Game server, information processing method, and computer program
The game server system addresses the challenge of light users in blockchain games by providing incentives through content viewing and media provision, enhancing engagement and reducing the dominance of high-paying users.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- GUMI INC
- Filing Date
- 2024-11-25
- Publication Date
- 2026-06-04
AI Technical Summary
Light users in blockchain games face difficulty enjoying the game without making payments, leading to a dominance of high-paying users in user rankings, which discourages non-paying users and reduces game engagement.
A game server system that requests content viewing under certain conditions, provides game media upon viewing, and adjusts or restricts media provision based on user level, game progress, and billing information, incorporating features like lotteries and probabilistic selection of game media.
Enhances motivation for a wide range of users to actively play the game by offering incentives through content viewing and media provision, encouraging engagement and reducing the dominance of high-paying users in rankings.
Smart Images

Figure 2026091636000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game server, an information processing method, and a computer program.
Background Art
[0002] There are mobile games and blockchain games (games using blockchain technology). In many cases, it becomes easier for game users to advance the game by making payments, and it becomes possible to enjoy the game more by making payments. For example, in a blockchain game, a user can strengthen and cultivate game media such as characters obtained in the game in a short period of time and tokenize them into NFTs (Non-Fungible Tokens) by making a payment.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, light users such as users who want to enjoy the game without making a payment have difficulty enjoying the game and may leave the game because they need to play for a long time to advance the game or it is difficult to obtain rare game media. As a result, the top positions in the user ranking may be almost fixed by high-paying users.
[0005] For example, in blockchain games, users can relatively easily convert game data into NFTs after making a certain amount of in-game purchases. On the other hand, for users who want to enjoy blockchain games without making any purchases, converting game data into NFTs is a high hurdle, and as a result, the top ranks of user rankings have often been dominated by high-spending players.
[0006] For example, if non-paying users have the opportunity to enter the user rankings, it could be a trigger to encourage them to spend money. Also, if casual users can acquire cryptocurrency for free, it could be a motivation for them to become interested in cryptocurrency.
[0007] The present invention was made to solve the above-mentioned problems and aims to provide a game server, an information processing method, and a computer program that provide a wide range of users with the motivation to actively play the game. [Means for solving the problem]
[0008] A game server according to a first aspect of the present invention includes a request unit that requests content viewing when a user meets predetermined conditions in the course of playing a game, a provision unit that allows the provision of game media to the user when the user views the content in response to the request, and a restriction unit that restricts the execution of the request or the provision of game media when the number of times the game media has been provided within a predetermined period reaches a threshold.
[0009] A game server according to a second aspect of the present invention includes: a request unit that requests content viewing when a user meets predetermined conditions in the course of playing a game; a provision unit that allows the user to be provided with game media when the user views the content in response to the request; and a probability adjustment unit that adjusts the probability of the request unit making the request according to at least one of the user's level in the game, the progress of the game, and the user's billing information.
[0010] A game server according to a third aspect of the present invention includes a request unit that requests content viewing when a user meets predetermined conditions in the course of playing a game, and a provision unit that allows the provision of game media to the user when the user has viewed the content in response to the request, wherein the request unit notifies the provision unit that the provision conditions have been met without making the request to the user if the user's billing information meets predetermined conditions.
[0011] A game server according to a fourth aspect of the present invention comprises: a request unit that requests content viewing when a user meets predetermined conditions in the course of playing a game; a provision unit that allows the user to be provided with a game medium when the user has viewed the content in response to the request; and a lottery unit that performs a lottery to probabilistically select one of a plurality of game mediums, wherein the lottery unit is capable of performing multiple types of the lottery, the request unit further requests the user to select one of the multiple types of the lottery after viewing the content in response to the request, and the provision unit allows the provision of the game medium selected by the lottery.
[0012] A game server according to a fifth aspect of the present invention comprises: a request unit that requests content viewing when a user meets predetermined conditions in the course of playing a game; a provision unit that allows the user to be provided with a game medium when the user views the content in response to the request; and a lottery unit that performs a lottery to probabilistically select one of a plurality of the game mediums, wherein the lottery unit is capable of performing multiple types of the lottery, and when the user views the content in response to the request, it allows the execution of one or more of the lotteries selected from the plurality of types of the lottery with a predetermined probability.
[0013] A game server according to a sixth aspect of the present invention includes a request unit that requests content viewing when a user meets predetermined conditions in the course of playing a game, a provision unit that allows the user to be provided with a game medium when the user views the content in response to the request, and a lottery unit that performs a lottery to probabilistically select one of a plurality of game mediums, wherein the request unit further requests the user to choose whether or not to perform the lottery after the user has viewed the content in response to the request, and the lottery unit sets a plurality of candidates for the game medium to be selected by the lottery according to the number of times the user has chosen not to perform the lottery.
[0014] A seventh aspect of the present invention is an information processing method for a game server, which, when a user meets predetermined conditions in the course of playing a game, requests to view content, and when the user views the content in response to the request, allows the provision of game media to the user, wherein the execution of the request or the provision of game media is restricted when the number of times the game media has been provided within a predetermined period reaches a threshold.
[0015] A computer program according to the eighth aspect of the present invention causes a computer to execute an information processing method according to the seventh aspect. [Effects of the Invention]
[0016] According to the present invention, it is possible to provide a game server, an information processing method, and a computer program that provide a wide range of users with the motivation to actively progress through the game. [Brief explanation of the drawing]
[0017] [Figure 1] Figure 1 is a schematic diagram showing one example of a network configuration including a game server in one embodiment. [Figure 2] Figure 2 is a block diagram schematically showing one example of a network configuration including a game server in one embodiment. [Figure 3]FIG. 3 shows an example of the user's required execution rank according to the user level and the progress of the game. [Figure 4] FIG. 4 shows an example of a second required execution rank according to the user's required execution rank shown in FIG. 3 and the user's charge amount. [Figure 5] FIG. 5 is a flowchart for explaining an example of the operation of a game server according to an embodiment. [Figure 6] FIG. 6 is a diagram showing an example of the display of a user terminal that requests a user to view content by a request unit. [Figure 7] FIG. 7 is a diagram showing an example of an icon presented on the display unit of the user terminal 200 when requesting a user to view advertisement content. [Figure 8] FIG. 8 is a diagram showing an example of an icon presented on the display unit of the user terminal 200 when requesting a user to view advertisement content. [Figure 9] FIG. 9 is a diagram showing an example of an icon presented on the display unit of the user terminal 200 when requesting a user to view advertisement content. [Figure 10] FIG. 10 is a diagram showing an example of the display of a user terminal when presenting a game medium selected by a lottery unit to a user. MODE FOR CARRYING OUT THE INVENTION
[0018] Hereinafter, an example of a game server, an information processing method, and a computer program according to an embodiment of the present invention will be described in detail with reference to the drawings. In the following description, the same or similar configurations and elements that have already been described will be denoted by the same reference numerals and the description thereof will be omitted.
[0019] FIG. 1 is a diagram schematically showing a configuration example of a network including a game server according to an embodiment. The game server 100 in this embodiment is, for example, a server that operates and manages a game using blockchain. However, the game server 100 is not limited to a system that operates and manages blockchain games, and can be applied to a system that manages and operates games distributed from the game server 100.
[0020] The game server 100 is connected via the network to communicate with multiple user terminals 200, a CEX (Centralized Exchange) 300, a DEX (Decentralized Exchange) 400, a marketplace 500, an NFT server 600, and an advertising management server 700.
[0021] CEX300 is a cryptocurrency exchange operated by a specific company. In this embodiment, CEX300 transfers cryptocurrency information to the game server 100 in response to a request from the game server 100. Examples of CEX300 include Coincheck®, bitFlyer®, and BITPOINT®. Furthermore, CEX300 can also conduct cryptocurrency transactions with a user terminal 200 and can transfer cryptocurrency information to the user terminal 200 in response to a request from the user terminal 200.
