Management support system, method, and program

The management support system addresses the lack of understanding user consumption trends by granting NFT-based benefits to game characters, enhancing marketing strategies through a system that tracks and rewards purchases, thereby improving marketing efficiency.

JP2025157853AActive Publication Date: 2025-10-16SUMITOMO MITSUI BANKING CORP
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Patent Information

Application Number
JP2024060144
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-03
Publication Date
2025-10-16
Estimated Expiration
2044-04-03

AI Technical Summary

Technical Problem

Existing systems fail to understand users' consumption trends for products and services beyond NFTs, limiting their utility for marketing, as they primarily focus on trading NFTs themselves.

Method used

A management support system that grants NFT-based benefits to game characters by purchasing products and services, incorporating entertainment elements while understanding consumption tendencies and utilizing them for marketing through a system comprising a receiving means, instruction means, purchasing information receiving means, management support information means, and benefit granting means.

Benefits of technology

Adds entertainment value by granting NFTs for purchases, enabling companies to efficiently understand consumption trends and enhance marketing strategies.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a management support system, a method and a program for providing a mechanism for imparting a privilege by an NFT to a user by purchasing a commodity or service, and for grasping consumption tendency of the user while taking in an entertainment element of a game to be utilized for marketing.SOLUTION: By a management support system 100 including reception means 120, instruction means 121, purchase information reception means 122, management support information means 123, and privilege imparting means 124, an entertainment element is imparted to a mechanism for imparting an NFT when a user purchases a commodity or the like, and a company and a store can efficiently grasp a consumption tendency.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to a management support system, method, and program. [Background technology]

[0002] Currently, digital content within games, such as characters, and services within virtual spaces themselves are being treated as "non-fungible tokens" (hereafter simply referred to as NFTs) and are being traded.

[0003] Patent Document 1 discloses an invention in which rare hashtags are assigned to rare objects and UGC (User Generated Contents) during virtual travel in a virtual space, and only the owner of the NFT can possess the rare hashtag. In Patent Document 1, communication through rare hashtags increases the value of the NFT, motivating users to purchase new NFTs in order to obtain other rare hashtags. In addition, placing advertisements in virtual spaces with rare hashtags also leads to promotional effects for companies. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Publication No. 2024-12051 Summary of the Invention [Problem to be solved by the invention]

[0005] However, if trading of NFTs themselves is the main focus, it is not possible to understand users' consumption trends for products and services other than NFTs. In recent years, due to cookie regulations and other factors, the need for marketing information from manufacturers and other parties has increased.

[0006] In the invention of Patent Document 1, the user's main objective is to possess the rare hashtag, which is an NFT, and it is not possible to grasp the user's consumption tendencies for products and services other than the rare hashtag, making it impossible to utilize it for marketing.

[0007] The present invention was proposed in light of the above-mentioned situation, and aims to provide a system that grants NFT-based benefits to game characters by purchasing products and services, and to provide a management support system, method, and program that incorporates the entertainment elements of games while understanding users' consumption tendencies and utilizing them for marketing. [Means for solving the problem]

[0008] In order to achieve the above-mentioned object, the management support system of the present invention comprises a receiving means for receiving campaign information relating to at least one of a product and a service from at least one of a store and a company, an instruction means for causing a game character to issue purchasing instructions to a user based on the campaign information, a purchasing information receiving means for receiving purchasing information obtained by a user who has purchased at least one of a product and a service based on the purchasing instruction, a management support information means for creating management support information based on the purchasing information and user information and transmitting the information to at least one of a store and a company, and a benefit granting means for granting a benefit in the form of a non-fungible token to a game character based on the purchasing information. [Effects of the Invention]

