Program and information processing system
The program and information processing system enhance user engagement in game services by granting tradable rights and using NFTs on a blockchain to manage game objects, addressing the lack of innovative trading conditions and increasing user interest.
Patent Information
- Application Number
- JP2024111240
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-10
- Publication Date
- 2026-01-23
AI Technical Summary
Existing game services lack innovative conditions for enhancing user interest in trading game objects, limiting the engagement and interaction among users.
A program and information processing system that grants users tradable rights based on specific conditions, such as movement in the game, and manages these objects using non-fungible tokens (NFTs) on a blockchain, allowing for dynamic trading and untrading based on predefined conditions.
Increases user interest by enabling dynamic and engaging trading experiences through conditional tradability and non-fungible token management, enhancing user interaction and engagement.
Smart Images

Figure 2026011010000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing system. [Background technology]
[0002] Conventionally, for example, in game services, non-fungible tokens (NFTs (Non-fungible Tokens)) that represent the owner of a game or the holder of an object (content) used in the game have been generated and managed on a blockchain, and the non-fungible tokens have been used to grant permission to play the game and to trade the above-mentioned objects (see Patent Documents 1 and 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7303451 [Patent Document 2] Japanese Patent Publication No. 2022-013271 Summary of the Invention [Problem to be solved by the invention]
[0004] In game services such as those described above, for example, it is possible to ensure a certain level of interest in that users can trade objects they have acquired in the game with other users. However, in order to further increase the interest, it has been desired to make such trading possible under innovative conditions.
[0005] The present invention aims to improve the interest of users who use a given service. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention is configured as follows.
[0007] The program of the present invention is configured to cause a computer to execute a process of granting a user the right to make objects available in a specified service tradable with other users, based on the first condition regarding the movement of the user using the specified service being met.
[0008] In addition, the program of the present invention may be configured to cause a computer to execute a process in which the user uses the right to make the object available for trading with other users and to change settings related to the object.
[0009] In addition, the program of the present invention may be configured to cause a computer to execute a process of making the object untradeable with other users when the object is in a state where it can be traded with other users, based on the second condition regarding the user's movement being met.
[0010] In addition, the program of the present invention may control the object so that it remains available for trading with other users when a trade with the object has been decided, even if the second condition is met.
[0011] The program according to the present invention may also cause a computer to execute a process of executing a suggestion regarding the satisfaction of the second condition.
[0012] Furthermore, the program according to the present invention may control the changes to the settings for the object to be made different when the object is made available for trading with other users, depending on the first condition that has been met.
[0013] The program according to the present invention may also perform control so as to grant the right based on the establishment of a predetermined condition related to the image capturing performed by the user.
[0014] The program according to the present invention may be configured to store the object in a first storage means for conducting transactions between users, thereby making the object tradable with other users.
[0015] The program according to the present invention may be configured so that the object stored in the first storage means is deleted, thereby making the object unavailable for trading with other users.
[0016] The program according to the present invention may be configured to make the object unavailable for trading with other users by storing the object in a second storage means that does not handle transactions between users.
[0017] In addition, the program of the present invention may be configured to generate a non-fungible token for the object and store it in a first storage means that shares the blockchain, thereby making the object tradable with other users.
[0018] In addition, the program according to the present invention may be configured to make the object non-tradable with other users by storing the non-fungible token of the object in a second storage means that does not share the blockchain.
[0019] In addition, the program of the present invention may be configured so that when predetermined attribute information set for the object is set to a first setting, the object cannot be traded with other users, and when the attribute information is set to a second setting, the object can be traded with other users; by switching the attribute information of the object to the second setting, the object can be made tradable with other users, and by switching the attribute information of the object to the first setting, the object cannot be traded with other users.
[0020] The program according to the present invention may also suggest information relating to the achievement status of the first condition to the user who is using the service, together with map information.
[0021] Furthermore, the program according to the present invention may enable the user to acquire a predetermined reward that is granted on the condition that the user owns the object, based on the first condition being met.
[0022] The program according to the present invention may perform control so that the first condition changes depending on the status of the service and the status of transactions of the object between users.
[0023] The information processing system of the present invention is configured to include a granting means for granting to a user using a specified service the right to make objects available in the service tradable with other users based on the first condition regarding the movement of the user using the service being met. [Effects of the Invention]
[0024] According to the present invention, it is possible to increase the interest of users who use a predetermined service. [Brief explanation of the drawings]
[0025] [Figure 1] FIG. 1 is an explanatory diagram of the overall configuration of an information processing system. [Figure 2] FIG. 2 is an explanatory diagram of the hardware configuration of a server and a user terminal. [Figure 3] FIG. 2 is an explanatory diagram of the functional configuration of a server. [Figure 4] FIG. 2 is an explanatory diagram of the functional configuration of a user terminal. [Figure 5] FIG. 2 is an explanatory diagram showing an example of a virtual space and a map screen. [Figure 6] FIG. 2 is an explanatory diagram showing an example of a virtual space and a map screen. [Figure 7] FIG. 10 is an explanatory diagram showing an example of a transaction ticket list screen. [Figure 8] FIG. 10 is an explanatory diagram showing an example of a trade item selection screen. [Figure 9] FIG. 10 is an explanatory diagram showing an example of a transaction availability screen. [Figure 10] FIG. 10 is an explanatory diagram illustrating an example of a marketplace screen. [Figure 11] FIG. 10 is an explanatory diagram showing an example of a processing screen. [Figure 12] FIG. 10 is an explanatory diagram showing an example of a trading partner determination screen. [Figure 13] FIG. 10 is an explanatory diagram illustrating an example of a marketplace screen. [Figure 14] FIG. 2 is an explanatory diagram showing an example of a virtual space and a map screen. [Figure 15] 10 is a flowchart illustrating an example of a transaction enabling right granting process. [Figure 16] 10 is a flowchart illustrating an example of a transaction enabling right use process. [Figure 17] 10 is a flowchart illustrating an example of a transaction available status change process. [Figure 18] FIG. 2 is an explanatory diagram showing an example of a virtual space and a map screen. DETAILED DESCRIPTION OF THE INVENTION
[0026] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that the following embodiment is merely one mode for explaining the present invention, and the numerical values and the like shown in the embodiment are merely examples and do not limit the present invention. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention. Furthermore, in this specification and drawings, elements having substantially the same functions and configurations are assigned the same reference numerals as much as possible to avoid redundant explanations, and elements not directly related to the present invention are not shown.
[0027] (Configuration of Information Processing System S) The information processing system S according to this embodiment is a computer system in which a server 100, a user terminal 200, and a blockchain system 300 (hereinafter also referred to as the BC system 300), which will be described later, are connected via a network. In this embodiment, a case will be described in which the information processing system S provides a game that uses user location information, known as a "location game" (registered trademark) (hereinafter also referred to as a location information game), and an object trading function.
[0028] Here, the object trading function allows users to trade (transfer, sell, etc.) with other users game objects that can be used in the game (data that can be used in the game, for example, characters used by users, items (consumable items that can increase the values of character parameters (HP, MP, etc.), event items that can only be used or acquired during events described below, equipment such as weapons and armor, accessories that produce various effects, synthesis materials for creating specified items, tickets used in various lotteries (gacha, etc.)), in-game currency, spells that perform attack, defense, assistance, etc.). In this embodiment, when a predetermined tradable condition (first condition) related to a user's movement in a game is met (for example, when the total number of steps, which is the cumulative total number of steps taken since the user first started the game, reaches a predetermined value (for example, 100,000)), the user is granted the right to make an item owned by the user tradable with other users (hereinafter also referred to as the tradable right). When a user uses the tradable right, a non-fungible token (NFT) of the target item (hereinafter also referred to as the tradable item) is generated, and the tradable item and the non-fungible token are associated and registered on the blockchain (managed on the blockchain), thereby making the tradable item tradable with other users. At this time, predetermined settings related to the tradable item (such as parameters set for the item) are changed. Furthermore, when the item to be traded is in a state where it can be traded with other users, if a predetermined unsustainable condition (second condition) regarding the user's movement is met without a trade with other users being decided (for example, if the user's cumulative number of steps since it became available for trading with other users does not reach a predetermined value (for example, 10,000) within a predetermined period (for example, one week) since it became available for trading with other users without a trade with other users being decided), the tradable state of the item to be traded will be cancelled, and it will no longer be available for trading with other users.
[0029] A blockchain is a distributed electronic ledger that is made up of sequentially linked blocks containing transactions, which are data related to the history of past transactions (subjects of the transaction, users who conducted the transaction, etc.). Each block of a blockchain contains the hash value of the previous block, and is distributed and stored in each of the multiple BC node devices 310, which are computers that make up the BC system 300 described above, making it extremely difficult to tamper with unauthorized data. Non-fungible tokens (hereinafter also referred to as NFTs) are non-fungible digital tokens managed on a blockchain. Each NFT is generated with a unique ID (identifier) and is one and only data, ensuring the uniqueness of the data and enabling it to be distinguished from other NFTs. NFTs generated in this way are associated with the above-mentioned traded items and managed on the blockchain, making it possible to manage and track the owners and transaction history of each traded item.
[0030] The information processing system S according to this embodiment is responsible for the above-mentioned location information game and object trading functions (transaction-related processes such as generating NFTs related to tradable items based on the use of tradable rights, registering tradable items and NFTs on the blockchain, trading the tradable items and NFTs, and changing the tradable items to an untradeable state), and as shown in Fig. 1, a server 100, a user terminal 200, and a BC system 300 are connected via a network 350. The user terminal 200 is also connected so as to be able to communicate with a GPS satellite.
[0031] The information processing system S according to this embodiment functions as an information processing device that provides a game through cooperation between the server 100 and the user terminal 200. The server 100 and the user terminal 200 are respectively responsible for executing various functions in the game and controlling the progress of the game, and the various functions and the game are executed through cooperation between the server 100 and the user terminal 200. The information processing system S functions as an information processing device that provides an object trading function through cooperation between the server 100, the user terminal 200, and the BC system 300. The server 100, the user terminal 200, and the BC system 300 are each responsible for various processes and controls for executing the object trading function, and by cooperation between them, the object trading function (trading-related processing) is executed.