[0022] DEX400 is a cryptocurrency exchange that operates without an exchange operator and automatically exchanges crypto assets and tokens using smart contracts. In this embodiment, DEX400 transfers crypto asset information to a game server 100 in response to a request from the game server 100. Examples of DEX400 include Uniswap® and PancakeSwap®. DEX400 can also conduct crypto asset transactions with a user terminal 200 and can transfer crypto asset and token information to the user terminal 200 in response to a request from the user terminal 200.
[0023] The user terminal 200 includes, for example, at least one processor and memory in which a program executed by the processor is stored, and is configured to realize various functions by software or by a combination of software and hardware.
[0024] User terminals 200 are electronic devices such as computers, and may include, but are not limited to, television receivers (including internet television), PCs (personal computers), mobile devices (e.g., tablets, smartphones, laptops, feature phones, digital music players, e-book readers, smartwatches, etc.), game consoles (home game consoles, portable game consoles), VR (Virtual Reality) terminals, AR (Augmented Reality) terminals, etc. The number of user terminals 200 connected to the network may be zero, or it may increase or decrease at any time.
[0025] In this embodiment, the user terminal 200 is, for example, a smartphone, and can run the blockchain game supplied by the game server by downloading and installing the blockchain game application provided by the game server. Alternatively, the user terminal 200 may be, for example, a smartphone, and can run the blockchain game supplied by the game server 100 on a browser without downloading and installing the blockchain game application provided by the game server 100.
[0026] The NFT server 600 is a server that converts images (still images and videos), audio, and other types of digital files into NFTs by recording them as unique and non-fungible data units (blocks) on a blockchain (distributed ledger). For example, the NFT server 600 can, upon request, convert in-game assets in the game server 100 into NFTs and provide the NFT-converted in-game assets to the user.
[0027] The NFT server 600 comprises, for example, at least one processor and memory in which a program executed by the processor is stored, and is configured to realize various functions by software or by a combination of software and hardware.
[0028] The storage unit (including memory) of the NFT server 600 comprises, for example, a main memory unit and an auxiliary memory unit. The main memory unit may include, for example, ROM (read-only memory) and RAM (random-access memory). ROM is a non-volatile memory used exclusively for reading data, and can store data and various settings used by the processor in performing various processes. RAM can be used as a so-called work area where the processor of the NFT server 600 temporarily stores data when performing various processes. In this embodiment, the main memory unit is, for example, RAM.
[0029] The auxiliary storage unit of the NFT server 600 is a non-temporary computer-readable storage medium for a computer centered around a processor. The auxiliary storage unit is, for example, EEPROM (electric erasable programmable read-only memory), HDD (hard disk drive), or SSD (solid state drive).
[0030] The auxiliary storage unit of the NFT server 600 can store data, programs, data generated by the processor's processing, and various setting values used by the processor in performing various operations.
[0031] The processor of the NFT server 600 is typically a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit), but it may also be a microcontroller, FPGA (Field Programmable Gate Array), or DSP (Digital Signal Processor), etc.
[0032] The processor of the NFT server 600 can realize various functions of the NFT server by executing programs such as system software, application software, or firmware stored in the memory unit.
[0033] The processor of the NFT server 600 includes an NFT processing unit. The NFT processing unit receives, for example, an NFT request signal from the processor 101 included in the game server 100. Using the digital data of the in-game assets, the creator information of the digital data, and the owner information of the digital data, which are included in the NFT request signal from the game server 100, the NFT processing unit generates a distributed ledger (blockchain) in which the in-game assets to be NFTed are unique and non-fungible data units. The NFT processing of in-game assets by the NFT processing unit can use existing methods.
[0034] After the NFT processing is complete, the NFT processing unit outputs an NFT processing completion notification to the processor 101 via the network. The NFT processing completion notification may include, for example, information about the NFT creator, information about the NFT owner, identification information (identifier) of the in-game asset that was converted to an NFT, and the date and time when the NFT processing was completed. The NFT processing unit then transmits the data of the in-game asset whose NFT processing has been completed to the user terminal 200 (or to the user terminal 200 via the game server 100) via the network.
[0035] Marketplace 500 is an online platform where digital assets utilizing NFTs can be bought, sold, and exchanged. Users operating user terminals 200 can convert their in-game assets owned on the game server 100 into NFTs through a process described later, and then sell these NFT-converted in-game assets on Marketplace 500. Users can also purchase digital assets sold on Marketplace 500. Examples of Marketplace 500 include TofuNFT® and OpenSea®.
[0036] Furthermore, at least one of the NFT server 600 and the marketplace 500 may be included in the game server 100.
[0037] The game server 100 may be connected to a payment server (not shown) via a network so that they can communicate with each other. The payment server is a server that processes payment transactions via the network. For example, when a user purchases game media (in-game currency, items, tickets, etc.) sold by the game server 100, the payment server settles the necessary payment between the user terminal 200 and the game server 100.
[0038] In this embodiment, the game server 100 is a server that provides a blockchain-based game (blockchain game, hereinafter sometimes simply referred to as "game") that can be played by a user terminal 200. The game server 100 has a function to sell game media (e.g., in-game currency such as paid gems) using crypto assets and a function to sell game media (in-game currency) using fiat currency (e.g., Japanese yen, US dollars, etc.).
[0039] The game server 100 manages the value of game media purchased by users (e.g., in-game assets, tickets, items, in-game currency, etc.) using cryptocurrency. In this embodiment, game media includes at least in-game assets (e.g., characters, items usable in the game, weapons and equipment wearable by characters, cards for activating character skills, etc.) and in-game currency (e.g., paid gems, free gems, etc.).
[0040] In this embodiment, the game server 100 can handle multiple types of tokens as crypto assets. In a blockchain game provided by the game server 100, for example, the game medium that can be purchased with one of the multiple types of crypto assets may be different from the game medium that can be purchased with other of the multiple types of crypto assets, and some of the multiple types of crypto assets may be usable for all purposes, while others may be usable only for specific purposes.
[0041] The advertising management server 700 includes, for example, at least one processor and memory in which programs executed by the processor are stored, and is configured to realize various functions by software or by a combination of software and hardware.
[0042] The ad management server 700 presents advertisers with available ad slots for bidding and supplies the ads purchased by advertisers to the owners of those ad slots. Advertisers can, for example, purchase only a portion of an ad slot (such as a portion of the ad display period, a portion of the ad slot duration, or a portion of the ad display frequency). Ad slot owners can also provide the ad management server 700 with information such as the ad display period, the ad slot duration, the number of ad display frequencies, the minimum bid price, the size of the area where the ad will be displayed, and the age, gender, and preferences of the target audience.
[0043] The advertising management server 700 provides the game server 100 with information about the advertiser's advertisement (e.g., video content, audio content, image content) that will be displayed in the ad display space during gameplay, for example, when an advertiser successfully bids for an in-game ad slot provided by the game server 100. The advertising information provided by the advertising management server 700 to the game server 100 may be information for displaying the advertising content (such as an address URL), or it may be the data of the advertising content. Here, "content" broadly includes creative works intended for information provision, and its form of expression is not particularly limited to videos, music, images, etc.
[0044] Next, we will describe an example of the configuration of the game server 100, advertising management server 700, and user terminal 200 shown in Figure 1. Figure 2 is a block diagram schematically showing one example of a network configuration including a game server in one embodiment. Although Figure 2 shows one game server 100 and one advertising management server 700, each of the game server 100 and the advertising management server 700 may include multiple server devices and function as a single virtual server device.
[0045] The user terminal 200 comprises a processor 201, a storage unit 203, an input unit 204, an output unit 205, and a communication unit 206. The input unit 204 may include a user interface such as a mouse or keyboard, which is operated by the user of the user terminal 200 and inputs various information (for example, numerical values of various settings of the user terminal 200, or game operation information), as well as various sensors such as a microphone or touch panel.
