Program, trade processing method, and trade system
A program and system using a blockchain-based trade server with smart contracts and NFTs enhances trading activity in games by granting periodic in-game rewards, addressing the decline in trading due to item utility loss.
Patent Information
- Application Number
- JP2025193386
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-13
- Publication Date
- 2026-01-23
AI Technical Summary
The trading of game items becomes less active when certain items or characters lose their utility due to widespread completion of specific missions, reducing the game's attractiveness.
A program and system that facilitates item trading between users by periodically granting rewards based on item ownership, using a blockchain system with smart contracts, and managing item ownership through a trade server that issues complimentary coupon items, which can be traded and used to obtain in-game rewards.
Enhances trading activity by providing users with periodic in-game rewards, encouraging item exchange and maintaining game engagement through the use of non-fungible tokens (NFTs) to maintain item value and facilitate easy trading.
Smart Images

Figure 2026012508000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a trade processing method, and a trade system. [Background technology]
[0002] Some games allow users to trade items with other users (see, for example, Patent Document 1). Trading involves exchanging characters, items, etc. used in the game with other users for in-game currency, and is one way to gain an advantage in the game, while trading itself is also one of the attractions of the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-008277 Summary of the Invention [Problem to be solved by the invention]
[0004] However, characters and items that are available for trading may eventually cease to be traded. For example, if a character or item is useful for completing a specific mission in a game (such as defeating a specific enemy boss), once many users have completed that mission, the demand for that character or item will decrease, and eventually it will no longer be available for trading. This has resulted in trading, which is one of the attractions of games, not being very active.
[0005] One of the objectives of some aspects of the present invention is to provide a program, a trade processing method, and a trade system that can promote trading in a game.
[0006] Another aspect of the present invention aims to provide a program, a trade processing method, and a trade system that enable the effects described in the embodiments described below to be achieved. [Means for solving the problem]
[0007] In order to solve the above-mentioned problems, one aspect of the present invention is a program that communicates with terminal devices corresponding to multiple users and executes a trade process in which items owned by each user are traded between the users, the program causing a computer to execute the steps of periodically granting rewards that can be used in the game depending on the user's ownership status of the items, and trading the items owned by a first user for a predetermined amount of currency owned by a second user.
[0008] Another aspect of the present invention is a trade processing method for communicating with terminal devices corresponding to multiple users and trading items owned by each user between the users, the trade processing method including the steps of periodically granting rewards that can be used in the game depending on the user's ownership status of the items, and trading the items owned by a first user for a predetermined amount of currency owned by a second user.
[0009] Another aspect of the present invention is a trading system that communicates with terminal devices corresponding to multiple users and executes a trading process to trade items owned by each user between the users, and includes a reward granting unit that periodically grants rewards that can be used in the game depending on the user's ownership status of the items, and a trading unit that trades the items owned by a first user for a predetermined amount of currency owned by a second user. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a system diagram showing an example of a schematic configuration of a trade system according to a first embodiment. [Figure 2] FIG. 2 is a diagram showing an example of an image of a complimentary coupon item according to the first embodiment. [Figure 3] FIG. 3 is a diagram showing an example of a remuneration table according to the first embodiment. [Figure 4] FIG. 10 is a diagram showing another example of a remuneration table according to the first embodiment. [Figure 5] FIG. 4 is a diagram showing an example of reward grant timing according to the first embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a reward table of sub-rewards according to the first embodiment. [Figure 7] FIG. 1 is a block diagram showing an example of a schematic configuration of a computer according to a first embodiment. [Figure 8] FIG. 2 is a block diagram showing an example of the functional configuration of a trade server according to the first embodiment. [Figure 9] 10 is a flowchart showing an example of a trade process according to the first embodiment. [Figure 10] 10 is a flowchart showing another example of the trade process according to the first embodiment. [Figure 11] 10 is a flowchart showing an example of a reward granting process according to the first embodiment. [Figure 12] FIG. 10 is a block diagram showing an example of the functional configuration of a trade server according to a second embodiment. [Figure 13] FIG. 10 is a diagram showing an example of a remuneration multiplier table according to the second embodiment. [Figure 14] 10 is a flowchart showing an example of a reward granting process according to the second embodiment. [Figure 15] FIG. 10 is a diagram showing an example of a mission achievement status according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [First embodiment] [System configuration and overview] First, the configuration and overview of a trade system according to a first embodiment of the present invention will be described. FIG. 1 is a system diagram showing an example of a schematic configuration of a trade system according to this embodiment.
[0012] A game server 20 exists for each game service, and communicates with the terminal device 10 that executes the processing of each game, while managing the progress of the game played by each user on the terminal device 10. In the illustrated example, two types of game services, Game A and Game B, are shown as examples, but there may be three or more types of game services, or just one type of game service.
[0013] In this diagram, game server 20A corresponds to the game service for game A, and communicates with multiple terminal devices 10A playing game A, while managing the progress of the game played by each user on terminal device 10A. Game server 20B corresponds to the game service for game B, and communicates with multiple terminal devices 10B playing game B, while managing the progress of the game played by each user on terminal device 10B. Note that, although this diagram shows two terminal devices 10A playing game A and two terminal devices 10B playing game B, the number of devices is not particularly limited.
[0014] The trade server 30 is a server independent of the game server 20, and has the function of trading items related to each game between users. The trade server 30 functions as part of a trade service that uses a blockchain system, and the history of transactions on the trade server 30 is replicated and stored on multiple devices (distributed ledger). Transactions may be executed by smart contracts.
[0015] Here, tradable items are items related to each game, but are not directly usable in the game. Users can acquire these items by purchasing them from the operators of the trading system 1 or by trading them with other users. Users are then periodically granted rewards that can be used in the game, depending on their item ownership status (e.g., the number of items owned).
[0016] The terminal device 10 is, for example, a smartphone or a tablet PC (Personal Computer The terminal device 10 is a user terminal such as a personal computer (PC). For example, the terminal device 10 communicates with the game server 20 using a browser or a dedicated game application within the terminal device 10, and executes game processing for each game service. The terminal device 10 can also communicate with the trade server 30 without going through the game server 20 using a browser or a dedicated trade application within the terminal device 10, and execute trades of items, etc.
[0017] In this diagram, a terminal device 10 that communicates with a game server 20A and executes game processing for a game service of game A is shown as terminal device 10A, a terminal device 10 that communicates with a game server 20B and executes game processing for a game service of game B is shown as terminal device 10B, and a terminal device 10 that does not use the game services of game A and game B is shown as terminal device 10C. Each terminal device 10 can be used for any purpose.
[0018] The terminal device 10 may be a notebook PC, a desktop PC, a terminal device, or the like.
[0019] Communications between the terminal device 10, the game server 20, and the trade server 30 are carried out via a network. The network is, for example, a communication network configured by any one of the Internet, a mobile phone network, a VPN (Virtual Private Network), a dedicated communication line network, a WAN (Wide Area Network), a LAN (Local Area Network), a PSTN (Public Switched Telephone Network), etc., or a combination of these.
[0020] (Management of item ownership information) Ownership information of tradable items owned by users is managed only by the trade server 30. Here, "user" does not refer to a user (player) of the game, but rather to a user who uses the trade service of the trade system 1. Because tradable items are managed only by the trade server 30, they do not include game element items used in the game. In other words, the trade server 30 does not manage game elements used in the game (game characters, game items, lottery tickets, etc.), but rather manages items to be traded (tradable items) that are not directly used in the game. For example, the trade server 30 associates a user ID (identification information) for trading with information about items owned by the user through purchase or trade, and manages this information as the user's ownership information.
[0021] This management method does not necessarily require an account for the related game, so trading can be done by anyone, even if they are not a player of that game. Here, items that can be traded in the trading system 1 are referred to as "commendation coupon items."
[0022] [Special Offer Item Specifications] 2 is a diagram showing an example of an image of a complimentary coupon item according to this embodiment. A user can access the trade server 30 by operating the terminal device 10, and obtain and own a complimentary coupon item such as that shown in the image shown in FIG. 2 by purchasing it from the operator or trading it with another user.
[0023] A trade between users is carried out by at least one of the seller (trader) or buyer (trade recipient) deciding the purchase price, etc. For example, the seller may set the selling price, and users who agree to it may become the buyer, or the buyer may decide the purchase price, such as in an auction. Alternatively, both the seller and buyer may decide the selling price and the purchasing price, and the trade may be completed if the price conditions are met.
[0024] Complimentary coupon items are prepared for each game in which the rewards granted can be used. The complimentary coupon item shown in Figure 2 is labeled "for Game A," indicating that it is a complimentary coupon item for Game A. This complimentary coupon item for Game A is an item that periodically grants rewards that can be used within Game A, and is not related to any games other than Game A. For example, a complimentary coupon item for Game B is labeled "for Game B."
