accuracy and reliability of transaction decisions.
Smart Images

Figure 2025074332000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a technique for trading game content between users. [Background technology]
[0002] Patent Document 1 describes a method of holding an auction using an auction server for item data having privileges in an online game, and transferring the data from a first user account to a second user account. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Special Publication No. 2010-521238 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the method described in Patent Document 1 provides little in-game information about the game content, making it difficult to understand the value of the game content in the game. Therefore, the information may be insufficient for users to determine whether or not to trade, auction, etc.
[0005] One aspect of the present invention has been made to solve the above-mentioned problems, and one of its objectives is to provide material for judging the value of game media that is offered for sale in a trade, auction, etc. [Means for solving the problem]
[0006] In order to solve the above problem, a system according to one embodiment of the present invention includes a communication control unit that communicates with a plurality of game progression servers that progress different games from each other; a submitted game medium information acquisition unit that acquires information indicating a submitted game medium, the submitted game medium being used in at least some of the games progressed by the plurality of game progression servers, and being identified as a game medium that can change a user associated with the game medium to a user other than the first user in response to an instruction from the first user; a rating information acquisition unit that is associated with the game medium by game medium identification information that identifies a type of game medium, and that identifies a game progression server from the plurality of game progression servers that uses a game medium associated with the same game medium identification information as the submitted game medium, and acquires rating information from the identified game progression server, the rating information including information indicating an evaluation of the game medium by a second user other than the first user; a user interface that accepts an instruction from a third user other than the first user to associate the submitted game medium with the third user; and a display control unit that displays the rating information for the submitted game medium on a display unit viewed by the third user.
[0007] In order to solve the above-mentioned problems, an information processing method according to one aspect of the present invention is an information processing method executed by one or more computers, the information processing method including: a communication control step of communicating with a plurality of game progression servers progressing different games; a displayed game medium information acquisition step of acquiring information indicating displayed game medium, the displayed game medium being game medium used in at least some of the games progressed by the plurality of game progression servers, the displayed game medium being game medium identified as game medium that allows a user associated with the displayed game medium to be changed to a user other than the first user in response to an instruction from the first user, from among the game media associated with the first user; and a display information acquisition step of identifying the type of game medium for the game medium. the submitted game medium is associated with a game medium identification information that identifies a game progress server from among the plurality of game progression servers that uses a game medium associated with the same game medium identification information as the submitted game medium, and acquires, from the identified game progress server, evaluation information including information indicating an evaluation of the game medium by a second user other than the first user; a user interface for accepting an instruction from a third user other than the first user to associate the submitted game medium with the third user; and a display control step for displaying the evaluation information for the submitted game medium on a display unit viewed by the third user.
[0008] In order to solve the above problem, a program according to one aspect of the present invention includes a communication control step of communicating with a plurality of game progression servers progressing different games on one or a plurality of computers; a submitted game medium information acquisition step of acquiring information indicating submitted game medium, the submitted game medium being game medium used in at least some of the games progressed by the plurality of game progression servers, the game medium being identified as game medium that allows a user associated with the game medium to be changed to a user other than the first user in response to an instruction from the first user, from among the game media associated with the first user; and a game medium identifier that identifies the type of game medium for the game medium. The method executes the steps of: identifying a game progression server from among the plurality of game progression servers that uses a game medium associated with the same game medium identification information as the exhibited game medium; acquiring evaluation information from the identified game progression server, the evaluation information including information indicating an evaluation by a second user other than the first user of the game medium; a user interface for accepting an instruction from a third user other than the first user to associate the exhibited game medium with the third user; and a display control step for displaying the evaluation information for the exhibited game medium on a display unit viewed by the third user. [Brief description of the drawings]
[0009] [Figure 1] 1 is a block diagram showing an example of a configuration of a system according to an embodiment of the present invention. [Diagram 2] 2 is a block diagram showing a functional configuration of the trade server shown in FIG. 1. [Diagram 3] A block diagram showing the functional configuration of the game progress server shown in Figure 1. [Figure 4] FIG. 4 is a diagram showing an example of user information according to an embodiment of the present invention. [Diagram 5] FIG. 11 is a diagram showing an example of usage result information in one embodiment of the present invention. [Figure 6]FIG. 11 is a diagram showing an example of user input evaluation information according to an embodiment of the present invention. [Figure 7] 2 is a block diagram showing a functional configuration of the user terminal shown in FIG. 1. [Figure 8] 1 is a flow diagram illustrating a flow of an information processing method according to an embodiment of the present invention. [Figure 9] FIG. 13 is a diagram showing an example of a purchase UI screen in one embodiment of the present invention. [Figure 10] FIG. 13 is a diagram showing an example of a screen of a purchase page for an exhibited character in one embodiment of the present invention. [Figure 11] FIG. 4 is a diagram showing an example of evaluation information that is periodically generated in one embodiment of the present invention. [Figure 12] FIG. 13 is a diagram showing an example of a purchase UI screen that has been transformed using evaluation information including the ranking of the auction character. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] [Embodiment 1] The system 1 according to one embodiment of the present invention will be described in detail below.
[0011] <System 1 Configuration> FIG. 1 is a block diagram showing an example of the configuration of the system 1. As shown in FIG. 1, the system 1 includes a trade server 10, game progress servers 30-1, 30-2, ..., user terminals 50-1, 50-2, ..., and a blockchain system 70. When it is not necessary to distinguish between the game progress servers 30-1, 30-2, ..., and to describe them, each of them is also simply referred to as a game progress server 30. When it is not necessary to distinguish between the user terminals 50-1, 50-2, ..., and to describe them, each of them is also simply referred to as a user terminal 50. These devices are communicatively connected via a network NW. The network NW includes, for example, the Internet, but is not limited to this. In addition, although FIG. 1 shows two game progress servers 30 and two user terminals 50, the number of game progress servers 30 and the number of user terminals 50 included in the system 1 may be three or more.
[0012] The trade server 10 is a device that communicates with multiple game progression servers 30 that progress different games. The trade server 10 is also a device that executes a process for trading between users game contents used in at least some of the games progressed by the multiple game progression servers 30. The game progression server 30 is a device that progresses a game in response to a user's operation. The user terminal 50 accepts an operation for playing some or all of the games progressed by the multiple game progression servers 30. The user terminal 50 also accepts an operation for trading game contents. The blockchain system 70 stores a non-fungible token (hereinafter, NFT) associated with the game contents used in the game.
[0013] (Game progressed by the game progress server 30) The game progression server 30 progresses the game by executing a game program. Note that a part of the game program may be executed by a device (such as a user terminal 50) different from the game progression server 30. The game progression server 30 provides a game that progresses using game media, which will be described later, based on the user's operation.
[0014] Furthermore, the game progressed by the game progression server 30 may be a multiplayer game progressed by the operations of multiple users, or a single-player game progressed by the operations of a single user. In the case of a multiplayer game, the game may be an online game progressed by the user terminals 50 used by each user communicating with each other, or a game progressed by multiple users operating a single user terminal 50. In addition, the game progressed by the game progression server 30 may be a competitive game progressed by multiple users (or a user and a computer) competing against each other. In addition, the game may be a cooperative game progressed by multiple users (or a user and a computer) cooperating with each other.
[0015] (Game media) The "game medium" refers to a medium within a game used to progress the game. For example, the game medium may be a game object such as a character appearing in the game or a character card corresponding to a character, various items used in the game (for example, an item that exerts a predetermined effect when equipped to a character), or an in-game value (for example, in-game currency, points for exchanging for items). In addition, for example, the game medium is a unit that a user can possess. The possessable unit is, for example, the minimum unit when consuming or identifying a candidate game medium to be described later. Note that different games use different game media. In other words, when the game progressing on the game progression server 30-1 is different from the game progressing on the game progression server 30-2, the game medium of the game progressing on the game progression server 30-1 cannot be used in the game progressing on the game progression server 30-2, and vice versa.