[0032] The server 100 is connected to a plurality of user terminals 200 and the BC system 300 via a network 350 so that they can communicate with each other. Each user terminal 200 can send and receive various information to and from the server 100 via the network 350. Furthermore, each user terminal 200 can send and receive various information to and from the BC system 300 and other user terminals 200 via the network 350 and the server 100. The server 100 can also store various information (e.g., user account information, game information such as character status, in-game currency, and possessed items, location information of the user terminal 200, etc.) for each user playing a game using the user terminal 200. The server 100 can also perform processes such as updating the stored information and transmitting (downloading) images and various information to the user terminal 200 based on input operations performed by the user terminal 200. Furthermore, the server 100 can store transaction-related information (e.g., the type of the tradable item, the parameters of the tradable item, the transaction price, the marketplace where the transaction takes place, described below, transaction history (transaction date and time, transaction status (waiting for a trading partner to be determined (the state before the trading partner is determined), waiting for settlement (the state after the trading partner has been determined but before settlement has been made (the state before the transaction is completed)), transaction completion (the state after settlement has been made and the transaction is completed)), etc.), the current owner of the tradable item, data on the NFT, the tradability status of the tradable item, etc.) for executing transaction-related processes such as generating an NFT related to the tradable item based on the use of the above-mentioned tradable right, registering the tradable item and NFT on the blockchain, trading the tradable item and NFT, and changing the tradable item to an untradeable state, and can perform processes such as updating the stored transaction-related information and sending the transaction-related information to the user terminal 200 based on input operations from the user terminal 200. In addition, the server 100 can generate an NFT related to the tradable item based on the use of the tradable right, and execute a process of associating the tradable item with the NFT and registering it on the blockchain. Each user terminal 200 may be able to transmit and receive various information directly to another user terminal 200 without going through the network 350 or the server 100, using its own wireless communication function.
[0033] The BC system 300 is a system in which multiple BC node devices 310 (composed of computers) distributed in parallel are connected peer-to-peer via a communication network such as the Internet or a dedicated line. As described above, a blockchain is stored in each of the multiple BC node devices 310 that make up the BC system 300. In other words, the BC system 300 is a system that shares a blockchain, and the communication network to which the multiple BC node devices 310 are connected is a network that shares the blockchain. Furthermore, although not specifically illustrated in the present embodiment, the above-mentioned tradeable items and associated NFTs registered on the blockchain can be traded in a marketplace (exchange) outside the game that is managed by the blockchain. Note that the exchange where tradeable items and associated NFTs can be traded is not limited to a marketplace outside the game that is managed by the blockchain, but may also be an external or internal marketplace that is not managed by the blockchain (for example, an external or internal marketplace that is managed by the server 100). In this embodiment, the server 100 is not a BC node device 310 constituting the BC system 300, and does not share the blockchain. In this embodiment, when a traded item and an NFT are registered on the blockchain, they become tradable with other users. However, if the unsustainable condition described above is subsequently met, a process is executed to transfer and register the traded item and NFT registered on the blockchain to the server 100 that does not share the blockchain (a process to change the storage (registration) location of the traded item and NFT to the server 100). This makes the traded item tradable with other users.
[0034] The network 350 is configured by the Internet, a mobile phone network, a LAN (Local Area Network), a WAN (Wide Area Network), a dedicated line, etc. The server 100, the user terminal 200, and the BC system 300 are connected via the network 350 wirelessly or by wire.
[0035] (Hardware configuration of server 100) 2, the server 100 includes a CPU (Central Processing Unit) 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input / output interface 170. Hereinafter, the CPU 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input interface 170 of the server 100 will also be referred to as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, and server input / output interface 170, respectively.
[0036] The server CPU 110 performs various processes such as execution of various functions in the game, progression of the game, and execution of object trading functions (trading-related processes) in accordance with the programs and data stored in the server memory 120.
[0037] The server memory 120 is composed of a ROM (Read Only Memory), a RAM (Random Access Memory), etc., and stores various programs and data used for processing such as executing various functions in the game, progressing the game, and executing object trading functions. The server CPU 110 and the server memory 120 are connected to each other via a server internal bus (not shown).
[0038] The server storage unit 130 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various programs and data. The programs and data stored in the server storage unit 130 are read (loaded) into the server memory 120 by the server CPU 110.
[0039] The server communication unit 140 is configured with a communication interface and the like, and transmits and receives information such as various data and programs to and from the user terminal 200 and the BC system 300 via the network 350. In the server 100, the server communication unit 140 receives various information from the user terminal 200 and the BC system 300, and the received information is stored in the server memory 120 or the server storage unit 130. In addition, information regarding the results of various processes executed by the server CPU 110 and the like is transmitted to the user terminal 200 and the BC system 300 by the server communication unit 140.
[0040] The server input unit 150 is composed of a keyboard, a mouse, etc. Based on input operations by the server input unit 150, various processes are executed, such as storing various programs and data in the server memory 120 and the server storage unit 130, and updating the various stored programs and data.
[0041] The server output unit 160 is configured with a display capable of displaying characters, images, etc., a speaker capable of outputting sound, etc. The contents of various processes executed based on input operations by the server input unit 150 are output by the server output unit 160.
[0042] The server storage unit 130, server communication unit 140, server input unit 150, and server output unit 160 are connected to a server input / output interface 170, which is connected to an internal bus of the server (not shown).
[0043] (Hardware configuration of user terminal 200) Examples of the user terminal 200 include smartphones, tablets, mobile phones, personal computers, portable game consoles, and stationary game consoles installed in stores or homes. In this embodiment, a case where a smartphone is used as the user terminal 200 will be described.
[0044] 2, the user terminal 200 has a CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, input / output interface 270, etc. Hereinafter, the CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, and input / output interface 270 of the user terminal 200 will also be referred to as the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, and terminal input / output interface 270, respectively.
[0045] The terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus (not shown), and terminal input / output interface 270 have substantially the same configurations and functions as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server internal bus 170, and server input / output interface 170, respectively, and therefore detailed explanations thereof will be omitted with some exceptions.
[0046] In the user terminal 200, the terminal CPU 210 and terminal memory 220 are connected to each other via a terminal internal bus (not shown), and the terminal storage unit 230, terminal communication unit 240, terminal input unit 250, and terminal output unit 260 are connected to a terminal input / output interface 270, which is connected to the terminal internal bus (not shown). The user terminal 200 also performs various processes, such as execution of various game functions, game progress, and object trading functions, in accordance with the programs and data stored in the terminal memory 220. The user terminal 200 also receives various information from the server 100 and the BC system 300 via the terminal communication unit 240, and the received information is stored in the terminal memory 220 or the terminal storage unit 230. Information regarding the results of the various processes executed by the terminal CPU 210 is transmitted to the server 100 and the BC system 300 via the terminal communication unit 240.
[0047] The terminal input unit 250 is composed of, for example, a touch panel, a keyboard, a mouse, a controller, physical buttons, etc., which can input operations to the user terminal 200, and may be mounted on the user terminal 200 itself, or may be provided separately from the user terminal 200 and connected to the user terminal 200 via a connection cable, etc. Furthermore, the terminal input unit 250 may be a microphone capable of voice input, or an acceleration sensor capable of detecting the tilt, movement, vibration, etc. of the user terminal 200 and inputting the detected information. In this embodiment, the user terminal 200 is provided with a touch panel 262 which functions as both the terminal input unit 250 and the terminal output unit 260.
[0048] As described above, the BC node device 310 constituting the BC system 300 is a general-purpose computer and has almost the same hardware configuration as the user terminal 200, so a description thereof will be omitted.
[0049] (Functional configuration of server 100) Next, the functional configuration of the server 100 will be described with reference to Fig. 3. The server memory 120 of the server 100 stores programs for executing the above-mentioned game and object trading functions (transaction-related processes), various information related to the game and object trading functions, information related to users, etc. The server CPU 110 of the server 100 executes each of the stored programs, causing the server 100 to function as a data transmission / reception unit 182, a storage processing unit 184, a server-side control unit 186, and a server-side transaction control unit 188.
[0050] The data transmission / reception unit 182 transmits and receives data (information) between the server 100 and the user terminal 200. Specifically, the server receives terminal-side data transmitted from the user terminal 200, generates server-side data based on the received terminal-side data, and transmits the generated server-side data. For example, when login information for logging into the game is received from the user terminal 200 as terminal-side data upon starting a game, the server generates server-side data (e.g., the status of the character used by the user, items and in-game currency possessed by the user, the total number of steps at the end of the previous game which is the total number of steps up to the end of the previous game, the status of the establishment of tradable conditions and unmaintainable conditions for making the game tradable with other users, information regarding the presence or absence of tradable rights, etc.) from account information associated with the login information, and transmits it to the user terminal 200. Furthermore, when location information indicating the current location of the user terminal 200 is received as terminal-side data, the server generates server-side data (e.g., update information for displaying the placement of symbols such as player character P and enemy character E placed on a map) based on the location information and transmits it to the user terminal 200. In addition, when in-game step count information indicating the number of steps the user has taken since logging in to the game is received as terminal-side data, server-side data (for example, transaction-enabling condition fulfillment information indicating that the total number of steps has reached a predetermined value, unsustainable condition fulfillment information indicating that the cumulative number of steps the user has taken since becoming able to trade with other users has not reached a predetermined value within a predetermined period of time since becoming able to trade with other users, etc.) is generated based on the in-game step count information and transmitted to the user terminal 200.
[0051] The data transmission / reception unit 182 also transmits and receives data (information) between the server 100 and the BC system 300. Specifically, the server receives BC-side data (e.g., transaction information indicating the transaction details of a traded item conducted on the marketplace) transmitted from the BC system 300 based on the execution of various processes such as transaction-related processes. Also, the server transmits server-side data (e.g., traded items for which tradable rights are to be used, and NFT information indicating NFTs generated based on the use of tradable rights and associated with the traded items) to the BC system 300 based on the execution of various processes such as transaction-related processes.
[0052] The storage processing unit 184 stores various terminal side data received from the user terminal 200 and various BC side data received from the BC system 300 in the server storage unit 130 .
[0053] The server-side control unit 186 generates server-side data based on the terminal-side data received from the user terminal 200, including information necessary for constructing and updating a game space (a virtual space provided to the user) and a map, and information necessary for progressing through the game. The generated server-side data is transmitted to the user terminal 200 via the data transmission / reception unit 182 described above. The terminal-side control unit 286 of the user terminal 200, which will be described later, updates the game space and map based on the received server-side data and provides the game to the user. In this manner, the game is configured to progress by repeatedly exchanging data and updating the data between the user terminal 200 and the server 100. Below, functions performed by the server-side control unit 186 are described, but all or part of these functions may be performed by the terminal-side control unit 286.
[0054] For example, the server-side control unit 186 generates, as server-side data, update data for generating (updating) the game space and map based on terminal-side data related to location information received from the user terminal 200. The update data also includes information on symbols to be placed on the game space and map based on placement data (data created based on terminal-side data including location information received from the user terminal 200 and specifying the placement locations of symbols on the map (e.g., player character P, enemy character E, various spots, etc. to be placed on the map)). The update data may also include data for changing the weather, day / night, etc. in the game space, and for changing the appearance and movement of the player character P and enemy character E displayed on the map accordingly. In this case, the update data may also include data for causing the appearance of a special enemy character E that appears only in specific weather, day, or night.