[0009] According to the present invention, an entertainment element is added to the system in which users are granted NFTs when they purchase products, etc., and companies can efficiently understand consumption trends. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a configuration diagram of a management support system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of the configuration of a bank server according to an embodiment of the present invention. [Figure 3] FIG. 2 is a diagram showing an example of a data structure of management support data according to an embodiment of the present invention. [Figure 4] 10 is a flowchart for explaining a receiving means of the management support system according to the embodiment of the present invention. [Figure 5] 10 is a flowchart for explaining an instruction means of the management support system according to the embodiment of the present invention. [Figure 6] 10 is a flowchart for explaining a purchasing information receiving means of the management support system according to the embodiment of the present invention. [Figure 7] 3 is a flowchart for explaining a management support information means of the management support system according to the embodiment of the present invention. [Figure 8] 10 is a flowchart for explaining a bonus granting means of the management support system according to the embodiment of the present invention. [Figure 9] FIG. 2 is a screen diagram for explaining an instruction means of the management support system according to the embodiment of the present invention. [Figure 10] FIG. 10 is a screen diagram for explaining a purchasing information receiving means of the management support system according to the embodiment of the present invention. [Figure 11] FIG. 10 is a screen diagram for explaining a bonus granting means of the management support system according to the embodiment of the present invention. [Figure 12] FIG. 10 is a screen diagram for explaining another embodiment of the management support system according to the embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] An example of the overall configuration of a management support system 100 according to an embodiment of the present invention will be described with reference to Figure 1. The management support system 100 includes a bank server 101 in a bank 104, a plurality of user terminals 103a, 103b, etc. (hereinafter referred to as "user terminals 103"), a store 108, and a company 109.

[0013] 1, for convenience, only user terminals 103a and 103b are shown, but the number of user terminals 103 is not limited. Bank server 101, user terminals 103, terminals at stores 108, and terminals at companies 109 are interconnected via network 102. Here, network 102 may be the Internet, a LAN (Local Area Network), or a WAN (Wide Area Network), and is not particularly limited.

[0014] The bank server 101 is a computer device that performs the processing according to this embodiment. The bank server 101 is a server computer managed by a bank 104. Therefore, the bank server 101 may be implemented in a system of a conventional administrator such as a bank. The bank server 101 may be implemented by a single computer device or by multiple computer devices. The components and functions of the bank server 101 will be described later.

[0015] The user terminal 103 represents a terminal used by a user 105 who uses the management support system 100. Examples of the user terminal 103 include, but are not limited to, a smartphone or tablet terminal equipped with a camera function for reading a two-dimensional code 106 or a receipt image 107. The user 105 can access the bank server 101 from the user terminal 103 and receive services such as games based on the management support system 100. The components and functions of the user terminal 103 will be described later.

[0016] The user terminal 103 has a human interface such as a keyboard or touch panel, and specific examples include a desktop personal computer, a smartphone, a tablet or notebook personal computer, and the like.

[0017] The store 108 refers to a retail store such as a convenience store, which sells goods and services to consumers such as the user 105. The store 108 includes not only real stores but also virtual stores used for online shopping.

[0018] The company 109 represents a manufacturer of the goods or services sold at the store 108, such as a food manufacturer or a sake brewery.

[0019] Next, an example of detailed components of the bank server 101 will be described with reference to FIGS.

[0020] The bank server 101 includes a control unit 110, an input unit 111, an output unit 112, a memory unit 113, a transmission / reception unit 114, and a storage unit 116, and these elements are connected by a system bus 115. The components of the storage unit 116 will be described later.

[0021] The control unit 110 is also called a processor, and refers to, for example, a CPU. The control unit 110 controls the above-mentioned components and performs data calculations. To execute each process according to this embodiment, the control unit 110 reads a program into the memory unit 113 and executes it. The program is a program for implementing some of the functions executed by the management support system 100, and is stored in the storage unit 116.

[0022] The input unit 111 receives operational instructions from the outside. Examples of the input unit 111 include a keyboard and a touch panel. The output unit 112 outputs data stored in the storage unit 116 and the results of arithmetic processing. Examples of the output unit 112 include a display and a printer.