[0016] Additionally, game media are associated with game media identification information (hereinafter also referred to as "game media ID") for identifying the type of game media. Examples of game media IDs include the name of the game media itself (e.g., a character name, etc.) and an identifier for identifying the type of game media. Additionally, game media may be associated with serial information (hereinafter referred to as "game media serial") for identifying individual game media. In other words, even if game media have the same game media ID, the associated game media serials are different from one another among multiple game media. Hereinafter, "game media associated with the same game media ID" will also be referred to as "the same type of game media".
[0017] Moreover, a user who can use the game medium in the progress of a game is associated with the game medium. This association is performed in units of game medium serial numbers. Hereinafter, the "game medium associated with a user" is also referred to as the "game medium owned by the user". Furthermore, the "user associated with a game medium" is also referred to as the "owner of the game medium". Furthermore, "associating a user with a game medium" is also referred to as "granting a game medium to a user", and "associating a user with a game medium" is also referred to as "a user acquiring the game medium". Furthermore, the owner of the game medium can be updated. That is, after the game medium is initially granted to a certain user, the owner may be changed to another user. Such "updating the owner of the game medium" corresponds to "associating a new user with the game medium".
[0018] The update of the owner occurs in the game or outside the game. The update of the owner in the game is executed by the game progress server 30. The update of the owner in the game occurs, for example, when the game medium is won by a lottery, or when the owner of the game medium changes by a transaction. Specific examples of the transaction include buying and selling between users, exchange of game medium between users, auction, and purchase from the operator of the game (hereinafter simply referred to as the "operator"). The update of the owner in the game may be executed on the condition that the user who will become the new owner consumes the game value possessed by the user. The update of the owner outside the game is executed, for example, by the trade server 10. "Buying and selling between users" refers to a case where a user sets a consumption amount of a consumption value for a game medium possessed by a user, and another user gives the game medium to the other user on the condition that the other user consumes the consumption value possessed by the user by the consumption amount. Examples of the consumption value include an in-game value and an out-of-game value. Examples of the in-game value include an in-game currency and points to be exchanged for an item. Examples of the out-of-game value include money, crypto assets, and the like. Examples of money include money associated with a bank account, a credit card, a cashless payment service, etc. Furthermore, "exchange of game media between users" refers to updating the ownership of a game medium owned by a user to another user in exchange for updating the ownership of the game medium owned by the other user to the user himself / herself. "Auction" refers to a game medium put up for auction by a user, in which other users propose an amount of their own consumption value to be consumed in order to acquire the game medium, and the game medium is granted to the user who proposes the highest amount, on the condition that the user consumes that amount of consumption value.
[0019] Further, game media include game media associated with an NFT (hereinafter referred to as "NFT game media") and game media not associated with an NFT. The owner of the NFT game media is managed in the blockchain system 70. The owner of the game media not associated with an NFT is managed by the game progression server 30. By associating an NFT with the game media, information on the transaction history can be more easily obtained. Furthermore, by associating an NFT with the game media, the credibility of the game media can be maintained. For example, it can be shown that the game media was not generated by fraudulent activities. Note that the NFT game media can be traded not only by users who play games that can use the NFT game media, but also by users who do not play the games. This is because the owner of the NFT game media is managed by the blockchain system 70 independently of the game progression server 30.
[0020] (Trade Server 10 hardware configuration) 1, the trade server 10 includes, for example, a processor 11, a memory 12, and a communication interface 13. These components are connected via a bus 19.
[0021] The processor 11 controls each part of the trade server 10 by executing a program stored in the memory 12. The processor 11 is formed of an integrated circuit such as a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), for example.
[0022] The memory 12 stores programs executed by the processor 11 and various data used by the processor 11. The memory 12 is configured, for example, by a hard disk drive (HDD), a solid state drive (SSD), an electrically erasable programmable read-only memory (EEPROM (registered trademark)), a read only memory (ROM), a random access memory (RAM), or a combination of these. Note that a part or all of the memory 12 is not limited to being built into the trade server 10, and may be externally attached via an input / output interface (not shown) such as a universal serial bus (USB). Also, a part or all of the memory 12 may be connected to the trade server 10 via a network as a device independent of the trade server 10.
[0023] The communication interface 13 is an interface for connecting to the network NW. The communication interface 13 is, for example, configured by a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).
[0024] (Hardware configuration of the game progress server 30) 1, the game progress server 30 includes, for example, a processor 31, a memory 32, and a communication interface 33. These components are connected via a bus 39. Each of these components will be described in the same manner as the components of the same name provided in the trade server 10, and therefore detailed description will not be repeated.
[0025] (Hardware configuration of user terminal 50) 1, the user terminal 50 includes, for example, a processor 51, a memory 52, a communication interface 53, an input device 54, and a display device 55. These components are connected via a bus 59.
[0026] The processor 51, memory 52, and communication interface 53 will be described in the same manner as the components of the same name provided in the trade server 10, and detailed description thereof will not be repeated. The input device 54 is a device that accepts user operations, and is composed of, for example, a controller, a keyboard, a mouse, a touchpad, a microphone, or a combination of these. The display device 55 is a device that displays a game screen, etc., and is composed of, for example, a display. The user terminal 50 may include various input / output devices necessary for progressing the game, such as a camera, a speaker, a microphone (none of which are shown).
[0027] (Configuration of Blockchain System 70) The blockchain system 70 distributes and stores a blockchain, which is a sequence of blocks that stores transaction data including NFTs associated with NFT game media and owner information of the NFT game media, across multiple distributed nodes (not shown). Transaction data is generated in response to updates to the owner of the NFT game media, and is stored in the blockchain system 70. Details of the information included in the transaction data will be described later.
[0028] The blockchain system 70 is realized by known blockchain technology. For example, the blockchain system 70 includes a plurality of distributed nodes. Each distributed node performs mining to generate a block including transaction data to be newly stored. A block generated by a node among the plurality of nodes that succeeds in mining based on a predetermined consensus algorithm is added to the end of the blockchain as a legitimate block. The blockchain stored by each node is synchronized with the blockchain to which the legitimate block was added. If the blockchain branches, the longest blockchain becomes the legitimate blockchain. The blockchain to which the fraudulent block was added is shorter than the other blockchains, and is therefore overwritten by the legitimate blockchain.
[0029] Such transaction data stored in the blockchain system 70 has the characteristic that it is difficult to tamper with or erase. Therefore, by referring to the transaction data stored in the blockchain system 70, it is possible to obtain reliable owner information, reliable transaction history information, and the like regarding the NFT game medium.
[0030] (Functional configuration of trade server 10) Fig. 2 is a block diagram showing the functional configuration of the trade server 10. As shown in Fig. 2, the trade server 10 includes a control unit 110 and a storage unit 130. The control unit 110 is realized by the processor 11 executing a program stored in the memory 12. The storage unit 130 is configured by the memory 12.
[0031] The control unit 110 includes a communication control unit 111, a displayed game media information acquisition unit 112, a rating information acquisition unit 113, a display control unit 114, and a trade processing unit 115. The storage unit 130 stores the displayed game media information.
[0032] The communication control unit 111 communicates with multiple game progress servers 30 that progress different games. The communication control unit 111 also communicates with each of the user terminals 50 and the blockchain system 70.
[0033] The exhibited game media information acquisition unit 112 acquires information indicating the exhibited game media (hereinafter referred to as "exhibited game media information"), which is game media used in at least some of the games being progressed by multiple game progression servers 30, and which is identified as game media that, in response to an instruction from a first user, is capable of changing the user associated with the game media to a user other than the first user, from among the game media associated with the first user.