[0046] The output unit 205 may include, for example, a monitor or display that visually presents information to the user of the user terminal 200. The output unit 205 may also include audio output means, such as a speaker, that audibly provides information to the user of the user terminal 200.
[0047] The communication unit 206 can transmit information received from an external source to the configuration within the user terminal 200, and can also transmit information received from the configuration within the user terminal 200 to an external source. The communication unit 206 can be connected to a game server 100, a payment server (not shown), etc., via a network such as the Internet.
[0048] The storage unit (including memory) 203 of the user terminal 200 includes, for example, a main memory unit and an auxiliary memory unit. The main memory unit may include, for example, ROM (read-only memory) and RAM (random-access memory). ROM is a non-volatile memory used exclusively for reading data, and can store data and various setting values used by the processor in performing various processes. RAM can be used as a so-called work area to temporarily store data when the processor performs various processes. In this embodiment, the main memory unit is, for example, RAM.
[0049] The auxiliary storage unit of the user terminal 200 is a non-temporary computer-readable storage medium for a computer centered around a processor. The auxiliary storage unit is, for example, EEPROM (electric erasable programmable read-only memory), HDD (hard disk drive), or SSD (solid state drive).
[0050] The auxiliary storage unit of the user terminal 200 can store, for example, data, programs, data generated by processing by the processor, or various setting values used by the processor in performing various processes. The auxiliary storage unit may also store, for example, information necessary for personal authentication of the user's applications, or personal information such as image data.
[0051] The processor 201 of the user terminal 200 is typically a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit), but may also be a microcontroller, FPGA (Field Programmable Gate Array), or DSP (Digital Signal Processor), etc. The processor 201 of the user terminal 200 can realize various functions of the user terminal 200 by executing programs such as system software, application software, or firmware stored in the memory unit 203.
[0052] The advertising management server 700 comprises a processor 701, a storage unit 703, an input unit 704, an output unit 705, and a communication unit 706. The processor 701 includes an advertising management unit 702.
[0053] The input unit 704 may include a user interface such as a mouse or keyboard, which is operated by a user of the advertising management server 700 and inputs various information (for example, numerical values for various settings of the advertising management server and game operation information), as well as various sensors such as a microphone or touch panel.
[0054] The output unit 705 may include, for example, a monitor or display that visually presents information to the user of the advertising management server 700. The output unit 705 may also include audio output means such as a speaker that audibly provides information to the user.
[0055] The communication unit 706 can transmit information received from an external source to the configuration within the advertising management server 700, and can also transmit information received from the configuration within the advertising management server 700 to an external source. The communication unit 706 can be connected to the game server 100, an advertising space provider's terminal (not shown), an advertiser's terminal (not shown), etc., via a network such as the Internet.
[0056] The memory unit 703 includes, for example, a main memory unit and an auxiliary memory unit. The main memory may include, for example, ROM (read-only memory) and RAM (random-access memory). ROM is a non-volatile memory used exclusively for reading data, and can store data and various settings used by the processor in performing various processes. RAM can be used as a so-called work area to temporarily store data when the processor performs various processes. In this embodiment, the main memory is, for example, RAM.
[0057] The auxiliary storage unit is a non-temporary computer-readable storage medium of a computer centered on a processor. Examples of auxiliary storage units include EEPROM (electric erasable programmable read-only memory), HDD (hard disk drive), or SSD (solid state drive). The auxiliary storage unit can store, for example, data used by the processor in performing various processes, programs, data generated by the processor's processing, or various setting values. The auxiliary storage unit may store, for example, identification information of advertising space providers, advertising space information (identification information, time, frequency, advertising display period, target audience information, minimum bid price, etc.), advertiser identification information, bidding information, advertising content information, bidding history information, and successful bid history information.
[0058] The processor 701 is typically a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit), but may also be a microcontroller, FPGA (Field Programmable Gate Array), or DSP (Digital Signal Processor), etc. The processor 701 can realize various functions of the advertising management server 700 by executing programs such as system software, application software, or firmware stored in the memory unit 703.
[0059] The advertising management unit 702 obtains information on advertising content from advertisers who have won bids for advertising slots in games provided by the game server 100, and provides this information to the game server 100. For example, in games where advertising slots are provided, the advertising management unit 702 may provide the game server 100 with information on the advertising content (such as a URL) and the identification information of the advertising slot so that the advertising content is embedded in the area where the advertisement is displayed, or it may provide the game server 100 with data on the advertising content associated with the identification information of the advertising slot.
[0060] The game server 100 includes, for example, at least one processor and memory in which a program executed by the processor is stored, and is configured to realize various functions by software or by a combination of software and hardware.
[0061] In this embodiment, the game server 100 comprises a processor 101, a storage unit 106, an input unit 107, an output unit 108, and a communication unit 109. The processor 101, storage unit 106, input unit 107, output unit 108, and communication unit 109 are connected via bus communication lines and can transmit and receive data from each other. Alternatively, the processor 101, storage unit 106, input unit 107, output unit 108, and communication unit 109 may be configured to transmit and receive data from each other via wireless communication or the like.
[0062] The input unit 107 is operated by the administrator of the game server 100 and may include a user interface such as a mouse or keyboard for inputting various information (for example, information on changes to numerical values of various settings of the game server 100), as well as various sensors such as a microphone or touch panel.
[0063] The output unit 108 may include, for example, a monitor that visually presents information to the administrator of the game server 100. The output unit 108 may also include audio output means, such as a speaker, that audibly supplies information to the administrator of the game server 100.
[0064] The communication unit 109 can transmit information received from the outside to the configuration within the game server 100, and can also transmit information received from the configuration within the game server 100 to the outside. The communication unit 109 is connected to the user terminal 200, CEX 300, DEX 400, marketplace 500, NFT server 600, and advertising management server 700 via a network such as the Internet.
[0065] The storage unit 106 includes, for example, a main memory unit and an auxiliary memory unit. The main memory unit may include, for example, ROM (read-only memory) and RAM (random-access memory). ROM is a non-volatile memory used exclusively for reading data, and can store data and various setting values used by the processor 101 in performing various processes. RAM can be used as a so-called work area to temporarily store data when the processor 101 performs various processes. In this embodiment, the main memory unit is, for example, RAM, and is used as memory.
[0066] The auxiliary storage unit is a non-temporary computer-readable storage medium for a computer centered around the processor 101. Examples of auxiliary storage units include EEPROM (electric erasable programmable read-only memory), HDD (hard disk drive), or SSD (solid state drive).
[0067] The auxiliary storage unit can store data, programs, data generated by processing in the processor 101, or various setting values used by the processor 101 in performing various processes.
[0068] The auxiliary memory unit stores information related to, for example, a lottery held within the game. This lottery information may include lottery identification information, the lottery period, information related to the game medium being entered into the lottery (e.g., in-game assets such as characters and items) (e.g., game medium identification information, attribute values (e.g., attack, craftsmanship, magic, accuracy), weapon equipment values (e.g., weapon, shield, accessory), skills, race, probability of being awarded, number of awarded, remaining, etc.), lottery execution conditions (type and quantity of in-game currency required for the lottery (unit price, set price), completion of viewing advertising content, etc.), and other lottery setting information. The auxiliary memory unit may store information related to multiple lotteries, and multiple lotteries may include multiple types of lotteries with different rules and settings. Furthermore, the periods of multiple lotteries may overlap.
[0069] The auxiliary memory unit also stores, for example, information about advertisements provided to the user within the game. This advertisement information may include conditions for requesting to view the advertisement content, conditions for omitting the request to view the advertisement content, information about the advertisement content (information for displaying the advertisement content, time required to view the advertisement content, characteristics of the target audience for the viewing request, advertiser information), and information about the advertisement slot (time of the advertisement slot, identification information for the advertisement slot, usage period of the advertisement slot won by the advertiser).
