Game system, method, and program
The game system addresses cheating in user-to-user interactions by using personal identification information to restrict interactions, effectively preventing user fraud and ensuring fair gameplay.
Patent Information
- Application Number
- JP2023196766
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-20
- Publication Date
- 2025-05-30
AI Technical Summary
Existing games that allow user-to-user interaction face issues with cheating, such as deceiving other users about assets and game media, or falsifying in-game status.
A game system that manages game media and includes an other user relationship processing unit for user interactions, and a personal identification information acquisition unit to determine restrictions on these interactions based on acquired personal ID information.
The system effectively prevents user fraud in games by requiring registration of personal identification information for certain interactions, thereby deterring improper behavior.
Smart Images

Figure 2025083086000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system, method, and program.
Background Art
[0002] Games in which users communicate with each other, such as communication and trading of game media, are known. For example, Patent Document 1 describes a user-to-user transaction in which objects to be used in a game are traded.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the games provided by the prior art as described above, for example, acts of cheating, such as deceiving other users of assets and game media or falsifying the status within the game (so-called "cheating") may occur.
[0005] One aspect of the present invention aims to realize a technique for suppressing user fraud in a game where users communicate with each other.
Means for Solving the Problems
[0006] In order to solve the above problems, a game system according to an aspect of the present invention is a game system that manages a game medium used in a game played by a plurality of users, and includes: an other user relationship processing unit that executes other user relationship processing in which a plurality of users playing the game interact with each other; and a personal identification information acquisition unit that acquires personal identification information used outside the game system as information for identifying a personal user included in the plurality of users. A restriction regarding the execution of the other user relationship processing by the other user relationship processing unit is determined according to the acquisition state of the personal identification information. The other user relationship processing includes a first ownership information change process of changing ownership information indicating the owner of the game medium used in the game from a certain user playing the game to another user playing the game. The restriction is a restriction regarding the execution of the first ownership information change process.
[0007] In order to solve the above problems, a method according to an aspect of the present invention is a method executed by one or more computers included in a game system that manages a game medium used in a game played by a plurality of users, and includes: a step in which the one or more computers execute other user relationship processing in which a plurality of users playing the game interact with each other; and a step in which the one or more computers acquire personal identification information used outside the game system as information for identifying a personal user included in the plurality of users. A restriction regarding the execution of the other user relationship processing is determined according to the acquisition state of the personal identification information. The other user relationship processing includes a first ownership information change process of changing ownership information indicating the owner of the game medium used in the game from a certain user playing the game to another user playing the game. The restriction is a restriction regarding the execution of the first ownership information change process.
[0008] In order to solve the above problem, a program according to one embodiment of the present invention causes one or more computers included in a game system that manages game media used in a game played by multiple users to execute an other user relationship process in which multiple users playing the game interact with each other, and a step of acquiring personal identification information used outside the game system as information that identifies individual users included in the multiple users, wherein restrictions on the execution of the other user relationship process are determined according to the acquisition state of the personal identification information, and the other user relationship process includes a first ownership information change process that changes ownership information indicating an owner of the game media used in the game so that the owner is from a certain user who plays the game to another user who plays the game, and the restriction is a restriction on the execution of the first ownership information change process. Effect of the Invention
[0009] According to one aspect of the present invention, cheating by users can be prevented in a game in which users interact with each other. [Brief description of the drawings]
[0010]
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Mode for Carrying Out the Invention
[0011] [Embodiment 1] Hereinafter, the game system 1 according to the present embodiment will be described in detail. The game system 1 is a system for progressing a game played by a plurality of users. Also, as the game progressed by the game system 1, a game using a game medium may be applied, or a game not using a game medium may be applied. Hereinafter, an aspect in which a game using a game medium is applied as the game progressed by the game system 1 will be described. In this aspect, the game system 1 manages a game medium used in a game played by a plurality of users.
[0012] <Configuration of Game System 1> FIG. 1 is a block diagram showing an example of the configuration of game system 1. As shown in FIG. 1, game system 1 includes game server 10, ownership management server 30, user terminals 50-1, 50-2, …, and blockchain system 90. When there is no need to particularly distinguish and describe user terminals 50-1, 50-2, …, each of them may be simply referred to as user terminal 50. These devices are communicably connected via network NW. Network NW includes, for example, but is not limited to, the Internet. Also, FIG. 1 shows two user terminals 50, but the number of user terminals 50 included in game system 1 may be three or more. Further, FIG. 1 shows one game server 10, one ownership management server 30, and one blockchain system 90, but the number of each device included in game system 1 may be plural.
[0013] Game server 10 is a device that advances a game by executing a game program. Note that a part of the game program may be executed by another device (for example, user terminal 50) different from game server 10. Game server 10 advances the game based on the user's operation. Also, game server 10 may advance the game using a game medium based on the user's operation. Game system 1 may include a plurality of game servers 10 that advance different types of games.
[0014] User terminal 50 is a terminal used by a user and is used by the user to interact with other users who use user terminal 50. User terminal 50 may be a device capable of playing the game, or may not be a device capable of playing the game. The user who uses user terminal 50 may be a user who plays the game advanced by game server 10, or may not be a user who plays the game. An example of a user who does not play the game includes, but is not limited to, a user who operates the game.
[0015] All management servers 30 are devices that manage the owners of game media. The blockchain system 90 is a device that stores non-fungible tokens (NFTs) associated with game media. Note that the game media does not necessarily have to be associated with an NFT.
[0016] (Hardware Configuration of Game Server 10) As shown in FIG. 1, the game server 10 includes, for example, a processor 11, a memory 12, and a communication interface 13. These components are connected via a bus 19.
[0017] The processor 11 controls each part of the game server 10 by executing a program stored in the memory 12. The processor 11 is composed of, for example, an integrated circuit such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit).
[0018] The memory 12 stores the programs executed by the processor 11 and various data used by the processor 11. The memory 12 is composed of, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), an EEPROM (registered trademark) (Electrically Erasable Programmable Read-Only Memory), a ROM (Read Only Memory), a RAM (Random Access Memory), or a combination thereof. Note that part or all of the memory 12 is not limited to being built into the game server 10 and may be externally attached via an input / output interface (not shown) such as a USB (Universal Serial Bus). Also, part or all of the memory 12 may be connected to the game server 10 via a network as a device independent of the game server 10.
[0019] The communication interface 13 is an interface for connecting to the network NW. The communication interface 13 is composed of, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).
[0020] (Hardware configuration of the ownership management server 30) As shown in FIG. 1, the ownership management server 30 includes, for example, a processor 31, a memory 32, and a communication interface 33. These components are connected via a bus 39. Since the processor 31, the memory 32, and the communication interface 33 are described in the same way as the components with the same names provided in the game server 10, detailed descriptions will not be repeated.
[0021] (Hardware configuration of the user terminal 50) As shown in FIG. 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.
[0022] Since the processor 51, the memory 52, and the communication interface 53 are described in the same way as the components with the same names provided in the game server 10, detailed descriptions will not be repeated. The input device 54 is a device that receives user operations and is composed of, for example, a controller, a keyboard, a mouse, a touch pad, a microphone, or a combination thereof. The display device 55 is a device that displays a screen for playing the game and a screen for interacting with users who use other user terminals 50, and is composed of, for example, a display. One or both of the input device 54 and the display device 55 are not limited to being built into the user terminal 50 and may be externally connected as peripheral devices.
[0023] (Configuration of the blockchain system 90) The blockchain system 90 stores a blockchain, which is a series of blocks storing transaction data including NFTs associated with game media and owner information of the game media, etc., in a distributed manner in a plurality of distributed nodes (not shown). The transaction data is generated in response to the update of the owner of the game media and stored in the blockchain system 90.
[0024] The blockchain system 90 is realized by known blockchain technology. For example, the blockchain system 90 includes a plurality of distributed nodes. Each distributed node executes mining to generate a block including transaction data to be newly stored. A block generated by a node that has succeeded in mining based on a predetermined consensus algorithm among the plurality of nodes is added to the end of the blockchain as a legitimate block. The blockchain stored in each node synchronizes with the blockchain to which the legitimate block has been added. When the blockchain branches, the longest blockchain becomes the legitimate blockchain. Since a blockchain to which an illegal block has been added is shorter than other blockchains, it is overwritten by the legitimate blockchain.
[0025] (Functional Configuration of Game Server 10) FIG. 2 is a block diagram showing the functional configuration of the game server 10. As shown in FIG. 2, the game server 10 includes a control unit 110, a media information storage unit 130, an acquisition level setting information storage unit 150, a user information storage unit 170, and a restriction information storage unit 190. The control unit 110 is realized by the processor 11 executing a program stored in the memory 12. The media information storage unit 130, the acquisition level setting information storage unit 150, the user information storage unit 170, and the restriction information storage unit 190 are constituted by the memory 12. Note that part or all of the media information storage unit 130, the acquisition level setting information storage unit 150, the user information storage unit 170, and the restriction information storage unit 190 are not limited to being built in the game server 10, and may be constituted by a storage device connected to the outside of the game server 10.
[0026] (Configuration of Control Unit 110) The control unit 110 includes an other-user relationship processing unit 111 and a personal identification information acquisition unit 112. Further, the control unit 110 comprehensively controls each unit of the game server 10. Also, the control unit 110 transmits and receives information necessary for the other-user relationship processing unit 111 and the personal identification information acquisition unit 112 to function between the user terminal 50 and the ownership management server 30.
[0027] The other-user relationship processing unit 111 executes other-user relationship processing in which a plurality of users playing the game interact with each other. The personal identification information acquisition unit 112 acquires personal identification information used outside the game system 1 as information for identifying the user individuals included in the plurality of users. The restrictions regarding the execution of the other-user relationship processing by the other-user relationship processing unit 111 are determined according to the acquisition status of the personal identification information. Thereby, when a user is restricted from performing a desired other-user relationship processing, registration of the corresponding personal identification information is required in order to execute the other-user relationship processing without being restricted. By registering the personal identification information, a deterrent force against illegal acts is exerted on the other-user relationship processing. Therefore, user fraud can be suppressed.
[0028] "Other-user relationship processing" is processing in which users playing the game interact with each other. That is, when this processing is executed in response to an instruction from a certain user playing the game, in the process until this processing is completed, other users playing the game are involved. Note that when simply referred to as "user", it may include users who use the game for purposes other than playing the game, and examples of such users include game operators.
[0029] Examples of the other-user relationship processing include a first ownership information change process in which ownership information indicating the owner of the game medium is changed by the owner from a certain user playing the game to another user playing the game.