[0034] The exhibited game media may be associated with a non-fungible token (NFT) whose owner is managed on a blockchain. This allows a third user to acquire the NFT exhibited game media even if he or she is not a player of the game that uses the NFT exhibited game media (for example, if the third user is not registered as a user on the server that runs the game). For example, a third user can start playing a game that uses the NFT game media after acquiring a valuable NFT game media. Furthermore, the association of an NFT can maintain the credibility of the game media. For example, it can be shown that the game media was not generated by fraudulent activity. Furthermore, the association of an NFT can make it easier to acquire information regarding transaction history. However, the exhibited game media does not have to be associated with an NFT.
[0035] In this specification, the term "first user" refers to a user who puts up a game medium. Note that "putting up a game medium" refers to identifying one of the game media owned as a put up game medium, which is a game medium whose owner can be updated. The put up game medium information may include, for example, information identifying a game in which the put up game medium can be used, a game medium serial number associated with the put up game medium, the type of the put up game medium, information identifying the first user who is the current owner, and the like. The put up game medium information may also include a transaction method for the put up game medium and transaction conditions (for example, the amount of the required consumption value such as a selling price, etc., in the case where consumption of consumption value is involved). The put up game medium information acquisition unit 112 acquires the put up game medium information based on an instruction from the first user and stores it in the storage unit 130.
[0036] In the present embodiment, the exhibited game media information acquisition unit 112 acquires the exhibited game media information from a user terminal 50 that is capable of communicating with the game progression server 30 and playing a game, but the present invention is not limited to this configuration. The exhibited game media information acquisition unit 112 may acquire the exhibited game media information from a terminal that does not communicate with the game progression server 30 (i.e., a terminal that cannot play the game progressed by the game progression server 30). For example, the first user may transmit the exhibited game media information to the trade server 10 from a terminal that does not play the game (e.g., a PC, smartphone, tablet terminal, etc. that is not used to play the game).
[0037] In the present embodiment, the exhibited game media information acquisition unit 112 acquires exhibited game media information from the user terminal 50 without going through the game progression server 30; however, the present invention is not limited to this embodiment. For example, the trade server 10 may acquire exhibited game media information from the game progression server 30. In this case, for example, in a game in which the game progression server 30 is progressing, a user interface that accepts exhibits to the trade server 10 may be provided, and the exhibited game media information input by the first user may be accepted using the user interface. Next, the game progression server 30 transmits the accepted exhibited game media information to the trade server 10, and the exhibited game media information acquisition unit 112 acquires the exhibited game media information.
[0038] The evaluation information acquisition unit 113 associates the game medium with game medium identification information that identifies the type of game medium, and identifies a game progression server 30 that uses a game medium associated with the same game medium identification information as the exhibited game medium from among the multiple game progression servers 30, and acquires evaluation information including information indicating an evaluation of the game medium by a second user other than the first user from the identified game progression server 30. As a method for the evaluation information acquisition unit 113 to identify a game progression server 30 that uses a game medium associated with the same game medium identification information as the exhibited game medium, for example, there can be mentioned a method in which the exhibited game medium information is associated with game identification information in advance, and the evaluation information acquisition unit 113 identifies the game identification information associated with the exhibited game medium information, thereby identifying the game progression server 30 that uses the exhibited game medium.
[0039] An example of a method for associating the exhibited game media information with the game identification information is to have the first user input the information. A more specific example of the method is to have the trade server 10 request the first user who is about to exhibit the exhibited game media to input exhibited game media information indicating the exhibited game media, and to input information identifying the game in which the exhibited game media is used (hereinafter referred to as "game identification information"). As another example of a method for associating the exhibited game media information with the game identification information, as described above, when the trade server 10 acquires the exhibited game media information from the game progression server 30, the game progression server 30 may associate the exhibited game media identification information with the game identification information and transmit the associated information to the trade server 10.
[0040] The display control unit 114 displays a user interface for accepting an instruction from a third user other than the first user to associate the exhibited game medium with the third user, and the evaluation information about the exhibited game medium, on the display device 55 viewed by the third user. This provides the third user with information for judging the value of the exhibited game medium.
[0041] The "second user" is a user different from the first user who is involved in evaluating the exhibited game content. The "third user" is a user different from the first user who performs operations to acquire the exhibited game content. The third user may be the same as the second user, or may be different.
[0042] "Evaluation information" is information that indicates the results of evaluating an evaluation target. When referring to a game medium, evaluation information is information that indicates the results of evaluating the game medium. Furthermore, "evaluation by a second user" refers to an evaluation that the second user directly inputs for the game medium, or an evaluation that is generated by a computer based on the results of the second user's use of the game medium.
[0043] The evaluation information on the game medium includes, as information indicating an evaluation by a second user, information indicating an evaluation based on the results of use by the second user of a game medium (same type of game medium) associated with the same game medium ID as the exhibited game medium. This allows a third user to provide material based on the usage track record in a game as material for judging the value of the exhibited game medium. An example of information based on the results of use of a game medium by a second user is the track record when the game medium is used by the second user for a task set in a game. Examples of the track record include the number of times, the percentage of times, and the results of a battle against a specific enemy character controlled by another user or a computer (e.g., the number of wins, the winning percentage, etc.) that the game medium and / or the same type of game medium was used when a specific task was completed. These track records may be statistics of the usage track record by multiple second users. For example, the above-mentioned number of times, the percentage, and the battle results may be calculated from the entire multiple second users who used the game medium.
[0044] Furthermore, the evaluation information for the game medium includes information input by the second user indicating an evaluation of the game medium associated with the same game medium ID as the exhibited game medium. This allows a third user to provide material based on the evaluations of other users as material for judging the value of the exhibited game medium. Examples of information input by the second user for the game medium include the results of scoring the game medium, comments, etc. Here, the second user who inputs an evaluation for the game medium is not limited to a game player, but also includes the operator of the game.
[0045] Furthermore, the evaluation information for the game medium includes information indicating the ranking of the exhibited game medium calculated based on a predetermined condition among a predetermined number of game media including the exhibited game medium, as information indicating the evaluation by the second user. This allows the user to be provided with information indicating a relative evaluation with respect to other game media as material for judging the value of the exhibited game medium. Examples of the predetermined condition for calculating the ranking of the exhibited game medium include elements in the game for which the ranking is to be calculated, achievements to be calculated, etc. Examples of elements in the game include specific events in the game, battles with specific enemy characters controlled by other users or computers, etc. Examples of achievements to be calculated include, for example, the number of times or percentage of times that the same type of game medium as a certain game medium was used when a specific task was completed. Examples of achievements to be calculated include, for example, the number of wins or win percentage of games when the same type of game medium as a certain game medium was used in the aforementioned battle.
[0046] The evaluation information for the game content may include information indicating the evaluation results by the second user other than the examples described above. For example, the second user may be the operator of the game in which the game content is used, and the evaluation information may be information indicating the evaluation by the operator.
[0047] Furthermore, the evaluation information for the game media may or may not include information indicating an evaluation by the first user himself / herself. Examples of information indicating an evaluation by the first user himself / herself include information based on the results of use by the first user, the results of scoring by the first user, comments, etc. Furthermore, for example, when calculating statistics on the results of use by a plurality of second users as described above, the calculation may also include the results of use by the first user, and the information indicating the ranking of the exhibited game media as described above may also reflect the results of use by the first user.
[0048] The evaluation information may include user-independent evaluation information in addition to or instead of the information indicating the evaluation by the second user. Examples of user-independent evaluation information include information indicating a score calculated based on parameters of the game medium, evaluation information based on the number of game media of the same type in circulation, etc.
[0049] The trade processing unit 115 acquires information indicating the exhibited game media identified in response to an instruction from the first user. In addition, the trade processing unit 115 updates the owner of the exhibited game media from the first user to the third user in response to an instruction from the third user. Specifically, the trade processing unit 115 may determine whether the content entered by the third user satisfies the conditions of the transaction included in the exhibited game media information, and if so, may update the owner of the exhibited game media from the first user to the third user.