[0023] The memory unit 113 is a volatile data storage device that stores data, computer-executable instructions, etc. on the bank server 101. The memory unit 113 is implemented by RAM such as DRAM (Dynamic Random Access Memory) or SRAM (Static Random Access Memory).

[0024] The transmitting / receiving unit 114 communicates between the bank server 101 and the user terminal 103 via the network 102. For example, the transmitting / receiving unit 114 transmits game video data and the like to the user terminal 103 via the bank server 101.

[0025] The storage unit 116 is implemented by any storage device such as a ROM, HDD, or SSD. The storage unit 116 includes a receiving means 120, an instruction means 121, a purchase information receiving means 122, a management support information means 123, and a bonus granting means 124, which are related to the processes executed by the management support system 100. The storage unit 116 further includes a product information storage unit 130, a purchase information storage unit 131, a user information storage unit 132, a management support information storage unit 133, and a game information storage unit 134, which store data handled by the management support system 100. Details of each of the means 120 to 124 and the storage units 130 to 134 will be described later.

[0026] Next, as shown in FIG. 2, the user terminal 103 includes a control unit 140, a storage unit 141, a communication unit 142, an imaging unit 143, a display unit 144, and an operation unit 145.

[0027] The control unit 140 is a CPU that controls each component connected via a system bus 146. The control unit 140 also reads and executes programs stored in the storage unit 141 to process information for each component. The storage unit 141 is configured, for example, with a ROM (Read Only Memory) and a RAM (Random Access Memory), and stores data for the control unit 140 to execute the processing according to this embodiment. For example, in this embodiment, the storage unit 141 stores the data of the read two-dimensional code 106 and receipt image 107 in FIG. 1.

[0028] The communication unit 142 serves as an interface for connecting to the network 102 when transmitting and receiving data between the user terminal 103 and the bank server 101, for example. The connection between the communication unit 142 and the network 102 may be either a wired connection or a wireless connection.

[0029] The imaging unit 143 provides the camera function of the user terminal 103. The imaging unit 143 includes a lens, a CCD (Charge Coupled Device) image sensor, or a CMOS (Complementary Metal Oxide Semiconductor) image sensor. For example, the user 105 uses the imaging unit 143 to capture a two-dimensional code 106 and a receipt image 107.

[0030] The display unit 144 is a display device configured with a liquid crystal display, an organic EL display, etc. For example, the display unit 144 displays the two-dimensional code 106 captured by the imaging unit 143 and the receipt image 107. In addition, the display unit 144 displays game image data transmitted by the bank server 101, etc.

[0031] The operation unit 145 is composed of buttons, switches, a touch panel, a touch pad, and the like installed on the user terminal 103. The user 105 in Fig. 1 can operate the user terminal 103 by pressing buttons or tapping on the touch panel via the operation unit 145. Note that the tapping action on the touch panel or the like may be a selection action performed using a mouse cursor, a stylus pen, or the like.

[0032] It should be noted that the hardware components described in the above embodiments are merely exemplary, and other configurations are also possible.

[0033] Of the system components shown in Figure 2, we will explain the data stored in the product information memory unit 130, purchase information memory unit 131, user information memory unit 132, management support information memory unit 133, and game information memory unit 134 in the memory unit 116 of the bank server 101.

[0034] The product information storage unit 130 is a database in which campaign data used by the receiving means 120 is stored.

[0035] Campaign data, which is campaign information, is data in which the product name or service name of the product for which the campaign is to be run, the store code and store name of store 108, the company code and company name of company 109, etc. are associated with the product code or service code of the product or service for which the campaign is to be run. The campaign data is not limited to these data items and can include other data items.

[0036] The purchase information storage unit 131 stores purchase data, which is purchase information when the user 105 purchases a product or the like. The purchase data is created when the user 105 reads the two-dimensional code 106 attached to the purchased product or the receipt image 107, etc., using the user terminal 103. This process will be described later.