[0055] Furthermore, for example, the server-side control unit 186 generates, as server-side data, progress data for progressing the game using terminal-side data (hereinafter also referred to as operation information) related to user input operations detected by the operation control unit 284 of the user terminal 200 (described later) as instructions from the user. For example, the server-side control unit 186 determines that the user's touch operation or tap operation on the touch panel 262 is a "confirm" or "select" operation and generates data for progressing an action corresponding to the area where the operation was detected, or determines that a drag operation or swipe operation is a "move" operation and generates data for progressing an action to move the player character P. Furthermore, based on this operation information, data for progressing a battle between the player character P and the enemy character E is created. Specifically, based on the user's input operation detected by the operation control unit 284, data is generated that causes the player character P to perform an action according to the user's command selection during the battle (selection of an action (skill, spell, etc.), selection of the target of the selected action (enemy character E, player character P, etc.)), data that causes the enemy character E to perform a predetermined action (attack on the player character P, action such as recovery or support for any of the enemy characters E, escape from the battle, etc.). Also, as server-side data, event data (for example, data specifying the content of a predetermined story or an introductory event for the battle) of the target symbol is generated according to operation information for a symbol that is in an active state (a state in which the user's selection operation is valid).
[0056] For example, the server-side control unit 186 generates, as server-side data, data for controlling a virtual camera that captures images of the game space and map based on the terminal-side data. Specifically, data is generated that specifies the position, orientation, and angle of the virtual camera and defines, as a visible area, an area of the game space and map that the user is to view on the touch panel 262. The server-side control unit 186 then instructs a screen control unit 288 of the user terminal 200, described below, to display the defined area of the game space and map. Furthermore, the server-side control unit 186 generates data for controlling the screen control unit 288 to adjust and update the virtual camera as appropriate as the game progresses, so that the virtual camera follows the actions and movements of the player character P. Note that the position, orientation, and angle of the virtual camera may be arbitrarily adjustable in response to user operations.
[0057] The server-side transaction control unit 188 executes various processes (transaction-related processes) for the object trading function based on the terminal-side data received from the user terminal 200 and the BC-side data received from the BC system 300, and generates server-side data as a result of the execution of the processes, including information necessary for registering and updating various data (e.g., tradeable items, NFTs, etc.) managed on the blockchain. The generated server-side data is transmitted to the user terminal 200 and the BC system 300 via the data transmission / reception unit 182. The terminal-side transaction control unit 287 of the user terminal 200, which will be described later, updates the display related to the object trading function based on the received server-side data. Furthermore, a control unit (not shown) in the BC node device 310 of the BC system 300 registers and updates various data managed on the blockchain based on the received server-side data. Note that all or part of the functions performed by the server-side transaction control unit 188 may be performed by the terminal-side transaction control unit 287 or the control unit in the BC node device 310 of the BC system 300.
[0058] For example, the server-side transaction control unit 188 determines whether the user's total number of steps has reached a predetermined value (whether a transaction enablement condition related to the user's movement has been met) based on terminal-side data related to in-game step count information received from the user terminal 200, and if it determines that the value has been reached, executes processing related to granting a transaction enablement right to the user. Specifically, it instructs the storage processing unit 184 to store data indicating the details of the transaction enablement right granted to the user in the server storage unit 130, and also generates transaction enablement condition fulfillment information indicating that the total number of steps has reached a predetermined value as server-side data and transmits it to the user terminal 200. Upon receiving the server-side data, the terminal-side transaction control unit 287 instructs the screen control unit 288 to display an right granting image indicating that the total number of steps has reached a predetermined value and that the transaction enablement right has been granted.
[0059] For example, the server-side transaction control unit 188 executes a process of generating an NFT for a tradable item for which the tradable right is to be used and registering it on the blockchain based on terminal-side data related to the use of the tradable right and information on the item for which the tradable right is to be used, received from the user terminal 200. Specifically, the server-side transaction control unit 188 transmits NFT information indicating the tradable item and the associated NFT to the BC system 300 and requests that these be registered on the blockchain. Furthermore, the server-side transaction control unit 188 generates tradable information indicating that the tradable item has become tradable with other users as server-side data and transmits it to the user terminal 200. Upon receiving the server-side data, the terminal-side transaction control unit 287 instructs the screen control unit 288 to display a tradable screen indicating that the tradable item has become tradable with other users.
[0060] Furthermore, for example, the server-side transaction control unit 188 generates transaction information indicating the transaction details as server-side data based on BC-side data relating to transaction information indicating the transaction details of the traded item in the marketplace received from the BC system 300, and transmits the generated transaction information to the user terminal 200. Upon receiving the server-side data, the terminal-side transaction control unit 287 instructs the screen control unit 288 to display various images according to the transaction information (for example, an image indicating that the user to be traded has been determined, an image indicating that the settlement of the transaction has been completed, etc.). The BC side data relating to the transaction information may be sent directly from the BC system 300 to the user terminal 200 instead of being sent to the server 100 .
[0061] For example, the server-side transaction control unit 188 determines, based on terminal-side data related to in-game step count information received from the user terminal 200, whether the user's cumulative step count since a specific tradeable item became available for trading with other users has not reached a specific value (whether a maintenance-impairing condition related to the user's movement has been met) within a specific period of time since the specific tradeable item became available for trading with other users, without a trade with another user being decided. If it determines that the cumulative step count has not reached a specific value, the server-side transaction control unit 188 executes processing to make the tradeable item unavailable for trading with other users. Specifically, the server-side transaction control unit 188 requests the BC system 300 to transfer and register the tradeable item and NFT to the server 100, receives data on the tradeable item and NFT on the blockchain transmitted from the BC system 300 as BC-side data based on the request, and stores the data in the server storage unit 130. The server-side transaction control unit 188 also generates maintenance-impairing condition fulfillment information indicating that the user's cumulative step count since the tradeable item became available for trading with other users has not reached a specific value, and transmits the information to the user terminal 200. When the terminal-side transaction control unit 287 receives the server-side data, it instructs the screen control unit 288 to display an untradeable change image indicating that the unsustainable condition has been met and the item to be traded has become untradeable with other users. It should be noted that instead of the server-side control unit 186 and the server-side transaction control unit 188 respectively performing the game-related processing and the transaction-related processing, one control unit may perform both processes.
[0062] (Functional configuration of user terminal 200) Next, the functional configuration of the user terminal 200 will be described with reference to Fig. 4. The terminal memory 220 of the user terminal 200 stores programs for executing the above-mentioned games, various information related to the games, etc. The terminal CPU 210 of the user terminal 200 executes the stored programs, causing the user terminal 200 to function as a data transmission / reception unit 280, a storage processing unit 282, an operation control unit 284, a terminal-side control unit 286, a terminal-side transaction control unit 287, a screen control unit 288, a position information acquisition unit 290, and a movement information acquisition unit 292.
[0063] The data transmission / reception unit 280 transmits and receives data (information) between the server 100 and the user terminal 200. Specifically, it receives server-side data transmitted from the server 100, and transmits user login information, operation information, in-game step count information, location information of the user terminal 200, and the like to the server 100 as terminal-side data. The data transmitter / receiver 280 also transmits and receives data (information) between the BC system 300 and the user terminal. Specifically, it receives BC-side data transmitted from the BC system 300 and transmits user operation information and the like to the BC system 300 as terminal-side data. Note that data may be transmitted and received between the user terminal 200 and the BC system 300 via the server 100 rather than directly.
[0064] The storage processing unit 282 stores various server-side data received from the server 100 and various BC-side data received from the BC system 300 in the terminal memory 220 and the terminal storage unit 230 .
[0065] The operation control unit 284 accepts user operations input by the terminal input unit 250 via the touch panel 262. Specifically, the operation control unit 284 detects the type of input operation (for example, touch operation, tap operation, swipe operation, flick operation, pinch-in operation, pinch-out operation, etc.) based on the user's operation position (contact position) and operation direction (movement direction from the contact position) on the touch panel 262. It is also capable of detecting long presses and touch-off operations.
[0066] The terminal-side control unit 286 instructs the screen control unit 288 to display the game space and a map based on the server-side data generated by the server-side control unit 186. The terminal-side control unit 286 also generates terminal-side data based on information related to the user's operation detected by the operation control unit 284, position information acquired by the position information acquisition unit 290, and in-game step count information (predetermined user movement information) acquired by the movement information acquisition unit 292. The generated terminal-side data is transmitted to the server 100 via the data transmission / reception unit 280 described above.
[0067] The terminal-side transaction control unit 287 generates terminal-side data based on information related to user operations detected by the operation control unit 284 regarding the execution of various processes (transaction-related processes) in the object transaction function. The generated terminal-side data is transmitted to the BC system 300 via the above-mentioned data transmission / reception unit 280. In addition, based on the server-side data generated by the server-side transaction control unit 188 and the BC-side data generated in the BC system 300, the terminal-side transaction control unit 287 instructs the screen control unit 288 to display, update, etc. the various processes described above.
[0068] For example, when a predetermined operation is performed to start a transaction on the marketplace, the terminal-side transaction control unit 287 generates terminal-side data based on information related to the operation. Based on the terminal-side data, the BC system 300 generates BC-side data related to various information related to the marketplace where the transaction will be performed (e.g., information on the items being traded, the transaction price, the person willing to trade, etc.), and transmits the BC-side data to the user terminal 200. Based on the received BC-side data, the terminal-side transaction control unit 287 then instructs the screen control unit 288 to display various items related to the marketplace.
[0069] Furthermore, when a user performs a predetermined operation regarding a transaction of a traded item in the marketplace, the terminal-side transaction control unit 287 generates terminal-side data based on information related to the operation (for example, an operation to determine the target of the transaction, etc.). Based on the terminal-side data, the BC system 300 updates data (transaction history) related to the traded item registered on the blockchain, and generates BC-side data related to transaction information indicating the transaction details of the traded item in the marketplace, and transmits it to the server 100.
[0070] For example, the terminal-side transaction control unit 287 instructs the screen control unit 288 to display various images corresponding to the transaction information based on server-side data related to the transaction information indicating the transaction details of the item to be traded in the marketplace.
[0071] The screen control unit 288 controls various screens displayed on the touch panel 262 based on various data stored in the terminal memory 220 and the terminal storage unit 230, in response to instructions from the terminal control unit 286 and the terminal transaction control unit 287. For example, the screen control unit 288 displays a game space, a map, etc. on the touch panel 262, and superimposes on the same a UI (User Interface) such as icons, buttons, status displays, menu screens, and maps of the game space, which are used to operate the game and display information about the game. The screen control unit 288 also displays a screen related to the marketplace on the touch panel 262, and superimposes on the same a UI such as icons, buttons, and other UI used to operate and display information about transactions with other users.