[0050] (Functional Configuration of Game Progression Server 30) Fig. 3 is a block diagram showing the functional configuration of the game progression server 30. As shown in Fig. 3, the game progression server 30 includes a control unit 310 and a storage unit 330. The control unit 310 is realized by the processor 31 executing a program stored in the memory 32. The storage unit 330 is configured by the memory 32.
[0051] The control unit 310 includes a communication control unit 311, an evaluation information generation unit 312, and a game progression unit 313. The storage unit 330 stores user information, usage result information, and user input evaluation information.
[0052] The communication control unit 311 communicates with the trade server 10, the user terminal 50, and the blockchain system 70. The evaluation information generation unit 312 generates evaluation information including information indicating an evaluation of the game medium by the second user. Details of the evaluation information of the game medium are as described above. For example, the evaluation information generation unit 312 generates evaluation information of the game medium by referring to the user information, use result information, or user input evaluation information stored in the storage unit 330. The game progression unit 313 performs a process of progressing the game using the game medium. In addition, the game progression unit 313 performs a process of generating and updating user information, use result information, and user input evaluation information according to the progress of the game, and storing them in the storage unit 130.
[0053] FIG. 4 is a diagram showing an example of user information. The user information is information managed for each user in association with identification information for identifying a user and information for identifying the user. As shown in FIG. 4, the user information includes information indicating a user ID, a user name, a user level, a user-to-user battle record, an event X progress, an event Y progress, possession information, and a deck configuration. The user information is transmitted to a user terminal 50 used by the user in response to an update of the user information. The user ID is an example of identification information for identifying a user, and is "00001234" in the example shown in FIG. 4. The user name is the name of the user used in the game, and is "AAA" in this example. The user level is an index indicating the degree of game experience that increases as the game is executed, and is "30" in this example. The user battle history indicates the user's battle record in user-to-user battles, and is "50 wins, 40 losses" in this example. The event X progress is information indicating the progress of the event X provided in the game. In this example, the event X is configured to include 1 to 100 floors, and the progress is shown to be cleared up to the 60th floor. For example, the higher the numerical value of the hierarchical level, the higher the difficulty level, and the hierarchical level with the highest numerical value (the most difficult level) is also called the "top floor." Event Y progress is information indicating the progress of event Y provided in the game. In this example, the progress indicates that event Y has already been cleared. Note that "clearing" may mean defeating an opponent if the event is a competitive event, in which case the opponent may be another user or a computer (NPC: Non Player Character). Note that the event is not limited to a competitive event, and may be an event in which a task to be accomplished is set without relying on a battle.
[0054] The possession information is information indicating game media possessed by the user. In this example, the possession information includes information indicating characters A, B, C, ..., and items A, B, .... In other words, the user possesses game media for characters A, B, C, ..., and items A, B, .... The possession information also includes information indicating a game media ID associated with each game medium. In this example, the alphabet "A" at the end of a character string such as the name of a game medium "Character A" indicates a game media ID (i.e., the type of game medium). Although not shown, the possession information may also include a game media serial number associated with each game medium.
[0055] In addition, when the game medium owned by the user is an NFT game medium, the possession information includes the identification information of the NFT associated with the NFT game medium. In this example, characters A and C are NFT game media associated with an NFT. For example, the identification information of the NFT associated with character A is 00009876. In addition, character B, items A and B are game media not associated with an NFT. The owners of characters A and C, which are NFT game media, are managed in the blockchain system 70. Transaction data generated in response to an update of the owners of characters A and C is recorded in the blockchain system 70. The transaction data generated in response to an update of the owner of character A includes the identification information "00009876" of the NFT associated with character A. The transaction data generated in response to an update of the owner of character C includes the identification information "00001357" of the NFT associated with character A. The owners of character B, items A and B, which are not associated with an NFT, are managed in the game progression server 30.
[0056] The possession information is updated when a transaction related to the game medium is executed in or outside the game. The possession information related to the NFT game medium included in the user information is updated to be consistent with the owner information managed in the blockchain system 70. For example, the control unit 310 may acquire the owner information related to the NFT game medium included in the user information by communicating with the blockchain system 70 at a predetermined timing (for example, periodically) and update the possession information to be consistent with the acquired owner information. By adjusting the length of the interval for communicating with the blockchain system 70, the possession information of the NFT game medium can be matched with the owner information while reducing the impact of communication delays on processing. However, when the communication delay between the game progression server 30 and the blockchain system 70 does not need to be considered, the control unit 110 may match the possession information related to the NFT game medium with the owner information managed in the blockchain system 70 in real time. When the communication delay does not need to be considered, the control unit 110 may update the possession information related to the NFT game medium by inquiring of the possession information from the blockchain system 70 according to the timing when the possession information related to the NFT game medium is required. Furthermore, when processing costs such as mining do not need to be taken into consideration, the game progress server 30 may function as one of multiple nodes included in the blockchain system 70. In this case, the control unit 310 can easily obtain possession information related to the NFT game content by referring to the blockchain stored in the own device.
[0057] The deck configuration is information indicating the configuration of a deck that is organized from some or all of the game media owned by the user. In this example, the game that the game progression server 30 advances is a game that advances using a deck. Each of the boxes 1, 2, ... is information indicating game media that are specified by the user among the game media owned by the user. In this example, the deck is composed of characters A, D, ....
[0058] FIG. 5 is a diagram showing an example of the use result information. The use result information is information indicating the result of the use of the game medium by the user in the game. In the example of FIG. 5, the use result information includes information indicating the result of the user's battle against the enemy character using the deck in the "Event X Top Floor" included in a certain game. As shown in FIG. 5, the use result information includes a battle ID, a user ID, a win / loss, and deck information. The battle ID is identification information for identifying the battle, and is assigned to each individual battle. The user ID is information for identifying the user who performed the battle. Note that the same user may battle the enemy character multiple times. In that case, multiple pieces of use result information with the same user ID and different battle IDs are stored. The win / loss is information indicating the battle result for each individual battle (in this example, the win / loss against a specific enemy character in the battle). The deck information is information indicating the characters that constitute the deck used by the user for each battle. In this example, for example, the use result information including the battle ID "00002" indicates that the user with the user ID "00001234" defeated the enemy character using a deck including characters A and D.
[0059] FIG. 6 is a diagram showing an example of user input evaluation information. The user input evaluation information includes information indicating an evaluation of a game medium input by a user. For example, when an evaluation is input for a game medium available in a game, the game progression unit 313 generates or updates the user input evaluation information. For example, when an evaluation value is input by the user for a specific game medium, the game progression unit 313 may generate user input evaluation information for the game medium. Furthermore, when a plurality of game media available in a game are presented as options and one of the game media is selected by the user, the game progression unit 313 may generate user input evaluation information for the selected game medium.
[0060] As shown in FIG. 6, the user-input evaluation information includes a user ID, an evaluation target, and points. The user ID is identification information for identifying a user who inputs information indicating an evaluation. The evaluation target is information indicating the type of game media to be evaluated. The points are information indicating an evaluation value input by a user corresponding to the user ID for the evaluation target. For example, the points may be any numerical value within a predetermined range (0 points or more and 10 points or less in this example) or any of options (for example, numbers of stars from 0 to 5) may be input. Also, for example, the points may indicate that the higher the value, the higher the evaluation. Also, for example, the user may be able to input information indicating an evaluation for game media that the user owns, or may be able to input information for game media that the user has used. In this example, for example, the user-input evaluation information including the user ID "00001234" indicates that the user inputs points "8" for character A as the evaluation target.
[0061] (Functional Configuration of User Terminal 50) Fig. 7 is a block diagram showing the functional configuration of the user terminal 50. As shown in Fig. 7, the user terminal 50 includes a control unit 510 and a storage unit 530. The control unit 510 is realized by the processor 51 executing a program stored in the memory 52. The storage unit 530 is configured by the memory 52. Note that in this embodiment, it is assumed that a first user uses the user terminal 50-1 and a third user uses the user terminal 50-2.