[0030] That is, for example, the other user relationship processing may include a first ownership information change process of changing ownership information indicating the owner of the game medium used in the game from the owner to another user who plays the game. In this case, the restriction regarding the execution of the other user relationship processing may be the restriction regarding the execution of the first ownership information change process. Thereby, when a restriction is imposed on a user for a desired other user relationship processing, in order to execute the other user relationship processing without being restricted, registration of corresponding personal identification information is required. By registering the personal identification information, a deterrent force against illegal acts works on the user. Therefore, it is possible to suppress the fraud of a user who wishes to change the ownership information of the game medium.
[0031] The "first ownership information change process" is a process of changing the owner from a certain user who plays the game to another user who plays the game. Examples of the "first ownership information change process" include a peer-to-peer selling process of selling the game medium between users who play the game, and a peer-to-peer purchasing process of purchasing the game medium. In this specification, the processes of selling or purchasing the game medium between users who play the game are also collectively referred to as "peer-to-peer trading processes". Also, including processes of buying and selling such as purchasing from or selling to users other than those used for playing the game, such as purchasing from or selling to the game operator, are simply referred to as "purchasing process", "selling process", and "trading process".
[0032] That is, the first ownership information change process may include a peer-to-peer trading process including a peer-to-peer selling process in which a certain user sells the game medium to another user and a peer-to-peer purchasing process in which a certain user purchases the game medium from another user. In this case, the restriction regarding the execution of the other user relationship processing may be the restriction regarding the execution of the peer-to-peer trading process. Thereby, it is possible to suppress the fraud of a user who wishes to buy and sell the game medium.
[0033] The user-to-user trading process may be a process that is directly carried out on a one-to-one basis with a counterpart specified by the user (the operator or another user who plays the game), or it may be participation in an auction. Also, examples of restrictions regarding the execution of the user-to-user trading process include whether to permit the counter-user purchase process, whether to permit the counter-user sale process, and the like. Further, examples of restrictions regarding the execution of the user-to-user trading process include restrictions regarding the range of counterpart users for the user-to-user trading process, the range that can be selected as a method for determining the amount of the game medium to be traded, the upper limit of the amount to be traded, the upper limit of the number of trades, and the like.
[0034] These restrictions may be combined with the availability of the counter-user sale process and the counter-user purchase process according to the acquisition level described later. For example, in the case of an acquisition level where only the counter-user purchase process is permitted, in the case of an acquisition level where the counter-user sale process is also permitted, etc., for each case, further restrictions regarding at least one of the amount determination information, the amount upper limit information, and the number upper limit information may be separated according to the acquisition level. For example, the restrictions regarding the execution of the user-to-user trading process may be restrictions regarding the attribute information indicating the attributes of the counterpart user who trades the game medium when the user-to-user trading process is executed. Thereby, it is possible to prompt a user who wishes to trade with a desired counterpart user to register the personal identification information corresponding to the desired counterpart user.
[0035] The "acquisition level" is a level set according to the acquisition status of personal identification information. The acquisition level may be set according to the type of personal identification information, or may be a level indicating the presence or absence of the acquired personal identification information. For example, the state of not having acquired personal identification information may be set as the lowest level, and levels higher than that level may be set step by step according to the type of the acquired personal identification information. Also, for example, one aspect of the present invention may vary the other user relationship processing of the implementable aspects depending on whether there is registration of personal identification information regardless of the type, and in this form, the presence or absence of registration of personal identification information is one aspect of the level (in this form, the level with registration is higher).
[0036] "Attribute information" refers to information indicating the attributes of the counterparty user in the peer-to-peer trading process. Examples of attributes include being other users in a related relationship with each other (such as so-called "friends", etc.), or being other users not in a related relationship with each other, being a member of a group, and the like.
[0037] Restrictions on attribute information include, for example, restrictions on the attribute information that can be selected as the counterparty user in the trading process. Specifically, for example, whether it is possible to select both friends and non-friends as the counterparty user in the transaction, or whether it is restricted only to friends.
[0038] Also, for example, restrictions on the execution of peer-to-peer trading processes may be restrictions on the amount determination information indicating the method of determining the amount of the game medium to be traded when executing the peer-to-peer trading process. Thereby, it is possible to encourage users who desire a certain method of determining the amount to register personal identification information according to the method of determining the amount.
[0039] "Amount determination information" refers to information indicating the method of determining the amount of the game medium to be traded. Examples of the method of determining the amount of the game medium to be traded include using a predetermined amount (hereinafter also referred to as "fixed amount") as the amount of the target game medium, using a variable amount (hereinafter also referred to as "variable amount"), and the like. Examples of the method of varying the amount include auctions, negotiations with the counterparty user in the transaction, and the like.
[0040] Restrictions on amount determination information include, for example, being able to execute the trading process only with a predetermined one of the fixed amount and the variable amount, allowing the user to select from the fixed amount and the variable amount, and the like.
[0041] Also, for example, restrictions on the execution of peer-to-peer trading processes may be restrictions on the amount upper limit information indicating the upper limit of the amount of the game medium to be traded when executing the peer-to-peer trading process. Thereby, it is possible to encourage users who desire to trade up to a certain amount to register personal identification information according to the amount.
[0042] "The upper limit amount information" refers to information indicating the upper limit of the amount for buying and selling game media. The upper limit of the amount for buying and selling game media may be set for each individual transaction, may be set for each individual game media, or may be set as the total of multiple transactions. Setting it as the total of multiple transactions means that, for example, the upper limit of the total amount of transactions within a predetermined period (e.g., one month) may be set, or the upper limit of the total amount of transactions for a predetermined number of transactions may be set.
[0043] The restriction regarding the upper limit amount information means that, for example, the upper limit of the amount in each of the above examples is restricted according to the acquisition status. For example, in a form where an acquisition level is set, the higher the acquisition level, the upper limit amount may be increased.
[0044] Also, for example, the restriction regarding the execution of user-to-user trading processing may be a restriction regarding the upper limit number of times information indicating the upper limit of the number of times of buying and selling game media when executing user-to-user trading processing. Thereby, for a user who desires to conduct a desired number of transactions, it is possible to prompt the registration of personal identification information according to the number of times.
[0045] "The upper limit number of times information" refers to information indicating the upper limit of the number of times of buying and selling game media. The upper limit of the number of times of buying and selling game media may be set, for example, as the upper limit of the number of times within a predetermined period (e.g., one month). The restriction regarding the upper limit number of times information means that the upper limit of the number of times of buying and selling game media is restricted according to the acquisition status. For example, in a form where an acquisition level is set, the higher the acquisition level, the upper limit of the number of times may be increased.
[0046] In addition, for example, the other user relationship processing may further include a second ownership information change process in which the owner changes the ownership information so as to change between the user who plays the game and the user who uses the game system 1 other than playing the game. In this case, the restrictions regarding the execution of the second ownership information change process are determined according to the acquisition status of the personal identification information, and the acquisition level for permitting the execution of the counter user purchase process may be higher than the acquisition level for permitting the execution of the second ownership information change process. It is possible to encourage a user who wishes to purchase a game medium from another user who plays the game to register a higher level of personal identification information.
[0047] In addition, examples of other user relationship processing other than the first ownership information change process include the progress of the game carried out with other users other than changing the owner of the game medium among users. More specific examples of the progress of the game carried out with other users include, for example, battle processing, communication processing, other user association processing, group relationship processing, and the like.
[0048] That is, the other user relationship processing may include battle processing for executing a battle played with another user. In this case, the restrictions regarding the execution of the other user relationship processing may be the restrictions regarding the execution of the battle processing. Thereby, it is possible to suppress fraud by a user who wishes to play a battle with another user.
[0049] "Battle processing" is a process for executing a battle played with another user. Specific examples of the battle include, for example, a battle with another user as an opponent, a battle with an enemy character carried out by forming a team with another user, or a battle with another user as an opponent. Examples of the restrictions regarding the execution of the battle processing include determining the availability of these battles according to the acquisition status of the personal information, and the like.
[0050] In addition, the other-user relationship processing may include communication processing for executing communication with other users. In this case, the restrictions regarding the execution of the other-user relationship processing may be the restrictions regarding the execution of the communication processing. Thereby, it is possible to suppress the fraud of a user who wishes to communicate with other users.
[0051] "Communication processing" is processing for executing communication with other users. Examples of communication processing include processing for sending and receiving messages. Examples of methods for sending and receiving messages include sending and receiving text (hereinafter, also referred to as "text chat"), sending and receiving voice (hereinafter, also referred to as "voice chat"), and the like.
[0052] Examples of the restrictions regarding the execution of communication processing include restrictions such as whether messages can be sent and received, whether text can be sent and received, whether voice can be sent and received, the amount of messages to be sent and received (the number of characters of text, the time of voice, the capacity of voice data), and the like. Further, when specific negative words are set in the text to be sent and received, examples of such restrictions include whether those including the negative words can be sent and received. That is, in one aspect of the present invention, depending on the type of personal identification information, text including negative words may be made transmissible or non-transmissible.
[0053] In addition, for example, the other-user relationship processing may include other-user association processing for associating a user with other users. In this case, the restrictions regarding the execution of the other-user relationship processing may be the restrictions regarding the execution of the other-user association processing. Thereby, it is possible to suppress the fraud of a user who wishes to associate with other users.
[0054] "Association processing with other users" refers to the processing of associating a user with other users. Examples of association processing with other users include, for example, processing that makes a certain user and another user have a special relationship with each other (such as the so-called "friend function", etc.), and processing that a certain user registers another user as a special user (such as the so-called "follow function", etc.). Examples of restrictions on the execution of the processing of associating a user with other users include restrictions such as the number of friend users and the number of users to follow.
[0055] Also, for example, the other user relationship processing may include group relationship processing related to a group composed of multiple users. In this case, the restrictions on the execution of the other user relationship processing may be the restrictions on the execution of the group relationship processing. Thereby, it is possible to suppress the fraud of users who wish to be related to the group.
[0056] "Group relationship processing" refers to the processing related to a group composed of multiple users. Examples of group relationship processing include, for example, an application to join a group, approval of the application to join, invitation to a group, establishment of a group, expulsion of a member user from a group, etc. Examples of restrictions on the execution of the processing related to a group include, for example, restrictions such as the availability of each processing related to the group and the upper limit of the number of members of the group to be established.
[0057] "Personal identification information" refers to information that identifies an individual user. Examples of personal identification information include personal information, etc. Examples of personal information include, for example, SNS (social networking service) accounts, email addresses, phone numbers, driver's licenses, insurance cards, and My Number cards. The acquisition of such information by the personal identification information acquisition unit may be, for example, acquired after being digitized. For example, for SNS accounts, email addresses, and phone numbers, the information input as text information may be acquired, and for driver's licenses, insurance cards, My Number cards, etc., scanned data of copies may also be acquired. "The acquisition status of personal identification information" means whether personal identification information has been acquired, and if so, what types of personal identification information.
