Game server, privilege imparting method, and computer program
The game server system addresses user motivation by setting achievable privilege thresholds based on game media purchases across multiple periods, enhancing user engagement and enjoyment.
Patent Information
- Application Number
- JP2023201866
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-29
- Publication Date
- 2025-06-10
AI Technical Summary
Users may struggle to obtain privileges in games due to high hurdles or purchase requirements, leading to decreased motivation and enjoyment.
A game server system that sets privileges based on purchase thresholds of game media across multiple periods, allowing users to earn privileges by purchasing the smallest required amount and maintaining this level of purchase in subsequent periods.
This system enhances user motivation to continue playing by providing achievable privileges, allowing users to feel a sense of accomplishment and enjoyment without excessive financial burden.
Smart Images

Figure 2025087303000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game server, a method for awarding privileges, and a computer program.
Background Art
[0002] Users who play mobile games or blockchain games can obtain various privileges (bonuses) by achieving goals imposed in the game or purchasing in-game assets or game media (such as paid stones, items, tickets, etc.). Since users can obtain a sense of satisfaction by obtaining privileges, the degree of enthusiasm of users for the game can be increased.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, if the hurdle of the goal imposed in the game to obtain a privilege is too high, or if the purchase amount of the game media to which the privilege is granted is high, it becomes difficult for the user to obtain the privilege. Therefore, some users may not be able to obtain the motivation to continue the game, and there is also a high possibility that they cannot enjoy the essence of the game.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a game server, a method for awarding privileges, and a computer program that improve the motivation of users to continue the game.
Means for Solving the Problems
[0006] The game server according to the first aspect of the present invention includes a sales unit that sells game media to users, a privilege setting unit that sets privileges corresponding to each of the thresholds of a plurality of purchase units of the game media in each of a plurality of periods, and in a first period included in the plurality of periods, the user purchases the game media equal to or more than the threshold of the smallest purchase unit and the privilege is granted, and based on the fact that in a second period included in the plurality of periods immediately after the first period, the user purchases the game media equal to or more than the threshold of the smallest purchase unit, a privilege granting unit that grants the privilege corresponding to the purchase unit of the game media of the user in the second period to the user.
[0007] The privilege granting method according to the second aspect of the present invention is a privilege granting method by a game server including a sales unit that sells game media to users, wherein in each of a plurality of periods, privileges corresponding to each of the thresholds of a plurality of purchase units of the game media are set, and in a first period included in the plurality of periods, the user purchases the game media equal to or more than the threshold of the smallest purchase unit and the privilege is granted, and based on the fact that in a second period included in the plurality of periods immediately after the first period, the user purchases the game media equal to or more than the threshold of the smallest purchase unit, the privilege corresponding to the purchase unit of the game media of the user in the second period is granted to the user.
[0008] The computer program according to the third aspect of the present invention is a computer program that causes a game server including a sales unit that sells game media to users to execute the privilege granting method according to the second aspect.
Advantages of the Invention
[0009] According to the present invention, it is possible to provide a game server, a privilege granting method, and a computer program that improve the motivation for users to continue playing games.
Brief Description of the Drawings
[0010]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
[0011] Hereinafter, an example of a game server, a game system, and a computer program according to an embodiment of the present invention will be described in detail with reference to the drawings. In the following description, the same reference numerals are given to the same or similar configurations and elements that have already been described, and the description thereof will be omitted.
[0012] FIG. 1 is a diagram schematically showing a configuration example of a network including a game system according to an embodiment.
[0013] The game system 100 of the present embodiment is, for example, a system for operating and managing a game using a blockchain. The game system 100 is communicably connected to a plurality of user terminals 200, a CEX (Centralized Exchange) 300, a DEX (Decentralized Exchange) 400, a marketplace 500, an NFT server 600, and an administrator terminal 700 via a network.
[0014] CEX300 is a cryptocurrency exchange operated by a specific company. In this embodiment, CEX300 transfers cryptocurrency to the game system 100 in response to a request from the game system 100. Examples of CEX300 include Coincheck (registered trademark), bitFlyer (registered trademark), BITPOINT (registered trademark), etc. Also, CEX300 can conduct cryptocurrency transactions with the user terminal 200 and transfer cryptocurrency to the user terminal 200 in response to a request from the user terminal 200.
[0015] DEX400 is a cryptocurrency exchange that has no exchange operating company and realizes the automatic exchange of cryptocurrency and tokens through smart contracts. In this embodiment, DEX400 transfers cryptocurrency to the game system 100 in response to a request from the game system 100. Examples of DEX400 include Uniswap (registered trademark), PancakeSwap (registered trademark), etc. Also, DEX400 can conduct cryptocurrency transactions with the user terminal 200 and transfer cryptocurrency and tokens to the user terminal 200 in response to a request from the user terminal 200.
[0016] The user terminal 200 includes, for example, at least one processor and a memory in which a program executed by the processor is recorded, and is configured to be able to realize various functions by software or a combination of software and hardware.
[0017] The user terminal 200 is an electronic device such as a computer, and can be, for example, a television receiver (including Internet TV), a PC (Personal Computer), a mobile terminal (such as a tablet, smartphone, laptop, feature phone, digital music player, e-book reader, smartwatch, etc.), a game device (home game console, portable game console), a VR (Virtual Reality) terminal, an AR (Augmented Reality) terminal, etc., but is not limited thereto. Note that the number of user terminals 200 connected to the network may be zero, and can increase or decrease at any time.
[0018] In this embodiment, the user terminal 200 is, for example, a smartphone, and can execute the blockchain game supplied from the game system 100 by downloading and installing the application of the game using the blockchain provided from the game system 100. Also, the user terminal 200 may be able to execute the blockchain game supplied from the game system 100 on a browser without downloading and installing the application of the game using the blockchain provided from the game system 100. For example, the user terminal 200 is a smartphone.
[0019] The administrator terminal 700 includes, for example, at least one processor and a memory in which a program executed by the processor is recorded, and is configured to be able to realize various functions by software or a combination of software and hardware.
[0020] The administrator terminal 700 is an electronic device such as a computer, and can be, for example, a television receiver (including Internet TV), a PC (Personal Computer), a mobile terminal (such as a tablet, smartphone, laptop, feature phone, digital music player, e-book reader, smartwatch, etc.), a game device (home game console, portable game console), a VR (Virtual Reality) terminal, an AR (Augmented Reality) terminal, etc., but is not limited thereto.
[0021] In this embodiment, the administrator terminal 700 is, for example, a PC, and information input is performed by the operation of a game administrator who manages the games provided by the game system 100. Information is exchanged between the game server 110 and the payment server 120, and various settings (event settings, pre-play event settings, VIP setting information settings, etc.) and management of the games using the blockchain provided by the game server 110 can be performed. Note that a plurality of administrator terminals 700 may be connected to the network, and each may communicate with the game server 110 and the payment server 120.
[0022] The NFT server 600 is a server that performs NFTization (conversion to NFT) by recording images (still images and moving images), audio, and other types of digital files on a blockchain (decentralized ledger) as unique and irreplaceable data units (blocks). The NFT server 600 can, for example, convert in-game assets in the game server 110 into NFTs and provide the in-game assets converted into NFTs to users in response to requests.
[0023] The NFT server 600 includes, for example, at least one processor and a memory in which a program executed by the processor is recorded, and is configured to be able to realize various functions by software or a combination of software and hardware.