[0062] The control unit 510 includes a communication control unit 511, a trade UI (user interface) unit 512, and a game UI unit 513. The storage unit 530 stores user information. When a user plays multiple games, the storage unit 530 stores user information for each of the multiple games. The user information is synchronized with user information stored in the game progression server 30 that progresses the game. For example, the user information is transmitted from the game progression server 30 at a predetermined timing. Note that, when a delay in communication between the user terminal 50 and the game progression server 30 does not need to be considered, the storage unit 530 does not need to store the user information. In this case, the user terminal 50 acquires the user information by inquiring of the game progression server 30 as necessary.
[0063] The communication control unit 511 communicates with the game progress server 30 and the trade server 10, respectively. In the user terminal 50-1, the trade UI unit 512 displays on the display device 55 a user interface (hereinafter also referred to as a listing UI) for receiving an instruction from a first user to put up a game medium. In the user terminal 50-2, the trade UI unit 512 displays on the display device 55 a user interface (hereinafter also referred to as a purchase UI) for receiving an instruction from a third user to purchase the put up game medium. In addition, the trade UI unit 512 transmits information based on the instruction received via the listing UI or purchase UI to the trade server 10. In addition, the trade UI unit 512 updates the listing UI or purchase UI based on the information received from the trade server 10.
[0064] The game UI unit 513 displays on the display device 55 a user interface (hereinafter, also referred to as a game UI) for accepting an operation to play a game progressed by one of the multiple game progression servers 30. When a user plays multiple games, the control unit 510 includes a game UI unit 513 corresponding to each game. The game UI unit 513 transmits information based on an operation accepted from the user via the game UI to the corresponding game progression server 30. In addition, the game UI unit 513 updates the game UI based on information received from the game progression server 30. As described above, NFT game media can be traded even if the user is not a player of a game in which the NFT game media can be used. Therefore, the user terminal 50 used by the first user who puts up the NFT game media or the third user who is trying to acquire the NFT game media does not necessarily have to have the game UI unit 513.
[0065] <Overview of System 1 Processing> The system 1 configured as above executes an information processing method S1. FIG. 8 is a flow diagram explaining the flow of the information processing method S1. In the following explanation of the information processing method S1, an example in which characters are applied as game media will be explained. In the following explanation, therefore, exhibited game media will be referred to as "exhibited characters", exhibited game media information will be referred to as "exhibited character information", and characters associated with the same game media ID will be referred to as "characters of the same type". In addition, in the explanation of the information processing method S1, an example in which the transaction method for trading characters is sales will be explained.
[0066] As shown in FIG. 8, the information processing method S1 includes steps S101 to S131. In steps S101 to S105, the exhibited game media information acquisition unit 112 acquires exhibited character information indicating an exhibited character exhibited by a first user, which is used in at least some of the games in which a plurality of game progression servers 30 progress, from the user terminal 50-1. In steps S107 to S109, the display control unit 114 causes a purchase UI including a list of exhibited characters that can be purchased by a third user to be displayed on the display device 55 of the user terminal 50-2 viewed by the third user. In steps S111 to S115, the evaluation information acquisition unit 113 acquires evaluation information including information indicating an evaluation by a second user of a character of the same type as the exhibited character, from the game progression server 30 in which the character is used. In steps S117 to S119, the display control unit 114 causes the display device 55 of the user terminal 50-2 viewed by the third user to display the evaluation information regarding the exhibited character. In steps S121 to S133, the trade processing unit 115 updates the owner of the exhibited character from the first user to the third user. Each step will be described in detail below.
[0067] <Flow of information processing method S1> In step S101, the trade UI unit 512 of the user terminal 50-1 displays the listing UI on the display device 55. The listing UI includes, for example, a list of characters owned by the first user. The list of characters owned by the first user is acquired by referring to the user information stored in the storage unit 530. The listing UI also has a function of accepting an instruction to specify one of the characters in the list as the listing character.
[0068] In step S103, the trade UI unit 512 accepts an instruction from the first user to specify one of the list of characters as the put-up character. The trade UI unit 512 also accepts an instruction from the first user to set a selling price, etc. The trade UI unit 512 also acquires information identifying a game in which the put-up character can be used, through an input from the first user. The trade UI unit 512 transmits information indicating the put-up character, including the put-up character and the selling price, and information identifying a game in which the put-up character can be used, to the trade server 10.
[0069] In step S105, the exhibited game media information acquisition unit 112 of the trade server 10 receives information indicating the exhibited character and information identifying a game in which the exhibited character can be used, and associates and stores these in the storage unit 130. The storage unit 130 stores information indicating one or more exhibited characters that have been received so far, and information identifying a game in which each exhibited character can be used, in association with each other.
[0070] In step S107, the display control unit 114 refers to the storage unit 130 and transmits information indicating a list of the put-up characters to the user terminal 50-2. This step may be executed following step S105, or may be executed in response to a request from the user terminal 50-2 after step S105 is executed. In step S109, the trade UI unit 512 of the user terminal 50-2 displays a purchase UI including a list of the put-up characters on the display device 55.
[0071] 9 is a diagram showing a screen example G1 of the purchase UI. As shown in FIG. 9, the screen example G1 includes UI objects G11 to G12. The UI object G11 (list of exhibited characters) includes a UI object G12 corresponding to each exhibited character. The UI object G12 accepts an instruction to display a purchase page for the corresponding exhibited character. In step S111, when an operation on the UI object G12 corresponding to any exhibited character is accepted, the trade UI unit 512 transmits information requesting a purchase page for the exhibited character to the trade server 10.
[0072] In step S113, the evaluation information acquisition unit 113 of the trade server 10 identifies the game progression server 30 that progresses a game in which the same type of game media as the exhibited character can be used, for the exhibited character for which a purchase page has been requested from the user terminal 50-2. For example, the evaluation information acquisition unit 113 may identify the corresponding game progression server 30 by referring to information that identifies a game associated with the exhibited character information. Furthermore, the evaluation information acquisition unit 113 transmits information requesting detailed information of the exhibited character to the identified game progression server 30. In this embodiment, the "detailed information" is information that includes an explanation of the character, includes at least evaluation information, and may include information other than the evaluation information. The information other than the evaluation information included in the detailed information may include parameters of the character. The parameters associated with the exhibited character may include some or all of parameters common to characters of the same type as the exhibited character, parameters unique to the exhibited character, variable parameters, fixed parameters, etc. Furthermore, the information other than the evaluation information included in the detailed information may include the number of characters of the same type as the exhibited character in circulation in the game. As described above, the evaluation information includes information indicating an evaluation by the second user, and the details of the information are as described above.
[0073] In step S115, the evaluation information generating unit 312 of the game progression server 30 generates evaluation information for the exhibited character based on the user information, the usage result information, or the user-input evaluation information stored in the storage unit 330. The evaluation information generating unit 312 also generates information for the exhibited character other than the evaluation information included in the detailed information. As a result, the evaluation information generating unit 312 generates detailed information and transmits the generated detailed information to the trade server 10. The evaluation information acquiring unit 113 of the trade server 10 acquires detailed information about the exhibited character from the game progression server 30. A specific example of the process of generating evaluation information will be described later.
[0074] In step S117, the display control unit 114 generates information indicating a purchase page for the listed character based on the detailed information about the listed character acquired from the game progression server 30 and the listed character information stored in the storage unit 130. The display control unit 114 also transmits information indicating the purchase page for the listed character to the user terminal 50-2. In step S119, the trade UI unit 512 of the user terminal 50-2 displays the purchase page for the listed character on the display device 55. As a result, the detailed information of the listed character is displayed on the user terminal 50-2 viewed by the third user.
[0075] 10 is a diagram showing a screen example G2 of a purchase page for an auction character. As shown in FIG 10, the screen example G2 includes UI objects G21 to G27.
[0076] The UI object G21 includes the name, appearance, and selling price of the exhibited character. The information included in the UI object G21 is based on the exhibited character information stored in the storage unit 130 of the trade server 10, and is set by the first user.