[0058] For example, the acquisition level may be set according to the acquisition status. In this case, the restrictions on the execution of other user-related processes may be determined such that the range of other user-related processes permitted to be executed increases as the acquisition level becomes higher. As a result, users who desire other user-related processes in a manner corresponding to a high acquisition level need to register personal identification information corresponding to that acquisition level, so that user fraud can be more effectively suppressed.
[0059] Also, in the mode where the acquisition level is set according to the acquisition status, the restrictions on the execution of other user-related processes may be determined such that the range of the first ownership information change process permitted to be executed increases as the acquisition level becomes higher. As a result, users who desire the first ownership information change process in a manner corresponding to a high acquisition level need to register personal identification information corresponding to that acquisition level, so that user fraud can be more effectively suppressed.
[0060] Also, in a mode where the acquisition level is set according to the acquisition state, the restriction regarding the execution of other user-related processes is determined such that the range of the first ownership information change process, for which execution is permitted as the acquisition level becomes higher, becomes larger, and the acquisition level for permitting the execution of the sell process to the counter user may be higher than the acquisition level for permitting the execution of the purchase process from the counter user. Thereby, it is possible to encourage a user who wishes to sell the game medium to register personal identification information at a higher level.
[0061] For example, the restriction regarding the execution of other user-related processes includes (1) restricting to permit the execution of the purchase process from the counter user when the acquisition level is at a first level equal to or higher than the level corresponding to not having acquired personal identification information, and (2) may include restricting to permit the execution of the sell process to the counter user when the acquisition level is at a predetermined second level higher than the first level.
[0062] The range of other user-related processes refers to the number of types of other user-related processes, and when parameters are involved in the execution of other user-related processes, refers to the range of the parameters. Examples of the types of other user-related processes include each process such as a battle process, a communication process, etc., and user-to-user trading processes, etc. Also, when a plurality of types of other user-related processes are included in each other user-related process, these types are referred to. Examples of such processes include, for example, in the battle process, battles with other users as opponents, battles with characters as enemies or battles with other users as opponents in which a group is formed with other users, etc., and in the user-to-user trading process, the purchase process from the counter user, the sell process to the counter user, etc., and further, user-to-user trading processes by auction, user-to-user trading processes by negotiation, etc.
[0063] Also, the parameters involved in the execution of other user-related processes refer to, for example, numerical values such as the number of users, the number of times, the amount of money, etc., and when there are options, refer to the types and numbers of selectable options, etc.
[0064] That is, in the mode where the acquisition level is set, the higher the acquisition level, the more types of other user relationship processes are permitted to be executed, or the execution of other user relationship processes is permitted with wider parameters (for example, allowing selection from a larger number of users, a larger amount of money, a larger number of times, a larger number of options).
[0065] (Information stored in the media information storage unit 130) The media information storage unit 130 stores media information and ownership information. The media information indicates a game medium. The "game medium" is a medium used for the progress of the game advanced by the game server 10. The game medium may or may not be owned by a user. For example, in one aspect of the present embodiment, if a certain game medium is associated with a user identification information of a certain user, the certain user owns the certain game medium, and if the certain game medium is not associated with the user identification information, the certain user does not own the certain game medium.
[0066] Specific examples of the game medium include, for example, game objects such as characters appearing in the game or character cards corresponding to the characters, various items used in the game (for example, items that exhibit a predetermined effect when equipped on a character), in-game values, media held by a user separate from the game terminal (for example, recording media such as cards on which data to be read by the game terminal is recorded), and the like.
[0067] The in-game value is a value required for exchange with a game medium or service (such as the execution of a lottery), and examples include in-game currency, points for exchange with items, and the like. The game medium may be associated with a non-fungible token whose holder is managed on the blockchain. In this case, the media information indicating the game medium is associated with the identification information of the NFT.
[0068] Here, in the present embodiment, ownership information indicating a user who is the owner of the game medium is stored in the ownership management server 30. Note that the game server 10 and the ownership management server 30 may be physically configured by the same computer. In this case, in addition to the medium information, the ownership information may be stored in the medium information storage unit 130.
[0069] (Information stored in the acquisition level setting information storage unit 150) The acquisition level setting information storage unit 150 stores acquisition level setting information. The acquisition level setting information is information indicating settings related to the acquisition levels at each stage. An example of the acquisition level setting information will be described with reference to FIG. 3. FIG. 3 is a diagram showing an example of the acquisition level setting information. As shown in FIG. 3, the acquisition level setting information includes information associating the acquisition levels at each stage with the types of personal identification information required for the acquisition levels. Further, the acquisition level setting information defines the number of stages of the acquisition levels. In the example of FIG. 3, five stages of acquisition levels 1 to 5 are set, and the numerical values attached to the acquisition levels indicate the heights of the acquisition levels. That is, acquisition level 1 is the lowest, and acquisition level 5 is the highest. The higher the acquisition level, the more important personal identification information is associated.
[0070] For example, "None (Terminal ID)" is associated with Acquisition Level 1. That is, Acquisition Level 1 indicates a state where personal identification information has not been acquired. However, the terminal ID that is minimally required to play the game being run by the game server 10 has been acquired. "SNS Account" is associated with Acquisition Level 2. That is, Acquisition Level 2 indicates a state where the SNS account has been acquired as personal identification information. "Email Address" is associated with Acquisition Level 3. That is, Acquisition Level 3 indicates a state where the email address has been acquired as personal identification information. "Phone Number" is associated with Acquisition Level 4. That is, Acquisition Level 4 indicates a state where the phone number has been acquired as personal identification information. "Copy of Driver's License or Copy of My Number Card with Facial Photo" is associated with Acquisition Level 5. That is, Acquisition Level 5 indicates a state where the said copy has been acquired as personal identification information.
[0071] Hereinafter, associating the acquisition level x with a user according to the acquisition status of the personal identification information of a certain user is also referred to as "the user obtains the acquisition level x", and the user is also referred to as "the user of the acquisition level x". Also, obtaining personal identification information from a user is also referred to as "the user registers personal identification information". It is not essential for a user to obtain an acquisition level lower than the acquisition level in order to obtain a certain acquisition level. For example, if a user registers a copy of a driver's license or a copy of a My Number card with a face photo as personal identification information, the user can obtain the acquisition level 5 without registering an SNS account, an email address, or a phone number. However, this embodiment may be modified to require obtaining an acquisition level lower than the acquisition level in order to obtain a certain acquisition level. Also, the number of levels of the acquisition level is not limited to the five levels shown in FIG. 3. For example, the number of levels of the acquisition level may be two levels indicating whether or not personal identification information is being obtained. Also, the number of levels of the acquisition level may be 3, 4, or 6 or more. Also, the types of personal identification information are not limited to the types shown in FIG. 3. Also, in the example of FIG. 3, the importance of personal identification information increases in the order of SNS account, email address, phone number, copy of driver's license, or copy of My Number card with face photo, but the order of the importance of personal identification information is not limited to this order.
[0072] (Information stored in the user information storage unit 170) The user information storage unit 170 stores personal identification information, acquisition level information, attribute information, and transaction history information. These pieces of information stored in the user information storage unit 170 are stored for each user. That is, these pieces of information are associated with information for identifying the user. The personal identification information is the personal identification information registered by the user. The acquisition level information indicates the acquisition level assigned to the user according to the personal identification information. The attribute information indicates other users associated with the user and their attributes by other user association processing. For example, the attribute of another user who has become a friend of the user through a "friend function" which is an example of other user association processing is "friend". Also, the attribute of another user followed by the user through a "follow function" which is an example of other user association processing is "follow target". The transaction history information indicates the history of transaction processing performed between the user and other users. For example, the transaction history information may include the counterparty user of the executed transaction processing, the transaction date and time, and the price of the game medium sold and bought, etc.
[0073] (Information stored in the restriction information storage unit 190) The restriction information storage unit 190 stores battle restriction information, communication restriction information, other user association restriction information, group restriction information, transaction restriction information, transaction counterparty restriction information, amount determination restriction information, amount restriction information, and count restriction information. When there is no need to particularly distinguish these pieces of information stored in the restriction information storage unit 190, each of them is also simply referred to as "restriction information". The restriction information is information that defines restrictions regarding the execution of other user relationship processing by the other user relationship processing unit 111.
[0074] The battle restriction information is information indicating restrictions regarding the execution of battle processing. An example of the battle restriction information will be described with reference to FIG. 4. FIG. 4 is a diagram showing an example of the battle restriction information. As shown in FIG. 4, the battle restriction information includes information associating the acquisition level at each stage with the executability of various types of battle processing. In the example of FIG. 4, as the types of battle processing, three types are assumed: battles against NPCs, cooperative battles, and player-versus-player battles. An NPC is a non-player character, and a battle against an NPC means a battle that a user conducts with a non-player character. A cooperative battle means a battle that multiple users cooperate to conduct with a non-player character. A player-versus-player battle means a battle that is conducted between other users.
[0075] For acquisition level 1, it is associated that battles against NPCs are executable and cooperative battles and player-versus-player battles are not executable. Note that "〇" indicates executable and "×" indicates not executable. Acquisition levels 2 and 3 are different from acquisition level 1 in that executability of cooperative battles is further associated, but are the same as acquisition level 1 in other aspects. Acquisition levels 4 and 5 are different from acquisition levels 2 and 3 in that executability of player-versus-player battles is further associated, but are the same as acquisition levels 2 and 3 in other aspects.
[0076] For example, a user who wants to play not only battles against NPCs but also cooperative battles needs to register personal identification information corresponding to acquisition level 2 or higher. Also, a user who further wants to play player-versus-player battles needs to register personal identification information corresponding to acquisition level 4 or higher. That is, by registering more important personal identification information corresponding to a higher acquisition level, the types of battle processing that can be played increase.
[0077] Note that the types of battle processing associated with each acquisition level and whether it can be executed are not limited to the example shown in FIG. 4 and can be arbitrarily set. As an example, as the acquisition level increases, "executable" for types of battle processing that are more likely to have significant problems in the event of user fraud or user disputes may be associated. For example, in the example of FIG. 4, it can be considered that the problems increase in the order of battles against NPCs, cooperative battles, and player-versus-player battles. Also, it is considered that the higher the acquisition level and the more important the personal identification information registered by the user, the less likely the user is to perform actions that may lead to fraud or user disputes psychologically. Therefore, if the acquisition level required for types of battle processing that are more likely to cause greater problems with user fraud or user disputes is increased, user fraud or user disputes can be more effectively suppressed.