[0037] The purchase data is data such as purchase product data indicating the purchased product or service, purchase store data indicating the store 108 where the purchase was made, and purchase date and time data indicating the date and time of the purchase, all associated with a user ID that identifies the user 105. The user ID will be described later. The purchase data is an example, and is not limited to these data items.

[0038] The user information storage unit 132 stores user data, which is information about the users 105 who use the games of the management support system 100. The user data is data associated with a user ID, such as the user's 105 name data, gender data, address data, age data, contact data such as a telephone number, and annual income data, as well as character data indicating the characters owned by the user 105, item data indicating the items owned, and point data indicating the points held. The user data is not limited to these data items and may include other data items.

[0039] The management support information storage unit 133 is a database in which management support data 300 shown in FIG. 3, which is management support information, is stored.

[0040] The management support data 300 is created by the management support information means 123 and is data that the company 109 uses as marketing information information on products and services purchased by the user 105. The management support data 300 and the management support information means 123 will be described later.

[0041] The game information storage unit 134 contains content such as game images and game music of the games used in the management support system 100, game programs, and the like.

[0042] The management support data 300 will be described with reference to FIG.

[0043] 3 is data in which user information data 305 such as purchased product data 302, purchase store data 303, purchase date and time data 304, address, generation, contact information, etc. of the user 105 are associated with a user ID 301. The management support data 300 is not limited to these data items and can include other data items as well.

[0044] Next, with reference to FIGS. 1 to 12, the processes of the receiving means 120, the instruction means 121, the purchase information receiving means 122, the management support information means 123, and the benefit granting means 124 in the memory unit 116 of the bank server 101 will be described.

[0045] The processing of the receiving means 120 will be described with reference to FIG.

[0046] The company 109 decides on at least one of the products and services for which it wishes to run a campaign, and either the company 109 or the store 108, or the company 109 and the store 108 working together, transmits the determined products as campaign data to the bank server 101. For example, in the case of a liquor manufacturer, the products for which the company wishes to run a campaign include its own products such as beer and wine.

[0047] The receiving means 120 receives campaign data from either a terminal of the company 109 or a terminal of the store 108, or from a terminal of the company 109 and a terminal of the store 108 that is affiliated with the company 109 (step S401). The terminals of the company 109 and the store 108 are, for example, desktop personal computers and smartphones, respectively.

[0048] After receiving the campaign data, the receiving means 120 stores it in the product information storage unit 130 (step S402).

[0049] The processing of the instruction means 121 will be described with reference to FIGS.

[0050] The instruction means 121 reads and acquires campaign data from the product information storage unit 130 (step S501). To start a game used in the management support system 100, the user 105 logs in to the user terminal 103 using a login ID or the like.

[0051] The instruction means 121 accesses the game information storage unit 134. The instruction means 121 transmits image data in which a game character issues a purchase instruction to the user 105 for the product name or service name in the campaign data to the user terminal 103. The image data is displayed as an instruction screen 900 in Fig. 9 (step S502).

[0052] 9, a non-player character 901, who is a game character, is using a speech bubble 902 to give a purchase instruction to the user 105, saying, "It seems that beer A from company E is popular in the human world recently... I want one too, so could you buy it for me?" In FIG. 9, "Beer A" from company E corresponds to the product name in the campaign data, and it can be seen that company E of company 109 is running a campaign for beer A. If the store 108 and company 109 are collaborating to run a campaign, the instruction means 121 can send the store name in step S502, so that the name of the store 108 from which the non-player character 901 is desired to purchase can be added to the purchase instruction of the non-player character 901.

[0053] 9 are merely examples, and the display is not limited to this. The lines in the speech bubble 902 may be voice.

[0054] The genre of the game used in the management support system 100 is not limited, and can be any genre, such as RPG or fighting game. The game may be a single-player game played by a single user 105, or a multiplayer game played by multiple users 105. The game may also be in the form of an app that can be downloaded from the bank server 101.