[0070] The auxiliary memory unit stores user information such as the user's gameplay history, the user's in-game assets, the user's game media (in-game currency, etc.), user level and preferential treatment level, various points awarded to the user, whether or not there are restrictions on the provision of game media due to viewing advertisements (restriction flag), the probability of requesting to view advertisements, the number of times game media has been provided (count value M), and the number of times the provision of game media has not been requested (count value N), all associated with the user's user identification information (user identifier). In addition, the latest sales price (unit price) of game media such as in-game currency in cryptocurrency, the latest sales price (unit price) of game media such as in-game currency in fiat currency, and the latest value of cryptocurrency against fiat currency are also stored.
[0071] The latest sales price (unit price) of a game medium using cryptocurrency may be set considering the value of the cryptocurrency relative to fiat currency in accordance with fluctuations in the value of the cryptocurrency, or it may be set as a predetermined price. Similarly, the latest sales price (unit price) of a game medium using fiat currency may be set considering the value of fiat currency relative to cryptocurrency, or it may be set as a predetermined price. In this embodiment, the price of a game medium using fiat currency may be set at a predetermined value in advance, and the price of a game medium using cryptocurrency may be set based on the price set for fiat currency, so as to be a value that responds to fluctuations in the value of the cryptocurrency relative to fiat currency. If there are multiple types of game mediums, the latest sales price may be set for each of the multiple types of game mediums.
[0072] History information may include various types of history information, such as billing history, battle history, login history, lottery (gacha) history, user level history, character level history, character skill history, character equipped item history, character enhancement history, item purchase history, in-game asset conversion history to NFT, ranking history, and usage history of game media (paid gems, other in-game currencies, etc.) and in-game assets (characters, items, etc.), advertisement viewing history, and user game play logs, each associated with a user identifier and a corresponding date and time.
[0073] Ad viewing history may include information such as the viewing requirements met, identification information of the ads viewed by the user, viewing time, number of views, and whether or not the user received game content after viewing the ad. The history information of the lottery (gacha) may include information such as attribute values of game media previously provided to users through lotteries (e.g., attack, craftsmanship, magic, accuracy), weapon equipment values (e.g., weapon, shield, accessory), skills, and race.
[0074] The user's in-game asset information includes the character identifier of the character owned by the user and the item identifier of the item owned by the user. The character identifier and item identifier are stored in the storage unit 106 in association with the user identifier.
[0075] A user's in-game currency information includes information on the paid and free gems the user currently owns, as well as information on the user's paid gem purchase history. This information may include, for example, the number of paid gems the user has purchased, the number of free gems the user owns, the date and time of paid gem purchase, and the cryptocurrency price of the paid gems at the time of purchase. The number of paid gems purchased (number of paid gems purchased), the date and time of purchase, and the cryptocurrency price of a single paid gem at the time of purchase are associated with the user identifier.
[0076] In the game server 100 of this embodiment, information on multiple types of paid gems used in the game is stored in the storage unit 106 for each type. The multiple types of paid gems may be categorized, for example, according to the means by which the user acquired the paid gems. Furthermore, each of the multiple types of paid gems may have a designated use. For example, paid gems purchased with crypto assets other than the first crypto asset or with fiat currency may be used for lotteries (gacha), while paid gems purchased with the first crypto asset may be used for developing, strengthening, crafting, and synthesizing in-game assets, as well as for lotteries (gacha). Furthermore, it may be set so that a specific lottery (gacha) can be performed only with a specific type of paid gem. In addition, at least some of the multiple in-game assets that a user can obtain when performing a gacha using paid gems purchased with the first crypto asset may differ from the multiple in-game assets that a user can obtain when performing a gacha using paid gems purchased with crypto assets other than the first crypto asset or with fiat currency.
[0077] The memory unit 106 may be built into the game server 100 or attached externally to the game server 100. Furthermore, the data stored in the memory unit 106 may be shared between the game server 100 and other servers (for example, the NFT server 600).
[0078] The processor 101 is typically a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit), but may also be a microcontroller, FPGA (Field Programmable Gate Array), or DSP (Digital Signal Processor), etc. The processor 101 can realize various functions of the game server 100 by executing programs such as system software, application software, or firmware stored in the memory unit 106.
[0079] The processor 101 includes a sales unit 110, an advertising viewing management unit 111, a restriction unit 112, a lottery unit 113, a probability adjustment unit 114, a display processing unit 115, and a play management unit 116. The advertising viewing management unit 111 includes a request unit 1111 and a provision unit 1112.
[0080] The display processing unit 115 generates display data to update the display on the user terminal 200's screen, etc., as the game provided by the game server 100 progresses, and supplies it to the user terminal 200. The display processing unit 115 also generates display data to present to the user the percentage of game media available for the lottery, the number of available (or remaining) games, etc., in response to lottery execution requests and operation information from the user terminal 200, and supplies it to the user terminal 200.
[0081] The sales unit 110 can sell game media (in-game currency, items, tickets, etc.) to users. The sales unit 110 comprises a first sales unit 1101 and a second sales unit 1102.
[0082] The sales unit 110 acquires the value (currency rate) of crypto assets against fiat currency from an external source at a predetermined interval (predetermined time). In this embodiment, the game server 100 can handle multiple types of crypto assets, so the sales unit 110 can acquire the value (currency rate) of each of the multiple types of crypto assets from, for example, an external crypto asset exchange server. This interval is predetermined by the administrator of the game server 100 and can be changed as appropriate.
[0083] The first sales unit 1101 sells game media such as in-game currency using cryptocurrency in response to a first purchase request from the user terminal 200. The first purchase request from the user terminal 200 may include information such as a user identifier, a game media identifier, the desired quantity of game media (in-game currency, etc.) to be purchased, and date and time information (date and time of purchase request). The user may, for example, select one of several types of cryptocurrency to use when purchasing in-game currency. In that case, the first purchase request may include the identifier of the cryptocurrency selected by the user.
[0084] For example, the first sales unit 1101 periodically acquires the latest value of the cryptocurrency and determines the sales price (unit price) of the game medium (in-game currency, etc.) using the cryptocurrency according to the acquired value. The first sales unit 1101 records the sales price (unit price) of the game medium (in-game currency, etc.) using the cryptocurrency in the storage unit 106, associating it with date and time information.
[0085] In response to a first purchase request from a user, the first sales unit 1101 calculates the total amount of cryptocurrency payment required to purchase the game media, using the number of game media (in-game currency, etc.) the user wishes to purchase, the identifier of the game media, and the sales price of the game media (in-game currency, etc.) in cryptocurrency recorded in the storage unit 106.
[0086] The first sales unit 1101 supplies the total payment amount to the display processing unit 115, which generates display data showing the user's total payment amount and transmits it to the user terminal 200. The user's total payment amount is presented to the user on the user terminal 200 by the display data. The user confirms the total payment amount displayed on the display of the user terminal 200, and if the user wishes to settle the amount using crypto assets recorded in a wallet (not shown) and proceed with the buy / sell transaction, the user operates the user terminal 200 to send settlement information (transfer request) to the wallet. At this time, the settlement information may also be sent to the wallet via the game server 100. The settlement information sent to the wallet includes information to identify the sending wallet (or information about the crypto asset account, etc.), the wallet address of the game server 100 (or information about the crypto asset account, etc.) which is the recipient, and the amount to be transferred. The wallet generates transfer data (transaction) based on the settlement information and sends the transfer data to the game server 100.
[0087] At this time, the first sales unit 1101 may obtain payment information from the user terminal 200 via the communication unit 109 and send a remittance request based on said payment information to the wallet. The payment information may include, for example, information to identify the sender's (user's) wallet (or information about a cryptocurrency account, etc.), the wallet address of the game server 100 which is the recipient (or information about a cryptocurrency account, etc.), and the amount to be remitted.
[0088] The first sales unit 1101 receives the remittance data sent from the wallet and performs identity verification to confirm that the remittance is from the user who wished to purchase the game medium (in-game currency, etc.). After identity verification, the display processing unit 115 generates display data (payment completion display data) indicating that the payment has been successfully completed and sends it to the user terminal 200.
