Object exchange system, information processing device, and program

The object exchange system enables users to exchange virtual objects between games and metaverses by adding value and transferring them, enhancing user engagement and interest through cross-service object transactions.

JP2025188244APending Publication Date: 2025-12-25BANDAI CO LTD
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Patent Information

Application Number
JP2025174899
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-16
Publication Date
2025-12-25

AI Technical Summary

Technical Problem

Existing games and metaverses lack mechanisms to enhance user interest through exchange transactions of virtual objects between different services.

Method used

An object exchange system that allows users to exchange virtual objects between games and metaverses by adding value to the objects within one service and then exchanging them for objects of commensurate value in another service, utilizing a terminal, management server, game server, and exchange server to facilitate this process.

Benefits of technology

Enhances user interest by allowing users to develop and exchange virtual objects across different services, thereby increasing engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a technique for conducting exchange transactions that increases user interest.SOLUTION: The object exchange system comprises: value determination means which determines the value of an object of a first type generated by using the object of the first type in a game service; and exchanging means capable of exchanging the objects of the first type to be exchanged, with an object of a second type corresponding to the value obtained by aggregating the values of the objects of the first type to be exchanged, under a condition that the objects of the first type to be exchanged is not usable in the game service. The object of the second type is not usable in the game service but usable in a service different from the game service.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

[0001] The present invention relates to an object exchange system, an information processing device, and a program. [Background technology]

[0002] In games, exchange transactions of goods such as cards that embody characters and items used in the games are carried out (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-038857 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-described games, it is desired to carry out exchange transactions that enhance the interest of users. Therefore, the problem that the present invention aims to solve is to carry out exchange transactions that enhance the interest of users. [Means for solving the problem]

[0005] One aspect of the present invention is an object exchange system comprising: a providing means for providing a first type of object that can be used in a specified service; a value imparting means for imparting value to the first type of object through use of the first type of object in the specified service; and an exchange means for exchanging the first type of object for a second type of object corresponding to the value of the first type of object after the imparted value.

[0006] One aspect of the present invention is an information processing device comprising: a providing means for providing a first type of object that can be used in a specified service; a value imparting means for imparting value to the first type of object through use of the first type of object in the specified service; and an exchange means for exchanging the first type of object for a second type of object corresponding to the value of the first type of object after the imparted value.

[0007] One aspect of the present invention is a program that causes a computer to function as: a providing means for providing a first type of object that can be used in a specified service; a value imparting means for imparting value to the first type of object through use of the first type of object in the specified service; and an exchange means for exchanging the first type of object for a second type of object that corresponds to the value of the first type of object after it has been imparted.

[0008] One aspect of the present invention is a program that causes a computer to function as an acquisition means for acquiring a first type of object that can be used in a specified service, a service execution means for executing the specified service using the first type of object, and an exchange means that can exchange a first type of object that has been given value through use of the first type of object in the specified service for a second type of object that corresponds to the value of the first type of object after the value has been given. [Effects of the Invention]

[0009] According to the present application, exchange transactions that increase the interest of users can be carried out. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of an object exchange system according to this embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of the device configuration of a smartphone, which is an example of a terminal. [Figure 3] FIG. 3 is a schematic diagram of the terminal 2. [Figure 4] FIG. 4 is a diagram showing an example of the first type object DB. [Figure 5] FIG. 5 is a diagram showing an example of the second type object DB. [Figure 6] FIG. 6 is a diagram illustrating an example of an event achievement condition. [Figure 7] FIG. 7 is a diagram illustrating an example of the configuration of the management server 3. [Figure 8] FIG. 8 is a diagram showing an example of the user ID DB. [Figure 9] FIG. 9 is a diagram showing an example of the first type object management DB. [Figure 10] FIG. 10 is a diagram showing an example of the second type object management DB. [Figure 11] FIG. 11 is a diagram showing an example of first type object price information. [Figure 12] FIG. 12 is a block diagram showing an example of the functional configuration of the game server 4. [Figure 13] FIG. 13 is a block diagram showing an example of the configuration of the object exchange server 5. As shown in FIG. [Figure 14] FIG. 14 is a diagram showing an example of the first type object value DB. [Figure 15] FIG. 15 is a diagram showing an example of the second type object value DB. [Figure 16] FIG. 16 is a sequence diagram for explaining the operation of the first embodiment. [Figure 17] FIG. 17 is a flow diagram of the ID registration process. [Figure 18] FIG. 18 is a flow diagram for explaining the purchasing process. [Figure 19] FIG. 19 is a flow diagram illustrating the authentication process. [Figure 20] FIG. 20 is a flow diagram for explaining the payment and registration process. [Figure 21] FIG. 21 is a flow diagram illustrating the update process. [Figure 22]FIG. 22 is a flow diagram for explaining the exchange process of the first modification. [Figure 23] FIG. 23 is a flow diagram for explaining the exchange process of the second modification. [Figure 24] FIG. 24 is a diagram showing an example of the second type object DB. [Figure 25] FIG. 25 is a diagram showing an example of added value information. DETAILED DESCRIPTION OF THE INVENTION

[0011] First Embodiment A first embodiment of the present invention will be described.

[0012] Games are a type of service that can be run on a terminal, mobile phone, or the like. In games, there are virtual objects that appear in the game and can be used. These objects are expressed as virtual or physical characters, objects, etc. These virtual objects may be prepared in advance as initial settings, or may be acquired by paying a fee or achieving events in the game. Furthermore, objects grow by paying a fee or achieving events in the game. Here, events include game battles, quests, etc. In addition to games, there are services called metaverses, which are virtual spaces built online that allow people to engage in real-world activities. In the metaverse, there are virtual objects that appear and can be used, and these objects are represented as virtual or physical characters or objects.

[0013] Such games and metaverses are popular, and the same user often runs multiple services, such as multiple games or a game and a metaverse. For example, if a user could exchange an object developed by running one service for an object of a value commensurate with the value of the object from that service or another service, the user could enjoy developing the object by running the service, thereby increasing the user's interest.