[0072] The location information acquisition unit 290 acquires location information in real space of the user terminal 200. Specifically, it acquires location information (coordinates on the Earth) of the user terminal 200 by receiving GPS signals transmitted from GPS satellites at a predetermined cycle. Note that the acquisition of location information is not limited to that based on GPS signals, and may be that based on signals from antennas installed on the ground, or that based on the connection status with nodes deployed in a locally deployed area network (such as acquiring location information from the connection strength with each node).
[0073] The movement information acquisition unit 292 acquires movement information in the real space of the user who owns the user terminal 200. Specifically, based on the position information acquired by the position information acquisition unit 290, it acquires, as movement information, in-game step count information indicating the number of steps taken by the user in the real space since the game started, in-game movement distance information indicating the distance moved by the user in the real space since the game started, and the like. The movement information that can be acquired is not limited to these, and may include in-game movement speed information indicating the user's movement speed in real space since the game started, destination arrival information indicating arrival at a predetermined destination, etc. Furthermore, a method for calculating the movement speed may include, for example, acquiring position information every unit time (e.g., 3 seconds) during a predetermined measurement period, determining the distance between two points from the previously acquired position information and the currently acquired position information, and calculating the movement speed from this determined distance and the unit time. The method for calculating the movement speed is not limited to these, and any appropriate method may be adopted. For example, the movement speed may be calculated using time information included in a GPS signal. Note that a functional unit for acquiring movement information, such as the movement information acquisition unit 292, may be provided in the server 100, rather than in the user terminal 200. That is, the movement information may be acquired in the server 100 based on receiving the location information acquired by the location information acquisition unit 290.
[0074] The above-mentioned functional units are given as examples, and the server 100 and the user terminal 200 are provided with various other functional units. Each functional unit may be provided in either the server 100 or the user terminal 200, or a functional unit performing the same function may be provided in both the server 100 and the user terminal 200. Each functional unit and the hardware device that realizes them do not necessarily have to be located in one place; for example, hardware devices connected by a network may be located separately across municipalities, prefectures, or even across countries.
[0075] Furthermore, although not specifically shown, the BC node device 310 that constitutes the BC system 300 functions as a data transmission / reception unit that transmits and receives server-side data, terminal-side data, and BC-side data to and from the server 100 and user terminal 200, a storage processing unit that stores various data in a node storage unit not shown, and a control unit that executes various processes (such as updating the transaction history of traded items and NFTs registered on the blockchain) based on the server-side data and terminal-side data, and creates BC-side data based on the results of such execution.
[0076] Next, the location information game and object trading function (trading-related processing) realized by the information processing system S as described above will be described with reference to FIGS.
[0077] The location information game in this embodiment is a game that constructs a map in a virtual space based on the real-world location information and movement information of a user terminal 200 (e.g., a smartphone) held by the user, and moves a character corresponding to the user (used by the user) on this map to complete events.
[0078] A character corresponding to the user (hereinafter also referred to as a player character P) moves on a map based on position information and movement information such as the current position, movement distance, movement direction, and movement speed of the user terminal 200. In other words, when the user moves in the real world while holding the user terminal 200, the player character P also moves in the virtual space accordingly. Note that the position information may include information regarding the altitude of the user terminal 200.
[0079] A map constructed in a virtual space is an electronic map created based on map information in the real world and expressed in 2D (2-Dimensions) or 3D (3-Dimensions). Unless otherwise specified, a map constructed in a virtual space will be referred to simply as a "map" below. Note that the virtual space may be constructed in "xR (Extended Reality, Cross Reality)" such as "VR (Virtual Reality)," "AR (Augmented Reality)," or "MR (Mixed Reality)."
[0080] Map information in the real world includes route information about roads and railroads, geographical information about mountains, rivers, oceans, etc., and information about structures such as the shape and layout of buildings, names (building names, station names, store names, etc.), and addresses. Structure objects (not specifically shown) constructed based on this information are placed on the map. Note that the appearance and scale of the structure objects may be changed as appropriate to suit the game's worldview and operational convenience. Furthermore, names of roads, buildings, etc. may be displayed or hidden to suit the game's worldview, or may be displayed in a way that matches the worldview.
[0081] In addition, as shown in Figure 5, other objects displayed on the map include the player character P, enemy character E, items 400, recovery spots 410, event spots 420, goal symbols 440, and various other symbols corresponding to events that occur in the game.
[0082] The player character P is displayed as a symbol in the shape of a person, as shown in Fig. 5. A virtual circle 430 is also displayed with the player character P at its center. The virtual circle 430 is displayed as a circle with a radius of a predetermined length (for example, approximately 30 m) in real distance.
[0083] As shown in FIG. 5, the enemy character E is displayed as a symbol shaped like the face of an "oni" (demon). The enemy character E is displayed on the map at a predetermined read cycle and is controlled to wander within a predetermined range on the map. The enemy character E is erased after a certain time has passed since its display, or after a battle with the player character P has taken place. When the enemy character E is included within the virtual circle 430 of the player character P, an active display (for example, an "!" mark is displayed above the enemy character E) is displayed to indicate that the enemy character E has become active (selectable). It is also desirable to display a symbol for the enemy character E that indicates the type of enemy it is. This allows the user to guess the type of enemy character E from the symbol display. For example, in this embodiment, a symbol shaped like the face of an "oni" is displayed as the enemy character E, so the user can guess that the battle will be with an enemy of the oni type or an enemy party that includes enemies of the oni type.
[0084] As shown in FIG. 5, the item 400 is displayed as a symbol shaped like a star. When the item 400 is included within the virtual circle 430 of the player character P, an active display is made (for example, the item 400 is momentarily enlarged by a predetermined magnification (for example, about 1.2 times)) to indicate that the item 400 has become active (selectable). When the user taps the item 400 in the active state, the user can acquire the corresponding item (the above-mentioned consumable item, ticket, etc.) or in-game currency.
[0085] The recovery spot 410 is displayed as a heart-shaped symbol as shown in FIG. 5. When the recovery spot 410 is included within the virtual circle 430 of the player character P, it is displayed as active in the same manner as the item 400 described above. When the user taps the recovery spot 410 in an active state, the HP or MP of the player character P is recovered by a predetermined amount (for example, 40% of the maximum HP or maximum MP). Note that an item may be given along with the recovery described above as a bonus element that occurs with a certain probability.
[0086] As shown in FIG. 5, the event spot 420 is displayed as a symbol resembling an "exclamation mark." When the event spot 420 is included within the virtual circle 430 of the player character P, it is displayed as active in the same manner as the item 400 and recovery spot 410 described above. When the user taps the active event spot 420, various events progress. Events include those that occur depending on weather conditions, such as rain or sunshine, and those that occur only during a specific event period set by the game's operating company. In addition, quests and missions, which will be described later, may occur and progress as events. Hereinafter, quests, missions, and similar events will be collectively referred to as "quests."
[0087] As shown in FIG. 5 , the goal symbol 440 is displayed as a symbol resembling a "flag." When the goal symbol 440 is included within the virtual circle 430 of the player character P, it is displayed as an active object, similar to the item 400, recovery spot 410, and event spot 420. In the position-based game of this embodiment, to execute a quest, the user first sets a goal G (goal symbol 440) as a destination at a predetermined location selected from among multiple candidates on a map. The quest then progresses when the player character P reaches the set goal symbol 440 (i.e., when the user reaches an area in the real world corresponding to the goal G). For example, the quest may be cleared simply by the player character P reaching the goal symbol 440, or a battle with a specific enemy character E (e.g., a boss enemy) may occur after reaching the goal symbol 440, and the quest may be cleared by winning the battle. For safety reasons, it is desirable to limit the locations where the goal symbol 440 can be set to areas that can be safely reached in the real world.
[0088] A quest is one of the elements that make up a game (a game event), and can be considered a request that is either voluntary or compulsory given to the user in the game, such as being asked to get player character P to reach a destination or NPC (Non Player Character) set on a map (i.e., the location where goal G (goal symbol 440) is set), or being asked to win a battle against a specified enemy character E placed on the map.
[0089] When a user accomplishes (clears) a quest, the game story progresses, the user receives in-game currency and items (for example, consumable items, event items, equipment such as weapons and armor, accessories, synthesis materials, etc.), and points (so-called experience points, etc.) for leveling up the player character P and items, etc. Furthermore, previously restricted functions and areas, new enemy characters E, companion characters, etc. may be unlocked.
[0090] In the position information game of this embodiment, as described above, the goal symbol 440 indicating the goal G displayed on the map becomes active (selectable) when the user's position in the real world is within a predetermined distance from a position corresponding to the goal G. Then, when the user taps (selects) the active goal symbol 440, the quest corresponding to the goal G progresses.
[0091] Although only one type of each symbol placed on the map has been described as an example, the present invention is not limited to this. For example, two or more types of symbols may be provided to indicate recovery spots 410, and symbols of multiple types of recovery spots 410 with different recovery amounts may be placed on the map. The same applies to other symbols.
[0092] Furthermore, in the location-based game of this embodiment, as described above, when a predetermined tradable condition related to the user's movement is met, the user is granted a tradable right that makes a predetermined item, which is a game object that the user can use in the game, tradable with other users. When the user uses the granted tradable right, the parameters (item-related settings) of the target predetermined item (tradable item) are changed, an NFT of the tradable item is generated, and the tradable item and the generated NFT are associated and registered on a blockchain shared by the BC system 300, making the tradable item tradable with other users.
[0093] In this embodiment, weapon items are set as game objects that can be traded with other users. By using the tradable right, a user can select any weapon they own and make it tradable with other users. In addition, weapons are set with attack power, which determines the amount of damage when attacking an enemy, and activateable skills, and when a weapon is made tradable with other users based on the use of the tradable right, the attack power of the weapon is increased (i.e., the settings related to the weapon are changed).