[0078] Communication restriction information is information indicating restrictions regarding the execution of communication processing. An example of communication restriction information will be described with reference to FIG. 5. FIG. 5 is a diagram showing an example of communication restriction information. As shown in FIG. 5, communication restriction information is information associating the acquisition level at each stage with the executability of various types of communication processing. In the example of FIG. 5, as types of communication processing, three types are assumed: text chat (without negative words), text chat (with negative words), and voice chat. Text chat (without negative words) refers to a text chat in which it is not possible to send text containing negative words. Text chat (with negative words) refers to a text chat in which it is possible to send text containing negative words. Voice chat is as described above.
[0079] For acquisition level 1, non-executability is associated with any type of communication processing. Acquisition level 2 is different from acquisition level 1 in that executability is associated with text chat (without negative words), while other aspects are the same as those of acquisition level 1. Acquisition level 3 is different from acquisition level 2 in that executability is further associated with text chat (with negative words), while other aspects are the same as those of acquisition level 2. Acquisition levels 4 and 5 are different from acquisition level 3 in that executability is further associated with voice chat, while other aspects are the same as those of acquisition level 3.
[0080] For example, a user who wants to perform text chat (without negative words) needs to register personal identification information corresponding to acquisition level 2 or higher. Also, a user who further wants to perform text chat (with negative words) needs to register personal identification information corresponding to acquisition level 3 or higher. Additionally, a user who further wants to perform voice chat needs to register personal identification information corresponding to acquisition level 4 or higher. That is, registering more important personal identification information corresponding to a higher acquisition level enables more types of communication processing to be performed.
[0081] Note that the types of communication processes associated with each acquisition level and whether they can be executed are not limited to the example shown in FIG. 5 and can be arbitrarily set. As an example, as the acquisition level increases, "executable" may be associated with types of communication processes that are more likely to have significant problems in the event of user fraud or user disputes. For example, in the example of FIG. 5, it can also be considered that the problems are more likely to increase in the order of text chat (without negative words), text chat (with negative words), and voice chat. Also, it is considered that users who register more important personal identification information corresponding to a higher acquisition level are less likely to perform actions that psychologically lead to fraud or user disputes. Therefore, when the acquisition level required for types of communication processes that are more likely to cause greater problems of user fraud or user disputes is increased, user fraud or user disputes can be more effectively suppressed.
[0082] Other user association restriction information is information indicating restrictions on the execution of other user association processes. An example of other user association restriction information will be described with reference to FIG. 6. FIG. 6 is a diagram showing an example of other user association restriction information. In the example of FIG. 6, two types of other user association processes are assumed: a friend function and a follow function. Also, an upper limit on the number of friends and an upper limit on the number of followees are associated with each acquisition level. That is, other user association restriction information is information that associates each acquisition level with the upper limit on the number of other users that can be associated in various types of other user association processes.
[0083] In the example of FIG. 6, as the upper limit on the number of friends, 0 is associated with acquisition level 1, 5 with acquisition level 2, 10 with acquisition level 3, 50 with acquisition level 4, and 100 with acquisition level 5. Also, as the upper limit on the number of followees, 0 is associated with acquisition level 1, 10 with acquisition level 2, 20 with acquisition level 3, 100 with acquisition level 4, and 500 with acquisition level 5.
[0084] Note that the upper limit of the number of followers and the upper limit of the number of followees associated with each acquisition level are not limited to the values shown in FIG. 6 and can be set arbitrarily. As an example, as in the example of FIG. 6, it is desirable to set the upper limit of the number of friends and the upper limit of the number of followees to increase as the acquisition level increases. Thereby, a user who wants to become friends with more other users or a user who wants to follow more other users needs to register more important personal identification information corresponding to a higher acquisition level. Also, for example, it can be considered that the problems in the case of user fraud or user disputes become larger as the number of friends or the number of followees increases. Also, it is considered that a user who registers more important personal identification information corresponding to a higher acquisition level is less likely to perform an act that leads to fraud or user disputes psychologically. Therefore, by increasing the number of friends or the number of followees as the acquisition level increases, user fraud or user disputes can be more effectively suppressed.
[0085] Group restriction information is information indicating restrictions on the execution of group relationship processing. An example of group restriction information will be described with reference to FIG. 7. FIG. 7 is a diagram showing an example of group restriction information. As shown in FIG. 7, the group restriction information is information associating each acquisition level with the executability of various types of group relationship processing or the upper limit of the number of group members. In the example of FIG. 7, five types of group relationship processing are assumed: joining application, invitation, approval of joining application, establishment, and expulsion.
[0086] For acquisition level 1, non-executability is associated with any type of group relationship processing. Acquisition level 2 is different from acquisition level 1 in that executability is associated with application for membership, but is the same as acquisition level 1 in other respects. Acquisition level 3 is different from acquisition level 2 in that executability is further associated with solicitation, but is the same as acquisition level 2 in other respects. Acquisition level 4 is different from acquisition level 3 in that executability for further approval of membership application and establishment of a group, and the number of members being 10, are associated, but is the same as acquisition level 3 in other respects. Acquisition level 5 is different from acquisition level 4 in that executability for further addition from the group and the number of members being 30 are associated, but is the same as acquisition level 4 in other respects.
[0087] For example, a user who wants to join a group needs to register personal identification information corresponding to acquisition level 2 or higher. Also, a user who wants to further solicit others to join the group needs to register personal identification information corresponding to acquisition level 3 or higher. Also, a user who wants to further approve a membership application to the group or establish a group with up to 10 members needs to register personal identification information corresponding to acquisition level 4 or higher. Also, a user who wants to further expel from the group or establish a group with 11 or more and up to 30 members needs to register personal identification information corresponding to acquisition level 5. That is, by registering more important personal identification information corresponding to a higher acquisition level, the types of group relationship processing that can be performed increase, and groups with more members can be established.
[0088] Note that the types of group relationship processing associated with each acquisition level and whether it can be executed are not limited to the examples shown in FIG. 7 and can be arbitrarily set. Also, the upper limit of the number of members associated with each acquisition level is not limited to the examples shown in FIG. 7 and can be arbitrarily set. As an example, as the acquisition level increases, "executable" of the type of group relationship processing that is more likely to cause serious problems in the event of user fraud or user disputes may be associated. For example, in the example of FIG. 7, it can be considered that the problem is more likely to increase in the order of membership application, invitation, approval of membership application, establishment, and expulsion. Also, it is considered that the problem is more likely to increase as the number of members of the group to be established increases. Also, it is considered that users who register more important personal identification information corresponding to a higher acquisition level are less likely to perform actions that psychologically lead to fraud or user disputes. Therefore, by increasing the required acquisition level for types of group relationship processing that are more likely to cause more serious user fraud or user disputes, user fraud or user disputes can be more effectively suppressed. Also, as the acquisition level increases, by increasing the upper limit of the number of members of the group that can be established, user fraud or user disputes can be more effectively suppressed.
[0089] The trading restriction information is information indicating restrictions on the execution of trading processes. An example of the trading restriction information will be described with reference to FIG. 8. FIG. 8 is a diagram showing an example of the trading restriction information. As shown in FIG. 8, the trading restriction information is information associating the acquisition level at each stage with the executability of various types of trading processes. In the example of FIG. 8, two types of trading processes, namely a purchase process and a sale process, are assumed as the types of trading processes.
[0090] For acquisition level 1, neither the purchase process nor the sale process can be executed. Acquisition levels 2 and 3 differ from acquisition level 1 in that the purchase process can be executed, but are the same as acquisition level 1 in other respects. Acquisition levels 4 and 5 differ from acquisition levels 2 and 3 in that the sale process can also be executed, but are the same as acquisition levels 2 and 3 in other respects.
[0091] For example, a user who wants to purchase a game medium from another user needs to register personal identification information corresponding to acquisition level 2 or higher. Also, a user who further wants to sell the game medium to another user needs to register personal identification information corresponding to acquisition level 4 or higher. That is, the acquisition level for permitting the execution of the sale process is higher than the acquisition level for permitting the execution of the purchase process.
[0092] Note that the types of buying and selling processes associated with each acquisition level and their executability can be arbitrarily set. As an example, it may be arranged such that the higher the acquisition level, the more "executable" the types of buying and selling processes that are more likely to be misused are associated. For example, in the example of FIG. 8, it can also be considered that the sale process of obtaining consideration is more likely to be misused than the purchase process of paying consideration. Also, it is considered that the higher the acquisition level corresponding to more important personal identification information registered by the user, the less likely the user is to perform an act that psychologically leads to fraud or user disputes. Therefore, if the acquisition level required for the types of buying and selling processes that are more likely to be misused is increased, fraud by users or user disputes can be more effectively suppressed.
[0093] The trading partner restriction information is information indicating restrictions regarding the attributes of the partner with whom the game medium is traded when executing a trading process. An example of the trading partner restriction information will be described with reference to FIG. 9. FIG. 9 is a diagram showing an example of the trading partner restriction information. As shown in FIG. 9, the trading partner restriction information is information associating the acquisition level at each stage with the attributes of the partner user for whom execution of the trading process is permitted (or not permitted) at that acquisition level. In the example of FIG. 9, three types of partner user attributes are assumed: system, friend, and other than friend. The system refers to the operation of the game system 1 and includes "users who use the game system 1 for purposes other than playing the game". "Friend" and "other than friend" are included in "users who play the game".
[0094] For acquisition level 1, non-execution is associated with any of the attributes. Acquisition level 2 differs from acquisition level 1 in that execution is associated with the system, but is the same as acquisition level 1 in other respects. Acquisition levels 3 and 4 differ from acquisition level 2 in that execution is further associated with friends, but are the same as acquisition level 2 in other respects. Acquisition level 5 differs from acquisition levels 3 and 4 in that execution is further associated with other than friends, but is the same as acquisition levels 3 and 4 in other respects.
[0095] For example, a user who wishes to conduct a trading process with the system needs to register personal identification information corresponding to acquisition level 2 or higher. Also, a user who further wishes to conduct a trading process with a friend needs to register personal identification information corresponding to acquisition level 3 or higher. Also, a user who further wishes to conduct a trading process with someone other than a friend needs to register personal identification information corresponding to acquisition level 5. That is, by registering more important personal identification information corresponding to a higher acquisition level, it is possible to conduct trading processes with users of more attributes.
[0096] Note that the types of attributes of the partner users associated with each acquisition level and whether they can be executed are not limited to the example shown in FIG. 9 and can be arbitrarily set. As an example, as the acquisition level increases, "executable" may be associated with attributes for which the problems in the case of user fraud or trouble between users tend to become larger. For example, in the example of FIG. 9, it can also be considered that the problems become larger in the order of system, friend, and other than friend. Also, it is considered that the higher the acquisition level of the user who registers more important personal identification information, the less likely the user is to perform an act that leads to fraud or trouble between users psychologically. Therefore, when the acquisition level required for attributes of partner users for which user fraud or trouble between users is more likely to become a bigger problem is increased, user fraud or trouble between users can be suppressed more effectively.