[0077] The UI object G22 includes the circulation number, which is an example of information other than evaluation information, among the detailed information of the exhibited character. In addition, the UI object G23 (details button) accepts an instruction to display more detailed information about the exhibited character than the information included in the screen example G2. When an operation on the UI object G23 is accepted, the trade UI unit 512 displays the detailed information of the exhibited character on the display device 55. Although a screen example displaying the detailed information of the exhibited character is not particularly illustrated, it includes, for example, parameters associated with the exhibited character. The circulation number included in the UI object G22 and the detailed information displayed by an operation on the UI object G23 are generated by the game progression server 30 in step S115.
[0078] The UI objects G24 to G26 are evaluation information included in the detailed information acquired from the game progression server 30. For example, the UI object G24 includes a "clear deck usage rate" (85%). The UI object G25 includes a "user battle win rate" (40%). The "clear deck usage rate" and the "user battle win rate" are examples of "information indicating an evaluation based on the result of a character of the same type as the listed character being used by a second user". The UI object G26 includes a "everyone's evaluation" (8.7 points out of 10). The "everyone's evaluation" is an example of "information indicating an evaluation of a character of the same type as the listed character, input by a second user".
[0079] The detailed information displayed on the example screen G2 and the detailed information displayed by operating the UI object G23 may be, for example, information dynamically generated in response to the third user's browsing of the purchase page, or may be the latest information updated at a predetermined timing. This allows the third user to know the latest detailed information about the exhibited character.
[0080] (Example of evaluation information generation process) A specific example of the evaluation information generation process in step S115 will be described using the "clear deck usage rate," "deck battle win rate," and "everyone's evaluation" included in the screen example G2 as examples. In this example, the exhibited character is "character A." In this embodiment, the game elements for which evaluation information is created, such as event X and battles described below, can be set appropriately for each game and for each period depending on the game.
[0081] The "cleared deck usage rate" indicates the percentage of battles in which a deck including character A was used among the battles that cleared the top floor of event X. For example, the evaluation information generating unit 312 extracts battles with a battle result of "win" from the usage result information of the top floor of event X shown in FIG. 5. In addition, the evaluation information generating unit 312 calculates the percentage of battles in which character A was used among the extracted battles as the "cleared deck usage rate."
[0082] The "user deck battle win rate" indicates the percentage of cleared battles among user battles in which a deck including character A was used in this game. For example, the evaluation information generating unit 312 extracts user battles in which a deck including character A was used from the usage result information related to each event in the game. The usage result information indicating the user battles includes, for example, deck information used by the opponent user in addition to the same information as in FIG. 5. Note that the evaluation information generating unit 312 may not extract user battles in which both users used decks including character A. In addition, the evaluation information generating unit 312 calculates the percentage of battles in which the battle result is "win" among the extracted user battles as the "user deck battle win rate."
[0083] "Everyone's evaluation" indicates evaluations by one or more second users inputted for character A. For example, the evaluation information generating unit 312 extracts evaluations for character A from the user input evaluation information shown in Fig. 6, and calculates a statistical value (e.g., an average value) thereof as "Everyone's evaluation".
[0084] 8, the evaluation information generating unit 312 of the game progression server 30 generates detailed information including evaluation information in response to a request from the trade server 10 (steps S113 to S115). However, the timing of generating the detailed information is not limited to this. For example, the evaluation information generating unit 312 may generate detailed information at predetermined times (for example, periodically) and store it in the storage unit 330, and transmit the stored detailed information in response to a request from the trade server 10. This can reduce the processing load on the game progression server 30.
[0085] FIG. 11 is a diagram showing an example of detailed information that the evaluation information generating unit 312 generates periodically (for example, twice a day, etc.) and stores in the storage unit 330. For example, the evaluation information generating unit 312 extracts battles whose battle results are "wins" from the usage result information on the top floor of the event X in the game. The evaluation information generating unit 312 also calculates the ratio of battles used for each type of character among the extracted battles (clear deck usage rate). The evaluation information generating unit 312 also stores the clear deck usage rate for each type of character calculated periodically in this way in the storage unit 330. Next, when the evaluation information generating unit 312 receives a request for detailed information on character A from the trade server 10, it transmits the clear deck usage rate of character A stored in the storage unit 330 to the trade server 10.
[0086] Also, in FIG. 8, the evaluation information acquisition unit 113 of the trade server 10 acquires detailed information from the game progression server 30 in response to a request from the user terminal 50-2 (steps S111 to S113). However, the timing of acquiring the detailed information from the game progression server 30 is not limited to this. For example, after step S105, step S113 may be executed for a character corresponding to the acquired exhibit character information without waiting for step S111. For example, the evaluation information acquisition unit 113 acquires detailed information on at least a part of the characters used in the game progression server 30 from the game progression server 30 at predetermined timings (for example, periodically) and stores it in the storage unit 130. The target characters from which detailed information is acquired may include characters that are not specified as exhibit characters at the time of acquisition. Also, the evaluation information acquisition unit 113 may acquire detailed information on the requested exhibit character from the storage unit 130 in response to a request from the user terminal 50-2. For example, the evaluation information acquisition unit 113 periodically acquires detailed information as shown in FIG. 11 and stores it in the storage unit 130. Then, when the purchase page for character A is requested from the user terminal 50-2, the evaluation information acquisition unit 113 reads the clear deck usage rate for character A from the storage unit 130. This makes it possible to reduce the communication load between the trade server 10 and the game progress server 30.
[0087] By referring to the screen example G2, the third user can infer the usefulness of the put up character A with reference to the evaluation by the second user. For example, based on the evaluation information that the clear deck usage rate is 85% and the user battle usage rate is 40%, the third user can infer that character A is useful for clearing the top floor of event X, but is not very effective in user battles. In this way, the third user can decide whether or not to purchase character A with reference to the evaluation by the second user.
[0088] (Example of evaluation information including ranking of exhibited characters) The purchase UI screen example G1 (FIG. 9) displayed in step S109 may include evaluation information including the ranking of the offered character. FIG. 12 is a diagram showing a purchase UI screen example G3 transformed using evaluation information including the ranking of the offered character. As shown in FIG. 12, the screen example G3 includes UI objects G31 to G32. The UI object G31 includes a ranking in which the clear deck usage rate of the top floor of the event X for each type of character is arranged in descending order. In addition, the UI object G32 accepts an instruction to display a purchase page for the offered character for the characters included in the ranking that have an offered character. In this example, since there are offered characters for characters A and F, the UI objects G32 corresponding to each character are displayed. The rankings (2nd and 4th) of characters A and F included in the ranking of the clear deck usage rate are an example of "information indicating the ranking of the game medium".
[0089] In this case, in step S107, the evaluation information acquisition unit 113 of the trade server 10 acquires evaluation information including the clear deck usage rate for each type of character by making a request to the game progression server 30. The evaluation information acquisition unit 113 also generates information for displaying the screen example G3 on the display device 55 by arranging the clear deck usage rates included in the acquired evaluation information in descending order, and transmits the information to the user terminal 50-2. Note that, as described above, if the evaluation information acquisition unit 113 periodically acquires detailed information from the game progression server 30 and stores it in the storage unit 130, it is possible to omit the process of making a request to the game progression server 30 in step S107 and generate information for displaying the screen example G3 on the display device 55.
[0090] The third user can compare the evaluation of the exhibited character and other characters in a particular event by referring to the screen example G3. Therefore, the third user can decide whether or not to purchase character A by referring to the comparison result of the evaluation of the exhibited character and other characters.