[0094] Furthermore, in this embodiment, three tradable conditions are set as the tradable conditions: a first tradable condition that the total total number of steps (the cumulative total number of steps since the user first started the game) reaches a first predetermined value (100,000 in this embodiment); a second tradable condition that the total total number of steps reaches a second predetermined value (250,000 in this embodiment) that is greater than the first predetermined value; and a third tradable condition that the total total number of steps reaches a third predetermined value (500,000 in this embodiment) that is greater than the second predetermined value. If the first tradable condition is met, tradable right A is granted; if the second tradable condition is met, tradable right B is granted; and if the third tradable condition is met, tradable right C is granted. When tradable right A is used on a predetermined weapon, the attack power of the weapon is doubled, an NFT for the weapon is generated, and the weapon and the NFT are associated and registered on the blockchain, making the weapon tradable with other users. Furthermore, when tradable right B is used on a specified weapon, the offensive power of the weapon is increased by three times, an NFT is generated for the weapon, and the weapon and NFT are associated and registered on the blockchain, making the weapon tradable with other users. Furthermore, when tradable right C is used on a specified weapon, the offensive power of the weapon is increased by five times, an NFT is generated for the weapon, and the weapon and NFT are associated and registered on the blockchain, making the weapon tradable with other users. As described above, although all three tradable conditions relate to the total number of steps (the same conditions must be met), the difficulty of fulfilling them increases in the order of the first tradable condition, the second tradable condition, and the third tradable condition. Furthermore, although tradable right A, granted when the first tradable condition is fulfilled; tradable right B, granted when the second tradable condition is fulfilled; and tradable right C, granted when the third tradable condition is fulfilled, all increase the attack power of a weapon when used, the rate of increase in attack power increases in the order of tradable right A → tradable right B → tradable right C (the changes to the weapon settings differ). In other words, the more difficult it is to fulfill a tradable condition, the more powerful a weapon (weapon with higher attack power) will be when the tradable right granted based on the fulfillment of the condition is used, and the weapon will be traded with other users.
[0095] When any of the tradeable conditions is met during the game, the tradable right (granted tradable right) corresponding to the met tradeable condition is stored in the server storage unit 130 as information about the user related to the fulfillment of that condition. Also, on the map displayed on the touch panel 262, as shown in Fig. 6, a right granting image RP is displayed indicating that the tradeable condition has been fulfilled and the tradable right has been granted. This allows the user to understand that the tradable right has been granted. For example, when the second trading condition is met by the user's total number of steps reaching a second predetermined value, a right-granting image RP (e.g., a text image saying "Conditions met!! GET Trading Ticket B!!") is displayed on the map of the location-based game, as shown in Figure 6, indicating that the trading condition has been met and trading right B has been granted. In the location-based game of this embodiment, the tradable right is treated as a game object called a trade ticket (see FIG. 6, etc.). Specifically, when a first tradable condition is met, the user acquires trade ticket A, which corresponds to tradable right A; when a second tradable condition is met, the user acquires trade ticket B, which corresponds to tradable right B; and when a third tradable condition is met, the user acquires trade ticket C, which corresponds to tradable right C. That is, the acquisition of trade ticket A, trade ticket B, and trade ticket C in the location-based game corresponds to the granting of tradable right A, the granting of tradable right B, and the granting of tradable right C, respectively. Furthermore, the use of trade ticket A, trade ticket B, and trade ticket C in the location-based game corresponds to the use of tradable right A, the use of tradable right B, and the use of tradable right C, respectively. Hereinafter, the tradable right will also be referred to as a trade ticket. A remaining step count image indicating the number of steps remaining until the next transaction condition is met may be displayed on the map. The remaining step count image may be constantly displayed on the map, or may be temporarily displayed only when a predetermined operation is performed on the user terminal 200. The remaining step count image may be notified by sound, or, for example, when the number of steps remaining until the next transaction condition is met falls below a predetermined number, the user may be notified by vibration. In addition to notifying the user of the remaining step count image, a prompt notification (e.g., visual display or sound output such as "Almost there until the condition is met! Keep walking!") may be provided to encourage the user to meet the transaction condition. The display may be performed on a map constructed in a virtual space (a so-called field map), or on a map of the real world displayed on the touch panel 262.
[0096] Furthermore, the granted transaction ticket (transaction enabling right) is displayed on a transaction ticket list screen CS that is displayed on the touch panel 262 by performing a predetermined operation on the user terminal 200. As shown in FIG. 7, the transaction ticket list screen CS displays ticket icons CI corresponding to all transaction tickets (tradable rights) that the user owns and that have not yet been used. The ticket icons CI include information such as the type of transaction ticket owned and the changes to item settings that will occur when the transaction ticket is used (e.g., transaction ticket A (tradable right A) doubles attack power, transaction ticket B (tradable right B) triples attack power (see FIG. 7)). For example, the transaction ticket list screen CS shown in FIG. 7 displays a ticket icon CI corresponding to transaction ticket A (tradable right A) and a ticket icon CI corresponding to transaction ticket B (tradable right B), allowing the user to understand that they own transaction tickets A and B as unused transaction tickets.
[0097] When an operation to select a ticket icon CI displayed on the trading ticket list screen CS (a tap on any ticket icon CI) is performed, a trading item selection screen IS is displayed on the touch panel 262 for selecting a weapon to be made available for trading with other users using the trading ticket. As shown in FIG. 8, the trade item selection screen IS displays item icons II corresponding to weapons that the user owns but that are not available for trading with other users. The item icons II include display elements such as an image of the weapon, the setting to be changed (in this embodiment, attack power), and the name of the weapon. For example, the trade item selection screen IS shown in FIG. 8 displays an item icon II corresponding to a weapon called "Hero's Sword" and an item icon II corresponding to a weapon called "Flaming Sword," allowing the user to understand that the "Hero's Sword" or the "Flaming Sword" can be made available for trading with other users.
[0098] When an operation to select an item icon II displayed on the trade item selection screen IS (a tap on one of the item icons II) is performed, terminal-side data indicating information related to the operation is transmitted to the server 100. Based on the terminal-side data, the server-side transaction control unit 188 generates an NFT for the weapon corresponding to the selected item icon II, associates the weapon with the generated NFT, and registers it on the blockchain shared by the BC system 300. This makes the weapon available for trading with other users. Furthermore, a trade availability screen AS indicating that the weapon is now available for trading with other users is displayed on the touch panel 262, as shown in FIG. 9. For example, when an operation to select the item icon II corresponding to the "Hero's Sword" (a tap operation on the item icon II) is performed on the trade item selection screen IS shown in Figure 8, a tradeable screen AS (see Figure 9) is displayed indicating that the "Hero's Sword" is now available for trade with other users. The tradeable screen AS also indicates that the attack power of the selected "Hero's Sword" has doubled (its attack power has increased from the original "50" to "100") as a result of using trade ticket A (tradable right A) (see Figure 9).
[0099] Weapons registered on the blockchain as described above are put up for sale in a predetermined marketplace managed by the blockchain, where users can trade with each other. Any user can freely access the marketplace by performing a predetermined access operation (tapping on a predetermined icon for accessing the marketplace) on the user terminal 200. When the user accesses the marketplace, a marketplace screen MS for trading items between users is displayed on the touch panel 262. As shown in Fig. 10, the marketplace screen MS displays a corresponding item icon LI for each item that has been put up for sale by a user and for which a transaction with another user has not yet been completed. The item icon LI includes information such as a weapon image, weapon name, weapon settings (attack power in this embodiment), transaction price, transaction status, and seller (see Fig. 10).
[0100] Although not specifically illustrated, when an item is put up for sale on the marketplace, the user who puts it up can set a trading price for the item that has become tradable with other users. In this embodiment, in-game currency (a currency called "GOLD") is used to buy and sell items on the marketplace, but this is not limited thereto. For example, virtual currency, predetermined points that can be used in and out of the game, etc. may also be used. Furthermore, items may be traded for a fee or free of charge (without payment of trading price). Furthermore, the trading price of an item is not set by the seller of the item. For example, the trading price may be set by a party wishing to acquire the item, as in an auction, or the operator of the marketplace may set the trading price of the item based on the settings and rarity of the put-up item. Furthermore, if multiple marketplaces exist, the user may be able to select the marketplace in which to put up an item, or the item may always be put up for sale on a predetermined marketplace.
[0101] Furthermore, the transaction status refers to various statuses from when an item is put up for sale on the marketplace until a trading partner is determined and the trading partner settles (pays) the transaction price and the transaction is completed. In this embodiment, the transaction statuses defined are "waiting for trading partner to be determined," which is the state from when the item is put up for sale until a trading partner is determined (the state before the trading partner is determined), "waiting for payment," which is the state from when the trading partner is determined until the transaction price is settled, and "transaction completed," which is the state when the transaction price is settled and the transaction is completed.
[0102] For example, the marketplace screen MS shown in FIG. 10 displays an item icon LI corresponding to the "Hero's Sword" and an item icon LI corresponding to the "Ice Sword," thereby enabling the user to understand that the "Hero's Sword" and the "Ice Sword" are being offered for sale on the marketplace. The auction item icon LI corresponding to the "Hero's Sword" displays information such as the set attack power being "100," that the seller is the user who owns the user terminal 200 on which the marketplace screen MS is displayed (the user viewing the marketplace screen MS), that the set transaction price is "3000 GOLD," and that the transaction status is "waiting for a trading partner to be determined." The auction item icon LI corresponding to the "Ice Sword" displays information such as the set attack power being "30," that the seller is "User U2," that the set transaction price is "1500 GOLD," and that the transaction status is "waiting for a trading partner to be determined." This allows the user to grasp the general contents of the auction item.
[0103] Then, when an operation to select an item for sale icon LI displayed on the marketplace screen MS (a tap on one of the item for sale icons LI) is performed, a processing screen PS is displayed on the touch panel 262 for executing processing related to the transaction of the weapon corresponding to the item for sale icon LI on which the operation was performed.
[0104] For example, if the transaction status is "waiting for a trading partner to be determined," the processing screen PS displays a list of available users who have made trade offers (see FIG. 11). Although not specifically illustrated, users other than the seller can make trade offers for items listed on the marketplace. The seller can select (by tapping) one of the users who have made trade offers and are displayed on the processing screen PS to determine the trading partner. Once a trading partner is determined, the data related to the item registered on the blockchain is updated to include the determination and the processing details based on the determination. Specifically, the data includes information such as the date and time the trading partner was determined, the determined trading partner, and the fact that the trading status has become "waiting for settlement" as a transaction history. Once a trading partner is determined, a trading partner determination screen US is displayed, as shown in FIG. 12, indicating that the trading partner has been determined and indicating the determined trading partner. Note that since the trading status has become "waiting for settlement," the trading status displayed on the marketplace screen MS also becomes "waiting for settlement" (see FIG. 13). For example, when "User U2" is selected as the trading partner for "Hero's Sword" on the processing screen shown in Fig. 11 (the screen for determining the trading partner for "Hero's Sword"), a trading partner determination screen US is displayed indicating that "User U2" has been determined as the trading partner for "Hero's Sword", as shown in Fig. 12. Furthermore, as shown in Fig. 13, the marketplace screen MS displays "Waiting for payment" as the trading status for "Hero's Sword".
[0105] For example, if the transaction status is "awaiting payment," a processing screen PS for executing the payment process is displayed on the touch panel 262 of the user terminal 200 of the user selected as the transaction partner, although this is not shown in the figure. The user selected as the transaction partner can execute the payment process on this processing screen PS. When the payment process is executed by the user, the data related to the above item registered on the blockchain is updated to indicate that the payment has been made and the processing details based on this decision. Specifically, information such as the date and time of payment, the new owner (transaction partner) of the item, and the fact that the transaction status has become "transaction completed" is stored in the data as a transaction history. Furthermore, although not shown in the figure, once the payment process is executed, a payment process completion screen indicating this is displayed.