[0024] The storage unit (including memory) of the NFT server 600 includes, for example, a main storage unit and an auxiliary storage unit. The main storage unit may include, for example, a ROM (read-only memory) and a RAM (random-access memory). The ROM is a non-volatile memory used exclusively for reading data, and can store data used by the processor for various processes and various setting values. Also, the RAM can be used as a so-called work area for temporarily storing data when the processor of the NFT server 600 performs various processes. The main storage unit of the present embodiment is, for example, a RAM.
[0025] The auxiliary storage unit of the NFT server 600 is a non-temporary computer-readable storage medium of a computer centered on the processor. The auxiliary storage unit is, for example, an EEPROM (registered trademark) (electric erasable programmable read-only memory), an HDD (hard disk drive), or an SSD (solid state drive).
[0026] The auxiliary storage unit of the NFT server 600 can store data, programs, data generated by processing in the processor, or various setting values used when the processor performs various processes.
[0027] The processor of the NFT server 600 is typically a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit), but may also be a microcomputer, an FPGA (Field Programmable Gate Array), or a DSP (Digital Signal Processor), etc.
[0028] The processor of the NFT server 600 can realize various functions of the NFT server by executing programs such as system software, application software, or firmware stored in the storage unit.
[0029] The processor of the NFT server 600 includes an NFT processing unit. The NFT processing unit acquires, for example, an NFT conversion request signal from the management unit 113 included in the game server 110. Using the digital data of in-game assets, the information of the creator of the digital data, and the information of the owner of the digital data included in the NFT conversion request signal from the game server 110, the NFT processing unit generates a distributed ledger (blockchain) in which the in-game assets to be NFT-converted are unique and non-fungible data units. Note that an existing method can be used for the NFT conversion process of in-game assets by the NFT processing unit.
[0030] After the NFT conversion process is completed, the NFT processing unit outputs a notification of the completion of the NFT conversion process to the management unit 113 via the network. The notification of the completion of the NFT conversion process may include, for example, the information of the creator of the NFT, the information of the owner of the NFT, the identification information (identifier) of the in-game assets for which the NFT conversion was performed, and the date and time when the NFT conversion was completed. The NFT processing unit transmits the data of the in-game assets for which the NFT conversion process has been completed to the user terminal 200 via the network (or to the user terminal 200 via the game server 110).
[0031] The marketplace 500 is an online platform where digital assets utilizing NFTs (Non-Fungible Tokens) can be bought, sold, and exchanged. The user who operates the user terminal 200 can sell the in-game assets converted into NFTs on the marketplace 500 by converting the in-game assets owned in the game system 100 into NFTs through the processes described later. Also, the user can purchase digital assets sold on the marketplace 500. Examples of the marketplace 500 include TofuNFT (registered trademark) and OpenSea (registered trademark).
[0032] Note that the NFT server 600 and the marketplace 500 may be included in the game system 100.
[0033] The game system 100 of this embodiment includes a game server 110 and a payment server 120. The game server 110 and the payment server 120 are communicably connected to each other via a network.
[0034] The payment server 120 is a server that performs payment processing associated with buying and selling transactions via a network. For example, when a user purchases a game medium (such as in-game currency, items, tickets, etc.) sold by the game server 110, the payment server 120 conducts the necessary payment for the price between the user terminal 200 and the game server 110.
[0035] The game server 110 is a server that provides a game using a blockchain that can be played by the user terminal 200 (a blockchain game, which may simply be referred to as a game hereinafter). The game server 110 has a function of selling game media (such as in-game currency like paid stones) with cryptocurrency and a function of selling game media (such as in-game currency) with fiat currency (such as the Japanese yen, the US dollar, etc.).
[0036] The game server 110 manages the value of game media (such as in-game assets, tickets, items, etc., in-game currency) purchased by the user with cryptocurrency. Note that the game media in this embodiment includes at least in-game assets (such as characters, items that can be used in the game, weapons and equipment that can be worn by characters, cards for generating character skills, etc.) and in-game currency (such as paid stones and free stones, etc.).
[0037] In this embodiment, the game server 110 can handle multiple types of tokens as cryptocurrency. In the blockchain game provided by the game server 110, for example, the game media that can be purchased with one of the multiple types of cryptocurrency may be different from the game media that can be purchased with another cryptocurrency among the multiple types of cryptocurrency. Among the multiple types of cryptocurrency, there may be those that can be used for all purposes, or those that can be used only for specific purposes.
[0038] Next, an example of the configuration of the payment server 120 and the game server 110 included in the game system 100 shown in FIG. 1 will be described. FIG. 2 is a block diagram schematically showing an example of the configuration of a game system according to an embodiment. The payment server 120 includes, for example, at least one processor 121 and a memory in which a program executed by the processor 121 is recorded, and is configured to be able to realize various functions by software or a combination of software and hardware.
[0039] The payment server 120 includes a processor 121, a storage unit 123, an input unit 124, an output unit 125, and a communication unit 126. The input unit 124 is operated by an administrator of the payment server 120 and may include a user interface such as a mouse or a keyboard for inputting various information (for example, change information such as numerical values of various settings of the payment server 120), and various sensors such as a microphone or a touch panel.
[0040] The output unit 125 includes, for example, a monitor that visually presents information to the administrator of the payment server 120. The output unit 125 may also include a voice output means for aurally supplying information to the administrator of the payment server 120, such as a speaker.
[0041] The communication unit 126 can transmit information received from the outside to the components within the payment server 120, and can also transmit information received from the components within the payment server 120 to the outside. The communication unit 126 can be communicably connected to the game server 110, the user terminal 200, the administrator terminal 700, etc. via a network such as the Internet.
[0042] The storage unit (including memory) 123 of the settlement server 120 includes, for example, a main storage unit and an auxiliary storage unit. The main storage unit may include, for example, a ROM (read-only memory) and a RAM (random-access memory). The ROM is a non-volatile memory used exclusively for reading data, and can store data used by the processor for various processes and various setting values. Also, the RAM can be used as a so-called work area for temporarily storing data when the processor performs various processes. The main storage unit of the present embodiment is, for example, a RAM.
[0043] The auxiliary storage unit of the settlement server 120 is a non-temporary computer-readable storage medium of a computer centered on a processor. The auxiliary storage unit is, for example, an EEPROM (registered trademark) (electric erasable programmable read-only memory), an HDD (hard disk drive), or an SSD (solid state drive).
[0044] The auxiliary storage unit of the settlement server 120 can store, for example, data used by the processor for various processes, programs, data generated by the processing in the processor, or various setting values. The auxiliary storage unit may store information necessary for personal authentication during the settlement process performed by the processor, and personal information such as credit card numbers and account information (fiat currency account information, cryptocurrency account information, etc.). For example, personal information such as information used for personal authentication and account information may be stored in an external database accessible by the settlement server 120.
[0045] The processor 121 of the payment server 120 is typically a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit), but it may also be a microcomputer, an FPGA (Field Programmable Gate Array), a DSP (Digital Signal Processor), or the like. By executing programs such as system software, application software, or firmware stored in the storage unit 123, the processor 121 of the payment server 120 can realize various functions of the payment server 120.