[0025] Also, the "10 pieces" written on the coupon item shown in this figure indicates that this coupon item is a coupon item worth 10 pieces. There may also be coupon items worth 1 piece, 5 pieces, or 20 pieces. Also, the number "No. 001055" in the bottom right is a serial number, a unique number (individual information) set individually for each coupon item. This serial number will be explained later.
[0026] A reward (main reward) is periodically given to a user according to the possession status (for example, the total number of coupon items) of such coupon items owned by the user. For example, the reward (content of the reward) given according to the number of coupon items owned is set as shown in the reward table in FIG.
[0027] [Regarding compensation] 3 is a diagram showing an example of a reward table according to this embodiment. The reward table shown in the figure associates the number of coupon items owned with the rewards granted according to the number of coupon items owned. The trade server 30 refers to this reward table and grants rewards according to the number of coupon items owned by the user.
[0028] In the illustrated example, game elements that can be used in a game corresponding to the complimentary ticket item (hereinafter referred to as a "corresponding game") are set as rewards. For example, in the reward table for the complimentary ticket item for game A shown in FIG. 2, game elements that can be used in game A (such as a "100-point recovery item," "strengthening item," and "lottery character") are set as rewards.
[0029] A "100-point recovery item" is an item that recovers 100 points needed to complete a mission in a compatible game. An "enhancement item" is an item used to increase the ability values of characters in a compatible game. An "enhancement item (large)" has a greater effect (greater increase) than an "enhancement item (small)." A "lottery character" is a character that can be used in a compatible game, determined by lottery from a predetermined population. A "lottery character (high rarity)" contains characters that are rarer and have higher ability values than a "lottery character (low rarity)."
[0030] Here, the system is set up so that a reward of "1 x 100 point recovery item" is awarded for "1 to 5" complimentary coupon items. In other words, the trade server 30 awards one "100 point recovery item" as a reward when the user owns "1 to 5" complimentary coupon items. Also, the system is set up so that a reward of "1 x small enhancement item" is awarded in addition to the above ("1 x 100 point recovery item") when the user owns "6 to 10" complimentary coupon items. In other words, the trade server 30 awards one "100 point recovery item" and one "small enhancement item" as a reward when the user owns more than 5 complimentary coupon items, i.e., "6 to 10" complimentary coupon items. Similarly, if the number of discount ticket items owned by a user exceeds 10 and is between 11 and 20, the trade server 30 will award one "large enhancement item" as a reward in addition to the above (one "100 point recovery item" and one "small enhancement item").
[0031] In this way, the trade server 30 changes the reward when the number of coupon items owned by the user exceeds a predetermined threshold (5, 10, 20, 50, 100, 200, 400, etc. in the example reward table shown in FIG. 3). The threshold for changing the reward and the content of the changed reward can be set arbitrarily, but each time the threshold is exceeded (i.e., the more coupon items owned), the more reward or more valuable reward will be obtained.
[0032] When granting a reward, the trade server 30 notifies the game server 20 of the corresponding game of information about the reward to be granted (hereinafter referred to as "reward granting information"), thereby making the reward available to the user in the corresponding game. For example, the trade server 30 manages the game account (user identification information in the corresponding game) registered by the user to play the corresponding game, and associates the game account with information indicating the reward and transmits it to the game server 20 of the corresponding game as reward granting information. The game server 20 sets the granted reward to be available for use in the game based on the reward granting information.
[0033] The content of the reward is not limited to the above and can be any, but may be items, points, characters, or the like that can be used in the compatible game and may be advantageous to the user (player) as they progress through the game.
[0034] In the example shown in FIG. 3, the reward is determined according to the number of items owned, but as shown in FIG. 4, the user may be able to select from a plurality of rewards prepared according to the number of items owned. FIG. 4 is a diagram showing another example of a reward table according to this embodiment. In the example shown in FIG. 4, two types of rewards are associated with each number of items owned. For example, for the number of coupon items owned of "1 to 5," two types of rewards are set: "1 x 100 point recovery item" and "1 x small enhancement item," and the user can select and obtain either one of the rewards.
[0035] Rewards are awarded periodically according to the number of coupons owned. For example, the trade server 30 may determine and award rewards once a month, such as at midnight on the first day of each month, by referring to each user's possession of coupon items. Rewards may be awarded weekly or monthly, or the reward content may change depending on the timing. For example, the reward content awarded each week is determined by the reward table shown in FIG. 3, but the reward content for the first week of each month may be determined by a different reward table (e.g., a reward table with reward content that is generally more valuable than that shown in FIG. 3) than the reward table shown in FIG. 3.
[0036] 5 is a diagram showing an example of the timing of reward awarding according to this embodiment. In the example shown in this diagram, the reward awarding timing is every Monday, with a high-value reward being awarded on the Monday of the first week marked with a solid circle, and a normal-value reward being awarded on the other Mondays of the week marked with a dashed circle. For example, by specifying such a reward awarding timing in advance and notifying the user, it can be used as an opportunity to encourage the user to trade.
[0037] Unlike game elements such as items and characters used in the game, complimentary items do not generally have any direct use within the game. Buying and selling complimentary items does not directly affect the game's ranking, so complimentary items are relatively easy to trade.
[0038] Such complimentary coupon items are initially issued by the trade server 30 and sold to users. They are then traded between users via the trade server 30. It is also desirable that such complimentary coupon items are NFTs (Non-Fungible Tokens). NFTs can prevent unauthorized copying and make it easier to maintain the value of the complimentary coupon items.
[0039] [About sub-rewards] The rewards mentioned above are determined purely based on the number of coupons owned, but rewards may also be awarded separately for each coupon item. In the following, rewards awarded according to the number of coupons owned using the reward tables shown in Figures 3 and 4 above will be referred to as "main rewards," while rewards that are awarded separately from the main reward and that have the opportunity to be awarded separately for each coupon item will be referred to as "sub-rewards."
[0040] For example, a complimentary ticket item has individual information (parameters, etc.) that is individually set, and a sub-reward is given using this individual information. For example, the main reward is a reward as shown in Figure 3 or Figure 4, but it is desirable that the sub-reward be a reward of relatively lower value than the main reward.
[0041] As an example, as shown in Figure 2, a serial number is displayed on each coupon item. As mentioned above, this serial number is unique information assigned to each coupon item, and even coupon items corresponding to the same game will have different numbers for each coupon item. The trade server 30 uses this serial number to award sub-rewards.
[0042] The serial number may be used in any manner. For example, the trade server 30 may grant a sub-reward to a user who owns a complimentary ticket item whose serial number has a specific last digit (e.g., "3"). In this case, the last digit of the serial number to which the sub-reward is to be granted may be predetermined, or may be determined by lottery at the time of granting the reward. If predetermined, the last digit may be fixed to, for example, any number between 0 and 9, or may be the number of each month (e.g., 5 for May). Note that the last digit is not limited to the last digit, and may be the last two or three digits, etc.
[0043] Alternatively, a sub-reward may be awarded when the serial numbers of multiple coupon items owned by a user match a specific combination of numbers. For example, the trade server 30 may award a sub-reward to a user who owns both a coupon item whose last two digits are "26" and a coupon item whose last two digits are "41." In this case, the last two digits may be predetermined as fixed numbers or may be determined by lottery or the like.
[0044] In addition, the trade server 30 may increase the sub-reward given to a user who owns multiple complimentary coupon items whose serial numbers have a specific combination of numbers. FIG. 6 is a diagram showing an example of a reward table for sub-rewards according to this embodiment. In the example shown in this figure, the reward content increases exponentially as the number of owned sets of a specific number combination (number of owned sets) increases. For example, the trade server 30 awards two "10-point recovery items" as sub-rewards when the number of owned sets is one, four "10-point recovery items" when the number of owned sets is two, eight "10-point recovery items" when the number of owned sets is three, and 16 "10-point recovery items" when the number of owned sets is four.
[0045] By doing this, even if the coupon items correspond to the same game, owning many coupon items with the same last two digits of the serial number is advantageous because more sub-rewards will be awarded, thus encouraging users to collect coupon items with the same last two digits of the serial number.
[0046] In the above example, a larger number of complimentary ticket items with the same last two digits of the serial number are awarded with a larger sub-reward, but it is also possible to make it so that a larger number of complimentary ticket items with the same last two digits of the serial number are awarded with a more valuable sub-reward.
[0047] Furthermore, although the above describes an example in which a serial number is used as individual information to be used for the sub-reward, it is also possible to use marks other than serial numbers, such as suit marks, to classify the coupon items. For example, this month's sub-reward may be a heart suit and the last digit of the serial number may be 3. Furthermore, when displaying a player character in a baseball or soccer game on a coupon item, the player's uniform number or the team name of the player may be used.
[0048] In addition, the timing of granting the sub-reward can be set arbitrarily, but for example, it may be the same timing as the timing of granting the main reward described with reference to Figure 5, etc., or it may be a timing different from the timing of granting the main reward.