[0106] In this way, all transactions made on the marketplace will be managed on the blockchain as a transaction history for the target items.
[0107] Furthermore, in the location-based game of this embodiment, as described above, when an item is in a tradeable state with other users, a non-maintainable condition regarding the user's movement is set to cancel this state. If the non-maintainable condition is met while a trade with another user has not been determined (i.e., the trade status is "waiting for trade partner determination"), the state of the item being tradeable with other users is canceled, and the item becomes non-tradeable with other users. On the other hand, when a trade with another user has been determined (i.e., the trade status is "waiting for settlement"), the item remains tradeable with other users even if the non-maintainable condition is met.
[0108] In this embodiment, the unsustainable condition is set as follows: the cumulative number of steps taken by the user during the game since becoming able to trade with other users has not reached a predetermined value (10,000 in this embodiment) within a predetermined period of time (one week in this embodiment) since becoming able to trade with other users. If the cumulative number of steps taken by the user during the game since the item became tradable with other users does not reach a predetermined value (10,000) within a predetermined period (one week) after the item became tradable with other users, the server-side transaction control unit 188 requests the BC system 300 to transfer and register the item and associated NFTs that are now tradable with other users to the server 100. The server-side transaction control unit 188 receives data on the item and associated NFTs on the blockchain transmitted from the BC system 300 as BC-side data based on the request and stores it in the server storage unit 130. This transfers and registers the item and associated NFTs registered on the blockchain to the server 100, which does not share the blockchain (processing that changes the storage (registration) location of the item and associated NFTs to the server 100), rendering the item tradable with other users. Furthermore, as shown in FIG. 14 , a tradable change image NP is displayed on the map displayed on the touch panel 262, indicating that the non-maintainable condition has been met and the tradable item has become tradable with other users. This allows the user to understand that an item that was available for trading with other users has now been changed to an item that is no longer available for trading with other users. Also, although not specifically shown, when a user logs in to the game (starts the game), if a transaction with another user has not been decided and the above-mentioned specified period has passed without the user's cumulative number of steps during the game reaching a specified value, an untradeable change image NP will be displayed on the start screen that is displayed when the user logs in (starts the game).
[0109] As described above, in the location-based game of this embodiment, when the tradable condition (first condition related to the user's movement) that the user's total number of steps reaches a predetermined value is met, the user is granted a tradable right that enables the user to make the weapon (object) owned by the user tradable with other users. In other words, to satisfy the tradable condition for making the object tradable with other users, the user must move in the real world in the location-based game. This can increase the user's motivation for the movement in the real world required of the user in the location-based game, and ultimately increase the user's interest in playing the location-based game.
[0110] In addition, in this embodiment, by using the tradable right, when a user makes a weapon owned by the user tradable with another user, the attack power of the weapon is increased (the settings related to the object are changed). This allows the weapon to be traded with other users under better conditions, which can increase the user's interest.
[0111] Furthermore, in this embodiment, multiple tradable conditions are defined, and the more difficult it is to fulfill a tradable condition, the higher the rate at which the attack power of a weapon increases when the tradable right granted based on the fulfillment of the tradable condition is used. In other words, when the granted tradable right is used, a tradable condition that is difficult to fulfill can be used to trade a weapon with another user under better conditions than a tradable condition that is easy to fulfill. This can increase the user's interest.
[0112] Furthermore, in this embodiment, if the non-maintaining condition (second condition regarding user movement) is met, that is, if the cumulative number of steps taken by the user during the game since the weapon became tradable with other users does not reach a predetermined value (10,000) within a predetermined period (one week) from the time the weapon became tradable with other users without a trade with other users being decided, the weapon that was tradable with other users will be changed to an untradeable state. As a result, after a predetermined weapon becomes tradable with other users through the use of the tradability right, it is possible to encourage users to quickly proceed with trading the weapon with other users, thereby stimulating trading on the marketplace.
[0113] Furthermore, in this embodiment, if a trade with another user has been decided, the weapon remains available for trade with another user even if the non-maintainable condition is met. This prevents a situation in which the seller's carelessness or other reasons cause the trading partner to be unable to make the desired transaction, resulting in an unexpected disadvantage to the trading partner.
[0114] (Processing of information processing system S) Next, an example of the processing of the information processing system S in this embodiment will be described. Here, among the processing executed by the server 100, the user terminal 200, and the BC system 300, the tradable right granting processing related to granting the tradable right, the tradable right use processing related to using the tradable right, and the tradable state change processing related to changing the state in which trading is possible with other users will be mainly described, and the other processing will not be described.
[0115] First, the transaction enabling right granting process in this embodiment will be described with reference to FIG. The terminal-side transaction control unit 287 of the user terminal 200 transmits the in-game step count information to the server 100 (step 100).
[0116] The server-side transaction control unit 188 of the server 100 receives in-game step count information transmitted from the user terminal 200 (step 101). Based on the in-game step count information and the information on the total number of steps at the previous game end acquired at login (game start), the server-side transaction control unit 188 acquires a total number of steps (step 102). The server-side transaction control unit 188 determines whether the total number of steps has reached any of the predetermined values (first predetermined value, second predetermined value, third predetermined value) (step 103). If it determines that the total number of steps has reached any of the predetermined values (Y in step 103), the server-side transaction control unit 188 stores in the server storage unit 130 a tradable right (indicating that the tradable right has been acquired) corresponding to the reached predetermined value (step 104). Furthermore, the server-side transaction control unit 188 generates tradable condition fulfillment information indicating that the tradable condition has been fulfilled and the tradable right has been granted, and transmits the information to the user terminal 200 (step 105). On the other hand, if it determines that the total number of steps has not reached any of the predetermined values (N in step 103), the tradable right granting process ends.
[0117] Furthermore, the terminal-side transaction control unit 287 of the user terminal 200 receives the transaction enabling condition fulfillment information transmitted from the server 100 (step 106), and then instructs the screen control unit 288 to display the above-mentioned right granting image RP on the map (step 107). Then, the transaction enabling right granting process ends.
[0118] Next, the transaction enabling right use process in this embodiment will be described with reference to FIG. The terminal-side transaction control unit 287 transmits this operation information to the server 100 based on the selection operation of the ticket icon CI displayed on the transaction ticket list screen CS and the selection operation of the item icon II displayed on the transaction item selection screen IS (step 200).
[0119] After receiving the above operation information sent from the user terminal 200 (step 201), the server-side transaction control unit 188 generates an NFT for the item (weapon) corresponding to the item icon II for which the selection operation was performed (step 202), generates and sends to the user terminal 200 tradable information indicating that the item is now tradable with other users (step 203), and also sends information about the item and the NFT associated with the item (NFT information) to the BC system 300 (step 204).
[0120] After receiving the transaction availability information transmitted from the server 100 (step 205), the terminal-side transaction control unit 287 instructs the screen control unit 288 to display the transaction availability screen AS (step 206). Then, the transaction enabling right use process ends.
[0121] After receiving the NFT information sent from the server 100 (step 207), the BC system 300 registers the item and the associated NFT on the blockchain (step 208). As a result, the item and the associated NFT are managed on the blockchain, and the item becomes tradable with other users. Then, the tradable right usage process ends.
[0122] Next, the transaction available status change process in this embodiment will be described with reference to FIG. The terminal-side transaction control unit 287 transmits the in-game step count information to the server 100 (step 300).
[0123] The server-side transaction control unit 188 receives in-game step count information transmitted from the user terminal 200 (step 301), and then determines whether the transaction status of the item owned by the user who transmitted the information and available for trading with other users is "waiting for a trade partner to be determined" (step 302). If the status is "waiting for a trade partner to be determined" (Y in step 302), the server-side transaction control unit 188 determines whether a predetermined period (one week) has elapsed (step 303). If the predetermined period has elapsed (Y in step 303), the server-side transaction control unit 188 The total number of steps taken by the user during the game since the item became tradable is obtained based on this (step 304), and it is determined whether the total number of steps has reached a predetermined value (10,000) (step 305). If the predetermined value has not been reached (N in step 305), maintenance condition non-fulfillment information indicating this is generated and transmitted to the user terminal 200 (step 306), and a request is sent to the BC system 300 to transfer and register the item and associated NFT to the server 100 (step 307). On the other hand, if the transaction status is not "waiting for trading partner to be determined" (N in step 302), if the predetermined period has not passed (N in step 303), or if the predetermined value has been reached (Y in step 305), the tradable status change process ends.
[0124] After receiving the above-mentioned maintenance condition non-fulfillment information sent from the server 100 (step 308), the terminal-side transaction control unit 287 instructs the screen control unit 288 to display the above-mentioned transaction-impossible change image NP on the map (step 309).
[0125] After receiving the request for transfer registration sent from the server 100 (step 310), the BC system 300 executes a process to transfer and register the item and associated NFT to the server 100 (step 311). This releases the item and associated NFT from management on the blockchain, making the item unavailable for trading with other users. The tradable state change process then ends.
[0126] Although not specifically shown, when various processes (determination of trading partner, payment, etc.) are performed on the above item in the marketplace, the BC system 300 executes a process to additionally store the content and results of the above process as a transaction history for the data of the above item managed on the blockchain.
[0127] (Variation) Although one aspect of the embodiment of the present invention has been described above, the present invention is not limited to the above embodiment, and various modifications are possible without departing from the spirit of the present invention.
[0128] (1) In the above embodiment, the objects that can be traded with other users are weapon items, but this is not limited to this. For example, items other than weapons (consumable items, event items, armor, accessories, synthesis materials, tickets, etc.), characters, in-game currency, spells, and other objects may be made tradeable with other users. Furthermore, objects that can be traded with other users may be acquired for a fee or free of charge. Furthermore, for example, the objects may be generated by the user himself / herself by synthesizing synthesis materials, or may be acquired by a method other than user generation (e.g., dropped by an enemy, acquired by clearing an event, etc.). Furthermore, the tradable right itself may be made tradeable with other users. Furthermore, in the above embodiment, the effect of using the tradable right granted based on the fulfillment of the tradable condition (first condition related to user movement) is to make a predetermined object tradable with other users, but this is not limited to this. For example, a predetermined reward (e.g., a staking reward in which a specific electronic value is granted on the condition that the predetermined object is owned) may be made available to be earned. Furthermore, for example, in addition to making a predetermined object tradable with other users, a predetermined reward may also be made available to be earned (i.e., multiple effects may occur). Furthermore, in the above embodiment, the effects described above are granted by first granting tradable rights based on the fulfillment of conditions regarding the user's movement (tradable conditions) and then using the tradable rights, but this is not limited to this, and the effects described above may be granted directly when conditions regarding the user's movement (tradable conditions) are fulfilled, without granting tradable rights.