[0046] The processor 121 of the payment server 120 includes a payment processing unit 122. The payment processing unit 122 acquires payment information from the sales unit 112 of the game server 110 described later via a network. The payment information may include, for example, remittance information of cryptographic assets from the user terminal 200 (including payment amount information), information for the user using the user terminal 200 to make a payment (credit card information, information of a fiat currency account, information of a cryptographic asset account, etc.), and identification information for identifying the user.
[0047] The payment processing unit 122 of the payment server 120 performs the requested payment processing using the payment information. A generally well-known method can be used for the payment processing by the payment processing unit 122. That is, the payment processing unit 122 performs payment processing for the amount specified by the payment method (credit card, account transfer by fiat currency, account transfer by cryptographic asset, etc.) specified by the user. After completing the payment processing, the payment processing unit 122 transmits a payment completion notification to the sales unit 112 via a network. The payment completion notification includes, for example, information such as the identifiers of the user who conducted the payment transaction and the game server 110 (or the game administrator of the game server 110), the payment amount, and the payment date and time.
[0048] The game server 110 includes, for example, at least one processor and a memory in which a program executed by the processor is recorded, and is configured to realize various functions by software or a combination of software and hardware.
[0049] In this embodiment, the game server 110 includes a processor 111, a storage unit 116, an input unit 117, an output unit 118, and a communication unit 119. The processor 111, the storage unit 116, the input unit 117, the output unit 118, and the communication unit 119 are respectively connected via a bus communication line and can transmit and receive data to and from each other. Note that the processor 111, the storage unit 116, the input unit 117, the output unit 118, and the communication unit 119 may be configured to transmit and receive data to and from each other by wireless communication or the like.
[0050] The input unit 117 is operated by the administrator of the game server 110 and may include a user interface such as a mouse or a keyboard for inputting various information (for example, change information such as numerical values of various settings of the game server 110), and various sensors such as a microphone or a touch panel.
[0051] The output unit 118 includes, for example, a monitor that visually presents information to the administrator of the game server 110. The output unit 118 may also be provided with voice output means for aurally supplying information to the administrator of the game server 110, such as a speaker.
[0052] The communication unit 119 can transmit the information received from the outside to the components within the game server 110, and transmit the information received from the components within the game server 110 to the outside. The communication unit 119 is communicably connected to a settlement server 120, a user terminal 200, a CEX 300, a DEX 400, a marketplace 500, an NFT server 600, and an administrator terminal 700 via a network such as the Internet.
[0053] The memory unit 116 includes, for example, a main memory unit and an auxiliary memory unit. The main memory unit may include, for example, a ROM (read-only memory) and a RAM (random-access memory). The ROM is a non-volatile memory used exclusively for reading data, and can store data and various setting values used by the processor 111 for performing various processes. Also, the RAM can be used as a so-called work area for temporarily storing data while the processor 111 performs various processes. The main memory unit of the present embodiment is, for example, a RAM and is used as a memory.
[0054] The auxiliary memory unit is a non-temporary computer-readable storage medium of a computer centered on the processor 111. The auxiliary memory unit is, for example, an EEPROM (registered trademark) (electric erasable programmable read-only memory), an HDD (hard disk drive), or an SSD (solid state drive).
[0055] The auxiliary memory unit can store data, programs, data generated by the processing in the processor 111, or various setting values used by the processor 111 for performing various processes.
[0056] The auxiliary memory unit stores information about events held in the game, for example. The information about the event may include the event's identification information, the event's holding period, information about in-game assets (such as characters, items, etc.) used in the event, event participation conditions, the event participant list, the event's rule information, the identification information of the pre-event, the holding period of the pre-event, information about in-game assets (such as characters, items, etc.) used in the pre-event, the conditions for awarding benefits in the pre-event, the setting information of the benefits in the pre-event, the pre-event participant list (benefit-awarding target list), and various setting information of other events and pre-events. Note that the pre-event is held prior to the event. The holding period of the pre-event and the event holding period may at least partially overlap. In the pre-event, for example, in order for the user to enjoy the event more, the characters and items used in the event can be provided to the user in advance (before the event holding period). By participating in the pre-event, the user can prepare for the event held immediately afterwards and enjoy the event immediately after it starts.
[0057] In addition, the auxiliary memory unit stores VIP setting information that associates the VIP level of the user playing the game, the conditions for the VIP level, and the privileges and benefits provided to the user corresponding to the VIP level. For example, the auxiliary memory unit stores the conditions for awarding VIP points to the user and the number of points awarded, in association with each other. For each of the multiple VIP levels, the auxiliary memory unit stores, in association with each other, the conditions that the user should meet (such as the threshold of VIP points) and the benefit and privilege information provided to the users of that VIP level.
[0058] The auxiliary memory unit records, in association with the user identification information (user identifier) of the user who plays the game, the history information of the game played by the user, the information on in-game assets owned by the user, the information on game media (such as in-game currency) owned by the user, the user level and privilege level (such as VIP level), various points (such as VIP points) given to the user, etc., the latest selling price (unit price) of game media such as in-game currency by cryptocurrency, the latest selling price (unit price) of game media such as in-game currency by fiat currency, and the latest value of cryptocurrency relative to fiat currency.
[0059] Note that the latest selling price (unit price) of game media by cryptocurrency may be set in consideration of the value of cryptocurrency relative to fiat currency according to the fluctuation of the value of cryptocurrency, or may be set as a predetermined price set in advance. Similarly, the latest selling price (unit price) of game media by fiat currency may be set in consideration of the value of fiat currency relative to cryptocurrency, or may be set as a predetermined price set in advance. In this embodiment, the price of game media by fiat currency is set in advance to a predetermined value, and the price of game media by cryptocurrency can be set to a value corresponding to the fluctuation of the value of cryptocurrency relative to the price set by fiat currency.
[0060] The history information may include various history information in which each information such as the history information of charging, the history information of battles, the history information of logins, the history information of performing gacha, the history information of player levels, the history information of character levels, the history information of character skills, the history information of items equipped by the character, the history information of character enhancement, the history information of item purchases, the history information of converting in-game assets to NFTs, the history information of rankings, the participation history information of events and play events, the history information of obtaining benefits, and the usage history information of game media (such as paid stones) and in-game assets (such as characters and items), etc., is associated with the user identifier and the corresponding date and time.
[0061] The information on the user's in-game assets includes the character identifier owned by the user and the item identifier owned by the user. The character identifier and the item identifier are stored in the storage unit 116 in association with the user identifier.
[0062] The information on the user's in-game currency includes the information on the paid stones and free stones currently owned by the user and the information on the purchase history of the user's paid stones. The information on the user's in-game currency includes, for example, the number of paid stones purchased by the user, the number of free stones owned by the user, the purchase date and time of the paid stones, and the information on the price of the paid stones in terms of the cryptographic assets at the purchase date and time of the paid stones. The number of paid stones purchased by the user (the number of paid stones purchased), the purchase date and time of the paid stones, and the price of one paid stone in terms of the cryptographic assets at the purchase date and time of the paid stones are associated with the user identifier.
[0063] In the game server 110 of the present embodiment, information on a plurality of types of paid stones used in the game is stored in the storage unit 116 for each type. The plurality of types of paid stones may be classified, for example, according to the means by which the user obtained the paid stones. In addition, a usage purpose may be set for each of the plurality of types of paid stones. For example, paid stones purchased with cryptographic assets other than the first cryptographic asset or fiat currency can be used for the purpose of gacha, and paid stones purchased with the first cryptographic asset can be used for the purpose of growing, strengthening, or refining in-game assets and for the purpose of gacha. Also, at least some of the plurality of in-game assets that can be obtained when the user performs gacha with the paid stones purchased with the first cryptographic asset and the plurality of in-game assets that can be obtained when the user performs gacha with the paid stones purchased with cryptographic assets other than the first cryptographic asset or fiat currency may be different.