[0014] Therefore, in the following explanation, an example will be described in which, by executing a first service (game), new value is added to the value of the object at the time of acquisition, and the object is exchanged for an object of a second service (metaverse) according to the added value. In the following explanation, the object to be exchanged (exchange target) will be described as a first type of object, and the object to be exchanged (newly acquired target) will be described as a second type of object. Note that in the following explanation, a card game will be used as an example of the first service, and the second service will be described as the metaverse, but the services are not limited to these.

[0015] <Configuration of the first embodiment> 1 is a schematic diagram of an object exchange system in this embodiment. The object exchange system 1 comprises a terminal 2, a management server 3, a game server 4, and an exchange server 5. The terminal 2, the management server 3, the game server 4, the object exchange server 5, and the metaverse server 6 can be connected to a communication line N and can communicate with each other.

[0016] The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.

[0017] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of terminal 2. As shown in Fig. 2, terminal 2 includes a display 21, a touch operation panel 22 that is configured integrally with display 21, and a speaker 23. Terminal 2 also includes a control board, a built-in battery, a power button, a volume control button, etc., which are not shown.

[0018] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with so-called I / F circuits (interface circuits), such as a driver circuit for the touch operation panel 22. These elements equipped on the control board are electrically connected to each other via bus circuits, etc., and are connected to enable reading and writing of data and sending and receiving of signals.

[0019] The management server 3, game server 4, exchange server 5, and metaverse server 6 are each a server system configured to include one or more servers and storage devices, etc. In the following explanation, the management server 3, game server 4, exchange server 5, and metaverse server 6 are configured as separate servers, but they may also be configured as part of a cloud system and on the same platform on the cloud system. Furthermore, any combination of the management server 3, game server 4, exchange server 5, and metaverse server 6 may be configured on the same platform on the cloud system, such as by configuring the game server 4 and exchange server 5 on the same platform on the cloud system.

[0020] 3 is a block diagram showing an example of the functional configuration of terminal 2. Terminal 2 is a computer capable of executing a game program, and is connected to communication line N via a wireless communication base station or the like, and can perform data communication with management server 3, game server 4, exchange server 5, and metaverse server 6. Terminal 2 is, for example, a smartphone, a mobile phone, a portable game device, a home-use game device, an arcade game device, a personal computer, a tablet computer, a controller for a home-use game device, or the like. Basically, there are multiple terminals 2, and each is operated by a player. The terminal 2 includes an operation input unit 201 , a processing unit 202 , an image display unit 203 , a sound output unit 204 , a communication unit 205 , and a storage unit 206 .

[0021] The operation input unit 201 is used by the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 202. The functions of the operation input unit 201 can be realized by, for example, elements that are directly operated by the player's fingers, such as a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as elements that detect movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In FIG. 2, this corresponds to the touch operation panel 22.

[0022] The processing unit 202 comprehensively controls the operation of the terminal 2 based on programs and data stored in the memory unit 206, operation input signals from the operation input unit 201, etc. The functions of the processing unit 202 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. The processing unit 202 includes, as its main functional units, a game calculation unit 211, an image generation unit 212, a sound generation unit 213, and a communication control unit 214.

[0023] The game calculation unit 211 executes various game processes to realize the game of this embodiment, and outputs the processing results to the image generation unit 212 and the sound generation unit 213. The game calculation unit 211 includes a game execution unit 215, an exchange unit 216, a registration unit 217, and a metaverse execution unit 218.

[0024] The image display unit 203 displays various screens based on the image signal input from the image generation unit 212. The function of the image display unit 203 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In FIG. 2, the image display unit 203 corresponds to the display 21. The sound output unit 204 outputs the audio signal input from the sound generation unit 213. In FIG. The communication unit 205 connects to a communication line and performs communication, and is, for example, a wireless communication device, a modem, a terminal adapter, or a wired communication function. The storage unit 206 stores a first type object database (first type object DB) 2061 and a second type object database (second type object DB) 2062.

[0025] FIG. 4 is a diagram showing an example of the first-type object DB2061. The first-type object DB2061 associates first-type object identification information, character information, and possession information. The first-type object identification information is information that uniquely identifies a first-type object. The character information is divided into basic information that is set when the first-type object is acquired, and status information (level in FIG. 4) that changes (fluctuations) when the first-type object is executed and a predetermined event is achieved. The basic information includes a character image and a character name. The character image is an image of a character depicted on a card that is a first-type object. The character image is one piece of basic information. The name is the name of a character depicted on a first-type object and is one piece of basic information. The level, which is status information, is information that changes when a game is played using a first-type object and a predetermined event is achieved. The possession information is flag information indicating whether or not the user owns the card. If the user owns the card, "1" is set in the possession information field, and if the user does not own the card, "0" is set in the possession information field. Note that the first type object DB2061 stores the first type object DB2061 of all cards when the game program is stored in the storage unit 206. That is, the first type object DB2061 in which "0" is set in the possession information field is stored in the storage unit 206 together with the game program.

[0026] FIG. 5 is a diagram showing an example of the second-type object DB2062. The second-type object DB2062 is information about second-type objects acquired in exchange for first-type objects. In the second-type object DB2062, second-type object identification information is associated with character information. As shown in FIG. 5, the character information in the second-type object DB2062 includes a character image and a name. The character information in the second-type object information does not change. The second-type object DB2062 is information used by the metaverse execution unit 219.

[0027] The game execution unit 215 transmits a first-type object purchase request to the game server 4, receives the identification information of the first-type object transmitted in response to the purchase request, and changes the possession information of the identification information in the first-type object DB 2061 from "0" to "1." The game execution unit 215 communicates with the game server 4 and executes a game using the first-type object. The first-type objects that the game execution unit 215 can use are first-type objects whose possession information in the first-type object DB 2061 is set to "1," and the exchanged second-type objects cannot be used. The game execution unit 215 updates the level of the first-type object based on the outcome of the game. The level increases (changes) when a preset event in the game is achieved. The timing for determining the achievement of an event may be, for example, upon login, at the end of a battle, when a first-type object is acquired, or when a specific first-type object is acquired. However, this is not limited to these. In the following explanation, a case where the game execution unit 215 executes the level update each time the outcome of the game is received is described.

