Methods of delivering digital content
The system uses a blockchain network and smart contracts to manage digital content, enhancing user engagement by preventing data tampering and ensuring transaction transparency in gaming environments.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-24
- Publication Date
- 2026-04-03
AI Technical Summary
Existing technologies for managing digital content using non-fungible tokens (NFTs) do not adequately address the prevention of tampering and ensure transparency in transactions without compromising the user's gaming experience.
A system that utilizes a server terminal to manage digital content through a blockchain network, enabling combat processing between game media, recording transactions, and using smart contracts to ensure transparency and prevent data tampering.
Provides a highly engaging gaming experience while ensuring the integrity and transparency of transactions, preventing data tampering and reducing operational costs.
Smart Images

Figure 2026057914000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a method for providing digital content.
Background Art
[0002] Recently, a scheme for using non-fungible tokens (Non-Fungible Token (hereinafter, "NFT")) in the management of digital content has been spreading.
[0003] For example, in Patent Document 1, in a game using a blockchain, a technique is disclosed in which game media (such as characters and items) provided by a lottery process such as a gacha are issued, distributed, and managed as NFTs on the blockchain.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, although the technique disclosed in Patent Document 1 can contribute to realizing transaction management of game media by a blockchain and reducing the management load of game media, it has not been focused on realizing prevention of tampering of game data and ensuring transparency of transactions without impairing the user's game experience.
[0006] Therefore, an object of the present invention is to provide a game experience for users with high interest while realizing prevention of tampering of game data and ensuring transparency of transactions.
Means for Solving the Problems
[0007] In one aspect of the present invention, a server terminal provides a game to a user terminal, wherein the server terminal receives a request from the user terminal to start a battle game between the user's game medium and an enemy game medium, and in the first game of the battle game, it executes combat processing between the first game medium and the enemy game medium from a team consisting of multiple game mediums designated by the user, and after the completion of the first game, it executes combat processing between the second game medium and the enemy game medium from the team. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide users with a highly engaging gaming experience while preventing tampering with game data and ensuring transparency in transactions. [Brief explanation of the drawing]
[0009] [Figure 1] This is a block diagram showing a digital content provision system according to the first embodiment of the present invention. [Figure 2] Figure 1 is a functional block diagram showing the server terminal 100. [Figure 3] Figure 1 is a functional block diagram showing the user terminal 200. [Figure 4] This figure shows an example of user data stored in server terminal 100. [Figure 5] This figure shows an example of content data stored in server terminal 100. [Figure 6] This figure shows an example of transaction data stored in server terminal 100. [Figure 7] This flowchart shows an example of a method for providing digital content according to the first embodiment of the present invention. [Figure 8] This flowchart shows another example of a method for providing digital content according to the first embodiment of the present invention. [Figure 9]This flowchart shows yet another example of a method for providing digital content according to the first embodiment of the present invention. [Figure 10] This is an example of a battle game screen displayed on a user terminal according to the first embodiment of the present invention. [Modes for carrying out the invention]
[0010] Embodiments of the present invention will be described below with reference to the drawings. The embodiments described below are not intended to unduly limit the scope of the present invention as described in the claims. Furthermore, not all components shown in the embodiments are necessarily essential components of the present invention.
[0011] <Structure> Figure 1 is a block diagram showing a digital content provision system according to a first embodiment of the present invention. This system 1 consists of a server terminal 100 related to a game operator that provides an online game, which stores digital content data including game media such as game characters and game items, provides digital content to users through a lottery process (so-called gacha), and includes an out-game where users train / strengthen the provided game characters and form a team (deck) composed of multiple game characters for a battle game, and an in-game which includes a bonus game where players can play a slot machine that allows them to acquire in-game coins and game items such as materials for training game characters through a lottery process using coins given in the game, and a challenge game where the assembled team battles enemy characters, and user terminals 200A and 200B related to users who play the game, request the game's lottery process, and acquire digital content. Furthermore, a blockchain network for managing digital content and transaction records of digital content is connected to the server terminal 100. For the sake of explanation, each terminal is described as a single unit or a specific number, but there is no limit to the number of each; they may consist of multiple server terminals or multiple user terminals. Also, for the sake of explanation below, multiple user terminals 200A and 200B will be collectively referred to as "user terminal 200" and described below.