[0055] The processing of the purchase information receiving means 122 will be described with reference to FIGS. 1, 2, 6, 9, and 10.

[0056] The user 105 purchases the relevant product or service at the store 108 based on the purchase instruction given by the instruction means 121 in step S502. In the example of FIG. 9, the user 105 purchases beer A from company E. The purchased product or service is given a two-dimensional code 106, and information such as the purchased product or service, the store where it was purchased, the purchase amount, and the date and time of purchase is stored in the two-dimensional code 106.

[0057] After purchasing the product, the user 105 transmits data on the game screen indicating that the product or service has been purchased based on the purchase instruction to the bank server 101.

[0058] The purchase information receiving means 122 receives data from the user 105 indicating that a product or service has been purchased based on a purchase instruction (step S601).

[0059] The purchase information receiving means 122 accesses the game information storage unit 134 and transmits image data in which a game character instructs the user 105 to read the two-dimensional code 106 to the user terminal 103. The image data is displayed as the reading screen shown in FIG. 10 (step S602).

[0060] 10, a non-player character 1001, who is a character in the game, notifies the user 105 in a speech bubble 1002, "Please read the two-dimensional code!" The screen display in FIG. 10 is merely an example, and is not limited to this.

[0061] The user 105 reads the two-dimensional code 106 of the purchased product or service using the imaging unit 143 of the user terminal 103. The read two-dimensional code 106 is decoded on the user terminal 103, and two-dimensional code data, which is two-dimensional code information, is acquired by the user terminal 103 and transmitted to the bank server 101. The transmitted two-dimensional code data is received as purchase data by the purchase information receiving means 122 (step S603).

[0062] What the user 105 reads using the user terminal 103 may be a receipt image 107 of a purchased product or service. In this case, for example, the purchased product or service, the store where it was purchased, the purchase amount, the purchase date and time, etc. are identified from the receipt image 107 using OCR, and are transmitted to the bank server 101 as receipt data, which is receipt information. The transmitted receipt data is received by the purchase information receiving means 122 as purchase data.

[0063] In addition, the user 105 may read an image of the package of the purchased product with the user terminal 103 and transmit it as package data, which is package information. The package data transmitted to the bank server 101 is received by the purchase information receiving means 122 as purchase data.

[0064] Among the purchasing data, the user ID, purchased product data, purchased store data, and purchase date and time data correspond to the login ID used when logging into the game, the product name or service name in the two-dimensional code data, the name of the store where the purchase was made, and the purchase date and time, respectively.

[0065] The purchasing information receiving means 122 stores the received purchasing data in the purchasing information storage unit 131 (step S604).

[0066] The processing of the management support information means 123 will be described with reference to FIGS.

[0067] The management support information means 123 reads and acquires purchase data from the purchase information storage unit 131 (step S701).

[0068] The management support information means 123 searches for the user ID of the user data in the user information storage unit 132 using the user ID of the purchase data as a search key, and acquires user information including name data and the like from the matching user data.

[0069] The management support information means 123 creates management support data 300 from the acquired data, which includes user ID 301, purchased product data 302, purchase store data 303, purchase date and time data 304, and user information data 305, and stores the data in the management support information memory unit 133 (step S702).

[0070] The user information data 305 includes not only the name data of the user 105 but also gender data, address data, age data, contact data such as telephone number, annual income data, etc., so the management support data 300 can be used for marketing products and services. Note that the items of the user information data 305 are not limited to these.

[0071] The management support information means 123 reads the management support data 300 from the management support information storage unit 133 and transmits it as marketing information to either the store 108 or the company 109, or both, as necessary (step S703).

[0072] The management support data 300 may be created not only for the company itself but also for other companies and other industries, and may be transmitted to the company 109 or the store 108. The method of creating and transmitting the management support data 300 for other companies and other industries may be arbitrary.

[0073] The processing of the reward granting means 124 will be described with reference to FIGS.