[0064] Note that the storage unit 116 may be built into the game server 110 or may be externally attached to the game server 110. Furthermore, the data and the like stored in the storage unit 116 may be shared among the game server 110, the settlement server 120, and other servers (such as an NFT server).
[0065] The processor 111 is typically a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit), but may also be a microcontroller, an FPGA (Field Programmable Gate Array), a DSP (Digital Signal Processor), or the like. By executing programs such as system software, application software, or firmware stored in the storage unit 116, the processor 111 can implement various functions of the game server 110.
[0066] The processor 111 includes a sales unit 112 and a management unit 113.
[0067] The sales unit 112 can sell game media (such as in-game currency, items, tickets, etc.) to users. The sales unit 112 includes a first sales unit 1121 and a second sales unit 1122.
[0068] In response to a first purchase request from the user terminal 200, the first sales unit 1121 sells game media such as in-game currency using cryptocurrency. The first purchase request from the user terminal 200 may include information such as a user identifier, the desired number of game media (such as in-game currency) to be purchased, and date and time information (purchase request date and time). For example, when purchasing in-game currency, the user may select one of multiple types of cryptocurrency to use. In that case, the first purchase request may include the identifier of the cryptocurrency selected by the user.
[0069] For example, the first sales unit 1121 periodically obtains the value of the latest cryptocurrency from the management unit 113 described later, and determines the selling price (unit price) of the game media (such as in-game currency) using the obtained value. The first sales unit 1121 records the selling price (unit price) of the game media (such as in-game currency) using cryptocurrency in the storage unit 116 in association with the date and time information.
[0070] In response to the first purchase request from the user, the first sales department 1121 calculates the total payment amount in cryptocurrency required to purchase the game medium using the number of game media (such as in-game currency) the user wishes to purchase and the selling price of the game medium (such as in-game currency) in cryptocurrency recorded in the storage unit 116.
[0071] The first sales department 1121 generates display data for displaying the total payment amount of the user and transmits it to the user terminal 200. The total payment amount of the user is presented to the user on the user terminal 200 based on the display data. The user checks the total payment amount displayed on the display of the user terminal 200, settles the amount using the cryptocurrency recorded in a wallet (not shown), and when proceeding with the buying and selling transaction, operates the user terminal 200 to transmit settlement information (remittance request) to the wallet. At this time, the settlement information may be transmitted to the wallet via the game server 110. The settlement information transmitted to the wallet includes information for identifying the source wallet (or information such as the cryptocurrency account information), the wallet address of the game server 110 (or information such as the cryptocurrency account information) as the remittance destination, and the remittance amount. The wallet generates remittance data (transaction) based on the settlement information and transmits the remittance data to the game server 110.
[0072] The first sales department 1121 acquires the remittance data transmitted from the wallet, performs identity verification to confirm that it is a remittance from the user himself / herself who wishes to purchase the game medium (such as in-game currency), and after the identity verification, generates display data (settlement completion display data) indicating that the settlement has been completed normally and transmits it to the user terminal 200.
[0073] When the settlement with the user is completed normally, the first sales department 1121 shall consider that the sales transaction with the user is completed. The first sales department 1121 associates and records in the storage unit 116 the information of the game medium such as in-game currency purchased by the user (for example, the quantity of paid stones purchased by the user, the purchase date and time of the paid stones, and the price of the paid stones in terms of cryptocurrency at the purchase date and time of the paid stones), and the user identifier included in the first purchase request. Note that the purchase date and time of the paid stones may be, for example, the date and time when the first sales department 1121 sends a settlement completion notice via the communication unit 119, or the date and time when the remittance data is received from the wallet. Note that the wallet (not shown) may be included in the settlement server 120, may be included in the game server 110, or may be included in an application server outside the game system 100.
[0074] The second sales department 1122 sells game media such as in-game currency for legal tender in response to the second purchase request from the user terminal 200. The second purchase request from the user terminal 200 may include information such as a user identifier, the desired number of game media (such as in-game currency) to be purchased, and date and time information (purchase request date and time).
[0075] The second sales department 1122 calculates the total payment amount in legal tender required for the purchase of the game medium (such as in-game currency) using the desired number of game media (such as in-game currency) to be purchased by the user and the selling price of the game medium (such as in-game currency) in legal tender recorded in the storage unit 116 in advance in response to the second purchase request from the user. Note that the selling price of the game medium (such as in-game currency) in legal tender may be reviewed periodically. Since the value of legal tender fluctuates less and is more stable compared to the value of cryptocurrency, the selling price of the game medium (such as in-game currency) in legal tender is a more stable value with less fluctuation than the selling price of the game medium (such as in-game currency) in cryptocurrency.
[0076] The second sales department 1122 generates display data for displaying the total payment amount of the user and transmits it to the user terminal 200. The total payment amount of the user is presented to the user on the user terminal 200 based on the display data. When the user confirms the total payment amount displayed on the display or the like of the user terminal 200, settles the payment with the amount, and proceeds with the buying and selling transaction, the user operates the user terminal 200 to transmit second settlement information (remittance request) to the game server 110. At this time, the second settlement information may be transmitted to the settlement server 120 without passing through the game server 110.
[0077] The second sales department 1122 acquires the second settlement information from the user terminal 200 via the communication unit 119 and transmits a remittance request based on the second settlement information to the settlement server 120. The second settlement information may include, for example, information for the user using the user terminal 200 to perform settlement (credit card information, transportation IC card information, electronic money settlement information, information of a legal tender account, etc.), a user identifier (identification information) for identifying the user, identification information for identifying the settlement, and the like.
[0078] When the settlement by the settlement server 120 is completed, the settlement server transmits a settlement completion notice to the game server 110 or the user terminal 200. The settlement completion notice by the settlement server may include, for example, a user identifier and an identifier for identifying the settlement.
[0079] When the second sales department 1122 receives the settlement completion notice from the settlement server, it is assumed that the buying and selling transaction with the user is completed. The second sales department 1122 associates the information of the game medium (in-game currency, etc.) purchased by the user (for example, the quantity of paid stones purchased by the user, the purchase date and time of the paid stones, the price of the paid stones in cryptocurrency at the purchase date and time of the paid stones) with the user identifier included in the settlement completion notice and records them in the storage unit 116. Note that the completion date and time of the purchase of the paid stones may be, for example, the settlement completion date and time included in the settlement completion notice, or the date and time when the settlement completion notice is received.
[0080] The management department 113 advances the blockchain game according to the operations of the user terminal 200 and manages the events and play events held in the game.
[0081] The management department 113 includes a value information acquisition unit 1131, a privilege setting unit 1132, a privilege granting unit 1133, a play management unit 1134, and an event management unit 1135. The value information acquisition unit 1131 acquires from the outside the value (currency rate) of the cryptocurrency with respect to the fiat currency at a preset cycle (predetermined time). In the game server 110 of the present embodiment, since it is possible to handle multiple types of cryptocurrencies, the value information acquisition unit 1131 can acquire the value of the cryptocurrency (currency rate) for each of the multiple types of cryptocurrencies, for example, from an external cryptocurrency exchange server or the like. The cycle is assumed to be preset by the administrator or the like of the game server 110 and can be changed as appropriate.