[0028] For example, as shown in the event achievement conditions of FIG. 6, the number of wins required to reach each level is set for each level. At a predetermined timing, such as the end of a battle, the game execution unit 215 updates (adds) the total number of wins of a first-type object from the total win information storing the total number of wins for each first-type object, based on result information regarding the game execution result (game win / loss result) transmitted from the game server 4. Then, based on the total number of wins after the addition, it is determined whether the number of wins required for level increase has been reached, and if the number of wins required for level increase has been reached, the event is deemed to have been achieved and the level is updated to increase. Note that first-type objects may be assigned one of multiple rarities, and first-type objects assigned a specific rarity may be weighted so as to obtain a higher number of wins.

[0029] The exchange unit 217 transmits to the exchange server 5 an exchange request including the first-type object identification information and level information of the first-type object selected by the user as the exchange source. When the exchange unit 217 receives the second-type object transmitted in response to the exchange request, it sets the possession information of the first-type object selected as the exchange source to "0" from the first-type object information. By the exchange unit 217 setting the possession information of the first-type object selected as the exchange source to "0", the first-type object changes from acquired to unacquired, and the user cannot use the first-type object even when playing the game. The registration unit 218 registers the second-type object transmitted in response to the exchange request in the acquired second-type object information in the storage unit.

[0030] 7 is a block diagram showing an example of the functional configuration of the management server 3. The management server 3 is a server that issues and manages user IDs that allow users to receive services using a common ID in the game server 4, the object exchange server 5, and the metaverse server 6. The management server 3 also manages first-type objects and second-type objects owned by each user. The management server 3 includes a processing unit 30, a communication unit 31, and a storage unit 32.

[0031] The processing unit 30 comprehensively controls the operation of the management server 3 based on the programs and data stored in the storage unit 32. The functions of the processing unit 30 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. The processing unit 30 includes a calculation unit 300, an image generation unit 301, and a communication control unit 302 as its main functional units. The calculation unit 300 includes an ID management unit 310 , an object management unit 311 , and a settlement unit 312 .

[0032] The ID management unit 310 manages user IDs using a user ID DB 321 stored in the storage unit 32. The user ID is an identifier for identifying a user in the services of game execution, object exchange, and metaverse execution, and is used in common in these multiple services.

[0033] 8 is a diagram showing an example of the user ID database (user IDDB) 321. The user IDDB 321 stores user IDs, user names, passwords, and deposit information in association with one another.

[0034] The user ID is a user ID that can uniquely identify a user and is commonly used when receiving various services from the game server 3, object exchange server 5, and metaverse server 6. The password is used for authentication. The deposit information is the amount of currency that the user has previously deposited as a deposit that can be used for payments in the game.

[0035] The ID management unit 310 uses the user ID management DB 321 to authenticate users in response to authentication requests from the game server 3, the object exchange server 5, and the metaverse server 6, and provides each piece of information. The ID management unit 310 also updates the user ID management DB 321 using information provided by the game server 3 and the object exchange server 5.

[0036] The object management unit 311 manages the owners of first-type objects provided by the game server 4 using a first-type object management database (first-type object management DB) 323 stored in the storage unit 32. FIG. 9 is a diagram showing an example of first-type object management information. The first-type object management DB 323 stores user IDs and first-type object identification information in association with each other. The user ID is a user ID that can identify a user in common in the game server 3, the object exchange server 5, and the metaverse server 6. The first-type object identification information is identification information that uniquely identifies a first-type object acquired (purchased) by the user. The object management unit 311 manages the owners of second-type objects exchanged by the object management server 5 using a second-type object management database (second-type object management DB) 322 stored in the storage unit 32. FIG. 10 is a diagram showing an example of the second-type object management DB. The second-type object management DB 322 stores user IDs and second-type object identification information in association with each other. The user ID is a user ID that can identify a user in common on the game server 3, the object exchange server 5, and the metaverse server 6. The second-type object identification information is identification information that uniquely identifies a second-type object exchanged by a user.

[0037] When the settlement unit 312 receives a settlement request including the user ID and the identification information of a first-type object from the game server 4, it checks the deposit information associated with the user ID in the user ID information 321, and executes a settlement process for the user to acquire a first-type object using the first-type object price information 324. As shown in FIG. 11 , the first-type object price information 324 associates first-type object identification information with price information of the first-type object to which the identification information is attached. The settlement process executed by the settlement unit 312 is performed by paying a price using currency. In this embodiment, the payment of the price will be described using a method in which the user deposits currency that can be used for game payments in advance and pays from the deposit at the time of settlement, but electronic payment such as credit is also possible and is not limited to this. The communication control unit 302 performs communication connection and data processing for data communication between the object exchange server 5, the game server 4, and the terminal 2.

[0038] The communication unit 31 establishes communication by connecting to a communication line. The function of the communication unit 31 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, or the like.

[0039] The storage unit 32 is realized by, for example, RAM, ROM, IC memory such as flash memory, magnetic disk such as hard disk, optical disk such as CD-ROM or DVD, etc., and stores system programs and function programs. The system programs are programs for realizing the basic functions of a computer. The storage unit 32 stores a user ID management database 321, a first type object management DB 323, a second type object management DB 322, and first type object price information 324.

[0040] 12 is a block diagram showing an example of the functional configuration of the game server 4. The game server 4 provides various services for operating a game in which first-type objects can be used, and can manage data necessary for operating the game, distribute game programs and data necessary for executing the game on the terminal 2, and the like. The game server 4 includes a processing unit 40, a communication unit 41, and a storage unit 42.

[0041] The processing unit 40 performs overall control of the operation of the game server 4 based on the programs and data stored in the storage unit 42. The functions of the processing unit 40 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. The processing unit 40 includes a calculation unit 401, an image generation unit 402, and a communication control unit 403 as its main functional units.