[0097] The amount determination limit information is information indicating a limit regarding amount determination information when executing a buying / selling process. An example of the amount determination limit information will be described with reference to FIG. 10. FIG. 10 is a diagram showing an example of the amount determination limit information. As shown in FIG. 10, the amount determination limit information is information associating the acquisition level at each stage with whether each type of amount determination information can be executed. In the example of FIG. 10, as types of amount determination information, four types are assumed: purchase process at a fixed amount, purchase process at a variable amount, selling process at a fixed amount, and selling process at a variable amount.
[0098] For acquisition level 1, non-executable is associated with any amount determination information. Acquisition level 2 is different from acquisition level 1 in that executable is associated with the purchase process at a fixed amount, but is the same as acquisition level 1 in other aspects. Acquisition level 3 is different from acquisition level 2 in that executable is further associated with the purchase process at a variable amount, but is the same as acquisition level 2 in other aspects. Acquisition level 4 is different from acquisition level 3 in that executable is further associated with the sale process at a fixed amount, but is the same as acquisition level 3 in other aspects. Acquisition level 5 is different from acquisition level 4 in that executable is further associated with the sale process at a variable amount, but is the same as acquisition level 4 in other aspects.
[0099] For example, a user who wants to purchase a game medium sold at a fixed amount needs to register personal identification information corresponding to acquisition level 2 or higher. Also, a user who wants to purchase a game medium sold at a variable amount needs to register personal identification information corresponding to acquisition level 3 or higher. Also, a user who wants to sell a game medium at a fixed amount needs to register personal identification information corresponding to acquisition level 4 or higher. Also, a user who wants to sell a game medium at a variable amount needs to register personal identification information corresponding to acquisition level 5. That is, by registering more important personal identification information corresponding to a higher acquisition level, more types of buying and selling processes based on amount determination information can be performed.
[0100] Note that the types of amount determination information associated with each acquisition level and their executability are not limited to the values shown in FIG. 10 and can be arbitrarily set. As an example, as the acquisition level increases, "executable" amount determination information of a type that is more likely to cause significant problems in the event of user fraud or user disputes may be associated. For example, in the example of FIG. 10, it can be considered that the problems increase in the order of purchase processing at a fixed amount, purchase processing at a variable amount, sale processing at a fixed amount, and sale processing at a variable amount. Also, it is considered that users who register more important personal identification information corresponding to a higher acquisition level are less likely to perform actions that psychologically lead to fraud or user disputes. Therefore, by increasing the required acquisition level for types of amount determination information that are more likely to cause greater problems of user fraud or user disputes, user fraud or user disputes can be more effectively suppressed.
[0101] The amount limit information is information indicating restrictions on the upper limit information of the amount when executing a buying and selling process. An example of the amount limit information will be described with reference to FIG. 11. FIG. 11 is a diagram showing an example of the amount limit information. As shown in FIG. 11, the amount limit information is information associating each acquisition level with the upper limit information of the amount in the purchase process and the sale process.
[0102] As the upper limit information of the amount in the purchase process, 0 yen is associated with acquisition level 1, 2,000 yen with acquisition level 2, 10,000 yen with acquisition level 3, 100,000 yen with acquisition level 4, and no limit with acquisition level 5, respectively. Also, as the upper limit information of the amount in the sale process, 0 yen is associated with acquisition level 1, 0 yen with acquisition level 2, 0 yen with acquisition level 3, 10,000 yen with acquisition level 4, and no limit with acquisition level 5, respectively.
[0103] Note that the types of upper limit amount information associated with each acquisition level and the upper limit amounts thereof are not limited to the values shown in FIG. 11 and can be arbitrarily set. As an example, as in the example of FIG. 11, it is desirable to set the upper limit amount such that it increases as the acquisition level increases. Thereby, a user who wants to perform a higher-value transaction needs to register personal identification information corresponding to a higher acquisition level. Also, for example, it can be considered that the problem in the case of user fraud or trouble between users becomes more serious as the price or total amount of the game medium being traded is higher. Also, it is considered that a user who registers more important personal identification information corresponding to a higher acquisition level is less likely to perform an act that psychologically leads to fraud or trouble between users. Therefore, by increasing the upper limit amount information as the acquisition level increases, user fraud or trouble between users can be more effectively suppressed.
[0104] The number limit information is information indicating a limit regarding the upper limit number of times information when executing a trading process. An example of the number limit information will be described with reference to FIG. 12. FIG. 12 is a diagram showing an example of the number limit information. As shown in FIG. 12, the number limit information is information associating each stage's acquisition level with the upper limit number of times information in the purchase process and the sell-off process.
[0105] As for the upper limit number of times information in the purchase process, 0 times is associated with acquisition level 1, 10 times with acquisition level 2, 50 times with acquisition level 3, 100 times with acquisition level 4, and unlimited with acquisition level 5, respectively. Also, as for the upper limit number of times information in the sell-off process, 0 times is associated with acquisition level 1, 0 times with acquisition level 2, 0 times with acquisition level 3, 100 times with acquisition level 4, and unlimited with acquisition level 5, respectively.
[0106] Note that the types of the upper limit information on the number of times associated with each acquisition level and the upper limit amount thereof are not limited to the values shown in FIG. 12 and can be arbitrarily set. As an example, as in the example of FIG. 12, it is desirable to set the upper limit number of times so that it increases as the acquisition level becomes higher. Thereby, a user who wants to perform more trading processes needs to register personal identification information corresponding to a higher acquisition level. Also, for example, it can be considered that the problems in the case of user fraud or trouble between users become larger as the number of trades increases. Also, it is considered that a user who registers more important personal identification information corresponding to a higher acquisition level is less likely to perform an act that leads to fraud or trouble between users psychologically. Therefore, by increasing the upper limit information on the number of times as the acquisition level is higher, it is possible to more effectively suppress user fraud or trouble between users.
[0107] Note that some or all of the trading restriction information, trading partner restriction information, amount determination restriction information, amount restriction information, and number of times restriction information shown in FIGS. 8 to 12 can also be applied in combination as restrictions on the execution of trading processes. For example, when the trading restriction information in FIG. 8 and the trading partner restriction information in FIG. 9 are combined, a user with an acquisition level of 3 will be described as an example. In this case, a user with an acquisition level of 3 can purchase a game medium from the system and friends, but cannot purchase a game medium from anyone other than friends. Also, when the trading restriction information in FIG. 8, the trading partner restriction information in FIG. 9, and the amount determination method in FIG. 10 are combined, a user with an acquisition level of 4 will be described as an example. In this case, a user with an acquisition level of 4 can sell a game medium to the system and friends at a fixed amount but cannot sell a game medium at a variable amount, and cannot sell a game medium at either a fixed amount or a variable amount to anyone other than friends.
[0108] (Functional Configuration of Ownership Management Server 30) FIG. 13 is a block diagram showing a functional configuration of the ownership management server 30. As shown in FIG. 13, the ownership management server 30 includes a control unit 310 and a storage unit 330. The control unit 310 is realized by a processor 31 executing a program stored in a memory 32. The storage unit 330 is constituted by the memory 32.
[0109] The storage unit 330 stores ownership information. The ownership information is information indicating the owner of the game medium, and includes, for example, information for identifying the game medium and information for identifying the owner. When an NFT is associated with the game medium, the owner of the game medium is managed in the blockchain system 90. In this case, the ownership information stored in the storage unit 330 includes, in addition to the information for identifying the game medium and the information for identifying the owner, the identification information of the NFT. Further, in this case, the information for identifying the owner included in the ownership information is configured to be synchronized with the owner information associated with the identification information of the NFT in the blockchain system 90.
[0110] The control unit 310 includes an ownership information change processing unit 311. The ownership information change processing unit 311 executes a first ownership information change process for changing the ownership information indicating the owner of the game medium from the owner who plays the game to another user who plays the game. Also, the ownership information change processing unit 311 executes a second ownership information change process for changing the ownership information so that the owner changes between a user who plays the game and a user who uses the game system 1 other than for playing the game. For example, the ownership information change processing unit 311 may execute the first ownership information change process or the second ownership information change process in response to a request from the game server 10. For example, the ownership information change processing unit 311 acquires information for identifying the game medium whose owner is to be changed, information for identifying the owner before the change, and information for identifying the owner after the change from the game server 10. Also, the ownership information change processing unit 311 specifies the ownership information indicating the owner of the game medium whose owner is to be changed among the ownership information stored in the storage unit 330 based on the information acquired from the game server 10. Further, the ownership information change processing unit 311 updates the ownership information so that the ownership information indicates the owner after the change from the owner before the change.
[0111] Note that the ownership information change processing unit 311 may perform the first ownership information change process or the second ownership information change process not only in response to a request from the game server 10 but also in response to a request from the user terminal 50.
[0112] (Functional Configuration of User Terminal 50) FIG. 14 is a block diagram showing the functional configuration of the user terminal 50. As shown in FIG. 14, 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 constituted by the memory 52. The storage unit 530 stores the personal identification information of the user who uses the user terminal 50. The control unit 510 includes a game UI unit 511 and a personal identification information registration UI unit 512. Note that "UI" refers to "user interface".
[0113] The game UI unit 511 displays a screen of the game in which the game server 10 is progressing on the display device 55, and receives operations for progressing the game from the input device 54. In addition, the game UI unit 511 displays a screen for performing other user relationship processing on the display device 55, and receives operations for performing the other user relationship processing from the input device 54.
[0114] The personal identification information registration UI unit 512 displays a screen for registering personal identification information on the display device 55, and receives an operation for registering personal identification information from the input device 54. In addition, the personal identification information registration UI unit 512 transmits to the game server 10 the type of personal identification information based on the operation.
[0115] <Processing of Game System 1> The game system 1 configured as above executes a method S1. The flow of the method S1 will be described with reference to Figs. 15 to 16. Fig. 15 is a flow diagram showing the flow of the method S1 executed by the game system 1. Fig. 16 is a flow diagram showing the flow subsequent to Fig. 15. Note that the method S1 is an example of a method executed by the game system 1 when the other user relationship process includes a battle process, a communication process, a other user association process, or a group relationship process. An example of a method executed by the game system 1 when the other user relationship process includes a buying and selling process will be described later with reference to a different drawing.
[0116] As shown in Figures 15 and 16, method S1 includes processes for acquiring personal identification information (steps S500 to S504, S100 to S102), processes for executing other-user related processes under restrictions according to the acquisition level of the personal identification information (S506, S104 to S110), and processes for prompting a change in the acquisition level (S112 to S114, S508 to S512).