[0091] (Process to update the owner of the listed character) In step S121, when an operation on the UI object G27 (purchase button) is accepted on the screen example G2, the trade UI unit 512 of the user terminal 50-2 transmits information indicating that a purchase has been instructed to the trade server 10. Here, if the third user who purchases the exhibited character is a player of a game in which the exhibited character can be used, the third user can purchase the exhibited character regardless of whether an NFT is associated with the exhibited character. In addition, even if the third user is not a player of the game, the third user can purchase an exhibited character associated with an NFT. Therefore, the process of updating the owner of the exhibited character will be described separately for (i) a case in which the third user is a player of the game and an NFT is not associated with the exhibited character, (ii) a case in which the third user is a player of the game and an NFT is associated with the exhibited character, and (iii) a case in which the third user is not a player of the game.
[0092] (i: If the third user is a player of the game and the character being offered for sale has no NFT associated with it) A process of updating the owner of a put-up character will be described when a third user who purchases a put-up character is a player of a game in which the put-up character can be used and an NFT is not associated with the put-up character. The third user who is a player of the game is given, for example, a user ID of the game. In this case, in step S121, the trade UI unit 512 may transmit information indicating that a purchase has been instructed, including the user ID of the third user in the game. In this case, when the trade UI unit 512 accepts an operation on the UI object G27 (purchase button), it may display a UI for inputting the user ID of the third user in the game, and include the input user ID in the information indicating that a purchase has been instructed.
[0093] Alternatively, a screen provided by the trade server 10, such as the example screen G1 (list of exhibited characters) or the example screen G2 (purchase page for exhibited characters), may be displayed by transitioning from an in-game screen provided by the game progression server 30. In this case, when transitioning from the in-game screen to the screen provided by the trade server 10, the game progression server 30 can notify the trade server 10 of the user ID of the third user. This allows the trade server 10 to know the user ID of the third user viewing the example screen G2. Therefore, a UI for inputting the user ID of the third user in response to an operation on the UI object G27 (purchase button) is not required.
[0094] In step S123, the trade processing unit 115 of the trade server 10 executes a process of consuming the consumption value owned by the third user, which is a requirement for purchasing the exhibited character, and granting the consumption value to the first user. For example, when the consumption value is cryptocurrency, the trade processing unit 115 requests a payment service of the cryptocurrency to perform a remittance process of remitting the cryptocurrency owned by the third user to the first user by the selling price. Also, for example, when the consumption value is money, the trade processing unit 115 requests a payment service associated with money to perform a remittance process of remitting the money owned by the third user to the first user by the selling price. Note that the amount of the consumption value granted to the first user may be an amount from which a fee has been subtracted. When a notification of completion of remittance is received from the corresponding payment service, the next step S125 is executed.
[0095] In step S125, the trade processing unit 115 executes a process of updating the owner of the exhibited character from the first user to the third user. Specifically, the trade processing unit 115 notifies the game progression server 30, which progresses the game in which the character can be used, of the update of the owner of the character from the first user to the third user.
[0096] In step S127, the game progression unit 313 of the game progression server 30 deletes the offered character from the possessed information in the user information of the first user in accordance with the notification from the trade server 10. In addition, the game progression unit 313 adds the offered character to the possessed information in the user information of the third user.
[0097] In step S129, the trade processing unit 115 transmits information indicating the trade result of the put-up character to the user terminals 50-1 and 50-2. In step S131, the trade UI unit 512 of the user terminal 50-1 displays the trade result on the display device 55. The information indicating the trade result includes that the put-up character owned by the first user has been sold in exchange for the first user being granted a consumption value based on the selling price. In step S132, the trade UI unit 512 of the user terminal 50-2 displays the trade result on the display device 55. The information indicating the trade result includes that the third user has acquired the put-up character in exchange for the third user's consumption value being consumed in the amount of the selling price.
[0098] (ii: If the third user is a player of the game and an NFT is associated with the listed character) The following describes a process for updating the owner of a listed character when a third user who purchases the listed character is a player of a game that can use the listed character and an NFT is associated with the listed character. In this case, the system 1 executes steps S121 to S133 in the same manner as in (i), but the details of the process in step S125 are different.
[0099] In step S125, in addition to the above-mentioned processes, the trade processing unit 115 of the trade server 10 performs a process of registering transaction data related to the exhibited character in the blockchain system 70. Specifically, the trade processing unit 115 registers in the blockchain system 70 transaction data including the update of the owner of the NFT character from the first user to the third user.
[0100] In the case of (ii), the first user may not be a player of the game in which the exhibited character can be used. In this case, the memory unit 330 of the game progression server 30 may store information that the owner of the exhibited character is unknown. In this case, the details of the process in step S127 are further different. In step S127, the game progression unit 313 of the game progression server 30 deletes the information that the owner of the exhibited character is unknown from the memory unit 330 in accordance with the notification from the trade server 10. In addition, the game progression unit 313 adds the exhibited character to the possession information in the user information of the third user.
[0101] (iii) If the third user is not a player of the game The following describes a process for updating the owner of a listed character when a third user who purchases the listed character is not a player of a game that can use the listed character. In this case, the system 1 executes steps S121 to S133 in a manner similar to (i), but the details of the processes in steps S121, S125, and S127 are different.
[0102] In step S121, the trade UI unit 512 of the user terminal 50-2 transmits information indicating that a purchase has been instructed, together with information indicating that the user ID of the third user in the game is unknown.
[0103] In step S125, in addition to the above-mentioned processing, the trade processing unit 115 of the trade server 10 performs a process of registering transaction data related to the exhibited character in the block chain system 70. A specific example of this process is similar to (ii), and therefore detailed description will not be repeated.
[0104] In step S127, the game progression unit 313 of the game progression server 30 deletes the exhibited character from the owned information in the user information of the first user in accordance with the notification from the trade server 10. In addition, the game progression unit 313 stores information indicating that the owner of the exhibited character is unknown in the memory unit 330.
[0105] In the case of (iii), as in the case of (ii), the first user may not be a player of the game in which the exhibited character can be used. In this case, the storage unit 330 of the game progression server 30 may store information that the owner of the exhibited character is unknown. In this case, in step S125, the trade processing unit 115 of the trade server 10 may or may not notify the game progression server 30 that progresses the game in which the character can be used that the owner of the character is updated from the first user to the third user. Even if the trade processing unit 115 has notified the game progression server 30, in step S127, the game progression unit 313 of the game progression server 30 does not need to execute any particular process in accordance with the notification.
[0106] [Note] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently written in parentheses, but the present invention is not limited to the illustrated embodiments.
[0107] The system (1) according to the first aspect includes a communication control unit (111) that communicates with a plurality of game progression servers that progress different games from one another, and a submitted game medium information acquisition unit (112) that acquires information indicating submitted game medium, the submitted game medium being game medium used in at least some of the games progressed by the plurality of game progression servers, and being game medium that has been identified as a game medium that can change the user associated with the game medium to a user other than the first user in response to an instruction from the first user, from among the game media associated with the first user, and game medium identification information that identifies the type of game medium is associated with the game medium, The game progress server includes an evaluation information acquisition unit (113) that identifies, from among a plurality of game progression servers, a game progress server that uses a game medium associated with the same game medium identification information as the exhibited game medium, and acquires evaluation information from the identified game progress server, the evaluation information including information indicating an evaluation of the game medium by a second user other than the first user, a user interface for receiving an instruction from a third user other than the first user to associate the exhibited game medium with the third user, and a display control unit (114) that displays the evaluation information about the exhibited game medium on a display device (55) viewed by the third user. The above configuration can provide material for the third user to judge the value of the exhibited game medium.
[0108] system.
[0109] In the system (1) according to aspect 2, in aspect 1, the evaluation information includes, as information indicating an evaluation by the second user, information indicating an evaluation based on the results of the second user using a game medium associated with the same game medium identification information as the exhibited game medium. With the above configuration, a third user can be provided with information based on the usage history in a game as information for determining the value of the exhibited game medium.
[0110] In the system (1) according to aspect 3, in aspect 1 or 2, the evaluation information includes information indicating an evaluation by the second user, input by the second user, of a game medium associated with the same game medium identification information. With the above configuration, a third user can be provided with information based on evaluations by other users as material for determining the value of the game medium being put up for sale.