[0129] (2) In the above embodiment, the tradable condition is that the total number of steps taken since the user first started the game has reached a predetermined value. However, the tradable condition is not limited to this as long as it is related to the user's movement. For example, a tradable condition may be set regarding the user's travel distance (such as the total travel distance since the user first started the game reaching a predetermined value (e.g., 20 km, 30 km, etc.)), or a tradable condition may be set regarding the user's destination (such as the number of times the user has reached a predetermined destination since the user first started the game reaching a predetermined value (e.g., 10 times, 20 times, etc.), or the user has reached a specific destination). Furthermore, in the above embodiment, a plurality of transaction enabling conditions are set, but it is also possible to set only one transaction enabling condition. In the above embodiment, the multiple tradable conditions all have the same target to be achieved (related to the total number of steps), but some or all of the targets to be achieved may be different. For example, the first and second tradable conditions may be set to relate to the total number of steps, and the third tradable condition may be set to relate to the number of times a predetermined destination is reached. Alternatively, for example, the first tradable condition may be set to relate to the total number of steps, the second tradable condition may be set to relate to the distance traveled, and the third tradable condition may be set to relate to the number of times a predetermined destination is reached. Alternatively, for example, the first tradable condition may be set to relate to a predetermined amount of movement since the user first started the game, and the second tradable condition may be set to relate to a predetermined amount of movement since the first tradable condition was met. Specifically, the first trading condition may be set to be met when the total number of steps taken since the user first started the game reaches a first predetermined value, and the second trading condition may be set to be met when the total number of steps taken after the first trading condition is met reaches a second predetermined value (e.g., 10,000). Furthermore, in the above embodiment, the multiple trading conditions were set to be increasingly difficult to fulfill, but they may also be set to be increasingly less difficult to fulfill, or all trading conditions may be set to be the same or approximately the same in difficulty to fulfill. Furthermore, in the above embodiment, one tradable right is granted when one tradable condition is met, but this is not limited to this, and multiple tradable rights may be granted when one tradable condition is met. The trading conditions may also be dynamically changed depending on the game progress, the user's play status, the user's item holdings, the item trading status, etc. For example, when there are many transactions of items between users (including both direct transactions between users and indirect transactions via a marketplace), the difficulty of fulfilling the trading conditions may increase (for example, if the trading conditions are fulfilled when the cumulative total travel distance reaches a predetermined value, the default predetermined value may be changed from 1000 m to 2000 m). On the other hand, when there are few transactions of items between users, the difficulty of fulfilling the trading conditions may decrease (for example, the default predetermined value of 1000 m may be changed to 500 m). Furthermore, the content of the changes in the trading conditions may differ for each type of item, or may differ for each individual item of the same type but assigned a different identification number. In this way, management may be performed using the so-called DAO (Decentralized Autonomous Organization) aspect.
[0130] (3) In the above embodiment, a user can possess multiple tradable rights. However, this is not limited to this. A user may possess only one tradable right. For example, if a user possesses one tradable right but has not yet used it, a configuration may be adopted in which a tradable right based on the fulfillment of another tradable condition is not granted even if that tradable right is fulfilled. In the above case, granting of a tradable right based on the fulfillment of another tradable condition may be reserved, and when an already-owned tradable right is used, the reserved tradable right may be granted. In the above case, when another tradable condition is fulfilled, a tradable right based on that fulfillment may not be granted, but the effect of using the already-owned tradable right may be enhanced. Specifically, if a user possesses tradable right A, which doubles attack power when used, and another tradable condition is fulfilled, the tradable right A may be changed to tradable right A+, which increases attack power by 2.5 times when used.
[0131] (4) In the above embodiment, the change in the settings of an object when the tradable right is used is set to an increase in the attack power of a weapon item, but this is not limited to this. For example, if the object that can be made tradable with other users is a weapon item, the settings other than the attack power may be changed (for example, a parameter other than the attack power (e.g., a correction value that corrects the character's speed, rarity, etc.) may be increased, or an activated skill may be added). Furthermore, if the object that can be made tradable with other users is an object other than a weapon, the settings corresponding to each object may be changed. Furthermore, instead of changing only one setting, multiple settings may be changed. Furthermore, when multiple tradable conditions are set, the changes to the settings of the object when the tradable right granted based on the fulfillment of each tradable condition is used may be the same regardless of which tradable condition is fulfilled, or the changes to the settings of the object when the tradable right granted based on the fulfillment of each tradable condition is used may differ for each tradable condition. For example, if the object that can be made tradable with other users is a weapon item, the attack power of the weapon may be increased when the tradable right based on the fulfillment of a first tradable condition is fulfilled, and an additional skill may be activated when the tradable right based on the fulfillment of a second tradable condition is fulfilled.
[0132] (5) In the above embodiment, the attack power setting for a weapon item is always changed when the tradable right is used, but this is not limited to this, and the setting may be changed with a predetermined probability. Furthermore, the probability that the setting will be changed when the tradable right granted based on the fulfillment of the condition is used may be set so that the more difficult it is to fulfill the tradable condition, the higher the probability.
[0133] (6) In the above embodiment, the tradable right is granted only when the tradable condition is satisfied, but this is not limiting. For example, the tradable right may be granted based on the satisfaction of conditions related to the image capture performed by the user in the real world (for example, taking a picture of a specific landscape or structure at a specific destination) in addition to the satisfaction of the tradable condition.
[0134] (7) In the above embodiment, the unsustainable condition was that the cumulative number of steps taken by the user since the transaction became possible with other users did not reach a predetermined value (10,000) within a predetermined period (one week) after the transaction became possible with other users, without the transaction being decided. However, this is not limited to this, as long as the content is related to the user's movement, similar to the transaction possible condition. For example, unsustainable conditions may be set regarding the distance traveled by the user (such as the cumulative distance traveled by the user since becoming available to trade with other users not reaching a predetermined value (e.g., 2 km, 5 km, etc.) within a predetermined period (e.g., 3 days, 2 weeks, etc.) after the user has become available to trade with other users, without a transaction with another user being decided), or unsustainable conditions regarding the user's destination (such as the number of times the user has reached a predetermined destination since becoming available to trade with other users not reaching a predetermined value (e.g., 2 times, 5 times, etc.) within a predetermined period (e.g., 3 days, 2 weeks, etc.) after the user has become available to trade with other users, without a transaction with another user being decided, or the user not reaching a specific destination without a transaction with another user being decided within a predetermined period (e.g., 3 days, 2 weeks, etc.) after the user has become available to trade with other users). Furthermore, the tradable conditions and the unmaintainable conditions may have the same target to be achieved (e.g., both related to the total number of steps), or they may have different targets (e.g., the tradable conditions related to the distance traveled by the user, and the unmaintainable conditions related to the destination reached by the user). Furthermore, the non-maintainable condition may be determined to be met only once, and if it is not met, the determination of its fulfillment may not be made thereafter. Alternatively, if it is not met, the determination of its fulfillment may be repeatedly made thereafter. For example, if the non-maintainable condition is determined to be that the number of steps within a predetermined period does not reach a predetermined number, the determination of whether the non-maintainable condition is met may be triggered by the point at which a predetermined item becomes tradable with another user. If the non-maintainable condition is not met, the determination of whether the non-maintainable condition is met may be triggered by the point at which the non-maintainable condition is not met, and this process may be repeated. Furthermore, if the non-maintainable condition is set to be met repeatedly, the content of the non-maintainable condition may be changed (for example, the difficulty of meeting the non-maintainable condition may gradually increase (or decrease) in the order of the first non-maintainable condition → the second non-maintainable condition → ..., or the difficulty of meeting the condition may be changed randomly). Furthermore, if multiple items are in a state where they can be traded with other users, and one unmaintainable condition is met, all of the items may become ineligible for trading with other users, or any one of the items may become ineligible for trading with other users. In addition, if a trade with another user has been decided and the non-maintainable condition is met, the status of the target item that can be traded with other users may be changed to a non-tradeable status.
[0135] (8) In the above embodiment, when the maintenance-unavailable condition is met, the target item and associated NFT are transferred and registered on the server 100, making them untradeable with other users. However, the processing performed when the maintenance-unavailable condition is met is not limited to this. For example, when making an item untradeable with other users, the settings for the item may be changed (for example, returning the settings to the settings before the tradable right was used (e.g., reducing the attack power in the case of a weapon item), or a change different from the change in the settings when the tradable right was used (e.g., reducing the skills activated in the case of a weapon item)). Furthermore, when the maintenance-unavailable condition is met, the target item and NFT may be discarded.
[0136] (9) After the target item becomes available for trading with other users, a suggestion regarding the establishment of an unsustainable condition may be executed. For example, although not specifically illustrated, during game play, information regarding the establishment of an unsustainable condition (e.g., information such as the number of days remaining until a predetermined period of time elapses, the number of steps remaining until a predetermined value is reached, the remaining distance, and the number of times remaining to reach the predetermined value, which will result in the establishment of the unsustainable condition) may be displayed at a predetermined location on the map at all times, at predetermined time intervals, or in response to a predetermined display request operation by the user. Furthermore, if the unsustainable condition is likely to be established if the play situation up to that predetermined time continues at a predetermined point in time until the establishment of the unsustainable condition elapses (e.g., if the unsustainable condition is to reach 10,000 steps within 10 days, and the average number of steps up to the fifth day is below 2,000 steps after five days, which is half the predetermined period of time), a warning display WD may be displayed indicating that the unsustainable condition may be established (see FIG. 18). The suggestion regarding the establishment of the unsustainable condition may be given while playing the game or when logging into the game.
[0137] (10) In the above embodiment, the exchange where items are traded with other users is a marketplace managed by a so-called public blockchain, but this is not limited to this. For example, transactions with other users may be conducted in a marketplace on a private blockchain managed by a game management company or the like. Furthermore, transactions do not necessarily have to be conducted in a marketplace managed by a blockchain, and transactions may be conducted in a marketplace that is not managed by a blockchain. Furthermore, the marketplace may be accessed based on the address information of the marketplace stored in the server 100 or the BC system 300, or may be accessed by reading a code (e.g., a two-dimensional code) containing the address information of the marketplace that is attached to a predetermined printed matter or the like that exists in the real world. Furthermore, item transactions may be conducted directly between users, rather than via a marketplace. When items are traded directly between users, for example, a code (e.g., a two-dimensional code) containing destination address information for data related to the item in question may be displayed on the touch panel 262 of the user terminal 200 owned by the trading partner, and the user on the sending side may read the code to access the destination.