[0049] Additionally, the sub-reward may be limited in the number of times or period of time it can be given. For example, if the main reward is given every Monday (once a week), the sub-reward may be given up to three times. This number of times or period of time may be reset when the owner of the complimentary ticket item changes due to a trade or other reason, and the reward may be given up to three times again. This can encourage trading of complimentary ticket items.
[0050] In the example of reward awarding timing shown in Figure 5, the main reward may be awarded on the first Monday of the month (the area circled in solid line) or the 1st of each month, and the sub-reward may be awarded on a Monday of a week other than the first week (the area circled in dashed line).
[0051] A serial number is basically assigned to a coupon item when the user first purchases it from the operator, but coupon items with pre-assigned serial numbers may also be prepared. If coupon items with pre-assigned serial numbers are prepared, the serial number may be presented so that the user can check it before purchasing, and the user may be able to select the coupon item to purchase from multiple coupon items (with their serial numbers). This allows the user to select and purchase coupon items with serial numbers that form a specific combination.
[0052] The configuration of each part of the trading system 1 according to this embodiment will be described in detail below. [Hardware configuration] First, a description will be given of the hardware configuration of each part of the trading system 1 according to this embodiment. Fig. 7 is a block diagram showing an example of a schematic configuration of a computer according to this embodiment. For example, each of the terminal device 10, the game server 20, and the trade server 30 shown in FIG. 1 includes some or all of the components included in the computer 100 shown in the figure.
[0053] The computer 100 has a hardware configuration including a CPU (Central Processing Unit) 101, a RAM (Random Access Memory) 102, a ROM (Read Only Memory) 103, a storage device 104, a communication unit 105, an input unit 106, and an output unit 107.
[0054] The CPU 101 is a processor that executes various processes by executing programs stored in the ROM 103 or the storage device 104 .
[0055] The RAM 102 is used as a reading area for the programs executed by the CPU 101, or as a working area for writing data used in processing by the programs.
[0056] The ROM 103 is configured with an electrically rewritable nonvolatile memory such as an EEPROM (Electrically Erasable Programmable Read Only Memory) or a flash ROM. For example, the ROM 103 stores at least a part of a system program, a program for executing various processes, and the like.
[0057] The storage device 104 may be a hard disk drive (HDD), a solid state drive (SSD), or For example, the storage device 104 may store at least a portion of a system program, a program that executes various processes, etc. The storage device 104 also stores data required for various processes, data to be acquired, etc.
[0058] The communication unit 105 is connected to a network via a wireless LAN (Local Area Network) or a wired LAN to perform data communication with other devices and apparatuses. The communication unit 105 may also be provided with an interface such as a short-range wireless communication interface like Bluetooth (registered trademark) or a Universal Serial Bus (USB) to perform data communication with peripheral devices.
[0059] The input unit 106 includes any one of input devices such as a keyboard, a touchpad, a touch panel, an operation button, a microphone, and a camera.
[0060] The output unit 107 includes a display unit such as a liquid crystal display or an organic EL display, and an output device such as a speaker. Note that the output unit 107 (for example, a display unit or a speaker) may be connected as an external output device.
[0061] Next, the functional configuration of the trade server 30 included in the trade system 1 will be described. [Trade Server Functional Configuration] 8 is a block diagram showing an example of the functional configuration of the trade server 30 according to this embodiment. The trade server 30 includes a user information storage unit 31, a possession information storage unit 32, a reward information storage unit 33, an item granting unit 34, a trade unit 35, a reward granting unit 36, and a reward changing unit 37. For example, the user information storage unit 31, the possession information storage unit 32, and the reward information storage unit 33 are functional components that store various information in the storage device 104 of FIG. 7. The item granting unit 34, the trade unit 35, the reward granting unit 36, and the reward changing unit 37 are functional components that are realized by the CPU 101 of FIG. 7 executing a program.
[0062] The user information storage unit 31 stores user information including a user ID (identification information) for trading. The user ID for trading is identification information required to identify a user in the trading system 1, and is generated based on information registered by the user when signing in to start using the trading system 1. The user information storage unit 31 also associates the user ID for trading with a game account for the game the user is playing and stores the associated information as user information. This game account is used when granting rewards to the user.
[0063] Note that the game accounts associated with the trading user ID are only those of games that the user is playing (registered as a player on the game server 20), and naturally, game accounts of games that the user has not played (not registered as a player on the game server 20) are not associated. Even if no game accounts are associated, as long as there is a trading user ID, it is possible to trade complimentary coupon items. After obtaining a game account, rewards will be granted according to the possession status of complimentary coupon items (for example, the number of items possessed).
[0064] The ownership information storage unit 32 associates a user ID for trading with item information about complimentary coupon items that the user owns through purchase or trade, and stores the associated information as the user's ownership information. The item information includes at least the item ID (identification information) of the complimentary coupon item, and may also include individual information such as the number of complimentary coupon items and serial numbers. The item ID may be the serial number.
[0065] The reward information storage unit 33 stores reward information regarding main rewards that are granted depending on the ownership status of complimentary ticket items (e.g., the number of items owned), and reward information regarding sub-rewards that are granted separately from the main rewards. For example, the reward information storage unit 33 stores the reward table for main rewards shown in FIG. 3 or FIG. 4 as reward information regarding main rewards. Furthermore, the reward information storage unit 33 stores the reward table for sub-rewards shown in FIG. 6 as reward information regarding sub-rewards. Furthermore, the reward information storage unit 33 stores, for example, grant timing information that indicates the timing of granting rewards described with reference to FIG. 5.
[0066] The item granting unit 34 grants to the user a complimentary coupon item that the user purchased from the operator of the trade system 1. For example, the item granting unit 34 associates item information of the complimentary coupon item that the user purchased from the operator of the trade system 1 with the user ID for trading, and stores the associated information as the user's possession information in the possession information storage unit 32. As a result, the trade server 30 manages the complimentary coupon item that the user purchased from the operator as a complimentary coupon item owned by the user.
[0067] The trade unit 35 communicates with the terminal devices 10 corresponding to each of the multiple users via the communication unit 105 and executes a trade process in which the users trade complimentary coupon items owned by each user. For example, the trade unit 35 trades a complimentary coupon item owned by a selling (trading source) user for a predetermined amount of currency owned by a purchasing (trading destination) user. The currency is a currency circulating outside the game, including legal tender and crypto assets. It may also be web money or electronic money exchanged for such currency. The predetermined amount may be a selling price determined by the selling user or a purchasing price determined by the purchasing user. Alternatively, the trading unit 35 may execute a trade process if the selling and purchasing prices are determined by both the selling and purchasing users and the conditions for the prices are met.
[0068] In the trade process, the trade unit 35 changes the ownership information of the selling user and the ownership information of the purchasing user stored in the ownership information storage unit 32. Specifically, the trade unit 35 changes the association destination of the item information of the complimentary coupon item to be traded from the user ID of the selling user to the user ID of the purchasing user.
[0069] The reward granting unit 36 executes a reward granting process that grants the above-mentioned main reward and sub-reward based on the complimentary coupon items owned by the user. The reward granting unit 36 periodically grants the main reward that can be used in the compatible game according to the possession status of the complimentary coupon items owned by the user. For example, the reward granting unit 36 refers to the possession information of each user stored in the possession information storage unit 32, periodically checks the number of complimentary coupon items owned by each user (the number owned for each compatible game), and periodically grants the user a main reward according to the number of complimentary coupon items owned by each user.
[0070] For example, the reward granting unit 36 refers to the reward table (see, for example, Figure 3) stored in the reward information storage unit 33, and changes and grants the main reward so that a larger or more valuable reward can be obtained when the number of preferential ticket items owned by the user exceeds a predetermined threshold.
[0071] Furthermore, the reward granting unit 36 grants sub-rewards in addition to the main reward based on individual information (e.g., serial numbers) set for the complimentary coupon items. For example, the reward granting unit 36 refers to a reward table of sub-rewards stored in the reward information storage unit 33, and grants sub-rewards according to the number of possessions (number of possession sets) of complimentary coupon items whose serial numbers are a specific combination of numbers, so that a larger reward can be obtained as the number of possession sets increases. Note that the reward granting unit 36 may grant sub-rewards so that a higher value reward can be obtained as the number of possession sets increases.
[0072] When granting rewards (main rewards and sub-rewards), the reward granting unit 36 refers to the user information stored in the user information storage unit 31, associates the game account of the user to whom the reward is to be granted with information indicating the reward, and transmits this as reward granting information to the game server 20 of the corresponding game.
[0073] The contents of the main reward and the sub-reward may be variable depending on the timing of the reward. The reward change unit 37 may change the contents of the reward to new game elements or game elements that have become more useful in the game according to updates to the game.