[0042] The calculation unit 401 has a game execution unit 400. The game execution unit 400 executes the provision of a first-type object in response to a purchase request for a first-type object from the terminal 2. The purchase request from the terminal 2 includes a user ID and a password. The game execution unit 400 transmits the user ID and password included in the purchase request to the management server 3 for authentication confirmation. Upon receiving authentication permission from the management server 3, the game execution unit 400 transmits a purchase screen for the first-type object to the terminal 2. Upon receiving identification information of the first-type object to be purchased selected by the user from the terminal 2, the game execution unit 400 transmits a payment request including the identification information of the first-type object and the user ID to the management server 3 for payment processing. Upon receiving a payment completion notification including the user ID from the management server 3, the game execution unit 400 transmits identification information of the first-type object selected by the user to the terminal 2.

[0043] The game execution unit 400 executes a game in response to a request from the terminal 2 to execute a game using a first type object. The game execution request from the terminal 2 includes a user ID and a password. The game execution unit 400 executes the game and transmits result information indicating whether the game was won or lost to the terminal 2.

[0044] The image generation unit 402 generates one screen per frame time (for example, 1 / 60 seconds) based on the processing results of the game execution unit 400, and outputs an image signal of the generated screen. The functions of the image generation unit 201 can be realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory used for expanding texture data, etc. The communication control unit 403 performs communication connection and data processing for data communication between the management server 3 and the terminal 2 .

[0045] The communication unit 41 establishes communication by connecting to a communication line. The function of the communication unit 41 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, or the like.

[0046] The storage unit 42 is realized by, for example, RAM, ROM, IC memory such as flash memory, magnetic disk such as hard disk, optical disk such as CD-ROM or DVD, etc., and stores a system program and a function program. The system program is a program for realizing the basic functions of a computer. The function program is a program for the game execution unit 400. A first type object DB 421 is stored in the storage unit 42. This first type object DB 421 is the same as the first type object DB 2061 of FIG. 4 stored in the terminal 2.

[0047] 13 is a block diagram showing an example of the functional configuration of the object exchange server 5. The object exchange server 5 includes a processing unit 50, a communication unit 51, and a storage unit 52.

[0048] The processing unit 50 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, an IC memory, etc. The processing unit 50 includes a calculation unit 500, an image generation unit 501, and a communication control unit 502 as main functional units. The calculation unit 500 includes a value determination unit 510 , an object presentation unit 511 , an exchange unit 512 , and a registration unit 513 .

[0049] The value determination unit 510 determines the value of the first type object using the identification information and level information of the first type object contained in the exchange first type object information, which is information about the first type object to be exchanged selected by the user, and the first type object value DB 521 and second type object exchange information stored in the memory unit 52.

[0050] In response to an exchange request from the terminal 2, the object presenting unit 511 presents to the terminal 2 a second-type object according to the value of the first-type object determined by the value determining unit 510. The exchange unit 512 transmits to the terminal 2 the digital data of the second-type object selected by the user, which has been transmitted from the terminal 2.

[0051] The registration unit 513 registers the identification information of the user who acquired the second-type object in the second-type object management DB 322 of the management server 3 in association with the second-type object identification information.

[0052] The image generation unit 501 generates one screen per frame time (for example, 1 / 60 seconds) based on the processing results of the calculation unit 500, and outputs an image signal of the generated screen. The functions of the image generation unit 201 can be realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory used for expanding texture data, etc. The communication control unit 502 performs communication connection and data processing for data communication between the management server 3 and the terminal 2 .

[0053] The communication unit 51 establishes communication by connecting to a communication line. The function of the communication unit 51 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, or the like.

[0054] The storage unit 52 is realized by, for example, RAM, ROM, IC memory such as flash memory, magnetic disk such as hard disk, optical disk such as CD-ROM or DVD, etc., and stores system programs and function programs. The system programs are programs for realizing the basic functions of a computer. In this embodiment, the storage unit 52 also stores a first type object value DB 521 and a second type object value DB 522.

[0055] 14 is a diagram showing an example of the first type object value DB 521. The first type object value DB 521 stores value information for each level for each first type object. The level information indicates the level of the first type object. The value information represents the value of the first type object. The value information may be a value in currency or a level set by dividing the value into hierarchical levels, but is not limited to these.

[0056] 15 shows the second-type object value DB 522. The second-type object value DB 522 is a database that stores value information for each second-type object, and associates a second-type object ID that identifies the second-type object with the value information. The value information corresponds to the value of the first-type object, and indicates that the first-type object and the second-type object are exchangeable when their values ​​are the same.

[0057] <Operation of the First Embodiment> The operation of the first embodiment will be described below with reference to Fig. 16, which is a sequence diagram for explaining the operation of the first embodiment. First, in order to acquire a common user ID, the registration unit 217 of the terminal 2 transmits a new user ID acquisition request to the management server 3 (Step 1). The new user ID acquisition request includes a user name and a desired password. Upon receiving the new user ID acquisition request, the management server 3 performs an ID registration process (Step 2).

[0058] 17 is a flowchart of the ID registration process. Here, the ID registration process (Step 2) will be described. When the management server 3 receives a new user ID acquisition request (Step 201), the ID management unit 310 sends a registration screen to the terminal 2 (Step 202). The ID management unit 310 receives the user name and desired password entered using the registration screen (Step 203). Here, it is assumed that the user name "MMM" and password "4989" entered by the user are received.

[0059] The ID management unit 310 determines whether the received user name and desired password can be registered (Step 204). If the user name and desired password cannot be registered (Step 203: No), the ID management unit 310 sends a re-entry request screen to the terminal 2 (Step 207).

[0060] On the other hand, if registration is possible (Step 203: Yes), the ID management unit 310 assigns a user ID to the user and registers the user ID, user name, and password in the user ID DB 321 (Step 205). Here, it is assumed that the ID management unit assigns the user ID "1001" and registers the user ID "1001", user name "MMM", and password "4989". The ID management unit 310 transmits a registration completion screen on which the user ID is entered to the terminal 2 (Step 206). The terminal 2 receives the registration completion screen sent from the ID management unit 310 (Step 3 in FIG. 16).