[0117] Also, in the description of method S1, assume an example shown in FIG. 3 as the acquisition level setting information. Also, when method S1 is first executed between game server 10 and a certain user terminal 50, at the start point of method S1, "acquisition level 1" indicating that personal identification information is not registered for the user of the user terminal 50 is associated as the initial value. That is, in user information storage unit 170, acquisition level information indicating "acquisition level 1" is stored in association with information identifying the user.
[0118] In step S500, personal identification information registration UI unit 512 of user terminal 50 displays a personal identification information registration screen for registering personal identification information on display device 55. For example, the personal identification information registration screen may include a list of types of personal identification information to be registered, a UI object for selecting any type of personal identification information, and a UI object for selecting not to register personal identification information. Specifically, the personal identification information registration screen may include, as a list of types of personal identification information, a list of types of personal identification information associated with the acquisition levels at each stage, shown as an example in FIG. 3. Also, as an example of the timing when the personal identification information registration screen is displayed, there is the timing when a game is launched on user terminal 50 used by a user who has not registered personal identification information. Also, as an example of another timing when the personal identification information registration screen is displayed, there is the timing when an operation instructing the display of the screen is received from the user. However, the timing when the personal identification information registration screen is displayed is not limited to these examples.
[0119] In step S502, personal identification information registration UI unit 512 determines whether an operation for registering personal identification information by the user has been received from input device 54. For example, when an operation of selecting any one from the list of types of personal identification information on the personal identification information registration screen is received, it is determined as Yes in step S502. Also, for example, when an operation of selecting not to register personal identification information on the personal identification information registration screen is received, it is determined as No in step S502.
[0120] If it is determined Yes in step S502, the next step S504 is executed. In step S504, the personal identification information registration UI unit 512 transmits the type of personal identification information selected by the operation in step S502 to the game server 10. For example, the personal identification information registration UI unit 512 may read the type of personal identification information from the storage unit 330 and transmit the read personal identification information to the game server 10. Also, for example, the personal identification information registration UI unit 512 may request the user to input the type of personal identification information and transmit the type of personal identification information input by the user to the game server 10. After the execution of step S504, step S506 described later is executed.
[0121] In step S100, the personal identification information acquisition unit 112 of the game server 10 acquires personal identification information by receiving it from the user terminal 50. Also, the personal identification information acquisition unit 112 stores the acquired personal identification information in the user information storage unit 170 in association with information for identifying the user who uses the user terminal 50.
[0122] In step S102, the personal identification information acquisition unit 112 updates the acquisition level of the user according to the type of the acquired personal identification information. Specifically, the personal identification information acquisition unit 112 updates the acquisition level information associated with the information for identifying the user. For example, in the example of FIG. 3, when an SNS account is acquired, the acquisition level information is updated to indicate an acquisition level 2. When an email address is acquired, the acquisition level information is updated to indicate an acquisition level 3. When a phone number is acquired, the acquisition level information is updated to indicate an acquisition level 4. When a copy of a driver's license or a copy of a My Number card with a face photo is acquired, the acquisition level information is updated to indicate an acquisition level 5.
[0123] If it is determined as No in step S502, steps S504, S100 to S102 are not executed, and step S506 described later is executed. In this case, the acquisition level information associated with the information for identifying the user of the user terminal 50 remains the initial value indicating acquisition level 1.
[0124] In step S506, the game UI unit 511 of the user terminal 50 requests the game server 10 to execute other user relationship processing. For example, the request is executed in response to an operation by the user. Specifically, the game UI unit 511 transmits request information for requesting the execution of other user relationship processing to the game server 10.
[0125] For example, when an operation for requesting the execution of a battle process is performed by the user, the request information includes that it is a request for the execution of a battle process and information indicating the type of the battle process. Also, for example, when an operation for requesting the execution of a communication process is performed by the user, the request information includes that it is a request for the execution of a communication process and information indicating the type of the communication process. Also, for example, when an operation for requesting the execution of other user association processing is performed by the user, the request information includes that it is a request for the execution of other user association processing and information indicating the type of the other user association processing. Also, for example, when an operation for requesting the execution of group relationship processing is performed by the user, the request information includes that it is a request for the execution of group relationship processing and information indicating the type of the group relationship processing. Also, when the type of the group relationship processing is a group establishment process, the request information further includes information indicating the number of members to be included in the group to be established.
[0126] In step S104, the other user relationship processing unit 111 of the game server 10 acquires the acquisition level of the user who uses the user terminal 50 that is the reception source of the request information by referring to the acquisition level information stored in the user information storage unit 170.
[0127] In step S106, the other user relationship processing unit 111 refers to the request information and acquires, from the restriction information storage unit 190, restriction information corresponding to the other user relationship processing for which execution has been requested. For example, when the request information includes a request to execute a battle process, the battle restriction information shown as an example in FIG. 4 is acquired. Also, for example, when the request information includes a request to execute a communication process, the communication restriction information shown as an example in FIG. 5 is acquired. Also, for example, when the request information includes a request to execute an other user association process, the other user association restriction information shown as an example in FIG. 6 is acquired. Also, for example, when the request information includes a request to execute a group relationship process, the group restriction information shown as an example in FIG. 7 is acquired.
[0128] In step S108, the other user relationship processing unit 111 determines whether execution of the other user relationship processing indicated by the request information is permitted by referring to the acquired acquisition level and restriction information. If it is determined Yes in step S108, in step S110, the other user relationship processing unit 111 executes the other user relationship processing indicated by the request information.
[0129] Give specific examples where the determination is Yes in step S108. For example, assume that the request information includes "cooperative battle" as the type of battle processing and the acquisition level is 3. In this case, based on the battle restriction information in FIG. 4, the other user relationship processing unit 111 determines that the execution of the battle processing is permitted. Also, for example, assume that the request information includes "text chat (without negative words)" as the type of communication processing and the acquisition level is 2. In this case, based on the communication restriction information in FIG. 5, the other user relationship processing unit 111 determines that the execution of the communication processing is permitted. Also, for example, assume that the request information includes the friend function as the type of other user association processing and the acquisition level is 2. In this case, the other user relationship processing unit 111 refers to the attribute information stored in the user information storage unit 170 and acquires, for example, three people as the number of other users already associated as friends with the user. This number is also described as the existing number of friends. Based on the other user association restriction information shown in FIG. 6, since four people obtained by adding 1 to the existing number of friends are 5 or less associated with the acquisition level 2, the other user relationship processing unit 111 determines that the execution of the communication processing is permitted. Also, for example, assume that the request information includes the group establishment processing and the planned number of members 20 as the type of group relationship processing and the acquisition level is 5. In this case, based on the group restriction information shown in FIG. 7, since the group establishment processing is executable and the number of members is 20 or less, the other user relationship processing unit 111 determines that the execution of the group relationship processing is permitted.
[0130] Next, the case where it is determined as No in step S108 will be described. In this case, steps S112 to S114 and S508 to S512 shown in FIG. 16 are executed. Specific examples where it is determined as No in step S108 will be given. For example, assume that the request information includes "player-versus-player battle" as the type of battle processing and the acquisition level is 3. In this case, based on the battle restriction information in FIG. 4, the other user relationship processing unit 111 determines that the execution of the battle processing is not permitted. Also, for example, assume that the request information includes "voice chat" as the type of communication processing and the acquisition level is 2. In this case, based on the communication restriction information in FIG. 5, the other user relationship processing unit 111 determines that the execution of the communication processing is not permitted. Also, for example, assume that the request information includes a follow function as the type of other user association processing and the acquisition level is 2. In this case, the other user relationship processing unit 111 refers to the attribute information stored in the user information storage unit 170 and acquires, for example, 10 people as the number of other users already associated with the user as a follow target. This number is also referred to as the existing number of follow targets. Based on the other user association restriction information shown in FIG. 6, the other user relationship processing unit 111 determines that the execution of the communication processing is not permitted because 11 people obtained by adding 1 to the existing number of follow targets exceed the upper limit of 10 people associated with the acquisition level 2. Also, for example, assume that the request information includes an expulsion process from a group as the type of group relationship processing and the acquisition level is 4. In this case, based on the group restriction information shown in FIG. 7, the other user relationship processing unit 111 determines that the execution of the group relationship processing is not permitted.
[0131] In step S112, the other user relationship processing unit 111 transmits a restriction screen indicating that the execution of the requested other user relationship processing is not permitted to the user terminal 50. The restriction screen may include, for example, (1) the reason why the execution of the requested other user relationship processing is not permitted, (2) the acquisition level required for the execution of the other user relationship processing to be permitted, and (3) a UI object that accepts an operation to change the acquisition level.
[0132] In step S508, the game UI unit 511 of the user terminal 50 displays the received restriction screen on the display device 55. In step S510, the game UI unit 511 determines whether an operation to change the acquisition level has been received. If it is determined No in step S510, method S1 ends. If it is determined Yes in step S510, step S512 is executed.
[0133] In step S512, the personal identification information registration UI unit 512 requests a personal identification information registration screen from the game server 10 in response to an operation to change the acquisition level. In step S114, the personal identification information acquisition unit 112 of the game server 10 transmits the personal identification information registration screen to the user terminal 50. Subsequently, the personal identification information registration UI unit 512 of the user terminal 50 repeats the processing from step S500 in FIG. 15. Also, the personal identification information acquisition unit 112 of the game server 10 repeats the processing from step S100 in FIG. 15.
[0134] Thereby, when the execution of the desired other user relationship process is not permitted for the user, the user can register the personal identification information corresponding to the required acquisition level and then request the execution of the desired other user relationship process again. Note that the game system 1 may display restriction information defined regarding the execution of the other user relationship process desired by the user on the user terminal 50 prior to step S506 in which the execution of the other user relationship process is requested by the user terminal 50. Also, the game system 1 may make it impossible to request the execution in step S506 for other user relationship processes not permitted at the current acquisition level. For example, the game system 1 may display a menu screen including a list of various other user relationship processes on the user terminal 50, and on the menu screen, configure it so that an operation to request the execution of other user relationship processes not permitted at the current acquisition level cannot be received. Thereby, the user can request the execution of other user relationship processes within the range permitted at the current acquisition level, or register the personal identification information corresponding to the acquisition level required for the execution before requesting the execution of the desired other user relationship process.
[0135] Note that in method S1, the step S506 where the user terminal 50 requests other user relationship processing does not necessarily have to be executed following the process of registering personal identification information (S500 to S504, S100 to S102). For example, the process from step S506 that requests the execution of other user relationship processing may be executed without performing the process of registering personal identification information. Also, after the process of registering personal identification information (S500 to S504, S100 to S102) is executed, method S1 may end once, and then the process from step S506 that requests the execution of other user relationship processing may be resumed.