[0089] The first sales unit 1101 considers a sales transaction with a user to be complete once payment with the user is successfully completed. The first sales unit 1101 associates information about the game medium, such as in-game currency purchased by the user (for example, the quantity of paid gems purchased by the user, the date and time of purchase of the paid gems, and the price of the paid gems in cryptocurrency at the time of purchase) with the user identifier included in the first purchase request and records it in the storage unit 106. The date and time of purchase of the paid gems may be, for example, the date and time when the first sales unit 1101 sends a payment completion notification via the communication unit 109, or the date and time when it receives the transfer data from the wallet. A wallet, which is not shown in the diagram, may be included in the game server 100 or the payment server, or it may be included in an application server outside the game server 100.
[0090] The second sales unit 1102 sells game media such as in-game currency using legal tender in response to a second purchase request from the user terminal 200. The second purchase request from the user terminal 200 may include information such as a user identifier, a game media identifier, the desired number of game media (in-game currency, etc.) to purchase, and date and time information (date and time of purchase request).
[0091] The second sales unit 1102, in response to a second purchase request from a user, calculates the total amount payable in fiat currency required to purchase the game media (in-game currency, etc.) using the user's desired purchase quantity, the game media identifier, and the fiat currency sales price of the game media (in-game currency, etc.) pre-recorded in the storage unit 106. The fiat currency sales price of the game media (in-game currency, etc.) may be reviewed periodically. Since the value of fiat currency is less volatile and more stable than the value of cryptocurrency, the fiat currency sales price of the game media (in-game currency, etc.) is a more stable value with less fluctuation than the cryptocurrency sales price of the game media (in-game currency, etc.).
[0092] The second sales unit 1102 supplies the user's total payment amount to the display processing unit 115, which generates display data showing the user's total payment amount and transmits it to the user terminal 200. The user's total payment amount is presented to the user on the user terminal 200 via the display data. The user confirms the total payment amount displayed on the display of the user terminal 200, and if they wish to proceed with the transaction by making a payment for that amount, they operate the user terminal 200 to send second payment information (remittance request) to the game server 100. At this time, the second payment information may be sent to a payment server (not shown) without going through the game server 100.
[0093] The second sales unit 1102 obtains second payment information from the user terminal 200 via the communication unit 109 and sends a remittance request based on the second payment information to the payment server. The second payment information may include, for example, information for the user using the user terminal 200 to make a payment (such as credit card information, transportation IC card information, electronic money payment information, or legal tender account information), a user identifier (identification information) to identify the user, and identification information to identify the payment.
[0094] Once the payment is completed by the payment server, the payment server sends a payment completion notification to the game server 100 or the user terminal 200. The payment completion notification from the payment server may include, for example, a user identifier and an identifier that identifies the payment.
[0095] When the second sales unit 1102 receives a payment completion notification from the payment server, it considers the sales transaction with the user to be complete. Based on the payment completion notification, the second sales unit 1102 associates information about the game medium (in-game currency, etc.) purchased by the user (for example, the quantity of paid gems purchased by the user, the date and time of purchase of the paid gems, and the price of the paid gems in cryptocurrency at the time of purchase) with the user identifier included in the payment completion notification and records it in the storage unit 106. The date and time of purchase completion of the paid gems may be, for example, the date and time of purchase completion included in the payment completion notification, or it may be the date and time the payment completion notification was received.
[0096] The play management unit 116 has the function of managing user gameplay of the game provided by the game server 100. For example, the play management unit 116 performs tasks such as user authentication, management of in-game assets such as characters and items owned by users, management of battles conducted by users using characters, management of events such as in-game tournaments, management of user and in-game asset enhancement and level management, and management related to the conversion of in-game assets into NFTs.
[0097] The play management unit 116 has a function to manage information (play information) obtained by the user playing the game. For example, when the user performs the initial setup of the game on the user terminal 200 owned by the user, it generates a user identifier and starts managing the user's play information.
[0098] The play management unit 116 has, for example, a function for managing information on in-game assets obtained by the user through playing the game (in-game asset information management function) and a function for managing user information obtained by the user through playing the game (user information management function).
[0099] The in-game asset information management function, for example, when a user strengthens a character by playing the game, records the user's identifier, the character's identifier, the identification information of the strengthening performed, and the date and time of the strengthening in the storage unit 106, associating them with each other.
[0100] Furthermore, the in-game asset information management function records, for example, when a user's character level increases as a result of playing the game, the user's identifier, the character's identifier, the increased level, and the date and time the level increased, in association with each other, in the storage unit 106. The in-game asset management function may also record, for example, an awakening ID, which is an identifier indicating that the character's level in the game has reached a certain level, or that the character's level has reached a certain level and has become capable of being strengthened beyond the limit of its ability values (awakened), in association with the character's identification information, along with the date and time the character awakened, in the storage unit 106.
[0101] Furthermore, the in-game asset information management function, for example, when a user plays the game and makes characters compete against each other, records the user's identifier, the character's identifier, the competition identifier, the date and time the competition took place, and the competition result in the memory unit 106, associating them with each other.
[0102] Furthermore, the in-game asset information management function, for example, when a user equips an item to a character while playing the game, records the user identifier, character identifier, item identifier, and the date and time the item was equipped in association with each other in the storage unit 106. The in-game asset information management function may also record the user identifier, character identifier, item identifier, and the date and time the item was equipped, along with a dedicated equipment ID, in association with each other in the storage unit 106 when a user equips an item such as a character's exclusive equipment to a character owned by that user.
[0103] Furthermore, the in-game asset information management function records, for example, when a user performs a lottery (gacha), the user's identifier, the date and time the gacha was performed, and the result of the gacha (for example, the identifier of the in-game asset (including the game medium) obtained through the gacha) in association with each other in the storage unit 106. For example, the identifier of the in-game asset may include a toggle flag that allows the user to switch whether or not the in-game asset is usable in the game. The in-game asset information management function may toggle the toggle flag to switch the in-game asset between a state where it is usable by the user in the game and a state where it is not usable. In-game assets that are in an unusable state may be treated as not owned by the user on the game's play screen.
[0104] Furthermore, the in-game asset information management function records, for example, when a user converts in-game assets into NFTs by playing the game, the user identifier, the identifier of the converted in-game asset, the date and time the NFT conversion was performed (for example, the date and time when the NFT conversion was completed or the date and time when the NFT conversion completion notification was received), and the identifier of the NFT in the storage unit 106, associating them with each other.
[0105] Furthermore, the in-game asset information management function, for example, when it receives a request from a user to make an in-game asset that has already been converted into an NFT usable in the game (a return request signal), records in the storage unit 106 the user identifier, the identifier of the NFT-converted in-game asset, the date and time the NFT was made usable in the game, and the identifier of the NFT, associating them with each other.
[0106] The user information management function, for example, records in the storage unit 106 the user's identifier, the amount charged, and the date and time of the charge, associating them with each other, when a user makes a charge by playing a game.
[0107] Furthermore, the user information management function, for example, records the user's identifier and login date and time in the storage unit 106 when a user logs in, and records the user's identifier and logout date and time in the storage unit 106 when a user logs out.
[0108] Furthermore, the user information management function, for example, when a user's level increases as a result of playing a game, records the user's identifier, user level, and the date and time when the user level increased in the storage unit 106, associating them with each other.
[0109] Furthermore, the user information management function, for example, when a user purchases an item by playing the game, records the user's identifier, the item's identifier, and the date and time of item purchase in the storage unit 106, associating them with each other.
[0110] Furthermore, the user information management function records, for example, user ranking information obtained from a user's gameplay in the storage unit 106, associating it with a user identifier. For example, the ranking information may include the user's rank when participating in an in-game tournament, and identifiers of in-game assets (characters or items, etc.) used by the user in that tournament.