[0082] The play management unit 1134 acquires operation information from the user terminal 200 via the communication unit 119 and advances the game provided by the game server 110 based on the operation information. Note that the play management unit 1134 may have a display processing unit that generates display data for updating the display of the display of the user terminal 200 as the game progresses and supplies it to the user terminal 200.
[0083] In addition, the play management unit 1134 has a function of managing the play of the game provided by the game server 110 by the user. The play management unit 1134 performs, for example, management of in-game assets such as characters and items owned by the user in the game, management of battles performed by the user using the character, management of events such as gacha and in-game tournaments performed by the user, management of the enhancement and level of the user and in-game assets, and management related to the NFT conversion of in-game assets.
[0084] The play management unit 1134 has a function of managing information (play information) obtained when a user plays a game. For example, when a user makes initial settings for a game on the user terminal 200, an identifier of the user is generated, and management of the user's play information is started.
[0085] The play management unit 1134 has, for example, a function of managing information on in-game assets (in-game asset information management function) obtained when a user plays a game, and a function of managing user information (user information management function) obtained when a user plays a game.
[0086] The in-game asset information management function, for example, when a user strengthens a character by playing a game, associates the user's identifier, the character's identifier, the identification information of the performed strengthening, and the date and time of the strengthening, and records them in the storage unit 116.
[0087] Also, the in-game asset information management function, for example, when the level of a character increases when a user plays a game, associates the user's identifier, the character's identifier, the level after the increase, and the date and time when the level increased, and records them in the storage unit 116. The in-game asset management function may record, for example, an awakening ID, which is an identifier indicating that the level of a character in the game has reached a certain level or that the character has become strengthenable (awakened) beyond the limit of ability values after the level of the character in the game has reached a certain level, in association with the character's identification information together with the date and time when the character awakened, in the storage unit 116.
[0088] Also, the in-game asset information management function, for example, when a user makes a character fight by playing a game, associates the user's identifier, the character's identifier, the identifier of the fight, the date and time of the fight, and the fight result, and records them in the storage unit 116.
[0089] In addition, the in-game asset information management function, for example, when a user equips an item to a character by playing the game, associates the user identifier, the identifier of the character, the identifier of the item, and the date and time of equipment, and records them in the storage unit 116. The in-game asset information management function, for example, when a user equips an item such as a dedicated equipment item to a character owned by the user, may further associate a dedicated equipment ID with the user identifier, the character identifier, the item identifier, and the date and time of equipment, and record them in the storage unit 116.
[0090] In addition, the in-game asset information management function, for example, when a user conducts a gacha, associates the user identifier, the date and time of the gacha, and the result of the gacha (for example, the identifier of the in-game asset obtained by the gacha), and records them in the storage unit 116. For example, the identifier of the in-game asset may include a switching flag for switching whether the user can use the in-game asset in the game. The in-game asset information management function may switch the switching flag to switch the in-game asset between a state where it can be used by the user in the game and a state where it cannot be used. An in-game asset in a state where it cannot be used may be treated as not being owned by the user on the game play screen.
[0091] In addition, the in-game asset information management function, for example, when a user NFT-izes an in-game asset by playing the game, associates the user identifier, the identifier of the NFT-ized in-game asset, the date and time of NFT-ization (for example, the date and time when NFT-ization is completed or the date and time when an NFT-ization process completion notification is received), and the identifier of the NFT, and records them in the storage unit 116.
[0092] In addition, the in-game asset information management function, for example, when receiving a request (return request signal) from the user to make an in-game asset that has already completed the NFT-ization process usable in the game, associates the user identifier, the identifier of the NFT-ized in-game asset, the date and time when the NFT is made usable in the game, and the identifier of the NFT, and records them in the storage unit 116.
[0093] When the user plays a game and makes a payment, for example, the user information management function associates the user identifier, the payment amount, and the payment date and time, and records them in the storage unit 116.
[0094] Also, when the user logs in, for example, the user information management function associates the user identifier and the login date and time, and records them in the storage unit 116. When the user logs out, the user information management function associates the user identifier and the logout date and time, and records them in the storage unit 116.
[0095] Also, when the player level increases when the user plays a game, for example, the user information management function associates the user identifier, the user level, and the date and time when the user level increased, and records them in the storage unit 116.
[0096] Also, when the user purchases an item by playing a game, for example, the user information management function associates the user identifier, the item identifier, and the item purchase date and time, and records them in the storage unit 116.
[0097] Also, the user information management function records the user's ranking information obtained by playing a game, for example, in association with the user identifier in the storage unit 116. For example, the ranking information may include information such as the ranking when the user participates in a tournament in the game and the identifier of the in-game assets (such as characters or items) used by the user in the tournament.
[0098] The user information management function may grant VIP points to a user, for example, when the user's game history information or user information meets a predetermined condition, or when the user purchases paid stones or makes other charges. At this time, the user information management function records, for example, the user's identifier, the acquired VIP points, and the date and time when the VIP points were granted in the storage unit 116 in association with each other. The VIP points granted to a user may differ depending on the conditions achieved, the payment method used when the charge was made, and the payment amount. The VIP points owned by the user and the VIP level corresponding to the VIP points may be supplied to the user terminal 200 as display data generated by a display processing unit (not shown).
[0099] The user information management function, for example, increases the VIP level of a user when the VIP points of the user reach a predetermined threshold value or more. The user information management function, for example, applies various in-game benefits to the user according to the VIP level, and grants the user benefits set according to the VIP level. The benefits applied to the user include, for example, functions that can only be used by users with a high VIP level, removal of purchase restrictions for users with a high VIP level, and relaxation or preferential treatment of conditions for obtaining benefits in pre-events. The benefits applied to the user may be, for example, daily benefits granted to the user according to the VIP level, benefits granted to the user when the VIP level is increased, etc.
[0100] The play management unit 1134 may have a conversion function. The conversion function has a function of making the in-game assets associated with the user identifier convertible to an NFT (Non-Fungible Token) when the history information associated with the user identifier satisfies a predetermined condition (NFT conversion condition).
[0101] The conversion function receives, via the communication unit 119, a conversion request signal requesting conversion of in-game assets into NFTs from the user terminal 200. The conversion request signal includes the user identifier of the user and the identifier of the in-game asset that the user wishes to convert into an NFT. The conversion function acquires, in response to the conversion request signal acquired from the user terminal 200 via the communication unit 119, the history information associated with the corresponding user identifier from the storage unit 116. The conversion function enables conversion of the in-game assets associated with the user identifier into NFTs when the acquired history information meets a predetermined condition. Note that the conversion function may wait for conversion request information from the user terminal 200 after enabling conversion of the in-game assets associated with the user identifier into NFTs when the history information associated with the user identifier in the storage unit 116 meets a predetermined condition.
[0102] When the conversion function has acquired the conversion request signal and the history information associated with the user identifier meets a predetermined condition, it makes the in-game assets associated with the user identifier convertible into NFTs and generates an NFT conversion request signal requesting the NFT server to convert the in-game assets into NFTs.
[0103] The NFT conversion request signal includes at least digital data such as image data corresponding to the in-game assets to be converted into NFTs, information on the creator of the in-game assets to be converted into NFTs, and information on the owner of the in-game assets to be converted into NFTs. Note that the information on the creator and the owner of the in-game assets may be the same information, and the information on the creator and the owner of the in-game assets may include the user identifier in the game. The conversion function transmits the NFT conversion request signal to the NFT server.