[0136] Next, a method S1A executed by the game system 1 when the other user relationship processing includes a buying and selling process will be described with reference to FIG. 17. FIG. 17 is a flowchart showing another flow of the method executed by the game system 1. Method S1A includes steps similar to those of method S1, but is different in that it includes steps S506A, S106A, S108A, 110A instead of steps S506, S106, S108, S110, and further includes step S300A. Details of the points where method S1A is the same as method S1 will not be repeated. Hereinafter, the points where method S1A is different from method S1 will be described.
[0137] In step S506A, the game UI unit 511 of the user terminal 50 requests the game server 10 to execute the buying and selling process. For example, the request is executed in response to an operation by the user. Specifically, the game UI unit 511 transmits request information for requesting the execution of the buying and selling process to the game server 10. For example, the request information includes information indicating whether it is a purchase process or a sale process, information indicating the game medium targeted for the buying and selling process, information identifying the other user who is the counterparty for the buying and selling process, desired amount determination information, the price of the game medium, and the like.
[0138] In step S106A, the other user relationship processing unit 111 acquires restriction information related to the trading process from the restriction information storage unit 190. Specifically, for example, trading restriction information, trading partner restriction information, amount determination restriction information, amount restriction information, and frequency restriction information, as shown in examples in FIGS. 8 to 12, are acquired.
[0139] In step S108A, the other user relationship processing unit 111 determines whether the execution of the trading process indicated by the request information is permitted by referring to the acquired acquisition level and restriction information. If it is determined Yes in step S108A, the other user relationship processing unit 111 requests the ownership management server 30 to change the ownership of the game medium by the trading process.
[0140] A specific example where it is determined Yes in step S108A is given. Assume that the request information indicates a request to execute a purchase process of a game medium sold at a fixed price of 500 yen by the system, and the user's acquisition level is 2. Also, the case where the amount restriction information indicates the upper limit of the amount set for each individual game medium will be described. In this case, the other user relationship processing unit 111 acquires the number of times the user has performed the trading process of the game medium during a predetermined period by referring to the trading history information stored in the user information storage unit 170. This number of times is also referred to as the existing number of times. For example, assume that the existing number of times is 5. The other user relationship processing unit 111 determines, based on each restriction information shown in FIGS. 8 to 10, that the execution of the purchase process of the game medium sold at a fixed price is permitted for the acquisition level 2. Also, the other user relationship processing unit 111 determines that the price of the game medium, 500 yen, is less than or equal to the upper limit of 2000 yen associated with the acquisition level 2 in the amount restriction information shown in FIG. 11. Further, the other user relationship processing unit 111 determines that 6, which is the existing number of times 5 plus 1, is less than or equal to the upper limit of 10 times for the number of times of the purchase process associated with the acquisition level 2. Therefore, the other user relationship processing unit 111 determines that the execution of the trading process indicated by the request information is permitted.
[0141] In step 300A, in response to a request from the game server 10, the ownership information change processing unit 311 of the ownership management server 30 updates the ownership information so that the owner of the corresponding game medium is changed from the pre-ownership user to the post-ownership user.
[0142] If it is determined as No in step S108A, the game system 1 executes processing (S112 to S114, S508 to S510) for prompting a change in the acquisition level shown in FIG. 16 in the same manner as method S1.
[0143] A specific example where it is determined as No in step S108A will be given. For example, assume that the request information indicates a request to execute a bid for a game medium sold in an auction format by a friend, and the user's acquisition level is 3. Note that a bid for a sale in an auction format is an example of a purchase process at a variable amount. Also assume that the bid price desired by the user is 15,000 yen. In this case, based on each restriction information shown in FIGS. 8 to 10, the other user relationship processing unit 111 determines that the execution of the purchase process at a variable amount from a friend is permitted for the acquisition level 3. However, based on the amount restriction information shown in FIG. 11, the other user relationship processing unit 111 determines that the bid price of 15,000 yen exceeds the upper limit of 10,000 yen for the amount in the purchase process associated with the acquisition level 3. Therefore, the other user relationship processing unit 111 determines that the execution of the bid indicated by the request information is not permitted.
[0144] In this case, an example of the restriction screen displayed on the user terminal 50 in step S508 is shown in FIG. 18. FIG. 18 is a diagram showing an example of the restriction screen displayed on the user terminal 50. In FIG. 18, the screen example G1 includes information G11, G12, G13, and the UI object G14. The information G11 indicates the content of the other user relationship processing requested by the user, including information that it is a bid for the sale of a game medium in an auction format and information that the desired bid price is 15,000 yen. The information G12 indicates the reason why the execution of the bid is not permitted, including information that the bid price of 15,000 yen exceeds the upper limit. The information G13 indicates the acquisition level required for the execution of the bid, including information that an acquisition level of 4 is required. The UI object G14 accepts an operation to change the acquisition level.
[0145] Thereby, for example, the user can perform an operation on the UI object G14, register the personal identification information corresponding to the acquisition level 4 required for the desired bid, and then request a bid again. Note that the game system 1 may display restriction information defined regarding the execution of the trading process desired by the user on the user terminal 50 prior to step S506A in which the execution of the trading process is requested by the user terminal 50. For example, some or all of the trading restriction information, trading partner restriction information, amount determination restriction information, amount restriction information, and number of times restriction information related to the trading process among the restriction information stored in the restriction information storage unit 190 may be displayed on the user terminal 50 prior to step S506. Thereby, the user can request the execution of the trading process within the range permitted by the current acquisition level, or register the personal identification information corresponding to the acquisition level required for the execution before requesting the execution of the desired trading process.
[0146] <Modification Example> The device configuration constituting the game system 1 is not limited to the configuration shown in FIG. 1. For example, the game server 10 and the ownership management server 30 may be realized on the same computer. Also, the ownership management server 30 may be one of the distributed nodes in the blockchain system 90.
[0147] In addition, the update of the acquisition level is not limited to being performed in response to the acquisition of personal identification information, and may also be performed based on the user's behavior history. The user's behavior history may be the behavior history within the game being progressed by the game server 10, or the behavior history within the services provided by the ownership management server 30. For example, for a user for whom no user trouble has been recorded for a predetermined period or longer in one or both of the game and the services provided by the ownership management server 30, the acquisition level may be changed to a higher level.
[0148] In addition, other user-related processes restricted according to the acquisition level may include, for example, processes involving charging within the game. Also, in that case, the restriction regarding the execution of other user-related processes may be a restriction regarding the upper limit of charging. The upper limit of charging may be set for each individual process, or may be set for the total charging for a plurality of processes. Also, the upper limit of charging may be set to increase as the acquisition level increases.
[0149] In addition, the restriction regarding the execution of other user-related processes is not limited to being determined according to the acquisition level, and may also be determined according to the acquisition state of personal identification information. For example, the various restriction information stored in the restriction information storage unit 190 may be information associating the content of the restriction not only with the acquisition level, but also with the type of personal identification information being acquired.
[0150] [Appendix] The present invention can be understood as follows from the above description. For ease of understanding of the present invention, reference numerals in the accompanying drawings are appended in parentheses for convenience, but the present invention is not limited to the illustrated embodiments thereby.
[0151] The game system (1) according to Aspect A1 is a game system that manages game media used in a game played by a plurality of users, and includes an other-user relationship processing unit (111) that executes other-user relationship processing in which a plurality of users playing the game interact with each other, and a personal identification information acquisition unit (112) that acquires personal identification information used outside the game system (1) as information for identifying an individual user included in the plurality of users. A restriction regarding the execution of the other-user relationship processing by the other-user relationship processing unit is determined according to the acquisition state of the personal identification information. The other-user relationship processing includes a first ownership information change process of changing ownership information indicating the owner of the game media used in the game from a certain user who plays the game to another user who plays the game. The restriction is a restriction regarding the execution of the first ownership information change process. According to the above configuration, when a restriction is imposed on a user for a desired other-user relationship process, registration of corresponding personal identification information is required in order to execute the other-user relationship process without being restricted. By registering personal identification information, a deterrent against improper behavior is exerted on the user. Therefore, it is possible to suppress fraud by a user who wishes to change the ownership information of the game media.
[0152] The game system (1) according to Aspect A2, in Aspect A1, the first ownership information change process includes a user-to-user sales process including a sales process to another user of the game media by a certain user and a purchase process from another user of the game media by a certain user, and the restriction is a restriction regarding the execution of the user-to-user sales process. According to the above configuration, it is possible to suppress fraud by a user who wishes to buy and sell game media.
[0153] The game system (1) according to Aspect A3, in Aspect A1 or A2, an acquisition level is set according to the acquisition state, and the restriction is determined such that the range of the first owned information change process for which execution is permitted becomes larger as the acquisition level is higher. According to the above configuration, a user who desires the first owned information change process of the aspect corresponding to a high acquisition level needs to register the personal identification information corresponding to the acquisition level, so that user fraud can be more suppressed.
[0154] The game system (1) according to Aspect A4, in Aspect A2, an acquisition level is set according to the acquisition state, the restriction is determined such that the range of the first owned information change process for which execution is permitted becomes larger as the acquisition level is higher, and the acquisition level for permitting the execution of the sell-to-user process is higher than the acquisition level for permitting the execution of the buy-from-user process. According to the above configuration, it is possible to encourage a user who desires to sell a game medium to register personal identification information at a higher level.
[0155] The game system (1) according to Aspect A5, in Aspect A4, the other-user relationship process further includes a second owned information change process for changing the owned information so that the owner changes it between a user who plays the game and a user who uses the game system other than for playing the game, the restriction regarding the execution of the second owned information change process is determined according to the acquisition state of the personal identification information, and the acquisition level for permitting the execution of the buy-from-user process is higher than the acquisition level for permitting the execution of the second owned information change process. According to the above configuration, it is possible to encourage a user who desires to purchase a game medium from another user who plays the game to register personal identification information at a higher level.
[0156] The game system (1) according to Aspect A6, in Aspect A2 or A4, the restriction is a restriction regarding the attribute information indicating the attributes of the partner user who buys and sells the game medium when executing the user-to-user trading process. According to the above configuration, for a user who wishes to trade with a desired partner user, it is possible to encourage the registration of personal identification information corresponding to the desired partner user.
[0157] The game system (1) according to Aspect A7, in any one of Aspects A2, A4, and A6, the restriction is a restriction regarding the amount determination information indicating the method of determining the amount of the game medium to be bought and sold when executing the user-to-user trading process. According to the above configuration, for a user who wishes to determine the amount in a desired way, it is possible to encourage the registration of personal identification information corresponding to the method of determining the amount.