[0111] In the system (1) according to aspect 4, in any one of aspects 1 to 3, the evaluation information includes information indicating a ranking of the exhibited game medium among a predetermined number of game media including the exhibited game medium, calculated based on predetermined conditions, as the information indicating the evaluation by the second user. With the above configuration, a third user can provide information indicating a relative evaluation of the exhibited game medium with respect to other game media as information for judging the value of the exhibited game medium.
[0112] The system (1) according to aspect 5 is any one of aspects 1 to 4, in which the exhibited game media is associated with a non-fungible token whose holder is managed on a blockchain. According to the above configuration, a third user can acquire the exhibited game media even in a state where the third user is not playing a game that uses the exhibited game media (e.g., in a state where the third user is not registered as a user on a server that progresses the game). For example, the third user can start playing a game that uses the game media after acquiring a valuable game media. Furthermore, the non-fungible token is associated with the game media, so that the credibility of the game media can be maintained. For example, it can be shown that the game media was not generated by fraudulent activity. Furthermore, the non-fungible token is associated with the game media, so that information regarding transaction history can be more easily acquired.
[0113] An information processing method (S1) according to a sixth aspect is an information processing method executed by one or more computers, and includes a communication control step of communicating with a plurality of game progression servers progressing different games from each other, a submitted game media information acquisition step (S105) of acquiring information indicating submitted game media, the submitted game media being game media used in at least some of the games progressed by the plurality of game progression servers, and being game media identified as game media that can change the user associated with the game media to a user other than the first user in response to an instruction from the first user, from among the game media associated with the first user, and game media identification information that identifies the type of game media in the game media. and a display control step (S117) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S118) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S119) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S120) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S121) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S122) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S123) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S124) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S124) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S125) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S126 ...7) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S126) for displaying the evaluation information of the exhibited game medium on a display device (55) viewed by the third user, the display control step (S
[0114] The program according to aspect 7 includes a communication control step of causing one or more computers to communicate with a plurality of game progression servers progressing different games from each other, and an exhibited game media information acquisition step (S105) of acquiring information indicating exhibited game media, the game media being used in at least some of the games progressed by the plurality of game progression servers, and being identified as game media that can change the user associated with the game media to a user other than the first user in response to an instruction from the first user, from among the game media associated with the first user, and game media identification information that identifies the type of game media being associated with the game media; The method executes the following steps: identifying a game progression server that uses a game medium associated with the same game medium identification information as the exhibited game medium from among the plurality of game progression servers; acquiring, from the identified game progression server, evaluation information including information indicating an evaluation of the game medium by a second user other than the first user; and display control step (S117) displaying a user interface for receiving an instruction from a third user other than the first user to associate the exhibited game medium with the third user, and the evaluation information for the exhibited game medium on a display device (55) viewed by the third user. With the above configuration, the same effects as those of the first aspect are achieved.
[0115] [Software implementation example] The functions of each device (hereinafter referred to as "device") included in system 1 can be realized by a program for causing a computer to function as the device, and by a program for causing a computer to function as each control block of the device (particularly each unit included in control units 110, 310, 510).
[0116] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., a memory) as hardware for executing the program. The control device and storage device execute the program to realize each function described in each of the above embodiments.
[0117] The program may be non-transitory and may be recorded in one or more computer-readable recording media. The recording media may or may not be included in the device. In the latter case, the program may be provided to the device via any wired or wireless transmission medium.
[0118] In addition, some or all of the functions of each of the control blocks can be realized by a logic circuit. For example, an integrated circuit in which a logic circuit that functions as each of the control blocks is formed is also included in the scope of the present invention. In addition, the functions of each of the control blocks can be realized by, for example, a quantum computer.
[0119] Furthermore, each process described in each of the above embodiments may be executed by AI (Artificial Intelligence). In this case, the AI may be executed by the control device or another device (for example, an edge computer or a cloud server).
[0120] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]
[0121] 1 System 10 Trade Servers 30 Game Progression Server 50 User terminals 70 Blockchain System 11, 31, 51 processors 12, 32, 52 memory 13, 33, 53 Communication Interface 19, 39, 59 Bus 34, 54 Input device 35, 55 Display device 110, 310, 510 Control unit 111, 311, 511 Communication control unit 112 Exhibited Game Media Information Acquisition Department 113 Evaluation Information Acquisition Unit 114 Display control unit 115 Trade Processing Unit 130, 330, 530 storage section 312 Evaluation information generation unit 313 Game Progression Department 512 Trade UI Department 513 Game UI Department
Claims
1. a communication control unit that communicates with a plurality of game progress servers that progress different games; a displayed game medium information acquisition unit that acquires information indicating a displayed game medium, the displayed game medium being used in at least some of the games being progressed by the multiple game progression servers, and being identified as a game medium that allows a user associated with the game medium to be changed to a user other than the first user, from among the game media associated with the first user, in response to an instruction from the first user; a rating information acquisition unit that identifies a game progress server that uses a game medium associated with game medium identification information that is the same as the type of game medium associated with the exhibited game medium from among the plurality of game progression servers, and acquires rating information from the identified game progress server, the rating information including information indicating an evaluation of the game medium by a second user other than the first user; a user interface for receiving an instruction from a third user other than the first user to associate the exhibited game content with the third user, and a display control unit for displaying the evaluation information about the exhibited game content on a display unit viewed by the third user; system.
2. The evaluation information includes, as information indicating an evaluation by a second user, information indicating an evaluation based on a result of the second user using a game medium associated with the same game medium identification information as the exhibited game medium. The system of claim 1 .
3. The evaluation information includes, as information indicating an evaluation by a second user, information indicating an evaluation of a game medium associated with the same game medium identification information, input by the second user. The system of claim 1 .
4. the evaluation information includes, as information indicating an evaluation by a second user, information indicating a ranking of the exhibited game content among a plurality of predetermined game media including the exhibited game content, the ranking being calculated based on predetermined conditions; The system of claim 1 .
5. The game media is associated with a non-fungible token whose holder is managed on a blockchain. The system of claim 1 .
6. 1. An information processing method executed by one or more computers, comprising: a communication control step of communicating with a plurality of game progress servers which progress different games; a displayed game medium information acquisition step of acquiring information indicating a displayed game medium, the displayed game medium being used in at least some of the games being progressed by the plurality of game progression servers, and being identified as a game medium that allows a user associated with the displayed game medium to be changed to a user other than the first user, from among the game media associated with the first user, in response to an instruction from the first user; a rating information acquisition step of identifying a game progress server that uses a game medium associated with game medium identification information that is the same as the game medium associated with the exhibited game medium, from among the plurality of game progression servers, and acquiring rating information from the identified game progress server, the rating information including information indicating an evaluation of the game medium by a second user other than the first user; a display control step of displaying a user interface for receiving an instruction from a third user other than the first user to associate the exhibited game medium with the third user, and the evaluation information about the exhibited game medium on a display unit viewed by the third user; An information processing method comprising:
7. On one or more computers, a communication control step of communicating with a plurality of game progress servers which progress different games; a displayed game medium information acquisition step of acquiring information indicating a displayed game medium, the displayed game medium being used in at least some of the games being progressed by the plurality of game progression servers, and being identified as a game medium that allows a user associated with the displayed game medium to be changed to a user other than the first user, from among the game media associated with the first user, in response to an instruction from the first user; a rating information acquisition step of identifying a game progress server that uses a game medium associated with game medium identification information that is the same as the game medium associated with the exhibited game medium, from among the plurality of game progression servers, and acquiring rating information from the identified game progress server, the rating information including information indicating an evaluation of the game medium by a second user other than the first user; a display control step of displaying a user interface for receiving an instruction from a third user other than the first user to associate the exhibited game medium with the third user, and the evaluation information about the exhibited game medium on a display unit viewed by the third user; A program to execute.
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