[0104] When the conversion function receives a notification of the completion of the NFT conversion process by the NFT server (information on the creator of the NFT, information on the owner of the NFT, identification information of the in-game asset for which the NFT conversion was performed, and the date and time when the NFT conversion was completed), it sets the in-game asset for which the NFT conversion process has been completed and is stored in the storage unit 116 in association with the user identifier to a state where it is not owned by the user in the game. When the conversion function receives a notification of the completion of the NFT conversion process by the NFT server, it may switch the switching flag for the in-game asset for which the NFT conversion process has been completed and make the in-game asset unusable by the user in the game.
[0105] The event management unit 1135 manages in-game events that the user can participate in and pre-events held prior to the in-game events. The event management unit 1135 makes various settings regarding the event and the pre-event, such as the event period, the pre-event period, and the in-game assets used in the event, using, for example, information supplied from the administrator terminal 700. The game administrator can operate the administrator terminal 700 to send information such as the event period, the presence or absence of a pre-event, and the pre-event period to the game server 110. The pre-event period is set before the event period and includes a plurality (N) of consecutive periods. The plurality of consecutive periods may be set individually according to the information supplied from the administrator terminal 700, or may be automatically set according to the pre-event period. The plurality of periods included in the pre-event may have different lengths from each other or may have the same length. Also, an interval may be provided between each of the plurality of consecutive periods. When an interval is provided, the period before the interval and the period after the interval are regarded as two consecutive periods.
[0106] In addition, the event management unit 1135 sets information on in-game assets (such as characters and items) used in the event (image data and identification information corresponding to categories of characters, items, etc.) and the value (price) of the in-game assets, using, for example, information supplied from the administrator terminal 700. At this time, the event management unit 1135 may cause the administrator terminal 700 to display a setting screen for inputting information regarding the event, obtain the setting information for the event and the pre-event from the administrator terminal 700, and proceed with the setting of the event and the pre-event while updating the setting screen. The in-game assets used in the event set by the event management unit 1135 become candidates for rewards to be given to users who satisfy predetermined conditions in the pre-event. In addition, the event management unit 1135 can manage the event participation list and the pre-event participation list of users based on the event participation conditions and the pre-event participation conditions. For example, before the start of the event and the pre-event, the event management unit 1135 may create an event participant list and a pre-event participant list according to the respective participation conditions, and update the users included in the list as the event and the pre-event progress.
[0107] The privilege setting unit 1132 sets a privilege corresponding to each purchase unit of the game medium (such as in-game currency) purchased by the user in each of a plurality of periods included in the holding period of the pre-event. The privilege setting unit 1132 can set, as a privilege in the pre-event, in-game assets used in the event or other in-game assets, using, for example, information supplied from the administrator terminal 700.
[0108] FIG. 3 is a diagram showing an example of the privilege set by the privilege setting unit shown in FIG. 2. In the preview event, benefits are set for each threshold of the purchase unit, such as the quantity or purchase amount of game media (in-game currency, etc.), in each of the multiple periods of the preview event. In the example shown in Figure 3, for each day of the 5 days when the preview event is held, benefits corresponding to each of the thresholds of the purchase quantity of game media (in-game currency, etc.) (100, 300, 1,000, 2,000, 3,000) are set.
[0109] The benefit setting unit 1132 sets benefits for the purchase unit such that the value of the corresponding benefit increases as the purchase unit of the game media (in-game currency, etc.) increases, in each of the multiple periods of the preview event. In the example shown in Figure 3, on each day of the preview event, the value of the benefit corresponding to the threshold of 100 for the purchase quantity of game media (in-game currency, etc.) is the lowest, and the value of the benefit corresponding to the threshold of 3,000 for the purchase quantity of game media (in-game currency, etc.) is the highest.
[0110] Also, the benefit setting unit 1132 sets the benefits such that the value of the benefit corresponding to the same purchase unit becomes higher in the later periods of the preview event. In the example shown in Figure 3, for example, the value of the benefit corresponding to the threshold of 100 for the purchase quantity of game media (in-game currency, etc.) is the lowest on the first day of the preview event and the highest on the fifth day of the preview event. From the above, throughout the preview event, the value of the benefit corresponding to the threshold of 100 for the purchase quantity of game media (in-game currency, etc.) on the first day is the lowest, and the value of the benefit corresponding to the threshold of 3,000 for the purchase quantity of game media (in-game currency, etc.) on the fifth day is the highest.
[0111] Also, the benefit setting unit 1132 can set different benefits so as to give users with user information and history information meeting predetermined conditions a benefit with a higher value different from that of other users. Also, the benefit setting unit 1132 may set it so that the purchase unit of the game media (in-game currency, etc.) is preferentially treated for users with user information and history information meeting predetermined conditions, and benefits are given.
[0112] The privilege setting unit 1132 may set the privilege for the purchase unit such that the purchase unit of the game medium (such as in-game currency) by a user (for example, a user whose user information or history information corresponding to the privilege meets a predetermined condition, such as a user with a VIP level of a predetermined level or higher, or a user who has been granted all of the privileges of a predetermined threshold or higher (for example, all that can be granted in a preview event) in a past (for example, previous) event, or a user who has NFTized in-game assets, etc.) corresponding to the privilege is smaller than the purchase unit of the game medium (such as in-game currency) by other users. In the example shown in FIG. 3, the privilege setting unit 1132 may set the threshold values of the purchase quantity of the game medium (such as in-game currency) to 80, 240, 800, 1,600, and 2,400 for each day of the 5 days when the preview event is held, and may set a preferential purchase unit of the game medium (such as in-game currency) for a specific user.
[0113] The privilege setting unit 1132 associates the set privilege, the period, the threshold value of the purchase unit of the game medium (such as in-game currency), and the identification information of the preview event, and records them in the storage unit 116.
[0114] Based on the fact that the user has purchased a game medium (such as in-game currency) of at least the smallest purchase unit and has been granted a privilege during the first period included in a plurality of periods of the preview event, and that the user has purchased a game medium (such as in-game currency) of at least the smallest purchase unit during the second period immediately after the first period and included in the plurality of periods, the privilege granting unit 1133 grants the user the privilege corresponding to the purchase unit of the user's game medium (such as in-game currency) during the second period.
[0115] Here, using the example of FIG. 3, when the user purchases 150 in-game currencies and 250 in-game currencies on the first day of the preview event, purchases 600 in-game currencies on the second day of the preview event, does not purchase in-game currency on the third day of the preview event, and purchases 100 in-game currencies on the fourth day of the preview event, the privilege granted to the user will be explained.
[0116] The privilege granting unit 1133 compares the total quantity of 400 in-game currencies purchased by the user on the first day of the play event with the threshold value of the purchase unit of the in-game currency, and grants the user the privilege corresponding to the threshold value of 300 on the first day. That is, the privilege granting unit 1133 associates the corresponding privilege with the user identifier and records it in the storage unit 116.
[0117] When the user purchases 100 or more (the smallest purchase unit) in-game currencies on the first day (the first period) of the play event, the privilege granting unit 1133 compares the total number of 600 in-game currencies purchased by the user on the second day (the second period immediately after the first period and included in a plurality of periods) of the play event with the threshold value of the purchase unit of the in-game currency, and grants the user the privilege corresponding to the threshold value of 300 on the second day. That is, the privilege granting unit 1133 associates the corresponding privilege with the user identifier and records it in the storage unit 116.