[0111] The play management unit 116 may have a conversion function. The conversion function, for example, has the function of making in-game assets associated with a user identifier convertible to an NFT (Non-Fungible Token) when the history information associated with the user identifier satisfies predetermined conditions (NFT conversion conditions).
[0112] The conversion function receives a conversion request signal from the user terminal 200 via the communication unit 109, requesting the conversion of in-game assets to NFTs. The conversion request signal includes the user's user identifier and the identifier of the in-game asset that the user wishes to convert to an NFT. In response to the conversion request signal obtained from the user terminal 200 via the communication unit 109, the conversion function obtains history information associated with the corresponding user identifier from the storage unit 106. The conversion function may make the in-game asset associated with the user identifier convertible to an NFT when the obtained history information satisfies predetermined conditions. Alternatively, the conversion function may wait for conversion request information from the user terminal 200 after making the in-game asset associated with the user identifier convertible to an NFT when the history information associated with the user identifier in the storage unit 106 satisfies predetermined conditions.
[0113] The conversion function, upon receiving a conversion request signal and when the history information associated with the user identifier satisfies predetermined conditions, puts the in-game asset associated with the user identifier into a state where it can be converted to an NFT, and generates an NFT conversion request signal that requests the NFT server 600 to convert the in-game asset to an NFT.
[0114] The NFT request signal includes at least digital data such as image data corresponding to the in-game asset to be converted to an NFT, information about the creator of the in-game asset to be converted to an NFT, and information about the owner of the in-game asset to be converted to an NFT. The information about the creator and the owner of the in-game asset may be the same, and the information about the creator and the owner of the in-game asset may include the user identifier in the game. The conversion function sends the NFT request signal to the NFT server 600.
[0115] When the conversion function receives a notification from the NFT server 600 indicating that the NFT conversion process is complete (containing information about the NFT creator, the NFT owner, the identification information of the in-game asset that has been converted to an NFT, and the date and time when the NFT conversion was completed), it sets the in-game asset that has been converted to an NFT and stored in the storage unit 106 in association with the user identifier to a state where it is not owned by the user in the game. When the conversion function receives a notification from the NFT server 600 indicating that the NFT conversion process is complete, it may also switch a switch flag for the in-game asset that has been converted to an NFT, making the in-game asset unusable by the user in the game.
[0116] The request unit 1111 requests the user to view content (e.g., advertising content) when the user meets predetermined conditions (viewing request conditions) during the process of playing the game. For example, the total time the user has played the game, reaching predetermined points in the game, the number of logins, reaching a predetermined user level, completing missions, total amount charged, number of charges, etc., may be set as viewing request conditions for which the request unit 1111 requests content viewing.
[0117] Furthermore, the request unit 1111 may be configured to suspend requests for ad viewing to a user until a predetermined period has ended if the provision of game media to the user is restricted by the restriction unit 112 described later. For example, the request unit 1111 obtains information from the storage unit 106 regarding whether or not there is a restriction on the provision of game media due to ad viewing (the value of the restriction flag), and does not request viewing of ad content to users whose provision of game media is restricted (the restriction flag is active). The request unit 1111 may also be configured to resume requests for viewing of ad content when the restriction by the restriction unit 112 is lifted after a predetermined period has elapsed (when the restriction flag becomes negative).
[0118] When the request unit 1111 requests content viewing, for example, the display processing unit 115 presents the viewing request to the user on the display of the user terminal 200. The viewing request presentation screen has an input section where the user can input whether or not to accept the viewing request, and the response of whether or not to view the content is supplied to the game server 100 based on the user's selection operation.
[0119] The request unit 1111 notifies the provision unit 1112 that the provision conditions have been met (provision condition fulfillment notification) when the user has viewed content in response to a viewing request. The request unit 1111 may determine that the provision conditions have been met, for example, when the user's content viewing time exceeds a threshold or when the number of content items viewed exceeds a threshold. The conditions under which the user is determined to have completed viewing the content (provision conditions fulfilled) may be preferential depending on the user's rank, billing information, scenario progress, etc.
[0120] For example, the lower the user's rank, the shorter the content viewing time threshold required to meet the conditions for providing the service; the lower the amount of money the user spends over a given period, the shorter the content viewing time threshold required to meet the conditions for providing the service; the lower the stage of the scenario progression (the slower the user is progressing through the scenario), the shorter the content viewing time threshold required to meet the conditions for providing the service. The lower the user's rank, the lower the number of content views required to meet the conditions for providing the service; the lower the amount of money the user spends over a given period, the lower the number of content views required to meet the conditions for providing the service; and the lower the stage of the scenario progression (the slower the user is progressing through the scenario), the lower the number of content views required to meet the conditions for providing the service. The request unit 1111 can record achievement condition identifiers that identify conditions achieved by the user, viewing advertisement identifiers that identify the type of content viewed by the user, etc., as history information in the storage unit 106, in association with the date and time of achievement and the user's identification information.
[0121] Furthermore, the request unit 1111 may issue a notification (notification of fulfillment of conditions) indicating that the conditions for provision have been met, depending on the price range of the crypto asset in fiat currency. For example, the request unit 1111 may determine that the viewing requirement conditions and provision conditions have been met, depending on the price range of a specific crypto asset at a reference time within a day, without requiring all users to view the advertising content.
[0122] For example, if the reference time is 3:00 AM and the price of the first cryptocurrency at the reference time is 5 yen or more in Japanese yen terms, the request unit 1111 will determine that all users have met the viewing request conditions and provision conditions for 24 hours from the reference time, and the provision of game media will be permitted up to the maximum number of times. In this case, the price threshold of the cryptocurrency used to determine whether or not the provision conditions have been met is set considering the value of the cryptocurrency during a predetermined period prior to the reference time. The request unit 1111 may, for example, set multiple reference times and determine that all users have met the provision conditions if the value of the cryptocurrency at all reference times exceeds the threshold. Users can obtain the opportunity to acquire game media without meeting predetermined conditions as the value of the cryptocurrency against fiat currency increases, which will encourage the purchase of cryptocurrency with fiat currency and lead to the revitalization of the cryptocurrency.
[0123] The notification of fulfillment of the conditions for providing the service includes a user identifier. The notification of fulfillment of the conditions for providing the service may also include, for example, a condition fulfillment identifier that identifies the conditions that the user has fulfilled, or a viewing advertisement identifier that identifies the type of content the user has viewed.
[0124] Furthermore, the request unit 1111 may, for example, notify the provision unit 1112 that the provision conditions have been met without requesting content viewing, if the user's billing information meets predetermined conditions (predetermined total billing amount, number of billings, etc.) and the user has met the viewing request conditions. The request unit 1111 determines the rank for omitting content viewing based on the user's billing information, and for example, the display processing unit 115 may display on the display unit of the user terminal 200 such as "Your billing amount this month is ○ yen, so you are rank B" or "You will be able to omit content viewing after paying ○ yen more." The user can decide whether or not to make a payment by referring to the display on the user terminal 200.
[0125] As will be described later, if the provisioning unit 1112 allows the provision of a game medium selected by lottery, the requesting unit 1111 may further request the user to select one of several types of lotteries after viewing the content in response to the request. If the user selects a lottery they wish to participate in, the requesting unit 1111 may notify the provisioning unit 1112 of the fulfillment of the provisioning conditions, which includes information on the lottery selected by the user.
[0126] Furthermore, the request unit 1111 may further request the user to choose whether or not they wish to proceed with the lottery (or the provision of a pre-set game medium) after viewing the content in response to the request. The request unit 1111 can notify the provision unit 1112 of the fulfillment of the provision conditions, which includes information indicating the result of the user's selection. At this time, the request unit 1111 may record the user's selection result regarding whether or not they wish to receive the game medium (or perform the lottery) as history information in the storage unit 106, associated with the selection date and time and the user identifier.