[0061] The above operations complete the ID registration process. Through the ID registration process, the user can obtain a common user ID to be used in the game execution service, the second type object exchange service, and the metadata service. The user can also use the obtained user ID to deposit currency to be used in the game service. The deposit is obtained by paying the price of the currency through electronic payment such as a credit card. The amount of currency obtained by the user is entered in the price information of the user ID DB 321 by the ID management unit 310.

[0062] <First type object purchase process> When the ID registration process is completed, the game execution unit 215 of the terminal 2 transmits a purchase request for a first type object to the game server 4 in order for the user to acquire a first type object to use in the game (FIG. 16, Step 4). The purchase request includes a user ID and a password. In this case, the purchase request includes the user ID "1001" and the password "4989".

[0063] Upon receiving the purchase request, the game server 4 executes purchase processing (Step 5 in FIG. 16). Here, the first type object purchase processing will be explained. In the following explanation, it is assumed that the first type object DB 2061 has already been stored in the storage unit 206 of the terminal 2. FIG. 18 is a flowchart of the purchase processing (Step 5).

[0064] When the game execution unit 400 receives a purchase request for a first type object (Step 501), it transmits an authentication request including a user ID and a password to the management server 3 (Step 502). In this case, the authentication request includes the user ID "1001" and the password "4989".

[0065] The management server 3 receives the authentication request sent from the game execution unit 400 and starts the authentication process (Step 6 in FIG. 16). Here, the authentication process performed by the management server 3 will be described. FIG. 19 is a flowchart of the authentication process. The ID management unit 310 of the management server 3 receives the authentication request (Step 601). The ID management unit 310 performs authentication using the user ID and password included in the authentication request (Step 601). Here, the ID management unit 310 of the management server 3 performs authentication based on the user ID "1001" and password "4989".

[0066] If the authentication is not successful (Step 602: No), the ID management unit 310 notifies the game server 4 of the authentication result indicating an authentication error (Step 604).

[0067] On the other hand, if the authentication is successful (Step 602: Yes), the ID management unit 310 notifies the game server 4 of the authentication result indicating successful authentication. When the user ID DB 321 in Fig. 8 is checked, the user ID "1001" and password "4989" are found, so the game server 4 is notified of successful authentication (Step 603). This completes the authentication process.

[0068] When the game execution unit 400 receives the authentication result of the authentication process in the management server 3, if the authentication result is an authentication error (FIG. 18, Step 503: No), it sends an authentication error screen to the terminal 2 (FIG. 18, Step 509). On the other hand, if the authentication result is successful (FIG. 18, Step 503: Yes), it sends a purchase screen to the terminal 2 (FIG. 18, Step 504).

[0069] The user selects a first-type object to purchase via the purchase screen (Step 7 in FIG. 16). Here, it is assumed that an object with a first-type object identification number of "001" is selected.

[0070] When the game execution unit 401 receives the identification information of the selected first type object (Step 505 in FIG. 18), it transmits a payment request to the management server 3 (Step 506 in FIG. 18). Here, the first type object identification number "001" and the user ID "1001" are transmitted.

[0071] The settlement unit 312 of the management server 3 executes the settlement and registration process (Step 8 in FIG. 16). The settlement and registration process will now be described. FIG. 20 is a flowchart of the settlement and registration process (Step 8 in FIG. 16). When the settlement unit 312 receives a settlement request (Step 801 in Fig. 20), it acquires price information associated with the first type object identification information included in the settlement request from the first type object price information shown in Fig. 11. Furthermore, the settlement unit 312 searches the user ID included in the settlement request from the user ID DB 321, checks the deposit information associated with the user ID, and confirms whether the amount of the acquired price information is available for settlement (Step 802 in Fig. 20). If it is determined that the payment is not possible (Step 802 in FIG. 20: No), the payment result indicating an error is notified (Step 803 in FIG. 20). If it is determined that the payment is possible (Step 802 in FIG. 20: Yes), the payment result indicating that the payment has been completed is notified to the game server 3 (Step 804 in FIG. 20). When the settlement unit 312 completes the settlement, the object management unit 311 registers the first type object identification information and the user ID included in the settlement request in the first type object management information (Step 805 in FIG. 20). This completes the payment and registration process.

[0072] When the payment and registration process is completed in the management unit 3 and the game execution unit 400 receives the payment result, it checks whether the payment has been completed (Step 507 in FIG. 18). If the payment has not been completed (Step 507 in FIG. 18: No), it sends a payment error screen (Step 510 in FIG. 18). On the other hand, if the payment has been completed (Step 507 in FIG. 18: Yes), it sends a purchase completion screen including the first type object identification number to the terminal 2 (Step 508 in FIG. 18). In this case, the purchase completion screen including the first type object identification number "001" is sent.

[0073] When the game execution unit 215 receives the purchase completion screen, it updates the possession information corresponding to the first type object identification information included in the received purchase completion screen from "0" to "1" (Step 9 in FIG. 16). In this example, the possession information corresponding to the first type object identification number "001" is updated from "0" to "1". The above operations complete the purchase process.

[0074] <Update process> When the purchase process is completed and the user acquires a first-type object that can be used in the game, the user plays the game using terminal 2. The game execution unit 215 of terminal 2 transmits a game execution request including a user ID and a password to the game server 4 (FIG. 16, Step 10). In this case, the game execution request includes the user ID "1001" and the password "4989".

[0075] When the game server 4 receives the game execution request, it starts the game execution process (Step 11 in FIG. 16). When the game execution process starts, the game server 4 sends an authentication request to the management server 3, and the authentication process starts (Step 12 in FIG. 16). The authentication process is the same as the authentication process described in FIG. 19, so a detailed description will be omitted. Here, it is assumed that a notification of successful authentication has been received.

[0076] When the game server 4 receives the notification of successful authentication, it continues the game execution process. When the game ends, the game execution unit 401 transmits result information indicating whether the game was won or lost to the terminal 2. Here, it is assumed that the transmitted result information indicates a win.