[0074] For example, the reward modification unit 37 changes the content of the reward in response to a trigger from the game operator. Specifically, the reward modification unit 37 may obtain update data for the reward table (see FIG. 3 or 4) from the game server 20 and update the reward table stored in the reward information storage unit 33 with the obtained update data. This allows the value of the main reward and the sub-reward to be maintained, thereby promoting the trading of complimentary coupon items. The reward modification unit 37 may obtain update data for the reward table from a source other than the game server 20. For example, the game operator may have a server other than the game server 20 that provides information about the game outside the game, and the reward modification unit 37 may obtain update data for the reward table from the server that provides information about the game outside the game. Furthermore, multiple game operators may jointly have a server that provides information about the game, and the reward modification unit 37 may obtain update data for the reward table from a server jointly owned by the multiple game operators.
[0075] [Trade processing operation] Next, the operation of the trade process for trading complimentary coupon items between users in the trade system 1 will be described. FIG. 9 is a flowchart showing an example of a trade process according to this embodiment.
[0076] The terminal device 10-1 of the selling (trading) user selects a coupon item to be traded from among the coupon items owned by the user through user operation. For example, the terminal device 10-1 acquires a list of coupon items owned by the user from the ownership information stored in the ownership information storage unit 32 of the trade server 30, and displays a selection screen from which the user can select a coupon item to be traded. Then, the terminal device 10-1 selects a coupon item to be traded through user operation on the selection screen (step S101).
[0077] Next, the terminal device 10-1 accepts input of the purchase and sale price (here, the selling price) of the complimentary coupon item to be traded (step S103). For example, the terminal device 10-1 displays an input screen for accepting input of the selling price, and accepts input of the selling price by user operation on the input screen.
[0078] When a discount coupon item to be traded is selected in step S101 and a selling price is entered in step S103, the terminal device 10-1 generates listing information including the item information of the selected discount coupon item, the selling price, and the seller's user ID, and sends it to the trade server 30, and lists the discount coupon item to be traded (step S105).
[0079] When the trade server 30 acquires the selling information from the terminal device 10-1, the trade server 30 adds the selling information acquired from each of the users to update the list (step S301).
[0080] The terminal device 10-2 of the purchasing (trade destination) user acquires a list of commodity information from the trade server 30 (step S111). For example, based on the acquired list of commodity information, the terminal device 10-2 displays the complimentary coupon items that are being traded by each user in association with the sales price.
[0081] The terminal device 10-2 selects a complimentary coupon item (purchase item) that the user wants to purchase from among the complimentary coupon items (auction items) that are being offered for sale, based on a user operation (step S113).
[0082] When a purchase item is selected in step S113, the terminal device 10-2 generates purchase request information including item information of the selected purchase item (preferential coupon item) and the user ID of the purchaser, and transmits it to the trade server 30 to apply for the purchase (step S117).
[0083] When the trade server 30 acquires the purchase request information from the terminal device 10-2, it executes a trade process (step S303) to trade the purchase item (commendation coupon item) selected in step S113 with a predetermined amount of currency (currency equivalent to the selling price) owned by the purchasing user. For example, the trade server 30 changes the association destination of the item information of the purchase item (commendation coupon item) in the ownership information stored in the ownership information storage unit 32 from the user ID of the selling user to the user ID of the purchasing user.
[0084] In addition, when the trade server 30 acquires the purchase request information from the terminal device 10-2, it may notify the terminal device 10-1 of the selling user that a purchase request has been made, and execute the trade processing after obtaining permission for the sale.
[0085] Figure 10 is a flowchart showing another example of the trade process according to this embodiment. In the example of the trade process shown in Figure 9, the selling user decides the buying and selling price (sale price), but in the trade process shown in Figure 10, the buying and selling price (purchase price) is decided by the purchasing user. In Figure 10, the same reference numerals are used to designate processes corresponding to the parts in Figure 9.
[0086] The terminal device 10-1 of the selling (trading) user selects a coupon item to be traded from among the coupon items owned by the user through user operation. For example, the terminal device 10-1 acquires a list of coupon items owned by the user from the ownership information stored in the ownership information storage unit 32 of the trade server 30, and displays a selection screen from which the user can select a coupon item to be traded. Then, the terminal device 10-1 selects a coupon item to be traded through user operation on the selection screen (step S101).
[0087] When a discount coupon item to be traded is selected in step S101, the terminal device 10-1 generates listing information including item information of the selected discount coupon item and the user ID of the seller, sends it to the trade server 30, and lists the discount coupon item to be traded (step S105).
[0088] When the trade server 30 acquires the selling information from the terminal device 10-1, the trade server 30 adds the selling information acquired from each of the users to update the list (step S301).
[0089] The terminal device 10-2 of the purchasing (trade destination) user acquires a list of commodity information from the trade server 30 (step S111). For example, the terminal device 10-2 displays the complimentary coupon items that are being offered for trade by each user based on the acquired list of commodity information.
[0090] The terminal device 10-2 selects a complimentary coupon item (purchase item) that the user wants to purchase from among the complimentary coupon items (auction items) that are being offered for sale, based on a user operation (step S113).
[0091] Next, the terminal device 10-2 accepts input of the purchase price (here, the purchase price) of the complimentary coupon item (purchase item) selected in step S113 (step S115). For example, the terminal device 10-2 displays an input screen for accepting input of the purchase price, and accepts input of the purchase price by a user operation on the input screen.
[0092] When a purchase item is selected in step S113 and the purchase amount is entered in step S115, the terminal device 10-2 generates purchase request information including item information of the selected purchase item (preferential coupon item), the purchase amount, and the user ID of the purchaser, and transmits this information to the trade server 30, thereby making a purchase request (bid) (step S117).
[0093] When the trade server 30 acquires the purchase request information from the terminal device 10-2, it notifies the terminal device 10-1 of the selling user that a purchase request (bid) has been made based on the purchase request information. The terminal device 10-1 determines a buyer from among the candidate buyers who have made the purchase request (bid) through a user operation, and notifies the trade server 30 of the user ID of the determined buyer (the user ID of the purchasing user) (step S107).
[0094] When the trade server 30 acquires the user ID of the seller (the user ID of the purchaser) from the terminal device 10-1, it executes a trade process to trade the purchased item (commendation coupon item) selected in step S113 with the currency equivalent to the purchase amount owned by the purchaser user (step S303). For example, the trade server 30 changes the association destination of the item information of the purchased item (commendation coupon item) in the ownership information stored in the ownership information storage unit 32 from the user ID of the selling user to the user ID of the purchasing user.
[0095] In the example of the trade processing shown in Figure 9, the selling user decides the buying and selling price (sales amount), and in the example of the trade processing shown in Figure 10, the buying and selling price (purchase amount) is decided by the buying user, but it is also possible for both the selling and purchasing users to decide the selling and purchasing prices, and if the price conditions are met, the trade server 30 executes the trade processing.
[0096] [Reward Granting Process Operation] Next, the operation of the reward granting process in which the trade server 30 periodically grants a main reward depending on the status of the user's possession of complimentary coupon items will be described. FIG. 11 is a flowchart showing an example of the reward granting process according to this embodiment.
[0097] The trade server 30 determines whether it is time to grant a reward (step S311). The reward grant timing may be, for example, once a month, such as at midnight on the first day of each month, or once a week, such as at midnight every Monday. If the trade server 30 determines that it is not time to grant a reward (step S311: NO), it performs the process of step S311 again. On the other hand, if the trade server 30 determines that it is time to grant a reward (step S311: YES), it proceeds to the process of step S313.
[0098] The trade server 30 refers to each user's ownership information stored in the ownership information storage unit 32 and the reward table (see Figure 3) stored in the reward information storage unit 33, and determines the main reward based on each user's ownership status of preferential coupon items (e.g., number of items owned) (step S313).
[0099] Next, the trade server 30 executes a reward granting process to grant the determined main reward to each user (step S315). Specifically, the trade server 30 refers to the user information stored in the user information storage unit 31, associates the game account of the user to whom the reward is to be granted with information indicating the main reward, and transmits the associated information as reward granting information to the game server 20 of the corresponding game. Upon receiving the reward granting information, the game server 20 sets the main reward so that the user of the game account can use it in the game.
[0100] In the reward granting process, the trade server 30 may grant the sub-reward at the same timing as the main reward. Also, the trade server 30 may grant the sub-reward at a timing different from the timing of granting the main reward.
[0101] Summary of the first embodiment As described above, the trade system 1 according to this embodiment communicates with the terminal devices 10 corresponding to each of a plurality of users and executes a trade process in which the users trade complimentary coupon items (an example of an item) owned by each user. For example, the trade system 1 periodically grants a main reward (an example of a reward) that can be used in the game depending on the status of the complimentary coupon items owned by the users. In addition, the trade system 1 trades a complimentary coupon item owned by a selling user (an example of a first user) for a predetermined amount (a purchase and sale amount) of currency owned by a purchasing user (an example of a second user).
[0102] As a result, the trading system 1 periodically (e.g., monthly, weekly, etc.) grants rewards that can be used in the game depending on the user's ownership of discount ticket items, thereby maintaining the value of users trading and owning discount ticket items and promoting trading in the game.