[0138] (11) In the above embodiment, an NFT for the target item is generated, and the item and the associated NFT are registered on the blockchain, so that the item becomes tradable with other users. At the same time, the item and the associated NFT are transferred and registered to server 100, so that the item becomes untradeable with other users. However, the method of making the item tradable or untradeable is not limited to this. For example, although not specifically shown, a trading server (which may or may not be managed by a blockchain) may be set up to conduct transactions with other users, and data on the target item (which may be data for which an NFT has been generated and associated with the NFT, or data for the item only that has not been generated and associated with an NFT) may be stored on the trading server, making the item tradable with other users; on the other hand, the data for the item may be deleted from the trading server, making the item tradable with other users. For example, a non-trading server that does not conduct transactions with other users and a trading server (which may or may not be managed by a blockchain) that conducts transactions with other users may be set up, and data for the target item (which may be data for which an NFT has been generated and associated with the NFT, or data for the item only that has not been generated and associated with an NFT) may be stored on the trading server, making the item tradable with other users, while the data for the item may be transferred and registered from the trading server to the non-trading server, making the item tradable with other users. Furthermore, for example, an item that can be made tradable with other users may be provided with transaction attribute information that can be switched between a first setting that makes the item untradeable with other users, or a second setting that makes the item tradable with other users, and a predetermined server may be provided with an item database that can store various information about the item (e.g., the processing date and time when processing was performed on the item, the transaction attribute information, the owner of the item, etc.).The transaction attribute information of a predetermined item stored in this item database may be switched to the second setting to make the item tradable with other users, while the transaction attribute information of the item may be switched to the first setting to make the item untradeable with other users.
[0139] (12) In the above embodiment, when a specified item is in a state where it cannot be traded with other users, the data of the item is not managed on the blockchain. However, this is not limited to this. For example, even if the item is in a state where it cannot be traded with other users, the data of the item may be configured to be managed on the blockchain.
[0140] (13) In addition, the following are possible examples of location-based games that grant trading rights when trading conditions related to user movement are met. For example, a tradable right that allows an item to be traded with other users may be granted depending on the user's movement speed within a predetermined period, a predetermined area, a predetermined distance, etc. (e.g., one or more tradable rights may be granted if the user moves at a speed of 3 to 5 km / h for 10 minutes from a predetermined start point, or one or more tradable rights may be granted if the user moves at a speed of 5 to 7 km / h from a predetermined start point to a predetermined location 800 m away). In such a location-based game, information on the movement speed may be superimposed on a map displayed on the touch panel 262, or a marker indicating the location where the tradable right is granted may be displayed on the map. Information on the movement speed at which the tradable condition is met may be notified by audio, or, for example, if there is a possibility that the tradable condition will not be met (e.g., if the movement speed at a predetermined location is likely to exceed (or fall below) a value set as the tradable condition), a notification of this may be given by vibration. The display may be performed on a map constructed in a virtual space (a so-called field map), or may be performed on a map of the real world displayed on the touch panel 262.
[0141] (others) The processes in the above-described embodiment, its variations, and other embodiments may be executed by at least one of the server 100 and the user terminal, and the execution timing and device are not particularly limited. The functions of the server 100 may be all included in one server 100, or may be distributed among multiple servers 100.
[0142] In the above embodiment, its variations, and other embodiments, a smartphone is used as the user terminal 200, and a game is executed using a dedicated application installed on the user terminal 200, but the type of user terminal 200 and the tool for executing the game are not limited to this. For example, a personal computer may be used as the user terminal 200, or the game may be executed using a general web browser.
[0143] In the above embodiment and its variations, and the other embodiments, various information input and selection processes can be performed by tapping or other operations on the touch panel 262 of the smartphone, but the operation modes for performing these processes are not limited to those described above. For example, if a personal computer is used as the user terminal 200, the above processes may be performed by operations such as clicking, dragging, and dropping with a mouse.
[0144] The above-described embodiments and their variations, and the contents and configurations of the other embodiments may be combined, substituted, modified, or partially deleted as appropriate. Furthermore, configurations of publicly known technologies at the time of filing that are not explicitly stated in this specification may also be adopted as appropriate. When providing services other than games, the configurations of this specification may also be applied as appropriate to applications that use location information in fields other than games (e.g., fitness, training, education, advertising, traffic guidance applications, etc.).
[0145] The location-based game in the above embodiment corresponds to an example of a predetermined service of the present invention. The tradable condition in the above embodiment corresponds to an example of a first condition regarding the user's movement in the above embodiment. The weapon item in the above embodiment corresponds to an example of an object in the above embodiment. The tradable right in the above embodiment corresponds to an example of a right to make an object available in the service of the present invention tradable with other users. The weapon's attack power in the above embodiment corresponds to an example of a setting regarding an object in the above embodiment. The settlement-awaiting transaction status in the above embodiment corresponds to an example of a situation in which a transaction with another user has been decided for an object in the above embodiment. The unsustainable condition in the above embodiment corresponds to an example of a second condition regarding the user's movement in the above embodiment. The transaction server and BC system 300 in the above embodiment correspond to an example of a first storage means in the present invention. The non-trading server and server 100 in the above embodiment correspond to an example of a second storage means in the present embodiment. The transaction attribute information in the above embodiment corresponds to an example of attribute information in the present embodiment.
[0146] (Addendum) Some of the features of the present invention will be described below.
[0147] <Issues> For example, it increases the interest of the user. <Solution> (1) A program that causes a computer to execute a process that grants a user the right to make objects available in a specified service tradable with other users, based on the first condition regarding the movement of the user using the specified service being met. (2) A program according to (1) that causes a computer to execute a process in which the user uses the right to make the object tradable with other users and to change the settings related to the object. (3) A program according to (2) that causes a computer to execute a process to make the object ineligible for trading with other users when the object is in a state where it can be traded with other users, based on the second condition regarding the movement of the user being satisfied. (4) A program according to (3), which, when a transaction with another user has been decided for the object, controls the object to remain in a state in which it can be traded with other users even if the second condition is met. (5) A program according to (3) or (4) that causes a computer to execute a process that implements a suggestion regarding the satisfaction of the second condition. (6) A program according to (2) that controls the changes to the settings of the object so that they are different when the object is made tradable with other users, depending on whether the first condition is met. (7) The program according to (1), which controls to grant the right based on the establishment of a predetermined condition related to the image capturing performed by the user. (8) The program of (1) that stores the object in a first storage means for conducting transactions between users, thereby making the object tradable with other users. (9) The program of (8) for deleting the object stored in the first storage means, thereby rendering the object unavailable for trading with other users. (10) The program of (8) for storing the object in a second storage means that does not allow transactions between users, thereby making the object unavailable for trading with other users. (11) A program according to (1) that generates a non-fungible token for the object and stores it in a first storage means that shares the blockchain, thereby making the object tradable with other users. (12) A program according to (11) that makes the object untradeable with other users by storing the non-fungible token of the object in a second storage means that does not share the blockchain. (13) A program according to (1), in which, when the predetermined attribute information set for the object is set to a first setting, the object becomes ineligible for trading with other users, and, when the attribute information is set to a second setting, the object becomes tradable with other users; by switching the attribute information for the object to the second setting, the object becomes tradable with other users; and by switching the attribute information for the object to the first setting, the object becomes ineligible for trading with other users. (14) The program of (1) that suggests information about the achievement status of the first condition to the user who is using the service, along with map information. (15) The program of (1), which enables the user to acquire a predetermined reward that is granted on the condition that the user possesses the object, based on the first condition being met. (16) The program of (1) that controls the first condition to change depending on the status of the service and the transaction status of the object between users. The above-described solution configuration may be applied to other categories such as systems, methods, and devices. <Effects> According to the program (1) above, for example, it is possible to increase the interest of the user. According to the programs (2) to (6) above, for example, it is possible to stimulate transactions of objects with other users. According to the programs (7) and (14) to (16) above, for example, it is possible to further increase the interest of the user. According to the programs (8) to (13) above, for example, it is possible to appropriately manage a tradeable state and a tradeable state. [Explanation of symbols]
[0148] S Information Processing System 100 servers 186 Server-side control unit 188 Server-side transaction control unit 200 user terminals 286 Terminal side control unit 287 Terminal-side transaction control unit 288 Screen Control Unit 290 Location information acquisition unit 292 Movement information acquisition unit 300 BC system
Claims
1. A program that causes a computer to execute a process of granting a user the right to make objects available in a specified service tradable with other users, based on the first condition regarding the movement of the user using the specified service being met.
2. 2. The program according to claim 1, which causes a computer to execute a process of making the object available for trading with other users and changing settings related to the object by the user using the right.
3. The program of claim 2, which causes a computer to execute a process of making the object tradable with other users when the object is tradable with other users based on the second condition regarding the user's movement being met.
4. The program of claim 3, wherein when a transaction with another user has been decided for the object, the program controls the object to remain in a state where it can be traded with another user even if the second condition is met.
5. 5. The program according to claim 3, wherein the program causes a computer to execute a process of executing a suggestion regarding the satisfaction of the second condition.
6. 3. The program according to claim 2, further comprising control to change settings for the object so that the setting changes are made differently when the object is made tradable with other users, depending on whether the first condition is met.
7. 2. The program according to claim 1, further comprising control for granting the right based on the establishment of a predetermined condition regarding the image capturing performed by the user.
8. 2. The program according to claim 1, wherein the object is made tradable with other users by storing the object in a first storage means for conducting transactions between users.
9. 9. The program according to claim 8, wherein the object stored in the first storage means is deleted, thereby making the object unavailable for trading with other users.
10. 9. The program according to claim 8, wherein the object is stored in a second storage means that does not allow transactions between users, thereby making the object unavailable for trading with other users.
11. The program of claim 1, wherein a non-fungible token of the object is generated and stored in a first storage means that shares the blockchain, thereby making the object tradable with other users.
12. The program of claim 11, wherein the object is rendered untradeable with other users by storing a non-fungible token of the object in a second storage means that does not share the blockchain.
13. When predetermined attribute information set for the object is set to a first setting, the object cannot be traded with other users, and when the attribute information is set to a second setting, the object can be traded with other users; 2. The program of claim 1, wherein the object is made tradable with other users by switching the attribute information of the object to a second setting, and the object is made tradable with other users by switching the attribute information of the object to a first setting.
14. 2. The program according to claim 1, wherein the program suggests information about the achievement status of the first condition together with map information to the user who is using the service.
15. 2. The program according to claim 1, wherein, when the first condition is met, the user is allowed to acquire a predetermined reward that is granted on the condition that the user possesses the object.
16. 2. The program according to claim 1, wherein the first condition is controlled to change depending on the status of the service and the status of transactions of the object between users.
17. An information processing system comprising a granting means for granting to a user the right to make objects available in a specified service tradable with other users based on the first condition regarding the movement of the user using the specified service being met.
Citation Information
Patent Citations
Non-alternative token management system
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Information Processing Systems
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