[0074] The benefit granting means 124 reads and acquires the purchase data of the user 105 from the purchase information storage unit 131 (step S801).

[0075] The benefit granting means 124 accesses the user information storage unit 132 and the game information storage unit 134, and determines, based on the purchase data, an item to be granted to the player character, which is a character in the game, as a benefit for the user 105 purchasing a product or service based on a purchase instruction (step S802).

[0076] The bonus granting means 124 accesses the game information storage unit 134 and transmits image data indicating the player character, the item to be granted, etc. to the user terminal 103. The image data is displayed as a bonus screen 1100 in FIG. 11 (step S803). Furthermore, the bonus granting means 124 writes the newly acquired item into the user information storage unit 132 as item data.

[0077] In FIG. 11, for example, a player character, Witch A 1101, who is a game character, is given a sword 1102a as a weapon and a tiara 1102b as equipment (hereinafter, "item 1102") as items 1102. A player character, such as Witch A 1101, and item 1102 are each an NFT. Not only player characters, but non-player characters may also be converted into NFTs. Non-player characters include non-player characters who are important in advancing the game story, such as key characters at turning points in the story, and party characters (multiple characters combined to compensate for the player character's weaknesses, for example), whose equipment is similar to that of the player character. Whether or not to convert an item into an NFT may be determined based on the nature of the character, such as not converting a non-player character important in advancing the game story into an NFT, but converting a non-player character who is a party character into an NFT.

[0078] The method of granting item 1102 to a character is arbitrary; for example, one item worth one NFT may be granted for one purchase data from the purchase of one product, or a luxury item worth multiple NFTs may be obtained for multiple purchase data, such as ten products.

[0079] The player character Witch A 1101 is merely an example and can be set as desired. The item 1102 can be set as desired, and for example, an item linked to a product of company 109, such as item 1102 "a shield using an image of beer A from company E," may be set.

[0080] Game characters that are NFTs, such as the player character Witch A1101, and items 1102, can be transferred individually, or they can be transferred even when the NFT game character Witch A1101 has been given items 1102. For example, by frequently purchasing products, user 105 can give Witch A1101 many items 1102, or by giving Witch A1101 luxury items, the user can make Witch A1101 a powerful character in the game. Furthermore, because users 105 can create communities in the game, other users 105 can see when a character has been given items 1102.

[0081] As another embodiment, an example in which the management support system 100 is used in a campaign of a company 109 will be described with reference to FIG.

[0082] On the partnership screen 1200 of FIG. 12, for example, beer A 1201a, beer B 1201b, beer C 1201c, and beer D 1201d (hereinafter referred to as "beer 1201") of sake brewery E, which is company 109, are displayed as campaign products.

[0083] The partnering screen 1200 includes the player characters of the game, Witch A 1202a, Witch B 1202b, Witch C 1202c, and Witch D 1202d (hereinafter referred to as "Witches" 1202). Each witch 1202 is set to advertise a beer 1201.

[0084] The user 105 can select a favorite character from among the witches 1202 on the partnership screen 1200. For example, in the case of a competitive game in which witches 1202 compete against each other, the user 105 can earn many NFTs such as items 1102 and in-game points by frequently purchasing beer B1201b advertised by the selected witch B1202b, thereby helping witch B1202b win.

[0085] A user 105 who selects Witch B can compete with other users 105 who have Witch A 1202a, Witch C 1202c, and Witch D 1202d as their favorite characters, which will have an advertising effect for Company E's beer 1201 and increase Company E's profits. Also, by analyzing marketing information with the management support information means 123, the company 109 can understand the consumption trends of users 105 and the actual advertising effectiveness.

[0086] The processes described in the above embodiments do not necessarily have to be performed in the order described, and may be performed in any order. Furthermore, additional processes may be newly added without departing from the basic concept of the present invention.

[0087] The management support system 100 according to this embodiment is configured as described above. Next, the effects of the management support system 100 will be described.