[0012] The server terminal 100 and the user terminal 200 are connected to each other via the network NW1. The network NW consists of the Internet, intranet, wireless LAN (Local Area Network), WAN (Wide Area Network), etc.
[0013] The server terminal 100 may be a general-purpose computer such as a workstation or personal computer, or it may be logically implemented through cloud computing.
[0014] The server terminal 100 can receive transaction information regarding transactions targeting digital content executed between the server terminal 100 and user terminals 200 or between user terminals 200, and record NFTs associated with the digital content by identifiers or the like, together with other transaction information, in a blockchain network. The NFT is, for example, a token issued according to the "ERC721" standard of Ethereum, which is a platform of the blockchain network, and is a unit of data recorded in the blockchain network. It can represent a unique digital asset such as a product related to digital information such as image data and video data, and has a non-fungible nature. While the above digital content can be replicated on the network, the NFT is recorded on the blockchain together with a smart contract and is traceable, so it can prove transaction information including details and history such as the rights holder and owner information. Also, here, by using a smart contract, a contract regarding transactions between digital media and users or between users can be automatically generated, approved, and executed without going through a third party. Also, with the smart contract, parties to the transaction and third parties can refer to transaction information without going through the server terminal, improving service convenience and reducing operating costs. Here, the user terminal 200 can also be directly connected to the blockchain network. In such a case, the user terminal 200 can request a lottery process for digital content described below or record transaction information regarding the digital content in the blockchain network without going through the server terminal 100.
[0015] The user terminal 200 is, for example, an information processing device such as a personal computer or a tablet terminal, but may also be composed of a smartphone, a mobile phone, a PDA, or the like.
[0016] In this embodiment, the system 1 includes a server terminal 100 and a user terminal 200, and it will be described as a configuration in which users of each terminal use their respective terminals to operate on the server terminal 100. However, the server terminal 100 may be configured as a stand-alone device, and the server terminal itself may be provided with a function for each user to directly perform operations.
[0017] FIG. 3 is a functional block configuration diagram of the server terminal 100 in FIG. 1. The server terminal 100 includes a communication unit 110, a storage unit 120, and a control unit 130.
[0018] The communication unit 110 is a communication interface for communicating with the user terminal 200 and the blockchain network via the network NW, and communication is performed according to a communication protocol such as TCP / IP (Transmission Control Protocol / Internet Protocol).
[0019] The storage unit 120 stores programs for executing various control processes and each function in the control unit 130, input data, etc., and is composed of a RAM (Random Access Memory), a ROM (Read Only Memory), etc. Further, the storage unit 12 contains a user data storage unit 121 for storing various data related to the user, a content data storage unit 122 for storing various data related to digital content, and a transaction data storage unit 123 for storing various data related to transactions. Here, content data such as digital content stored and managed by the storage unit 120 can also be stored and managed on the blockchain network, or can be stored and managed in both the server terminal 100 and the blockchain network. Note that a database (not shown) storing various data may be constructed in the storage unit 120 or on another server outside the server terminal 100.
[0020] The control unit 130 controls the overall operation of the server terminal 100 by executing programs stored in the memory unit 120, and is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), etc. The functions of the control unit 130 include an information receiving unit 131 that receives information and requests from each terminal, a game processing unit 132 that executes predetermined in-game processes such as digital content lottery processing and battle processing, and a blockchain processing unit 133 that records transactions related to digital content and data related to digital content on the blockchain network. The information receiving unit 131, the game processing unit 132, and the blockchain processing unit 133 are activated by programs stored in the memory unit 120 and executed by the server terminal 100, which is a computer (electronic calculator).