[0127] The request unit 1111 may be configured to stop requesting content viewing from a user until the predetermined period ends if it receives notification from the restriction unit 112 (described later) that the number of game media provided to the user has reached the upper limit for a predetermined period. Alternatively, the request unit 1111 may be configured to resume requesting content viewing if it receives notification from the restriction unit 112 that the restriction has been lifted.
[0128] When the provisioning unit 1112 receives notification from the requesting unit 1111 that the provisioning conditions have been met, it permits the provision of the game medium to the user who has met the conditions. The provisioning unit 1112 may, for example, use the display processing unit 115 to display the available game medium on the display unit of the user terminal 200, allowing the user to choose whether or not to accept the game medium, or it may record the user identifier and the game medium identifier in association in the storage unit 106 and provide the game medium to the user. The provisioning unit 1112 notifies the restriction unit 112 that it has permitted the provision of the game medium to the user, associating this with date and time information.
[0129] The provisioning unit 1112 may allow the provision of game media to the user in accordance with the information contained in the notification of fulfillment of provision conditions. For example, the provisioning unit 1112 can allow the user to receive game media in accordance with the user identifier, fulfillment condition identifier, or viewing advertisement identifier contained in the notification of fulfillment of provision conditions. In this way, the provisioning unit 1112 can allow the provision of new game media to the user that are different from game media already owned by the user, game media related to content viewed by the user, or game media related to fulfilled conditions.
[0130] If the notification of fulfillment of the provision conditions includes information indicating a desire to receive game media or to participate in a lottery, the provision unit 1112 adds 1 to the number (count value M) stored in the memory area 106 for counting the number of times such information has been acquired. The count value M may be reset to zero at predetermined intervals. If the notification of fulfillment of the provision conditions includes information indicating that the recipient does not wish to receive the game medium or participate in the lottery, the provision unit 1112 adds 1 to the number (count value N) stored in the memory area of the storage unit 106 for counting the number of times such information has been obtained. The provision unit 1112 may also set an upper limit on this count value N.
[0131] Furthermore, if the notification of fulfillment of the conditions for provision includes information such as a desire to perform a lottery, information about a lottery selected by the user, or information that a pre-set lottery will be performed, the provision unit 1112 may allow the provision of the game medium selected by the lottery unit 113. In this case, the provision unit 1112 makes a request to the lottery unit 113 to select a game medium by lottery (game medium selection request) according to the information included in the notification of fulfillment of the conditions for provision. Furthermore, if the notification of fulfillment of the provision conditions includes information indicating a desire to receive game media or to participate in the lottery, the provision unit 1112 may access the storage unit 106 to obtain the count value N that has been added so far, and may also reset the count value N. The game media selection request may include, for example, a user identifier, a lottery identifier, and the count value N.
[0132] The providing unit 1112 may present the user with a game medium corresponding to the game medium identifier obtained from the lottery unit 113, allowing the user to choose whether or not to accept the game medium. Alternatively, the user's identifier and the game medium identifier may be associated and recorded in the storage unit 106 before the game medium is provided to the user.
[0133] Furthermore, the provisioning unit 1112 may be configured to suspend the provision of game media to a user until a predetermined period has ended if the provision of game media to the user is restricted by the restrictioning unit 112 described later. For example, the provisioning unit 1112 obtains information from the storage unit 106 regarding whether or not there is a restriction on the provision of game media due to viewing advertisements for the user, and does not allow the provision of game media to users whose provision of game media is restricted. The provisioning unit 1112 may also be configured to resume allowing the provision of game media when the restriction by the restrictioning unit 112 is lifted after the predetermined period has elapsed.
[0134] The lottery unit 113 performs a lottery to probabilistically select one of several game media in response to a game media selection request from the provision unit 1112. The lottery unit 113 can perform multiple types of lotteries. When a user views content in response to a request from the request unit 1111, the lottery unit 113 may allow the execution of a pre-set lottery, may allow the execution of a lottery selected in response to the request from the request unit 1111, may allow the execution of a lottery corresponding to a count value N (for example, N lotteries), or may allow the execution of one or more of the aforementioned lotteries selected from among multiple types of lotteries with a predetermined probability. The multiple types of lotteries performed by the lottery unit 113 may include lotteries in which the candidate game media to be selected by the lottery is different, or lotteries in which the number of game media provided (number of lotteries) is different.
[0135] Furthermore, the lottery unit 113 can appropriately set multiple candidates for game media that can be selected by lottery. For example, the lottery unit 113 can set multiple candidates for game media according to the count value N included in the game media selection request. For example, if the user performs the lottery frequently (count value N is small), the lottery unit 113 may set the rarity of the multiple candidates for game media to a lower level, and if the user performs the lottery infrequently (count value N is large), the lottery unit 113 may set the rarity of the multiple candidates for game media to a higher level.
[0136] In response to a request to select a game medium, the lottery unit 113 selects a game medium to be offered to the user from a set of multiple game mediums according to the provision ratio set for each game medium, and notifies the provision unit 1112 of the identifier of the selected game medium.
[0137] The lottery unit 113 may also perform and manage lotteries that are executed when a user consumes game media such as paid currency. The lottery unit 113 receives lottery execution requests from the user terminal 200. The lottery execution requests from the user terminal 200 may include information such as the user's identification information, the lottery identification information, and the number of times the lottery request has been executed.
[0138] The lottery unit 113 can obtain information related to the lottery linked to the lottery identification information included in the lottery execution request from the storage unit 106. The lottery unit 113, in response to a lottery execution request, consumes a quantity of in-game currency owned by the user equal to the number of executions requested, and conducts a lottery for game media. The amount of in-game currency required to execute the lottery (unit price, set price) may be set according to the type of lottery. Furthermore, the amount of in-game currency required to execute the lottery may differ depending on the user's preferential treatment level.
[0139] The type of in-game currency consumed by the lottery may vary depending on the type of lottery. For example, multiple types of lotteries may include lotteries that can be executed by consuming in-game currency purchased with cryptocurrency, lotteries that can be executed only by consuming in-game currency purchased with a specific cryptocurrency, and lotteries that can be executed by consuming in-game currency purchased with both cryptocurrency and fiat currency. In addition, the lottery unit 113 may conduct a lottery for game media by consuming game media other than in-game currency owned by the user. For example, the lottery unit 113 can conduct a lottery for game media by consuming game media other than in-game currency, such as in-game assets, items, or tickets owned by the user.
[0140] The lottery unit 113 selects a game medium to be offered to the user from a set of multiple game mediums according to the distribution ratio set for each game medium, records the selected game medium in the storage unit 106 in association with the user's user identifier, and provides the winning game medium to the user.
[0141] Furthermore, the type of lottery performed by the lottery unit 113 in response to the game media selection request from the provision unit 1112 and the type of lottery performed in response to the lottery execution request from the user terminal 200 may be the same or different. For example, dedicated lotteries may be set up to correspond to the game media selection request and the lottery execution request, respectively.
[0142] The restriction unit 112 accesses the storage unit 106 to obtain the number of times (count value M) that the provision unit 1112 has allowed the user to provide the game medium during a predetermined period. If the number of times M that the provision unit 1112 has provided (allowed the provision of) the game medium to the user during a predetermined period reaches a threshold, the restriction unit 112 may store a restriction flag in the storage unit 106 that becomes active (1) when the request unit 1111 executes a request to view content or when the provision unit 1112 restricts the provision of the game medium. The restriction unit 112 sets the restriction flag to negative (0) in accordance with the reset of the count value M.
[0143] For example, if there is an upper limit on the number of game media a user can acquire in a day (a predetermined period) by viewing content, the limiting unit 112 resets the count value M at the start of the day (end of the previous day) (sets it to zero). When the count value M, which is counted by the providing unit 1112, reaches the upper limit (threshold), the limiting unit 112 activates (1) the limiting flag stored in the storage unit 106, and the requesting unit 1111 and the providing unit 1112 restrict the execution of content viewing requests and the provision of game media according to the value of the limiting flag. The requesting unit 1111 and the providing unit 1112 resume the execution of content viewing requests and the provision of game media when the limiting flag stored in the storage unit 106 becomes negative (0).