[0158] The game system (1) according to Aspect A8, in any one of Aspects A2, A4, A6, and A7, the restriction is a restriction regarding the amount upper limit information indicating the upper limit of the amount for buying and selling the game medium when executing the user-to-user trading process. According to the above configuration, for a user who wishes to trade up to a desired amount, it is possible to encourage the registration of personal identification information corresponding to the amount.
[0159] The game system (1) according to Aspect A9, in any one of Aspects A2, A4, A6, A7, and A8, the restriction is a restriction regarding the number upper limit information indicating the upper limit of the number of times of buying and selling the game medium when executing the user-to-user trading process. According to the above configuration, for a user who wishes to trade a desired number of times, it is possible to encourage the registration of personal identification information corresponding to the number of times.
[0160] The method (S1A) according to aspect A10 is a method executed by one or more computers included in a game system (1) that manages a game medium used in a game played by a plurality of users. The one or more computers execute other user relationship processing (S104, S106A, S108A, S110A) in which a plurality of users playing the game interact with each other, and the one or more computers obtain personal identification information used outside the game system (1) as information for identifying a user individual included in the plurality of users (S100). A restriction regarding the execution of the other user relationship processing is determined according to the acquisition state of the personal identification information. The other user relationship processing includes a first ownership information change process in which ownership information indicating the owner of the game medium used in the game is changed by the owner from a certain user playing the game to another user playing the game. The restriction is a restriction regarding the execution of the first ownership information change process. With the above configuration, the same effect as in aspect A1 is achieved.
[0161] The program according to aspect A11 causes one or more computers included in a game system (1) that manages a game medium used in a game played by a plurality of users to execute other user relationship processing (S104, S106A, S108A, S110A) in which a plurality of users playing the game interact with each other, and to obtain personal identification information used outside the game system (1) as information for identifying a user individual included in the plurality of users (S100). A restriction regarding the execution of the other user relationship processing is determined according to the acquisition state of the personal identification information. The other user relationship processing includes a first ownership information change process in which ownership information indicating the owner of the game medium used in the game is changed by the owner from a certain user playing the game to another user playing the game. The restriction is a restriction regarding the execution of the first ownership information change process. With the above configuration, the same effect as in aspect A1 is achieved.
[0162] The game system (1) according to Aspect B1 is a game system that advances a game played by a plurality of users, and includes an other-user relationship processing unit (111) that executes other-user relationship processing in which the plurality of users playing the game interact with each other, and an individual identification information acquisition unit that acquires individual identification information used outside the game system (1) as information for identifying an individual user included in the plurality of users. A restriction regarding the execution of the other-user relationship processing by the other-user relationship processing unit is determined according to the acquisition state of the individual identification information. With the above configuration, when a restriction is imposed on a desired other-user relationship processing for a user, registration of corresponding individual identification information is required in order to execute the other-user relationship processing without being restricted. By registering the individual identification information, a deterrent force against improper acts is exerted on the other-user relationship processing. Therefore, user fraud can be suppressed.
[0163] The game system (1) according to Aspect B2, in Aspect B1, the other-user relationship processing includes battle processing for executing a battle played with another user, and the restriction is a restriction regarding the execution of the battle processing. With the above configuration, fraud by a user who wishes to play a battle with another user can be suppressed.
[0164] The game system (1) according to Aspect B3, in Aspect B1 or B2, the other-user relationship processing includes communication processing for executing communication with another user, and the restriction is a restriction regarding the execution of the communication processing. With the above configuration, fraud by a user who wishes to communicate with another user can be suppressed.
[0165] The game system (1) according to Aspect B4, in any one of Aspects B1 to B3, the other-user relationship processing includes other-user association processing for associating a user with another user, and the restriction is a restriction regarding the execution of the other-user association processing. With the above configuration, fraud by a user who wishes to associate with another user can be suppressed.
[0166] The game system (1) according to Aspect B5, in any one of Aspects B1 to B4, the other user relationship processing further includes group relationship processing related to a group composed of a plurality of users, and the restriction is a restriction regarding the execution of the group relationship processing. With the above configuration, it is possible to suppress fraud by users who wish to be related to the group.
[0167] The game system (1) according to Aspect B6, in any one of Aspects B1 to B5, an acquisition level is set according to the acquisition state, and the restriction is determined such that the range of the other user relationship processing for which execution is permitted becomes larger as the acquisition level is higher. With the above configuration, for a user who wishes to perform the other user relationship processing of the aspect corresponding to a high acquisition level, registration of the personal identification information corresponding to the acquisition level is required, so fraud by the user can be further suppressed.
[0168] The method (S1) according to Aspect B7 is a method executed by one or more computers included in a game system that advances a game played by a plurality of users, and the one or more computers execute other user relationship processing (steps S104, S106, S108, S110) in which a plurality of users playing the game interact with each other, and the one or more computers acquire personal identification information used outside the game system (1) as information for identifying individual users included in the plurality of users (step S100), and the restriction regarding the execution of the other user relationship processing is determined according to the acquisition state of the personal identification information. With the above configuration, the same effect as in Aspect B1 is achieved.
[0169] The program according to Aspect B8 causes one or more computers included in a game system that advances a game played by a plurality of users to execute other user relationship processing (S104, S106, S108, S110) in which a plurality of users playing the game interact with each other, and to execute a step (S100) of obtaining personal identification information used outside the game system (1) as information for identifying a user individual included in the plurality of users, and a restriction regarding execution of the other user relationship processing is determined according to the acquisition state of the personal identification information. With the above configuration, the same effects as those of Aspect B1 are achieved.
[0170] [Example of implementation by software] The functions of each device (hereinafter referred to as "device") constituting the game 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 part included in the control units 110, 310, 510).
[0171] In this case, the above device includes a computer having at least one control device (for example, a processor) and at least one storage device (for example, a memory) as hardware for executing the above program. By executing the above program with this control device and storage device, each function described in the above embodiments is realized.
[0172] The above program may be recorded on one or more computer-readable recording media, not temporarily. This recording medium may or may not be provided in the above device. In the latter case, the above program may be supplied to the above device via any wired or wireless transmission medium.
[0173] In addition, part or all of the functions of each of the above control blocks can also be realized by a logic circuit. For example, an integrated circuit in which a logic circuit functioning as each of the above control blocks is formed is also included in the scope of the present invention. In addition to this, for example, it is also possible to realize the functions of each of the above control blocks by a quantum computer.
[0174] Also, each process described in each of the above embodiments may be executed by AI (Artificial Intelligence). In this case, the AI may operate in the above control device, or may operate in another device (for example, an edge computer or a cloud server, etc.).
[0175] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope shown in 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.
Description of Reference Numerals
[0176] 1 Game system 10 Game server 30 Ownership management server 50 User terminal 90 Blockchain system 11, 31, 51 Processor 12, 32, 52 Memory 13, 33, 53 Communication interface 19, 39, 59 Bus 54 Input device 55 Display device 110, 310, 510 Control unit 111 Other user-related processing unit 112 Personal identification information acquisition unit 130 Media information storage unit 150 Acquisition level setting information storage unit 170 User information storage unit 190 Restriction information storage unit 311 Ownership information change processing unit 330 and 530 Memory Units 511 Game UI Unit 512 and 516 Personal Identification Information Registration UI Units
Claims
1. A game system for managing a game medium used in a game played by a plurality of users, comprising: a user relationship processing unit that executes other user relationship processing in which a plurality of users playing the game interact with each other; a personal identification information acquisition unit that acquires personal identification information used outside the game system as information for identifying individual users included in the plurality of users; wherein a restriction regarding execution of the other user relationship processing by the other user relationship processing unit is determined according to the acquisition state of the personal identification information; the other user relationship processing includes a first ownership information change process of changing ownership information indicating an owner of a game medium used in the game so that the owner changes from a certain user playing the game to another user playing the game; the restriction is a restriction regarding execution of the first ownership information change process; A game system.
2. The first ownership information change process includes a user-to-user sales process including a sales process to another user of the game medium by a certain user and a purchase process from another user of the game medium by a certain user, the restriction is a restriction regarding execution of the user-to-user sales process; The game system according to claim 1.
3. An acquisition level is set according to the acquisition state, the restriction is determined such that the higher the acquisition level, the larger the range of the first ownership information change process for which execution is permitted; The game system according to claim 1.
4. An acquisition level is set according to the acquisition state, the restriction is determined such that the higher the acquisition level, the larger the range of the first ownership information change process for which execution is permitted, the acquisition level for permitting execution of the sales process to another user is higher than the acquisition level for permitting execution of the purchase process from another user; The game system according to claim 2.
5. the other user relationship processing further includes a second ownership information change process of changing the ownership information so that the owner changes between a user playing the game and a user using the game system for purposes other than playing the game, a restriction regarding execution of the second ownership information change process is determined according to the acquisition state of the personal identification information; The acquisition level for permitting the execution of the purchase process for the user is higher than the acquisition level for permitting the execution of the second ownership information change process. The game system according to claim 4.
6. The restriction is a restriction regarding attribute information indicating the attributes of the partner user who buys and sells the game medium when executing the user-to-user trading process. The game system according to claim 2.
7. The restriction is a restriction regarding the price determination information indicating the method of determining the price of the game medium to be bought and sold when executing the user-to-user trading process. The game system according to claim 2.
8. The restriction is a restriction regarding the price ceiling information indicating the upper limit of the price at which the game medium is bought and sold when executing the user-to-user trading process. The game system according to claim 2.
9. The restriction is a restriction regarding the number limit information indicating the upper limit of the number of times the game medium is bought and sold when executing the user-to-user trading process. The game system according to claim 2.
10. A method executed by one or more computers included in a game system that manages a game medium used in a game played by a plurality of users, the step of the one or more computers executing other user relationship processing in which a plurality of users playing the game interact with each other; the step of the one or more computers obtaining personal identification information used outside the game system as information for identifying a user individual included in the plurality of users, and including, the restriction regarding the execution of the other user relationship processing being determined according to the acquisition state of the personal identification information, the other user relationship processing including a first ownership information change process of changing ownership information indicating the owner of the game medium used in the game from a certain user playing the game to another user playing the game; The method, wherein the restriction is a restriction regarding the execution of the first ownership information change process.
11. In one or more computers included in a game system that manages a game medium used in a game played by a plurality of users, the step of executing other user relationship processing in which a plurality of users playing the game interact with each other; the step of obtaining personal identification information used outside the game system as information for identifying a user individual included in the plurality of users is executed. The restriction regarding the execution of the other user relationship processing is determined according to the acquisition state of the personal identification information. The other user relationship processing includes a first ownership information change process of changing ownership information indicating the owner of the game medium used in the game so that the owner changes from a certain user who plays the game to another user who plays the game. The program is a restriction regarding the execution of the first ownership information change process.
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