[0021] The information receiving unit 131 is provided by the server terminal 100 and receives information and requests from the user terminal 200 via the communication unit 110. For example, the user terminal 200 receives information related to the user as well as requests for lotteries for digital content.
[0022] The game processing unit 132 performs digital content lottery processing in response to gacha and slot lottery requests from the user terminal 200, and performs battle processing in response to battle requests to have the player's game character fight an enemy game character.
[0023] The blockchain processing unit 133 performs the process of recording transactions related to the digital content issued as a result of the lottery process, as well as data related to the digital content, on the blockchain network.
[0024] Furthermore, the control unit 130 may also have a screen generation unit (not shown) that generates screen information to be displayed via the user interface of the user terminal 200 as needed. For example, using image and text data (not shown) stored in the storage unit 120 as material, the user interface is generated by arranging various images and text in predetermined areas of the user interface according to predetermined layout rules. Processing related to the image generation unit can also be performed by a GPU (Graphics Processing Unit).
[0025] Figure 3 is a functional block diagram showing the user terminal 200 in Figure 1. The user terminal 200 comprises a communication unit 210, a display operation unit 220, a storage unit 230, and a control unit 240.
[0026] The communication unit 210 is a communication interface for communicating with the server terminal 100 via the network NW, and communication is performed using a communication protocol such as TCP / IP.
[0027] The display operation unit 220 is a user interface used to display text, images, etc., in response to user input and input data from the control unit 240. If the user terminal 200 is a personal computer, it consists of a display and a keyboard or mouse; if the user terminal 200 is a smartphone or tablet, it consists of a touch panel, etc. This display operation unit 220 is activated by a control program stored in the storage unit 230 and executed by the user terminal 200, which is a computer (electronic calculator).
[0028] The memory unit 230 stores programs for executing various control processes and functions within the control unit 240, input data, etc., and is composed of RAM, ROM, etc. The memory unit 230 also temporarily stores the contents of communications with the server terminal 100.
[0029] The control unit 240 controls the overall operation of the user terminal 200 by executing programs stored in the memory unit 230, and is composed of a CPU, GPU, and the like.
[0030] Figure 4 shows an example of user data stored in the server terminal 100.
[0031] The user data 1000 shown in Figure 4, for the sake of explanation, is an example of one user (a user identified by user ID "10001"), but it can store information for multiple users. Various data related to the user can include, for example, the user's basic information (profile information such as the user's name or company name, address or location, gender, age, etc.) and game media information related to digital content (characters, items, etc.) acquired and owned by the user (image data, game media information (character (item) name, parameter information (HP, MP, attribute, attack power, defense power, skills, etc.), rarity information, ID for associating with NFTs, etc.). In addition, the user's game data can also include information indicating the user's progress in the game (for example, battle game score (battle record), game stage progress, etc.).
[0032] Figure 5 shows an example of content data stored in the server terminal 100.
[0033] Content data 2000 stores various data related to digital content. In Figure 5, for the sake of explanation, an example of one digital content (content identified by content ID "20001") is shown, but it can store information related to multiple digital contents. Various data related to digital content (characters, items, etc.) may include, for example, basic information about the digital content (organization name, address or location of the content provider providing the digital content, service name, content provider profile information, service description information, etc.), game media information related to the digital content (characters, items, etc.) (image data, game media information (character (item) name, parameter information (HP, MP, attribute, attack power, defense power, skills, etc.), rarity information, ID for linking to NFTs, etc.)), and transaction information (digital content transaction record, transaction ID, etc.). Here, examples of digital content include characters and items, each of which is assigned parameters to control ability values and / or appearance, making it possible to provide digital content related to a vast number of unique characters or items. Here, the image data stored as the above content data can also be stored on an IPFS server outside of the server terminal 100.
[0034] Figure 6 shows an example of transaction data stored in the server terminal 100.