[0103] For example, the content of the main reward may vary depending on the timing at which the main reward is granted.
[0104] This allows the trading system 1 to change the content of the rewards that are periodically granted depending on the user's possession of complimentary coupon items to rewards with high in-game utility value depending on the timing of granting. Therefore, the trading system 1 increases the value of users trading and owning complimentary coupon items, thereby promoting trading in the game.
[0105] As an example, the possession status of the complimentary ticket items is the number of complimentary ticket items possessed (an example of the number possessed), and the trading system 1 periodically grants the user a main reward according to the number of complimentary ticket items possessed by the user.
[0106] This allows the trading system 1 to periodically award rewards according to the number of discount ticket items owned by the user, thereby increasing the value of users trading and owning discount ticket items and promoting trading in the game.
[0107] For example, the trade system 1 changes the main reward when the number of complimentary coupon items owned by the user exceeds a predetermined threshold.
[0108] This allows the trading system 1 to enable users who own more discount coupon items to receive more rewards or more valuable rewards, thereby increasing the value of users trading and owning discount coupon items and promoting trading in the game.
[0109] For example, each discount ticket item has a corresponding game (corresponding game), the ownership status of a discount ticket item is the number of discount ticket items owned that correspond to the same game, and the main reward awarded according to the ownership status of the discount ticket item can be used in the game corresponding to the discount ticket item.
[0110] This allows the trading system 1 to increase the value of trading and owning complimentary ticket items corresponding to the games that users play, thereby promoting trading in games.
[0111] Furthermore, each coupon item corresponding to the same game is associated with a serial number (an example of individual information) that is individually set for each coupon item. The trading system 1 awards a sub-reward (an example of a second reward) in addition to the main reward based on the serial number set for the coupon item.
[0112] As a result, the trading system 1 not only awards a user with a discount coupon item, but also with a separate sub-reward based on the serial number of the discount coupon item that the user owns, thereby promoting trading based on user requests, for example, to own a discount coupon item with a specific serial number.
[0113] The trading system 1 may award a main reward based on the serial number set for the complimentary coupon item. For example, the trading system 1 may award a main reward that differs depending on the serial number of the complimentary coupon item in addition to the number of complimentary coupon items owned.
[0114] This allows the trading system 1 to vary the main reward awarded depending on the serial number of the discount coupon item owned by the user, thereby promoting trading based on user requests, such as a desire to own a discount coupon item with a specific serial number.
[0115] Furthermore, the predetermined amount of currency to be traded for the complimentary coupon item (i.e., the purchase and sale price) is an amount determined by the selling (trading origin) user or the purchasing (trading destination) user.
[0116] This allows the trading system 1 to trade complimentary coupon items at a purchase price that corresponds to the value to the selling or purchasing user when trading the complimentary coupon items.
[0117] The complimentary ticket item may also be an NFT (Non-Fungible Token).
[0118] This allows the trading system 1 to prevent unauthorized copying of complimentary coupon items, making it easier to maintain the value of complimentary coupon items.
[0119] Furthermore, the coupon items cannot be used directly within the game.
[0120] This allows the trading system 1 to maintain the value of the complimentary ticket items being traded, without being affected by in-game demand.
[0121] Furthermore, the trade processing method according to this embodiment is a trade processing method that communicates with terminal devices 10 corresponding to each of a plurality of users and executes a trade process in which discount coupon items (an example of an item) owned by each user are traded between the users, and includes a step of periodically granting a main reward (an example of a reward) that can be used in the game depending on the status of discount coupon items owned by the users, and a step of trading the discount coupon items owned by the selling user (an example of a first user) with a predetermined amount (buying and selling amount) of currency owned by the purchasing user (a second user).
[0122] As a result, the trade processing method of this embodiment periodically (e.g., monthly, weekly, etc.) grants rewards that can be used in the game depending on the user's ownership of discount ticket items, thereby maintaining the value of users trading and owning discount ticket items and promoting trading in the game.
[0123] [Second embodiment] Next, a second embodiment of the present invention will be described. The system configuration and overview of the trade system 1 according to this embodiment are the same as those of the first embodiment described with reference to Figures 1 to 7, and therefore a description thereof will be omitted. This embodiment differs from the first embodiment in that the content of the reward changes depending on the game situation of the game to which the reward is awarded.
[0124] 12 is a block diagram showing an example of the functional configuration of the trade server 30A according to this embodiment. The trade server 30A further includes a game status acquisition unit 38 in addition to the components of the trade server 30 shown in FIG.
[0125] The game status acquisition unit 38 acquires the game status from the game server 20. Specifically, the game status acquisition unit 38 acquires the game status of the corresponding game associated with the complimentary coupon item from the game server 20 of the corresponding game.
[0126] The reward change unit 37 changes the content of the reward depending on the game status acquired by the game status acquisition unit 38. Specifically, the reward change unit 37 changes the content of the reward depending on the game status of the corresponding game associated with the complimentary coupon item. For example, the reward change unit 37 changes the content of the reward that is periodically granted depending on the complimentary coupon item for game A (see FIG. 2) depending on the game status of game A acquired from the game server 20A shown in FIG. 1. Furthermore, the reward change unit 37 changes the content of the reward that is periodically granted depending on the complimentary coupon item for game B depending on the game status of game B acquired from the game server 20B shown in FIG. 1.
[0127] If the rewards can be changed according to the game status to reflect the excitement of the game, it will be easier to link the popularity of the game with the value of the complimentary coupon items. This will provide new ways of enjoying the game, such as allowing users to predict which games will be popular in the future and purchase complimentary coupon items corresponding to those games. The game status may be, for example, the number of players in the game, and can be obtained from the game server 20. For example, the reward amount can be changed to a predetermined multiplier (1.2 times, 1.5 times, etc.) depending on the number of players in the game, thereby reflecting the excitement of the game in the rewards.
[0128] FIG. 13 is a diagram showing an example of a reward multiplier table according to this embodiment. This reward multiplier table is stored in the reward information storage unit 33. The reward multiplier table shown in the figure sets a reward multiplier according to the number of participants in the game. The number of participants in the game may be the number of users (active users) who logged in within a certain period (for example, one week or one month), or the number of people who participated in a specific event within a preset period.
[0129] In the example shown, the "number of participants within the period" and the "reward multiplier" are associated and set. The default number of participants is 10,000, and if the number of participants is 10,000 or less, the reward multiplier is set to 1.0. If the number of participants is between 10,001 and 20,000, the reward multiplier is set to 1.2, if the number of participants is between 20,001 and 30,000, the reward multiplier is set to 1.3, and if the number of participants is between 30,001 and 50,000, the reward multiplier is set to 1.5. In this way, the more participants there are, the higher the reward multiplier becomes, and more rewards are awarded.
[0130] Note that the change in reward content according to the game situation may be a change to a reward with higher value in the game (for example, a reward with higher rarity) rather than a change in the reward multiplier. Alternatively, the change in reward content according to the game situation may be both a change in the reward multiplier and a change to a reward with higher value.
[0131] In addition, the default number of participants, set at 10,000, is the setting when this complimentary ticket item is issued, and is set, for example, based on the number of participants at the time of issuance (in this case, the number of participants at the time of issuance is less than 10,000).
[0132] The game status may also use information based on changes in game information over time (e.g., month-on-month comparisons). For example, if the ratio of the number of participants in the month before last to the number of participants in the previous month is 1.5, the reward multiplier may be set to 1.1, thereby reflecting changes in the number of participants. While an example of managing the multiplier in stages using the reward multiplier table shown in FIG. 13 has been shown, the multiplier may also be changed seamlessly using some kind of mathematical formula.
[0133] It is preferable that the settings of such reward multipliers and the contents of the reward multiplier table are disclosed to users in advance, so that users can use this information when considering whether or not to purchase a complimentary item.
[0134] For example, the reward modification unit 37 refers to the reward multiplier table shown in Fig. 13 and modifies the content of the main reward described in the first embodiment in accordance with the reward multiplier associated with the number of participants in the game acquired by the game status acquisition unit 38. Note that the reward modification unit 37 may also modify the content of the sub-reward in accordance with the game status.
[0135] FIG. 14 is a flowchart showing an example of the reward granting process according to this embodiment. The trade server 30A determines whether it is time to grant a reward (step S321). The reward grant timing may be, for example, once a month, such as at midnight on the first day of each month, or once a week, such as at midnight every Monday. If the trade server 30A determines that it is not time to grant a reward (step S321: NO), it performs the process of step S321 again. On the other hand, if the trade server 30A determines that it is time to grant a reward (step S321: YES), it proceeds to the process of step S323.
[0136] The trade server 30A refers to each user's ownership information stored in the ownership information memory unit 32 and the reward table (see Figure 3) stored in the reward information memory unit 33, and determines the main reward based on each user's ownership status of preferential coupon items (e.g., number of items owned) (step S323).
[0137] Furthermore, the trade server 30A acquires the game status of the game (for example, the number of participants in the game) from the game server 20 (step S325).