[0077] When the terminal 2 receives the result information from the game server 4, it executes an update process (Step 13 in FIG. 16). The update process will now be described. FIG. 21 is a flowchart of the update process. The game execution unit 214 of the terminal 2 receives the game execution result information from the game server 4 (Step 1001 in FIG. 21). Here, the result information that indicates a win is received. The game execution unit 214 checks the result information (Step 1002 in FIG. 21), and if the result information does not indicate a win (No in Step 1002 in FIG. 21), the process ends. On the other hand, if the result information indicates a win (Yes in Step 1002 in FIG. 21), the total number of wins of the first type object used in the game is incremented (Step 1003 in FIG. 21).

[0078] The game executing unit 214 determines whether the total number of wins of the first type object has reached the number of wins required for a level increase (Step 1004 in FIG. 21). If the game executing unit 214 determines that the number of wins required for a level increase has been reached (Step 1004 in FIG. 21: Yes), it updates the level of the first type object (Step 1005 in FIG. 21). On the other hand, if the game executing unit 214 determines that the number of wins required for a level increase has not been reached (Step 1004 in FIG. 21: No), it ends the update process. This completes the update process.

[0079] <Exchange process> In order to exchange a first type object, the user sends an exchange request using terminal 2. The exchange unit 216 of terminal 2 sends an exchange request including a user ID and password to the object exchange server 5 (FIG. 16, Step 14). In this case, the exchange request includes the user ID "1001" and the password "4989".

[0080] When the object exchange server 5 receives an exchange request from the terminal 2, it executes the exchange process (Step 15 in FIG. 16). When the exchange process starts, the object exchange server 5 sends an authentication request to the management server 3, and the authentication process starts (Step 16 in FIG. 16). The authentication process is the same as the authentication process described in FIG. 16, so a detailed description will be omitted. Here, it is assumed that a notification of authentication success has been received.

[0081] When the successful authentication is notified, the object exchange server 5 executes the exchange process. The exchange process will now be described. Figure 22 is a flowchart of the exchange process. When the exchange unit 512 receives an exchange request from the terminal 2, it transmits an authentication request to the management server 3 (Step 1201 in FIG. 22). The authentication process is the same as the authentication process shown in FIG. 19, so a detailed description will be omitted.

[0082] If the authentication result of the authentication process is that authentication is not possible (Step 1202 in FIG. 22: No), the exchange unit 512 sends an authentication error screen to the terminal 2 (Step 1211 in FIG. 22). On the other hand, if the authentication result of the authentication process is that authentication is successful (Step 1202 in FIG. 22: Yes), the exchange unit 512 sends an exchange screen to the terminal 2 (Step 1203 in FIG. 22). Here, it is assumed that successful authentication has been notified and that the exchange screen has been sent to the terminal 2.

[0083] When the user selects one first-type object using the exchange screen (Step 17 in FIG. 16), the exchange unit 216 of the terminal 2 transmits information about the first-type object to be exchanged. Here, it is assumed that the information about the first-type object to be exchanged includes the identification information "001" of the first-type object selected by the user and the level information "Level 2" of the first-type object.

[0084] When the value determination unit 510 receives the exchange source first-type object information (FIG. 22, Step 1204), it determines the value of the first-type object using the identification information and level information of the first-type object and the first-type object value DB 521 stored in the storage unit 52 (FIG. 22, Step 1205). Here, it is assumed that the value of the first-type object, "value 2", is determined from the first-type object value DB 521 based on the identification information "001" and level information "level 2" of the first-type object.

[0085] The object presenting section 511 searches the second type object value DB 522 for a second type object having exchangeable value based on the value of the first type object determined by the value determining section 510 (Step 1206 in FIG. 22).

[0086] If there is no second-type object having a value that can be exchanged for the determined value of the first-type object (FIG. 22, Step 1206: No), an exchange completion screen is sent to terminal 2 (FIG. 22, Step 1212). On the other hand, if there is a second-type object having a value that can be exchanged for the determined value of the first-type object (FIG. 22, Step 1206: Yes), a list screen listing exchangeable second-type object information is sent to terminal 2 (FIG. 22, Step 1207). Here, it is assumed that second-type object identification information "001" and "002" associated with "value 2" are searched for in second-type object value DB 522 based on the value "value 2" of the first-type object, and that a list screen listing second-type object identification information "001" and "002" is sent to terminal 2. do.

[0087] When the user selects a desired second-type object using the list screen (Step 18 in FIG. 16), the exchange unit 216 of the terminal 2 transmits information about the second-type object desired to be exchanged. The information about the second-type object desired to be exchanged includes identification information of the second-type object selected by the user. In this example, it is assumed that the information about the second-type object desired to be exchanged includes "001."

[0088] When the exchanging unit 512 receives the exchange-desired second-type object information (Step 1208 in FIG. 22), it transmits the second-type object to which the identification information is attached based on the identification information included in the exchange-desired second-type object information (Step 1209). Here, it is assumed that the second-type object to which the identification information of "001" is attached is transmitted.

[0089] The registration unit 513 transmits the owner information including the identification information of the user of the original first-type object, the identification information of the user who acquired the second-type object, and the identification information of the replacement second-type object to the management server 3 (Step 1210 in FIG. 22). Here, the owner information transmitted includes the original first-type object identification information "001", the replacement second-type object identification information "001", and the user identification information "1001". This concludes the explanation of the exchange process in the object exchange server 5.

[0090] The object management unit 311 of the management server 3 that has received the owner information from the object exchange server 5 updates the first type object management DB 323 based on the received owner information and registers it in the second type object management DB 322 (FIG. 16, Step 19). Here, the object management unit 311 deletes the first type object identification information "001" that is associated with the user identification information "1001" in the first type object management DB 323. The object management unit 311 registers the second type object identification information "001" in association with the user identification information "1001" in the second type object management DB 322.

[0091] When terminal 2 receives the second-type object, it sets the possession information of the original first-type object selected by the user to "0" (Step 20 in FIG. 16). Here, the possession information of the first-type object identification information "001" becomes "0". This concludes the description of the operation of this embodiment.