[0035] Transaction data 3000 stores various data related to the transaction of goods containing digital information. In Figure 7, for the sake of explanation, an example of a single transaction (identified by transaction ID "30001") is shown, but it can store information related to multiple transactions. Various data related to a transaction may include, for example, digital content information (image data of the game medium, descriptive information, price information, ID for linking to the NFT, etc.), trader information (information about the parties involved in the game medium transaction (transferor of the game medium, transferee (however, not limited to game users, but also including people who purchased the game medium through the company (game operator) or a third-party marketplace. Also includes information about the person who first recorded (minted) the game medium on the blockchain network, and those involved in secondary distribution (transaction))), transaction date and time (date and time the transaction was executed, etc.), and transaction price (selling price of the traded goods, etc.). Here, as mentioned above, digital content information can also be managed as information that can be linked to the NFT.
[0036] <Processing flow> Referring to Figure 7, the processing flow of the digital content provision method executed by System 1 of this embodiment will be described. Figure 7 is an example of a flowchart showing a digital content provision method according to the first embodiment of the present invention. In particular, this example will describe the procedure for combat processing by game characters in an in-game battle game (challenge game).
[0037] First, users can acquire game media (game characters or game items) to use in battles through various methods. For example, a user can acquire game media via the network through a function that provides one game media based on a lottery process, by referring to data on multiple game media, each containing predetermined appearance rates and quantities, stored as content data 2000 in the content data storage unit 122 of the memory unit 120 of the server terminal 100, and based on a lottery process. Here, before the user requests a lottery for game media via gacha, the user can play a mini-game (or perform some action) on a skill-based or random-based basis, and the server terminal 100 can change the probability of obtaining game media in the lottery process based on the result of that play. For example, if the user selects one of three doors on the mini-game screen displayed on the user terminal 200, and that door is a "winner," the server terminal 100 can change the settings so that the probability of obtaining the highest rarity item among the game media obtainable in the subsequent lottery process doubles (e.g., increases from 1% to 2%). In such mini-games, the determination of a "win" can be based on a completely random (lottery) draw, or it can be based on the score of the mini-game or the success or failure of a skill-based game. Furthermore, similar to the number of bets in a slot machine game, the probability of winning can be increased by investing more virtual currency (so-called gacha stones or tickets, etc.) to spin the slot machine, or the probability of success can be increased. In this way, users can acquire game elements such as game characters and game items.
[0038] Furthermore, as a preprocessing step, the user requests the start of a battle game from the user terminal 200 to the server terminal 100, for example, by consuming a predetermined in-game item (such as coins). The battle game consists of multiple matches (rounds) (for example, the team that wins all 5 matches wins), and is a game in which the user fights against enemy characters based on a team (deck) composed of multiple game characters that the user has assembled in advance or at any time. Here, the user can specify the order in which their game characters will fight within the team, and the order in which the game characters will fight can be stored as user data 1000 in the user data storage unit 121 of the memory unit 120. As a game format, for example, if we replace it with baseball, the user takes on the role of batter and the enemy takes on the role of pitcher, and the user characters can engage in 1-on-1 battles against enemy character 1, starting from the front (left) of their deck, until three user characters are defeated. Therefore, just as the round ends when three outs (three user characters lose) occur, if three user characters lose to the same enemy (enemy character) in succession, the battle ends in a loss. On the other hand, if a user character defeats enemy character 1, the next character to face enemy character 2 will be the character whose turn it is after the user character that defeated enemy character 1. This is similar to how the next batter steps up to bat after a hit. After the sixth turn of the six batting positions (five user characters + support character), the process returns to the first turn. However, since each user character has their own HP, in a single battle (fighting multiple enemies consecutively), a character whose HP reaches 0 after being defeated by an enemy cannot participate in the battle again even if it is their turn to bat. Note that while the above example uses baseball, in a single round battle, it is not limited to three user characters; a predetermined number of user characters can also battle against enemy characters.