[0138] Then, the trade server 30A changes the content of the main reward determined in step S323 according to the game status acquired in step S325 (step S327). For example, the trade server 30A refers to the reward multiplier table (see FIG. 13) stored in the reward information storage unit 33, applies the reward multiplier according to the game status to the content of the main reward determined in step S323, and changes the content of the main reward. Note that when the reward multiplier is 1.0, the content of the main reward before and after the change is the same (i.e., no change).
[0139] Next, the trade server 30A executes a reward granting process to grant a main reward (changed main reward) to which the reward multiplier corresponding to the game status in step S327 has been applied (step S329). For example, the trade server 30A references the user information stored in the user information storage unit 31, associates the game account of the grantee with information indicating the main reward, and transmits the associated information as reward granting information to the game server 20 of the corresponding game. Upon receiving the reward granting information, the game server 20 sets the main reward so that the user of the game account can use it in the game.
[0140] In the reward granting process, the trade server 30A may grant the sub-reward at the same timing as the main reward. The trade server 30A may also grant the sub-reward at a timing different from the timing of granting the main reward. The trade server 30A may or may not apply a reward multiplier to the sub-reward depending on the game status.
[0141] [Other examples of game situations] Game status other than the number of participants in the game described above can be used as the game status acquired from the game server 20. Other examples of game status are listed below. Note that a combination of multiple game statuses may also be used.
[0142] "Purchase Information (Sales)" In-game purchase information (sales) may be used as the game status. For example, the game status may be the number or amount of game elements sold in the game purchased by users (total number of purchases or total purchase amount for all users). Game elements include game characters that can be used in the game, game items such as recovery items, and lottery tickets for game characters or game items (rights to enter lotteries (gacha)). Furthermore, if the game includes paid currency as a game element, the game status may be the total purchase amount of the paid currency or the total amount used of the paid currency.
[0143] "Transaction Information" Transaction information of game elements within a game may be used as the game status. For example, the total number of times game elements (such as characters or recovery items) have been traded between users or the total amount involved in the transactions may be used as the game status. The more transactions there are, the more active the game is considered to be. Here, transactions include trading of game elements within a game. Game elements include those purchased by a user and those granted as the game progresses. Elements granted as the game progresses include those granted at the start of the game and those granted as a reward for clearing some achievement condition within the game.
[0144] "Game mission completion status" If there is a mission event that is held periodically within the game, progress information about the progress of the game, such as the completion status of this mission event by all users, may be used as the game status. For example, the game status may be a compilation of the mission completion status managed for each user (player) of the game by the game server 20.
[0145] 15 is a diagram showing an example of the progress status of a mission according to this embodiment. In the example shown, a mission, the difficulty level of the mission, and the progress status are associated with each other. For example, among the difficulty levels associated with each mission, the difficulty levels of the completed missions may be added up, converted into points for each user, and the total may be used as the game status. This calculation itself may be performed by the trade server 30A, but it may also be performed by the game server 20, and only the results may be transmitted from the game server 20 to the trade server 30A.
[0146] Total play time If the play time of each user (player) of a game can be obtained, information based on this play time may be used as the game status. For example, the game status may be the total play time of all users (players).
[0147] "Total downloads" If the game application is downloaded before play can begin, the total number of downloads may be used as the game status.
[0148] "Total number of matches" If the game is a competitive game, the total number of matches may be used as the game status. Matches may be against NPCs, human-to-human matches, or both. Furthermore, in the case of a multi-player match (team match), the game status may be the total number of players who have participated in the match.
[0149] Summary of the second embodiment As described above, the trade system 1 according to this embodiment communicates with the terminal devices 10 corresponding to each of multiple users and executes a trade process in which the users trade complimentary coupon items (an example of an item) owned by each user. For example, the trade system 1 periodically grants a main reward (an example of a reward) that can be used in a game depending on the status of the complimentary coupon items owned by the users. The trade system 1 also trades a complimentary coupon item owned by a selling user (an example of a first user) with a predetermined amount (buying and selling amount) of currency owned by a purchasing user (an example of a second user). The trade system 1 also acquires the game status of the game associated with the complimentary coupon item and changes the content of the main reward depending on the acquired game status.
[0150] As a result, the trading system 1 periodically (e.g., monthly, weekly, etc.) grants rewards that can be used in the game depending on the user's ownership of discount ticket items, and changes the content of the rewards granted depending on the game situation of the game, thereby maintaining the value of users trading and owning discount ticket items and promoting trading in the game.
[0151] For example, the game status is based on information about the number of users participating in the game.
[0152] As a result, the trading system 1 periodically (e.g., monthly, weekly, etc.) grants rewards that can be used in the game depending on the user's ownership of discount ticket items, and changes the content of the rewards granted depending on the user's participation in the game, thereby maintaining the value of users trading and owning discount ticket items and promoting trading in the game.
[0153] For example, the game status may be based on information about the number or amount of game elements purchased by the user that are sold in the game. Game elements include game characters that can be used in the game, game items such as recovery items, lottery tickets for game characters or game items (lottery entry rights (gacha), paid currency), etc.
[0154] As a result, the trading system 1 periodically (e.g., monthly, weekly, etc.) grants rewards that can be used in the game depending on the user's ownership of discount ticket items, and changes the content of the rewards granted depending on the purchase status of game elements sold in the game, thereby maintaining the value of users trading and owning discount ticket items and promoting trading in the game.
[0155] In addition, a discount coupon item (an example of an item) has a corresponding game, and the above game status is based on information about, for example, the number of times or the amount of game elements (e.g., recovery items, the right to enter a lottery (gacha), paid currency, etc.) traded between users.
[0156] As a result, the trading system 1 periodically (e.g., monthly, weekly, etc.) grants rewards that can be used in the game depending on the user's ownership of discount ticket items, and changes the content of the rewards granted depending on the trading status of game elements within the game, thereby maintaining the value of users trading and owning discount ticket items and promoting trading in the game.
[0157] The game status is based on information about the progress of the game, such as the progress of the game by the user (player) in completing a mission within the game.
[0158] As a result, the trading system 1 periodically (e.g., monthly, weekly, etc.) grants rewards that can be used in the game depending on the user's ownership of discount ticket items, and changes the content of the rewards granted depending on the progress of the game, thereby maintaining the value of users trading and owning discount ticket items and promoting trading in the game.
[0159] The game status is based on, for example, changes over time in information about the game, such as changes in the number of participants in the game, changes in the number or amount of game elements purchased by users, changes in the number or amount of game elements traded between users, changes in the status of mission completion, etc.
[0160] As a result, the trading system 1 periodically (e.g., monthly, weekly, etc.) grants rewards that can be used in the game depending on the user's ownership of discount ticket items, and changes the content of the rewards granted depending on changes over time in information about the game, thereby maintaining the value of users trading and owning discount ticket items and promoting trading in the game.
[0161] Furthermore, the trade system 1 acquires the game status from the game server 20 that manages the game status.
[0162] This allows the trade system 1 to manage the game status of multiple games corresponding to the complimentary ticket items, and change the content of the reward depending on the game status of each game.
[0163] The trade system 1 may acquire information about the game status from a server of a social networking service (SNS) such as Twitter (registered trademark) or a video distribution site such as YouTube (registered trademark) instead of the game server 20. For example, the trade system 1 may use, as the game status, the total number of tweets or retweets with a hashtag of the game name that is the subject of the reward, the number of videos with the game name in the title, the number of comments, the total number of views of the videos, etc.
[0164] In addition, the trade processing method according to this embodiment is a trade processing method in which preferential coupon items (an example of an item) owned by each user are traded between the users by communicating with terminal devices 10 corresponding to each of the multiple users, and includes the steps of periodically granting a main reward (an example of a reward) that can be used in the game according to the user's ownership status of the preferential coupon items, trading the preferential coupon items owned by the selling user (an example of a first user) with a predetermined amount (buying and selling amount) of currency owned by the purchasing user (an example of a second user), obtaining the game status of the game associated with the preferential coupon items, and changing the content of the main reward according to the game status.
[0165] As a result, the trade processing method of this embodiment periodically (e.g., monthly, weekly, etc.) grants rewards that can be used in the game depending on the user's ownership of discount ticket items, and changes the content of the rewards granted depending on the game situation of the game, thereby maintaining the value of users trading and owning discount ticket items and promoting trading in the game.
[0166] Although the embodiments of the present invention have been described above in detail with reference to the drawings, the specific configurations are not limited to the above-described embodiments, and the present invention also includes designs that do not deviate from the gist of the present invention. For example, the above-described configurations can be combined in any manner.
[0167] [Variations] (1) Coupon items for each reward In the above embodiment, a coupon item for each game (for example, a coupon item for game A) was described, but coupon items may include different coupon items depending on the content of the reward. For example, there may be coupon items that grant recovery items as rewards, coupon items that grant strengthening items, coupon items that grant lottery tickets, etc. This makes it possible to promote trading based on user requests to own coupon items that grant rewards that the user desires.