[0088] According to this embodiment, game characters include those that are non-fungible tokens, and the benefits of non-fungible tokens are items 1102 to be assigned to characters that are non-fungible tokens. Therefore, users can increase the profits of the company 109 by frequently purchasing products from the company 109 in order to assign many items 1102 to their favorite characters. Furthermore, by forming a community among users 105, the state in which items 1102 have been assigned to characters can be seen by other users 105, allowing users 105 to interact with each other. Note that when using a token-bound account (TBA), the more items 1102 that are NFTs are assigned to characters that are NFTs, the higher the added value of the NFT as a whole can be.

[0089] According to this embodiment, characters that are non-fungible tokens, benefits associated with non-fungible tokens, and characters that are non-fungible tokens and have benefits associated with non-fungible tokens are all transferable. Therefore, characters that are NFTs and items can be transferred, further increasing the added value of NFTs due to demand. Furthermore, by allowing stores 108 and companies 109 to track the circulation of NFTs, users 105 who have influence over other users 105 can be identified as influencers, which can be used for marketing purposes. Furthermore, transferring items 1102 and the like can increase the user 105's interest in the company 109, potentially leading to future purchases of financial products such as corporate bonds or stocks of the company 109.

[0090] According to this embodiment, the purchase information is at least one of two-dimensional code information, receipt information, and package information, so that the company 109 can keep track of purchase records without relying on POS.

[0091] Although the embodiments of the present invention have been described above, it goes without saying that the present invention is not limited to these embodiments and can be embodied in various forms without departing from the spirit of the present invention. For example, the roles of the means 120 to 124 of the management support system 100 and the memory unit 116 of the bank server 101 are not limited to the above examples. [Explanation of symbols]

[0092] 100 Management Support System 101 Bank Server 102 Network 103a, 103b User terminal 104 Bank 105 User 106 2D Code 107 Receipt images 108 stores 109 companies 110 control section 111 Input section 112 Output section 113 Memory section 114 Transmitter / Receiver 115 System Bus 116 Storage section 120 Receiving means 121 Instruction means 122 Purchasing information receiving means 123 Management Support Information Tools 124 Benefit Granting Means 130 Product information storage section 131 Purchasing information storage unit 132 User information storage unit 133 Management Support Information Storage Unit 900 Instruction screen 1000 Loading Screen 1100 Granting Screen 1200 Partnership screen

Claims

1. a receiving means for receiving campaign information relating to at least one of a product and a service from at least one of a store and a company; an instruction means for causing a game character to give a purchase instruction to a user based on the campaign information; a purchase information receiving means for receiving purchase information acquired by a user who has purchased at least one of the product and the service based on the purchase instruction; a management support information generating means for generating management support information based on the purchase information and user information and transmitting the information to at least one of the store and the company; A benefit granting means for granting a benefit in the form of a non-fungible token to a game character based on the purchase information; A management support system equipped with:

2. The management support system according to claim 1, wherein the game characters include those that are non-fungible tokens, and the benefits provided by the non-fungible tokens are items to be given to the characters that are non-fungible tokens.

3. The management support system according to claim 1 or 2, wherein the characters that are non-fungible tokens, the benefits provided by the non-fungible tokens, and the characters that are non-fungible tokens that have been granted benefits provided by the non-fungible tokens are each transferable.

4. The management support system according to claim 1 , wherein the purchase information is at least one of two-dimensional code information, receipt information, and package information.

5. 1. A computer-implemented method comprising: receiving campaign information relating to at least one of a product and a service from at least one of a store and a company; a step of having a game character give a purchase instruction to a user based on the campaign information; receiving purchase information acquired by a user who has purchased at least one of the product and the service based on the purchase instruction; creating management support information based on the purchase information and user information and transmitting the information to at least one of the store and the company; A step of granting a benefit in the form of a non-fungible token to a game character based on the purchase information; A method for providing

6. A program for causing a computer to execute the method according to claim 5.

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