[0039] When the battle game starts, as part of step S101, the game processing unit 132 of the control unit 130 of the server terminal 100 performs the process of selecting the (user's) game character that will be the main combatant. Here, as the game character to be selected, the game character designated as the first in the battle order from among the game characters included in the team set in advance by the user (in this step, the user's own game character A) may be selected. For example, in the battle game screen 1100 displayed on the user terminal 200 shown in Figure 10, in the user character placement area 1101, multiple game characters set by the user are displayed so as to be arranged from left to right on the screen in the order of battle. Furthermore, in the round game character display area 1102, game character A, the target of combat in the current battle round, is displayed, along with predetermined parameter information for the game character (in this example, HP (Hit Points) is displayed as a gauge). In addition, in the round game other character display area 1103, one or more other game characters (in this example, game character B and game character C) that are targets of combat in the same round are displayed. This allows the user to easily understand the target characters and their order in combat with their own game character (their own game character A).
[0040] Next, as part of step S102, the game processing unit 132 of the control unit 130 of the server terminal 100 performs combat processing to have the selected player game character A and enemy game character A fight. As an example, as shown in Figure 10(a), the game processing unit 132 receives a request from the user terminal 200 to select a skill to be used by the player game character (in this step, player game character A) in the player character placement area 1101, and then receives a request to confirm skill activation. As shown in Figure 10(b), the game processing unit 132 performs a slot machine animation to determine the attack points based on the skill, which is displayed in the slot machine animation display area 1104, thereby determining the attack points that the player game character will deal to the enemy game character, and then subtracts the determined attack points from the enemy game character's HP. Here, as a slot machine animation effect, in addition to the attack point animation, it is also possible to determine changes that create advantageous situations in the game, such as buffs, such as increased attack power or defense power. Furthermore, it is possible to determine not only in-game rewards but also out-of-game rewards (so-called gacha currency, etc.) or rewards with economic value (for example, tokens with monetary value). Here, regarding skills, in addition to the skills of the main game character A fighting in the round, it is also possible to select the skills of the remaining game characters fighting alongside them (the player's own game characters B and C), or the skills of all game characters included in the deck (all 6 characters). Next, a lottery is performed to determine the attack points that the enemy game character will deal to the player's game character, and the determined attack points are subtracted from the player's game character's HP (hit points). By repeating this process, the game character whose HP reaches zero first loses, and conversely, the game character with remaining HP wins.
[0041] Next, as part of step S103, the game processing unit 132 of the control unit 130 of the server terminal 100 determines whether the battle game has been completed. As described above, the game processing unit 132 refers to the HP of the player's game character A and the enemy game character A, and determines that the battle game has been completed when the HP of either character reaches zero. In this example, the completion of the battle game is determined based on the condition that the HP reaches zero, but it is also possible to determine the completion of the battle game based on other conditions.
[0042] In the above determination process, if the determination result is NO, the game processing unit 132 repeats the battle process. If the determination result is YES, the next battle game (round) is started, and as the process of step S104, the game processing unit 132 of the control unit 130 of the server terminal 100 performs the process of selecting the next game character to mainly engage in battle. Here, as for the selection of game characters, if the player's own game character loses in the above battle game, the game character designated as the second in the battle order from among the game characters included in the team set in advance by the user (in this step, the player's own game character B) may be selected. Regarding enemy game characters, if the enemy game character wins in the above battle game, enemy game character A may continue to be selected in this battle game. On the other hand, if the player's own game character wins in the above battle game, game character B may be selected as the player's own game character, and enemy game character B may be selected as the enemy game character. For example, in the battle game screen 1100 displayed on the user terminal 200 shown in Figure 10, among the multiple game characters displayed in the player's character placement area 1101, the game character displayed second from the left (game character B) is selected. Furthermore, in the round game character display area 1102, game character B, who is the main target of the current battle round, is displayed, along with predetermined parameter information for the game character (in this example, HP (Hit Points) is displayed as a gauge). In addition, in the round game other character display area 1103, one or more other game characters (in this example, game character C and game character D) who are targets of the battle in the same round are displayed. In this way, like the batting order in baseball, by changing your game characters each battle round, you can add a strategic element to the game, such as how to arrange the order of battles.