[0118] When the user purchases 100 or more (the smallest purchase unit) in-game currencies on the second day (the first period) of the play event, the privilege granting unit 1133 compares the total number of 0 in-game currencies purchased by the user on the third day (the second period immediately after the first period and included in a plurality of periods) of the play event with the threshold value of the purchase unit of the in-game currency. Since the user has not purchased in-game currency above the threshold value, the privilege for the third day is not granted to the user.
[0119] When the user purchases 100 or more (the smallest purchase unit) in-game currencies on the third day (the first period) of the play event and has not obtained the privilege for the third day, the privilege granting unit 1133 does not grant the user the privilege for the fourth day even if the user purchases 100 or more in-game currencies on the fourth day. Therefore, in this example, the privilege granting unit 1133 does not grant the user any privileges after the fourth day of the play event.
[0120] As described above, for example, in the example of FIG. 3, in each of the plurality of periods (five days) of the pre-event, by continuously purchasing 100 or more in-game currencies by the user, the user can obtain a privilege every period. For example, if there is a privilege that the user wants to obtain in the final period of the pre-event, the user can continuously purchase 100 or more in-game currencies every day until the day before the final day, and purchase the in-game currency in the quantity corresponding to the privilege desired on the final day, thereby obtaining the desired privilege.
[0121] Next, an example of the operation of the game server 110 of the present embodiment will be described. FIG. 4 is a flowchart for explaining an example of the operation of a game server according to an embodiment. In this example, an example of the operation of setting privileges in a pre-event will be described. When setting an event, the event management unit 1135 sets a pre-event holding period before the event holding period for the event in which the pre-event is held, based on the information supplied from the administrator terminal 700 (step SA1). The event holding period set by the event management unit 1135 includes a plurality of periods. The plurality of periods are a plurality of consecutive (or consecutive with an interval) periods. The length of each of the plurality of periods may be the same or different.
[0122] Subsequently, the event management unit 1135 sets the in-game assets that can be used in the event. At this time, the event management unit 1135 sets the information of the in-game assets and the value (price) of the in-game assets (step SA2). The value of the in-game assets may be a value in in-game currency, a value in legal currency, or a value in cryptocurrency. The in-game assets that can be used in the event are candidates for the privileges to be granted to the users who satisfy the predetermined conditions in the pre-event.
[0123] Subsequently, according to the information supplied from the administrator terminal 700, the privilege setting unit 1132 sets the thresholds for a plurality of purchase units (purchase quantity and purchase amount) of game media (such as in-game currency) for each of the plurality of periods included in the play event, and the privileges corresponding to the thresholds of the plurality of purchase units (step SA3). At this time, for example, the privilege setting unit 1132 can select a privilege from among in-game assets that are candidates for privileges such that the value of the privilege increases as the corresponding purchase unit is larger, and the value of the privilege increases as the period progresses during the play event.
[0124] In addition, the privilege setting unit 1132 may separately perform the setting of privileges such that the threshold of the purchase unit of the game media (such as in-game currency) for which the privilege is granted is preferentially treated for users whose user information and history information satisfy a predetermined condition. For example, the privilege setting unit 1132 may separately perform the privilege setting for each user who satisfies a predetermined condition, such as a user whose VIP level is higher than a predetermined level, a user who has been granted all privileges that can be granted in a past (for example, previous) event that are equal to or higher than a predetermined threshold, or a user who has NFTized in-game assets. In that case, the privilege setting unit 1132 may set it such that a user who satisfies a predetermined condition can obtain the same privilege with a smaller number (or purchase amount) of game media (such as in-game currency) than other users, or may set it such that a user who satisfies a predetermined condition can obtain a more expensive privilege with the same number (or purchase amount) of game media (such as in-game currency) as other users.
[0125] Next, an example of the operation of the game server 110 when granting a privilege to a user during the play event period will be described. Note that before the privilege granting process is started by the privilege granting unit 1133, the event processing unit 1131 may generate a play event participant list of the game users according to the play event participation conditions. The privilege granting unit 1133 may perform the following privilege granting process for the users included in the play event participant list.
[0126] FIG. 5 is a flowchart for explaining an example of the operation of a game server according to an embodiment. When the play event starts, the privilege granting unit 1133 determines whether to grant the privilege set by the privilege setting unit 1132 based on the purchase history of the user's game medium (such as in-game currency). In this example, the play event includes a period of K (where K is a positive integer of 2 or more), and a plurality of periods are set in ascending order from the first period to the K-th period from the start to the end of the play event.
[0127] Before starting to grant the privilege, the privilege granting unit 1133 may determine whether the user information and history information satisfy predetermined conditions. The predetermined conditions determined by the privilege granting unit 1133 may be, for example, that the user has made a charge of a predetermined amount or more (or a predetermined number of times or more) within a predetermined period, that the user has logged in to the game every day within a predetermined period, that more than a threshold number (for example, all those granted in the play event) of privileges were granted during the previous play event, that more than a threshold number of characters have been converted to NFTs, that the user level is above a threshold, that the points granted to the user are above a threshold, etc. The privilege granting unit 1133 can select and use the combination of the threshold of the purchase unit (number of purchases or purchase amount) of the game medium for privilege granting stored in the storage unit 116 and the privilege according to the conditions satisfied by the user information and history information.
[0128] The privilege granting unit 1133 first sets N = 1 (step SB1) and calculates the purchase unit (quantity purchased or purchase amount) of the user's game medium (in-game currency, etc.) in the Nth period. When the Nth period ends, the privilege granting unit 1133 calculates the purchase unit of the user's game medium (in-game currency, etc.) in that period (step SB2). When the user purchases the game medium (in-game currency, etc.) multiple times in the Nth period, the privilege granting unit 1133 calculates the total number of purchases and the total purchase amount of the game medium (in-game currency, etc.) for the multiple purchases. When the user purchases the game medium (in-game currency, etc.) using different payment methods (for example, legal currency and cryptocurrency), the privilege granting unit 1133 can calculate the total purchase amount for the multiple purchases by converting it to the purchase amount using any of the payment methods.
[0129] Subsequently, the privilege granting unit 1133 determines whether the user has purchased a game medium (in-game currency, etc.) equal to or more than the minimum purchase unit in the Nth period (step SB3). If the user has not purchased a game medium (in-game currency, etc.) equal to or more than the minimum purchase unit in the Nth period (step SB3, NO), the privilege granting unit 1133 does not grant the privilege for the Nth period to the user and proceeds to step SB7. Note that the event management unit 1131 may perform a process of removing the user from the participant list (privilege granting target list) of the play event after the privilege granting unit 1133 determines "NO" in step SB3. The privilege granting unit 1133 performs the privilege granting process for the play event participants, and for the users excluded from the participant list of the play event, no privilege will be granted even if they purchase a game medium during the play event period hereafter. In this case, step SB6 described later may be omitted.
[0130] If the user has purchased a game medium (in-game currency, etc.) equal to or more than the minimum purchase unit (minimum threshold) in the Nth period (step SB3, YES), the privilege granting unit 1133 determines whether N = 1 (step SB4).