[0092] As described above, according to the first embodiment of the present invention, when the level of a first type object increases as a result of the win or loss of a game played by a user reaching a predetermined condition, it becomes possible to exchange the first type object for a second type object that is worth the increased level. In this embodiment, the value of the second type of object is set to be higher than the value of the first type of object at the time of purchase, so that the user tries to play the game and raise the level of the first type of object in order to exchange it for the more valuable second type of object, thereby increasing the user's interest in the game.

[0093] In the above embodiment, the object information usable by the game execution unit 215 is a first type object, and the object information usable by the metaverse execution unit 218 is a second type object, but this is not limited to this, and the configuration may be such that objects from each other's services can be used. Furthermore, in the above embodiment, a case has been described in which the first type object to be exchanged is an object used in a game, and the second type object to be exchanged is an object to be used in the Metaverse. However, the relationship between the exchange source and the exchange destination is not limited, and the objects may be within the same service. For example, the first type object to be exchanged and the second type object to be exchanged may be objects to be used in the same game. In such a case, the second type object to be exchanged has a value equal to or greater than the value of the first type object.

[0094] <Variation 1> In the above embodiment, a configuration in which the user can select one exchange source first type object has been described. In the present embodiment, a configuration in which a plurality of exchange source first type objects can be selected will be described. In the following description, the same components as those in the above embodiment will be assigned the same numbers, and detailed description thereof will be omitted.

[0095] 23 is a flow diagram for explaining the exchange processing of this modified example. The exchange processing of this modified example is the same as that of the above embodiment up to Step 1202. When transmitting an exchange screen to terminal 2, exchanging unit 512 of this modified example transmits to terminal 2 an exchange screen on which multiple first-type objects to be exchanged can be selected.

[0096] The source first type object information sent by the exchange unit 216 of the terminal 2 includes a set of first type object identification information of the first type object selected by the user and level information of the first type object, the number of which is equal to the number of selected first type objects. If the authentication result of the authentication process is successful, the exchange unit 512 transmits an exchange screen to the terminal 2 (Step 1213).

[0097] When the user selects multiple first-type objects to be exchanged using the exchange screen, the exchange unit 216 of terminal 2 transmits information on the first-type objects to be exchanged (Step 16). Here, it is assumed that the information on the first-type objects to be exchanged includes the first-type object identification information "001" and level information "level 2" of the first-type objects selected by the user, and the first-type object identification information "002" and level information "level 2".

[0098] When the value determination unit 510 receives the exchange source first-type object information (Step 1214), it determines the value of each first-type object using the identification information and level information of the first-type object and the first-type object value DB 521 stored in the storage unit 52, and adds up the values ​​of all the first-type objects (Step 1215). Here, it is assumed that "value 2" is determined based on the first-type object identification information "001" and level information "level 2", and "value 2" is determined based on the first-type object identification information "002" and level information "level 2", and that "value 4" is calculated by adding up these values.

[0099] The object presenting unit 511 searches for a second-type object having a value that can be exchanged for the combined value of the first-type object (Step 1216). Here, it is assumed that the second-type object value DB 522 is searched for second-type object identification information "004" associated with "value 4" based on the combined value "value 4." The operations thereafter are the same as those from Step 1207 to Step 1212 in the above embodiment.

[0100] In this modification, when the user's wins and losses in the game reach a predetermined condition and the levels of multiple first-type objects increase, the value of the increased levels can be exchanged for a second-type object worth the combined value. In this way, the user can increase the level of a first-type object by using multiple first-type objects, rather than just a specific first-type object. This allows the user to use a wide variety of first-type objects in the game, making the game more interesting. As in the first embodiment, the relationship between the source and destination of the exchange is not limited, and the objects may be objects within the same service.

[0101] <Variation 2> In the above embodiment, the second type object is described as an object that can be used in a metaverse service, but it may be an object that can be used in a service that is completed within the terminal 2.

[0102] 24 shows an example of the second-type object DB 2062 in this modification. As in the above embodiment, the second-type object information is stored in such a manner that second-type object identification information that uniquely identifies the second-type object information is associated with character information. The character information in this modification is digital data of an image that can be displayed on the terminal 2, or audio information or video that can be executed on the terminal.

[0103] The image generation unit 212 of the terminal 2 reads an image or video of the second-type object stored in the storage unit 206 and displays it on the image display unit 203. The sound generation unit 213 reads audio information of the second-type object stored in the storage unit 206 and outputs it from the audio output 204.

[0104] In this way, when the wins and losses of the games played by the user reach a predetermined condition and the levels of multiple first type objects increase, they can be exchanged for second type objects that can be executed in a service completed within terminal 2 and have a value equivalent to the combined value of the increased levels.

[0105] In the above description, the basic information of all cards used in the game is stored in the terminal 2 in advance, but the basic information may be stored in the terminal 2 each time a card is acquired by the user.

[0106] Furthermore, in the above description, the status information was explained using an example of the level of the first type object, but it may also be, for example, the character's HP, decorative information that changes the character's appearance, etc., and is not limited to these. In the above description, the level is increased according to the number of wins in the game, but it may be increased according to the number of games played, and is not limited to this.

[0107] In the above embodiment, the first-type object value DB 521 has been described using an example in which value information is associated with each level of a first-type object. In this case, the exchanging unit 513 exchanges the first-type object for a second-type object according to the value of the first-type object after the changed value has been added. However, for example, it is also conceivable to exchange the first-type object for a second-type object according to the value itself added to the first-type object. In such a case, the exchanging unit 513 exchanges each first-type object for a second-type object according to the value information corresponding to the number of wins, using added-value information in which value information is associated with the number of wins as shown in FIG. 25.

[0108] In the above explanation, the object management unit 311 of the management server 3 is configured to manage second-type objects and their owners in order to prove the asset value of the second-type objects. However, for example, digital data of a second-type object with an unforgeable appraisal certificate and ownership certificate may be exchanged for a first-type object using a non-fungible token (NFT). In this way, by using a non-fungible token, it is possible to prove the asset value of a second-type object and give the second-type object asset value. Therefore, the value of the second-type object becomes higher than the value of the first-type object it is exchanged for at the time of purchase. In this way, a user plays a game in order to raise the level of the first-type object in order to exchange it for a second-type object with a higher value. This makes it possible to increase the user's interest in playing the game.