[0043] Next, as part of step S105, the game processing unit 132 of the control unit 130 of the server terminal 100 performs combat processing to have the selected player game character B and enemy game character A fight. As an example, as shown in Figure 10(a), the game processing unit 132 receives a request from the user terminal 200 to select a skill to be used by the player game character (in this step, player game character B) in the player character placement area 1101, and then receives a request to confirm skill activation. As shown in Figure 10(b), the game processing unit 132 performs a lottery process for attack points based on the skill using a slot machine display area 1104, which is displayed in the slot machine display area 1104, to determine the attack points that the player game character will deal to the enemy game character, and then subtracts the determined attack points from the enemy game character's HP. Here, regarding skills, in addition to the player game character B who mainly fights in the round, it is also possible to select skills of the remaining game characters (player game characters C and D) who fight together, or all player game characters included in the deck. Next, a lottery is performed to determine the attack points that the enemy game character will inflict on the player's game character. The determined attack points are then subtracted from the player's game character's HP (Hit Points). This process is repeated until the game character's HP reaches zero, at which point they lose. Conversely, the game character with remaining HP wins.
[0044] Next, as part of step S106, the game processing unit 132 of the control unit 130 of the server terminal 100 determines whether the battle game is complete or not. As described above, the game processing unit 132 refers to the HP of the player's game character B and the enemy game character B, and determines that the battle game is complete when the HP of either character reaches zero. In this example, the completion of the battle game is determined by the condition that the HP reaches zero, but it is also possible to determine the completion of the battle game based on other conditions. In this determination process, if the determination result is NO, the game processing unit 132 repeats the battle process, and if the determination result is YES, the next battle game (round) is started, or the entire battle (challenge game) ends when either team wins a predetermined number of rounds.
[0045] As described above, in the progression of a battle game, by changing the order in which the user's own game characters and other game characters fight in each round, the user can set the order of battles, much like the order of players in baseball, thus adding a strategic element to the game.
[0046] Next, Figure 8 is another example of a flowchart showing a method for providing digital content according to the first embodiment of the present invention. In particular, this example describes the procedure for processing game characters and the like acquired by a user in a game into NFTs.
[0047] First, as a preprocessing step, the user can acquire game characters through methods such as the so-called gacha mentioned above. Then, as the processing in step S201, the user sends a request from the user terminal 200 to the server terminal 100 to convert the acquired game characters into NFTs by recording them on the blockchain network, and the information receiving unit 131 of the control unit 130 of the server terminal 100 receives this NFT conversion request. Here, it may also be a condition that the user uses other game media (for example, a game item called "NFT Cube") issued in-game by the server terminal 100 in order to convert game media such as game characters into NFTs.
[0048] Next, as part of step S202, the game processing unit 132 of the control unit 130 of the server terminal 100 refers to the game data contained in the user data 1000 of the original user who sent the NFT conversion request, and refers to information indicating the user's progress in the game (for example, the user's battle game score (battle record), the level of the target game character, the number of stages progressed, etc.).
[0049] Next, as part of step S203, the game processing unit 132 of the control unit 130 of the server terminal 100 performs the process of applying specific in-game effects to the game medium to be converted into an NFT, based on the user's game data as described above. For example, if the game processing unit 132 confirms that the user has made a certain progress in the game (score, a certain number of wins, number of stages, number of levels, etc.), it can apply to the game character a skill determined by a lottery process from among multiple passive skills stored in the memory unit 120, which are managed in a table according to that progress (score, etc.). Here, the table can be set so that the higher the user's score in the game, the higher the probability of being granted a skill with a higher effect. In addition, the game processing unit 132 can also apply any value such as an active skill, level, or points to the game character as an in-game effect.
[0050] Next, as part of step S204, the blockchain processing unit 133 of the control unit 130 of the server terminal 100 associates the game medium information (game data, for example, image data, game medium information (character (item) name, parameter information (HP, MP, attack power, defense power, skills, etc.), rarity information, ID for associating with NFTs, etc.)) of the game medium with the user information (wallet information, etc.) of the user who made the NFT request, and records the transaction on the blockchain network via a smart contract. Recording all game data on the blockchain network is useful in ensuring the transparency and traceability of transactions, and also in motivating users to create NFTs by assigning specific effects to game mediums such as game characters when creating NFTs.