[0168] (2) Additional rewards (campaign) In the above embodiment, an example was described in which the timing of reward awarding was predetermined (for example, regular awarding timing such as the 1st of each month or every Monday), but in addition to this regular awarding timing, rewards may be additionally awarded only during specific periods (for example, during a campaign period). For example, in addition to the regular awarding timing on the 1st of each month, rewards may be additionally awarded on the 15th only during specific periods. Alternatively, the amount of reward may be increased (for example, 1.5 times the normal amount) only during specific periods. In this way, trading can be stimulated at the required timing.
[0169] (3) Coupon items that can be used in multiple games In the above embodiment, an example has been described in which a coupon item basically provides a reward that can be used in one specific compatible game, but a coupon item may also be provided that is compatible with multiple games, i.e., a coupon item may provide a reward that can be used in each of multiple games.
[0170] For example, the reward table shown in Fig. 3 may have a reward table for game A and a reward table for game B, and a coupon item may be provided that grants rewards that can be used in both game A and game B. In this way, a user who has only played game A can also be granted rewards for game B, which can motivate them to play game B.
[0171] The corresponding multiple games may be by game genre (for example, soccer games A, B, and C), or all games on the platform that allow trading of coupon items. For example, there may be a coupon item that confers a reward that can be used in each of all games on the platform that allow trading of coupon items.
[0172] (4) Rewards are NFTs The rewards (main rewards or sub-rewards) described in the above embodiments may be NFTs. If the rewards are NFTs, anyone can receive them, even if they are not a game player.
[0173] (5) Other The game server 20 and the trade server 30 may each be configured as a single computer device or as a separate computer device. The game server 20 and the trade server 30 may each be configured as a cloud server or as a virtual server. The game server 20 may also include some or all of the components of the trade server 30 described above.
[0174] Furthermore, the trade system 1 may allow trade of complimentary coupon items within a single game. In this case, the rewards granted in accordance with the user's ownership of complimentary coupon items may be usable only in the game in which the trade is made. In this case, the game server 20 may have the configuration of the trade server 30. Note that even when trade of complimentary coupon items is made within a single game, the rewards granted in accordance with the user's ownership of complimentary coupon items may also include rewards usable in games other than the game in which the trade is made.
[0175] Furthermore, in the above embodiment, an example was described in which the currency traded for the complimentary ticket item is a currency circulating outside the game, but it may also be an in-game currency that can be used within the game.
[0176] Note that a program for implementing the functions of the terminal device 10, game server 20, or trade server 30 may be recorded on a computer-readable recording medium, and the program may be loaded into a computer system and executed to perform part or all of the processing of the terminal device 10, game server 20, or trade server 30. Here, "loading a program recorded on a recording medium into a computer system and executing it" includes installing the program on a computer system. The term "computer system" here includes hardware such as an operating system and peripheral devices. The term "computer system" may also include multiple computer devices connected via a network, including the Internet, a wide area network (WAN), a local area network (LAN), or a dedicated line. The term "computer-readable recording medium" refers to portable media such as floppy disks, optical magnetic disks, ROMs, and CD-ROMs, as well as storage devices such as hard disks built into a computer system. The recording medium storing the program may also be a non-transitory recording medium such as a CD-ROM. The term "recording medium" also includes internal or external recording media accessible from a distribution server for distributing the program. The program code stored on the distribution server's recording medium may be different from the program code executable by the terminal device. In other words, the format in which the program is stored on the distribution server does not matter as long as it can be downloaded from the distribution server and installed in a form that is executable on the terminal device. The program may be divided into multiple parts, each of which may be downloaded at different times and then combined on the terminal device, or each of the divided programs may be distributed by a different distribution server. Furthermore, the term "computer-readable recording medium" also includes a storage medium that stores a program for a certain period of time, such as volatile memory (RAM) within a computer system that serves as a server or client when a program is transmitted over a network. The program may also be one that realizes part of the functions described above.Furthermore, the above-mentioned functions may be realized in combination with a program already recorded in the computer system, that is, a so-called differential file (differential program).
[0177] Furthermore, some or all of the functions of the terminal device 10, game server 20, or trade server 30 described above may be implemented as an integrated circuit such as an LSI (Large Scale Integration). Each of the above functions may be implemented as a separate processor, or some or all of the functions may be integrated into a processor. The integrated circuit implementation method is not limited to LSI, and may be implemented using a dedicated circuit or a general-purpose processor. Furthermore, if an integrated circuit implementation technology that can replace LSI emerges due to advances in semiconductor technology, an integrated circuit based on that technology may be used.
[0178] [Appendix A] From the above description, the present invention can be understood, for example, as follows: Note that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0179] (Appendix A1) A program according to one embodiment of the present invention is a program that communicates with terminal devices (10) corresponding to each of a plurality of users and executes a trade process for trading items (e.g., complimentary ticket items) owned by each user between the users, and causes a computer (100, 30) to execute a step (S315) of periodically granting a reward (e.g., a main reward) that can be used in the game depending on the user's ownership status of the item, and a step (S303) of trading the item owned by a first user (e.g., a selling user) for a predetermined amount of currency owned by a second user (e.g., a purchasing user).
[0180] According to the configuration of Appendix A1, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential coupon items), thereby maintaining the value of users trading and owning items and promoting trading in the game.
[0181] (Appendix A2) Another aspect of the present invention is the program described in Appendix A1, wherein the content of the reward (for example, the main reward) is variable depending on the timing at which the reward is granted.
[0182] According to the configuration of Appendix A2, the content of the rewards that are periodically given depending on the user's ownership status of items (for example, complimentary ticket items) can be changed to rewards with high in-game utility value depending on the timing of the rewards. This increases the value of users trading and owning items, and promotes trading in the game.
[0183] (Appendix A3) Another aspect of the present invention is a program described in Appendix A1, wherein the ownership status of the item (e.g., a discount ticket item) is the number of items owned (e.g., the number of discount ticket items owned), and in the step of granting the reward (S315), a first reward (e.g., a main reward) corresponding to the number of items owned by the user is periodically granted to the user.
[0184] According to the configuration of Appendix A3, rewards can be periodically awarded based on the number of items owned by the user (for example, the number of coupon items owned), thereby increasing the value of users trading and owning items and promoting trading in the game.
[0185] (Appendix A4) Another aspect of the present invention is a program described in Appendix A3, in which, in the step (S315) of granting the reward, the first reward (e.g., main reward) is changed in response to the number of items (e.g., discount coupon items) owned by the user (e.g., number of discount coupon items owned) exceeding a predetermined threshold.
[0186] According to the configuration of Appendix A4, the more items a user owns (for example, the more discount coupon items they own), the more rewards or rewards of higher value they can receive, which increases the value of users trading and owning items and promotes trading in the game.
[0187] (Appendix A5) Another aspect of the present invention is the program described in Appendix A3, wherein the item (e.g., a complimentary ticket item) has a corresponding game, the ownership status of the item is the number of items owned that correspond to the same game (e.g., the number of complimentary ticket items owned), and the first reward (e.g., a main reward) granted according to the ownership status of the item can be used in the game corresponding to the item.
[0188] According to the configuration of Appendix A5, the value of trading and owning an item (for example, a complimentary ticket item) corresponding to the game that the user plays increases, and trading in the game can be promoted.
[0189] (Appendix A6) Another aspect of the present invention is a program as described in Appendix A5, in which the items (e.g., complimentary ticket items) corresponding to the same game are associated with individual information (e.g., serial numbers) that is set individually for each of the items, and the program causes the computer to execute a step of granting a second reward (e.g., sub-reward) separately from the first reward (e.g., main reward) based on the individual information set for the items.
[0190] According to the configuration of Appendix A6, a second reward (e.g., a sub-reward) is granted not only when a user owns an item (e.g., a discount coupon item), but also based on the individual information (e.g., a serial number) of the item owned, thereby promoting trading based on user requests, for example, to own an item with specific individual information.
[0191] (Appendix A7) Another aspect of the present invention is a program described in Appendix A5, wherein the items (e.g., complimentary ticket items) corresponding to the same game are associated with individual information (e.g., serial numbers) set individually for each item, and in the step of granting the reward, the first reward (e.g., main reward) is granted based on the individual information set for the item.
[0192] According to the configuration of Appendix A7, the first reward (e.g., main reward) granted can be varied depending on the individual information (e.g., serial number) of an item (e.g., a complimentary ticket item) owned by the user, thereby promoting trading based on user requests, for example, to own an item with specific individual information.
[0193] (Appendix A8) Another aspect of the present invention is the program described in Appendix A1, wherein the predetermined amount is an amount determined by a user who is the source of the trade (e.g., the selling side) or a user who is the destination of the trade (e.g., the purchasing side).