[0109] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0110] (Appendix 1) 1. An object exchange system, comprising: providing means for providing a first type of object that can be used in a predetermined service; a value imparting means for imparting value to the first type of object by using the first type of object in the predetermined service; an exchange means capable of exchanging the first type of object for a second type of object according to the value of the first type of object after the grant; An object exchange system comprising:

[0111] (Appendix 2) the first type of object and the second type of object are associated with characters; The character has character information, character information of the character of the first type object is changed; The character information of the character of the second type object does not change. 1. An object exchange system as described in Appendix 1.

[0112] (Appendix 3) The character information includes status information. 2. An object exchange system as described in Appendix 2.

[0113] (Appendix 4) The second type of object is an object that cannot be used in the predetermined service. 4. An object exchange system according to any one of claims 1 to 3.

[0114] (Appendix 5) the exchange means exchanges the first type of object for a second type of object equivalent in value to the first type of object; 5. An object exchange system according to any one of claims 1 to 4.

[0115] (Appendix 6) the exchange means exchanges the plurality of first-type objects for a second-type object having a value equivalent to the total value of the plurality of first-type objects; An object exchange system according to any one of appendices 1 to 5.

[0116] (Appendix 7) a presentation means for presenting at least one second-type object according to a value of the first-type object determined using at least the value assigned to the first-type object; 7. An object exchange system according to any one of claims 1 to 6.

[0117] (Appendix 8) the value granting means grants the value based on the number of times the service is executed using the first type of object; 8. An object exchange system according to any one of claims 1 to 7.

[0118] (Appendix 9) When the service is a game, the value granting means grants the value based on the number of wins in the game executed using the first type of object. 9. An object exchange system according to any one of claims 1 to 8.

[0119] (Appendix 10) the providing means provides the first type of object on condition that a price is paid. 10. An object exchange system according to any one of claims 1 to 9.

[0120] (Appendix 11) an associating means for associating user identification information for identifying a user with the first type of object on condition that the first type of object has been provided by the providing means, and for releasing the association between the user identification information and the first type of object and associating the user identification information with the second type of object on condition that the first type of object has been exchanged for the second type of object; 10. An object exchange system according to any one of claims 1 to 9.

[0121] (Appendix 12) a service execution means for executing the predetermined service, the service execution means permits a user having user identification information associated with the first type of object to use the first type of object in the predetermined service. 12. The object exchange system of claim 11.

[0122] (Appendix 13) The predetermined service is a game. 13. An object exchange system according to any one of claims 1 to 12.

[0123] (Appendix 14) the exchange means controls the first type of object and the second type of object to be exchangeable on the condition that the user identification information is authenticated; 14. An object exchange system according to any one of claims 1 to 13.

[0124] (Appendix 15) An information processing device, providing means for providing a first type of object that can be used in a predetermined service; a value imparting means for imparting value to the first type of object by using the first type of object in the predetermined service; an exchange means capable of exchanging the first type of object for a second type of object according to the value of the first type of object after the grant; An information processing device comprising:

[0125] (Appendix 16) providing means for providing a first type of object that can be used in a predetermined service; a value imparting means for imparting value to the first type of object by using the first type of object in the predetermined service; an exchange means capable of exchanging the first type of object for a second type of object according to the value of the first type of object after the grant; A program that makes a computer function as a

[0126] (Appendix 17) an acquisition means for acquiring a first type of object that can be used in a predetermined service; a service execution means for executing the predetermined service using the first type of object; an exchange means capable of exchanging a first type of object, to which value has been added through use of the first type of object in the predetermined service, for a second type of object according to the value of the first type of object after the addition; A program that makes a computer function as a

[0127] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of symbols]

[0128] 1. Object Exchange System 2. Devices 3 Management Server 4 Game Server 5 Object Exchange Server 6 Metaverse Server

Claims

1. 1. An object exchange system, comprising: a value determination means for determining the value of a first type of object generated by using the first type of object in a game service; an exchange means for exchanging the plurality of first-type objects to be exchanged for a second-type object having a value corresponding to the total value of the plurality of first-type objects to be exchanged, on the condition that the plurality of first-type objects to be exchanged cannot be used in the game service; Equipped with the second type of object is an object that cannot be used in the game service and can be used in a service different from the game service; Object exchange system.

2. the value of the first type of object is status information that changes in the game service; 2. The object exchange system according to claim 1.

3. the first type of object is a character, the second type of object is a character related to a character of the first type of object; 3. The object exchange system according to claim 1 or 2.

4. The second type of object is at least one of a still image, a moving image, and a sound of a character.

4. The object exchange system according to claim 3.

5. The game service and the different service are services that can be used on the same terminal of the user.

4. The object exchange system according to claim 3.

6. a game service execution means for executing the game service using the first type of object; a service execution means for executing a service different from the game service by using the second type of object; 4. The object exchange system according to claim 3, comprising:

7. An information processing device, a value determination means for determining the value of a first type of object generated by using the first type of object in a game service; an exchange means for exchanging the plurality of first-type objects to be exchanged for a second-type object having a value corresponding to the total value of the plurality of first-type objects to be exchanged, on the condition that the plurality of first-type objects to be exchanged cannot be used in the game service; Equipped with the second type of object is an object that cannot be used in the game service and can be used in a service different from the game service; Information processing device.

8. Computer, a value determination means for determining the value of a first type of object generated by using the first type of object in a game service; an exchange means for exchanging the plurality of first-type objects to be exchanged for a second-type object having a value corresponding to the total value of the plurality of first-type objects to be exchanged, on the condition that the plurality of first-type objects to be exchanged cannot be used in the game service; It functions as the second type of object is an object that cannot be used in the game service and can be used in a service different from the game service; program.

Citation Information

Patent Citations

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