[0051] Next, Figure 9 is another example of a flowchart showing a method for providing digital content according to the first embodiment of the present invention. In particular, this example describes the procedure for processing when a user obtains a game character in a game, converts it into an NFT, and then trades the NFT-converted game character as digital content with other users.
[0052] First, as part of step S301, the user sends a request to the server terminal 100 to trade (sell or rent to a third party) digital content such as NFT-enabled game characters via a network marketplace.
[0053] Next, as part of step S302, the blockchain processing unit 133 of the control unit 130 of the server terminal 100 records information on the blockchain network, based on the transaction (sale or rental) request, that the game medium information (game data, e.g., image data, game medium information (character (item) name, parameter information (HP, MP, attack power, defense power, skills, etc.), rarity information, ID for associating with the NFT, etc.)) of the game medium recorded via a smart contract, indicating that its use in the game is disabled (OFF). As a result, the user will not be able to import the game medium into the game and will not be able to use it in the game during the period that the digital content NFT is being traded on the marketplace, until the next owner is determined.
[0054] Next, as part of step S303, the blockchain processing unit 133 of the control unit 130 of the server terminal 100 monitors whether the transaction (sale) of the NFT of the digital content being traded has been completed by referring to information about the owner of the smart contract recorded on the blockchain, or to transaction information of the game medium stored in the transaction data 3000 of the storage unit 120.
[0055] In step S303, if the transaction is not completed (NO), the monitoring process continues. If the transaction is completed (YES), the blockchain processing unit 133 records information on the blockchain network indicating that the game medium information (game data, e.g., image data, game medium information (character (item) name, parameter information (HP, MP, attack power, defense power, skills, etc.), rarity information, ID to associate with NFT, etc.)) of the game medium recorded via smart contract will be enabled for use in the game (ON). Specifically, once the transaction is completed, the former owner of the game medium will be contacted in relation to the NFT of that game medium. By updating the ownership status of the game medium to "Unknown" (Anonymous), and by importing the NFT of that game medium into the game, the NFT data and the web game user account data are linked and recorded on the blockchain network (updating the status to ON), allowing the new owner to use the purchased game medium within the game. This synchronizes the transaction status of digital content such as game mediums with the use of game mediums within the game, allowing users to seamlessly enjoy the game medium even if ownership changes.
[0056] Although embodiments of the invention have been described above, these can be implemented in various other forms, and can be carried out by various omissions, substitutions, and modifications. These embodiments and variations, as well as those with omissions, substitutions, and modifications, are included within the technical scope of the claims and their equivalents. [Explanation of Symbols]
[0057] 1 System: 100 Server terminal, 110 Communication unit, 120 Storage unit, 130 Control unit, 200 User terminal, NW1 Network
Claims
1. A method of providing games to user terminals using a server terminal, The aforementioned server terminal is The user terminal receives a request to start a battle game between the user's game medium and the enemy's game medium. In the first game of the battle game, the combat process is performed between the first game medium and the enemy game medium, among the team consisting of multiple game mediums designated by the user. After the completion of the first game, A method for executing combat processing between the second game medium and the enemy game medium of the aforementioned team.
2. The method according to claim 1, The aforementioned game medium is a game character, or method.
3. The method according to claim 1, A method for the server terminal to select the second game medium and the third game medium to fight with the first game medium in the first game.
4. A method according to claim 1, wherein the server terminal performs a process to convert the game medium into a Non-Fungible Token (NFT).
5. A method according to claim 4, wherein the server terminal issues a game medium necessary as a condition for converting the game medium to the NFT.
6. A method according to claim 1, wherein the server terminal determines the skill to be activated by the first game medium by performing a lottery process.
Citation Information
Patent Citations
Information processing device, information processing method, and information processing program
JP7197822B1