[0194] According to the configuration of Appendix A8, when trading an item to be traded (e.g., a complimentary ticket item), the item can be traded at a purchase price that corresponds to the value to the user of the trade origin (e.g., the seller) or the trade destination (e.g., the buyer).
[0195] (Appendix A9) Another aspect of the present invention is the program described in Appendix A1, wherein the item (for example, a complimentary coupon item) is an NFT (Non-Fungible Token).
[0196] According to the configuration of supplementary note A9, it is possible to prevent unauthorized copying of items to be traded (for example, complimentary coupon items), and it is possible to make it easier to maintain the value of complimentary coupon items.
[0197] (Appendix A10) Furthermore, one aspect of the present invention is the program described in Appendix A1, in which the item (for example, a complimentary ticket item) cannot be directly used within the game.
[0198] According to the configuration of Appendix A10, the items to be traded (for example, complimentary ticket items) are not affected by in-game demand and can maintain their value.
[0199] (Appendix A11) Another aspect of the present invention is the program described in Appendix A1, wherein the items (e.g., complimentary ticket items) include items that differ depending on the content of the reward. For example, there may be a complimentary ticket item that provides a recovery item as a reward, a complimentary ticket item that provides an enhancement item, a complimentary ticket item that provides a lottery ticket, etc.
[0200] According to the configuration of Supplementary Note A11, trading can be promoted in response to user requests such as a desire to possess an item (for example, a complimentary coupon item) that confers a reward that the user desires to obtain.
[0201] (Appendix A12) Furthermore, a trade processing method according to one embodiment of the present invention is a trade processing method for communicating with terminal devices (10) corresponding to each of a plurality of users and trading items (e.g., complimentary ticket items) owned by each user between the users, and includes a step (S315) of periodically granting a reward (e.g., a main reward) that can be used in the game depending on the user's ownership status of the items, and a step (S303) of trading the items owned by a first user (e.g., a selling user) with a predetermined amount (buying and selling amount) of currency owned by a second user (e.g., a purchasing user).
[0202] According to the configuration of Appendix A12, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential coupon items), thereby maintaining the value of users trading and owning items and promoting trading in the game.
[0203] (Appendix A13) Furthermore, a trade system (1) according to one embodiment of the present invention is a trade system that communicates with terminal devices (10) corresponding to each of a plurality of users and executes a trade process for trading items (e.g., complimentary ticket items) owned by each user between the users, and includes a reward granting unit (36, S315) that periodically grants a reward (e.g., a main reward) that can be used in the game depending on the user's ownership status of the items, and a trade unit (35, S303) that trades the items owned by a first user (e.g., a selling user) for a predetermined amount of currency owned by a second user (e.g., a purchasing user).
[0204] According to the configuration of Appendix A13, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential coupon items), thereby maintaining the value of users trading and owning items and promoting trading in the game.
[0205] [Appendix B] From the above description, the present invention can be understood, for example, as follows: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not limit the present invention to the illustrated embodiments.
[0206] (Appendix B1) A trade system (1) according to one embodiment of the present invention is a trade system that communicates with terminal devices (10) corresponding to multiple users and executes a trade process for trading items (e.g., complimentary ticket items) owned by each user between the users, and includes a reward granting unit (36, S329) that periodically grants a reward (e.g., a main reward) that can be used in a game depending on the user's ownership status of the items, a trading unit (35, S303) that trades an item owned by a first user (e.g., a selling user) for a predetermined amount of currency owned by a second user (e.g., a purchasing user), a game status acquisition unit (38, S325) that acquires the game status of a game associated with the item, and a reward change unit (37, S327) that changes the content of the reward depending on the game status.
[0207] According to the configuration of Appendix B1, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential ticket items), and the content of the rewards granted is changed depending on the game situation of the game, so that the value of users trading and owning items is maintained and trading in the game can be promoted.
[0208] (Appendix B2) Another aspect of the present invention is the trading system (1) described in Appendix B1, wherein the game status is based on information about the number of users participating in the game.
[0209] According to the configuration of Appendix B2, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential ticket items), and the content of the rewards granted is changed depending on the user's participation in the game, thereby maintaining the value of users trading and owning items and promoting trading in the game.
[0210] (Appendix B3) Another aspect of the present invention is the trading system (1) described in Appendix B1, in which the game status is based on information about the number or amount of game elements sold in the game purchased by users. Game elements include game characters available in the game, game items such as recovery items, and lottery tickets for game characters or game items (lottery entry rights (gacha), paid currency).
[0211] According to the configuration of Appendix B3, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential coupon items), and the content of the rewards granted is changed depending on the purchase status of game elements sold in the game, thereby maintaining the value of users trading and owning items and promoting trading in the game.
[0212] (Appendix B4) Another aspect of the present invention is a trading system (1) described in Appendix B1, in which the item (e.g., a coupon item) has a corresponding game, and the game status is based on information about the number of times or amount of time that game elements have been traded between users.
[0213] According to the configuration of Appendix B4, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential ticket items), and the content of the rewards granted is changed depending on the trading status of game elements within the game, thereby maintaining the value of users trading and owning items and promoting trading in the game.
[0214] (Appendix B5) In another aspect of the present invention, the trading system (1) according to Appendix B1 is configured such that the game status is based on information about the progress of the game, such as the progress of a mission that a player completes in the game.
[0215] According to the configuration of Appendix B5, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential ticket items), and the content of the rewards granted is changed depending on the progress of the game, so that the value of users trading and owning items is maintained and trading in the game can be promoted.
[0216] (Appendix B6) Another aspect of the present invention is a trading system (1) according to any one of Appendices B2 to B5, in which the game status is based on changes over time (e.g., month-over-month) in information about the game. Examples of changes over time in information about the game include changes in the number of participants in the game, changes in the number or amount of game elements purchased by users, changes in the number of times or amount of game elements traded between users, changes in the status of mission completion, etc.
[0217] According to the configuration of Appendix B6, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential coupon items), and the content of the rewards granted is changed depending on changes over time in information about the game, thereby maintaining the value of users trading and owning items and promoting trading in the game.
[0218] (Appendix B7) Another aspect of the present invention is the trade system (1) described in Appendix B1, wherein the game status acquisition unit acquires the game status from a game server (20) that manages the game status.
[0219] According to the configuration of Supplementary Note B7, the game status of multiple games corresponding to the trade target item (for example, complimentary ticket item) can be managed, and the reward content can be changed according to the game status of each game.
[0220] (Appendix B8) Furthermore, a trade processing method according to one embodiment of the present invention is a trade processing method for communicating with terminal devices (10) corresponding to each of a plurality of users and trading items (e.g., complimentary ticket items) owned by each user between the users, and includes the steps of: periodically granting a reward (e.g., a main reward) that can be used in the game according to the user's ownership status of the item (S315); trading an item owned by a first user (e.g., a selling user) for a predetermined amount of currency owned by a second user (e.g., a purchasing user) (S303); acquiring the game status of a game associated with the item (S325); and changing the content of the reward according to the game status (S327).
[0221] According to the configuration of Appendix B8, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential ticket items), and the content of the rewards granted is changed depending on the game situation of the game, so that the value of users trading and owning items is maintained and trading in the game can be promoted.
[0222] (Appendix B9) Furthermore, a program according to one aspect of the present invention is a program that communicates with terminal devices (10) corresponding to each of a plurality of users and executes a trade process in which items (e.g., complimentary ticket items) owned by each user are traded between the users, and causes a computer to execute the steps of: periodically granting a reward (e.g., a main reward) that can be used in the game according to the user's ownership status of the item (S315); trading an item owned by a first user (e.g., a selling user) for a predetermined amount of currency owned by a second user (e.g., a purchasing user) (S303); acquiring the game status of a game associated with the item (S325); and changing the content of the reward according to the game status (S327).
[0223] According to the configuration of Appendix B9, rewards that can be used in the game are granted periodically (e.g., monthly, weekly, etc.) depending on the user's ownership of items (e.g., preferential ticket items), and the content of the rewards granted is changed depending on the game situation of the game, so that the value of users trading and owning items is maintained and trading in the game can be promoted. [Explanation of symbols]
[0224] 1 Trade system, 10 Terminal device, 20 Game server, 30, 30A Trade server, 31 User information storage unit, 32 Ownership information storage unit, 33 Reward information storage unit, 34 Item granting unit, 35 Trade unit, 36 Reward granting unit, 37 Reward change unit, 38 Game status acquisition unit, 100 Computer, 101 CPU, 102 RAM, 103 ROM, 104 Storage device, 105 Communication unit, 106 Input unit, 107 Output unit
Claims
[Claim 1] A program for executing a trade process in which items owned by a plurality of users are traded among the users by communicating with terminal devices corresponding to the users, the program comprising: On the computer, periodically granting rewards that can be used in the game according to the user's ownership status of the items; trading the item owned by a first user for a predetermined amount of currency owned by a second user; A program to execute.
Citation Information
Patent Citations
Server device, program, and, game system
JP2014008277A