[0131] When N is not 1 (step SB4, NO), the privilege granting unit 1133 determines whether the user has purchased a game medium (such as in-game currency) equal to or more than the minimum purchase unit (minimum threshold) during the (N - 1)-th period and whether a privilege has been granted (step SB6). If the user has not purchased a game medium (such as in-game currency) equal to or more than the minimum purchase unit during the (N - 1)-th period, or if a privilege has not been granted even though the user has purchased a game medium (such as in-game currency) equal to or more than the minimum purchase unit (step SB6, NO), the privilege granting unit 1133 does not grant the user the privilege for the N-th period and proceeds to step SB7.
[0132] When the user has purchased a game medium (such as in-game currency) equal to or more than the minimum purchase unit during the (N - 1)-th period and a privilege has been granted (step SB6, YES), and when N = 1 (step SB4, YES), the privilege granting unit 1133 proceeds to step SB5.
[0133] In step SB5, the privilege granting unit 1133 grants a privilege corresponding to the purchase quantity and purchase amount of the game medium (such as in-game currency) purchased by the user. That is, when N is 1, a privilege corresponding to the purchase unit is granted to the user who has purchased a game medium (such as in-game currency) equal to or more than the minimum purchase unit (minimum threshold) during the N-th period. When N is 2 or more, a privilege is granted during the (N - 1)-th period, and a privilege corresponding to the purchase unit is granted to the user who has purchased a game medium (such as in-game currency) equal to or more than the minimum purchase unit (minimum threshold) during the N-th period. In other words, when N is 1, the user who has purchased a game medium (such as in-game currency) equal to or more than the minimum purchase unit (minimum threshold) during the N-th period is included in the list of pre-event participants. When N is 2 or more, a privilege is granted during the (N - 1)-th period, and the user who has purchased a game medium (such as in-game currency) equal to or more than the minimum purchase unit (minimum threshold) during the N-th period is included in the list of pre-event participants.
[0134] The privilege granting unit 1133 selects, from among the privileges for the Nth period stored in the storage unit 116, a privilege corresponding to a threshold equal to or lower than the purchase quantity or purchase amount of the game media (such as in-game currency) purchased by the user, and associates the user identifier with the identifier of the in-game asset that is the privilege and records it in the storage unit 116. At this time, the privilege granting unit 1133 may grant the user all privileges corresponding to thresholds equal to or lower than the purchase unit of the game media (such as in-game currency) purchased by the user, or may grant the user only the privilege corresponding to the maximum value among the thresholds equal to or lower than the purchase unit of the game media (such as in-game currency) purchased by the user.
[0135] Subsequently, in step SB7, the privilege granting unit 1133 determines whether N = K (step SB7). If N ≠ K (step SB7, NO), the privilege granting unit 1133 sets N = N + 1 (step SB8) and performs the processing from step SB2. If N = K (step SB7, YES), the privilege granting process for the Kth (last) period of the play event has been completed, and the privilege granting unit 1133 ends the privilege granting process in the play event.
[0136] As described above, according to the game server 110 of the present embodiment, the user can obtain the game media they want by charging, and can also obtain other game media as a privilege, so they can feel a sense of gain, and can increase their enthusiasm for the game. Also, when the user wants to obtain a privilege, it is necessary to continue purchasing game media equal to or higher than the minimum threshold until the period when the privilege can be obtained, but it is not necessary to continue high-value charging, and a privilege is granted for each period of charging, so the user can obtain a sense of gain, and can maintain the user's motivation for charging.
[0137] Furthermore, when the benefits obtained by the user in the preview event are game media such as in-game assets that can be used in later events, the user can prepare for the event before the event starts and can enjoy the event from the moment it starts, which can increase the user's enthusiasm for the game even more. That is, according to the present embodiment, it is possible to provide a game server, a method for granting benefits, and a computer program that improve the motivation for the user to continue playing the game.
[0138] Note that the present invention is not limited to the above-described embodiments, and various modifications can be made without departing from the gist thereof at the implementation stage. Also, the respective embodiments may be implemented in appropriate combinations, and in that case, the combined effects can be obtained. Furthermore, the above embodiments include various inventions, and various inventions can be extracted by combinations selected from a plurality of disclosed constituent elements. For example, even if some constituent elements are deleted from all the constituent elements shown in the embodiments, if the problem can be solved and the effects can be obtained, the configuration from which these constituent elements are deleted can be extracted as an invention.
Explanation of Reference Numerals
[0139] 100... game system, 110... game server, 111... processor, 112... sales department, 1121... sales department, 1122... sales department, 113... management department, 1131... value information acquisition department, 1132... benefit setting department, 1133... benefit granting department, 1134... play management department, 1135... event management department, 116... storage department, 117... input department, 118... output department, 119... communication department, 120... payment server, 121... processor, 122... payment processing department, 123... storage department, 124... input department, 125... output department, 126... communication department, 200... user terminal, 500... marketplace, 600... NFT server, 700... administrator terminal
Claims
1. A sales department that sells game media to users, A privilege setting unit that sets a privilege corresponding to each threshold of a plurality of purchase units of the game media in each of a plurality of periods, In a first period included in the plurality of periods, the user purchases the game media equal to or greater than the threshold of the smallest purchase unit and the privilege is granted, and immediately after the first period and in a second period included in the plurality of periods, based on the fact that the user has purchased the game media equal to or greater than the threshold of the smallest purchase unit, a privilege granting unit that grants the privilege corresponding to the purchase unit of the game media of the user in the second period to the user. A game server comprising:
2. The privilege setting unit sets the privilege for the threshold of the purchase unit such that the value of the privilege corresponding to the threshold of the purchase unit of the game media increases as the threshold of the purchase unit of the game media increases in each of the plurality of periods. The game server according to claim 1.
3. The privilege setting unit sets the privilege for the threshold of the purchase unit such that the value of the privilege in the second period corresponding to the threshold of the purchase unit is higher than the value of the privilege in the first period. The game server according to claim 1.
4. Comprising a storage unit that stores user information regarding the play of the user's game, The privilege setting unit sets the privilege for the threshold of the purchase unit such that the threshold of the purchase unit of the game media by a user for whom the user information satisfies a predetermined condition corresponding to the privilege is smaller than the threshold of the purchase unit of the game media by other users. The game server according to claim 1.
5. Further comprising an event management unit that manages an in-game event in which users can participate and a pre-play event held prior to the in-game event, The event management unit sets information on the holding period of the pre-play event and in-game assets that can be used in the event for the plurality of periods, The privilege setting unit selects at least one of the privileges corresponding to each of the thresholds of the plurality of purchase units in each of the plurality of periods from the in-game assets set to be usable in the event. The game server according to claim 1.
6. A privilege granting method by a game server comprising a sales department that sells game media to users, For each of a plurality of periods, set a privilege corresponding to each threshold of a plurality of purchase units of the game medium. A privilege granting method, comprising: in a first period included in the plurality of periods, a user purchases the game medium that is equal to or greater than the threshold of the smallest purchase unit and the privilege is granted; and in a second period included in the plurality of periods immediately after the first period, based on the fact that the user has purchased the game medium that is equal to or greater than the threshold of the smallest purchase unit, grant the privilege corresponding to the purchase unit of the game medium of the user in the second period to the user.
7. A computer program for causing a game server including a sales department that sells a game medium to a user to execute the privilege granting method according to claim 6.
Citation Information
Patent Citations
Program and information processor
JP2023088262A
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