[0144] Furthermore, when the count value M reaches its upper limit (threshold), the limiting unit 112 may notify the requesting unit 1111 and / or the providing unit 1112 that the upper limit has been reached. The limiting unit 112 may also notify the requesting unit 1111 and / or the providing unit 1112 that the restriction has been lifted when a predetermined period has elapsed and the count value has been reset.
[0145] The probability adjustment unit 114 adjusts the probability that the request unit 1111 will request content viewing, according to at least one of the user's level in the game provided by the game server 100, the progress of the game scenario, and the user's billing information. The probability adjustment unit 114, for example, accesses the storage unit 106 to obtain user information. The probability adjustment unit 114 determines the user's request execution rank from the user information.
[0146] Figures 3 and 4 show examples of user request execution ranks set by the probability adjustment unit. The user request execution ranks are designated A, B, and C in descending order of rank. Figure 3 shows an example of user request execution rank based on user level and game scenario progress.
[0147] Here, the probability adjustment unit 114 lowers the user rank as the user level value is smaller, and raises the user rank as the user level value is larger. Also, the user rank is lower in the early stages of the game (small number of stages) and higher as the game progresses (large number of stages).
[0148] The probability adjustment unit 114 sets the request execution rank to C for, for example, users whose user level is 0 or more and 50 or less and whose game progress stage is weak (1 or more and 4 or less), users whose user level is 0 or more and 50 or less and whose game progress stage is medium (5 or more and 10 or less), and users whose user level is 51 or more and 100 or less and whose game progress stage is weak (1 or more and 4 or less).
[0149] The probability adjustment unit 114 sets the request execution rank to B for, for example, users whose user level is 0 or more and 50 or less and whose game progress stage is large (11 or more), users whose user level is 51 or more and 100 or less and whose game progress stage is medium and large (5 or more), and users whose user level is 101 or more and whose game progress stage is weak (1 or more and 4 or less).
[0150] The probability adjustment unit 114 sets the request execution rank to A for users whose user level is 101 or higher and whose game progress stage is advanced (11 or higher).
[0151] Figure 4 shows an example of a second request execution rank based on the user's request execution rank and the amount charged by the user, as shown in Figure 3. The probability adjustment unit 114 may set a second request execution rank based on the user level and the progress of the game scenario, as well as the user's spending level. The user's second request execution ranks are designated A, B, and C in descending order of rank.
[0152] Here, the lower the request execution rank, the lower the second request execution rank, and the higher the request execution rank, the higher the second request execution rank. Also, the smaller the amount of money a user spends during a given period, the lower the second request execution rank, and the larger the amount of money a user spends during a given period, the higher the second request execution rank.
[0153] The probability adjustment unit 114, for example, determines the user's request execution rank and second request execution rank for the current month using the user information from the previous month on the reference date of each month, and sets the probability of requesting viewing of advertising content according to the determination result. The probability adjustment unit 114 lowers the probability of making a request to a user if the user's request execution rank or second request execution rank is high, and increases the probability of making a request to a user if the request execution rank or second request execution rank is low.
[0154] The probability adjustment unit 114 sets, for example, the probability of requesting users with a request execution rank or second request execution rank of A rank to view advertising content to 1 / 10, the probability of requesting users with a rank of B rank to view advertising content to 3 / 10, and the probability of requesting users with a rank of C rank to view advertising content to 1 / 2. In this way, the probability of requesting users who are actively playing the game to view advertising content is lowered, and the probability of requesting users who are progressing relatively slowly to view advertising content is higher, thereby providing opportunities for casual users and non-paying users to acquire game content and revitalizing the game.
[0155] The probability adjustment unit 114 records the set user rank and requested probability in the storage unit 106, associating them with the user identifier. The request unit 1111 retrieves the user rank and requested probability from the storage unit 106 using the user identifier and can request the user to view advertising content according to the requested probability.
[0156] Furthermore, the display processing unit 115 can obtain the user rank from the storage unit 106 using the user identifier and provide the user terminal 200 with display data to display the user's rank on the game's home screen or the like on the user terminal 200's display unit. In addition, the display processing unit 115 can obtain parameters that contribute to setting the user rank from the storage unit 106 using the user identifier and provide the user terminal 200 with display data to display the planned rank for next month, which is determined by the current parameter values, and the parameters required for the next rank on the display unit.
[0157] Next, an example of the operation of a game server 100 according to one embodiment will be described. Figure 5 is a flowchart illustrating an example of the operation of a game server in one embodiment. The request unit 1111, if the number of times the game medium has been provided in response to the user viewing an advertisement is below a threshold, for example, retrieves user information from the storage unit 106 using a user identifier and determines whether the user has met the requirements for viewing content (step S1). The request unit 1111 may, for example, retrieve the total time the user has played the game from the history information and determine that the viewing requirements have been met if the user has played for a predetermined time (threshold) or more. The request unit 1111 may also determine that the viewing requirements have been met when, for example, the user progresses through the game and reaches a predetermined point, the number of logins exceeds a threshold, the user reaches a predetermined user level, the mission is completed, the total amount charged or the amount charged over a predetermined period exceeds a predetermined threshold, or the number of charges exceeds a predetermined threshold.
[0158] If the user meets the viewing requirements (Step S1, Yes), the request unit 1111 requests the user to view the content (Step S2). The request unit 1111 may, for example, use the display processing unit 115 to display a pop-up screen requesting content viewing on the display unit of the user terminal 200, or to display an icon for viewing content on the display unit of the user terminal 200.
[0159] Figure 6 shows an example of a display on a user terminal that requests content viewing from the requesting unit. In the example display screen of the user terminal 200 shown in Figure 6, icons A1 to A4 request the execution of multiple lotteries (lottery A to lottery D), and icons A5 and A6 request the execution of a lottery by viewing advertising content are displayed.
[0160] The request unit 1111 can, when the user meets the viewing request conditions, activate icons A5 and A6 (make them selectable) via the display processing unit 115 and request the user to view the advertising content.
[0161] The icons displayed on the user terminal 200 when requesting the user to view advertising content are not limited to the configuration shown in Figure 6. Figures 7 to 9 show examples of icons displayed on the user terminal 200's display when requesting the user to view advertising content.
[0162] For example, as shown in Figure 7, the display processing unit 115 may display an icon on the display unit of the user terminal 200 that includes the number of times "1" can be obtained by watching a video (advertising content), or it may display an icon on the display unit of the user terminal 200 that includes the number of times "1" can be obtained by viewing audio or images in addition to videos. Furthermore, as shown in Figure 8, the display processing unit 115 may display an icon on the display unit of the user terminal 200 that includes the remaining number of lottery attempts that can be performed by viewing the advertising content. Furthermore, as shown in Figure 9, the display processing unit 115 may display an icon on the display unit of the user terminal 200 that includes the remaining time during which the lottery can be performed by viewing the advertising content.
[0163] Here, if the request unit 1111 receives notification from the restriction unit 112 that the content viewing request will be restricted, it does not need to request content viewing even if the user meets the viewing request conditions. Also, if the probability adjustment unit 114 stores a request probability corresponding to the user rank in the storage unit 106, the request unit 1111 may request content viewing at the set probability.
[0164] Furthermore, if the request unit 1111 meets certain conditions (such as a predetermined total billing amount or number of billings), it may notify the provision unit 1112 that the conditions for provision have been met without requesting the user to view the content.
[0165] Furthermore, the request unit 1111 may issue a notification (notification of fulfillment of conditions) indicating that the conditions for provision have been met, depending on the price range of the cryptocurrency in fiat currency. The request unit 1111 obtains the price of the cryptocurrency at one of the reference times of the day from the storage unit 106 and determines whether the price of the cryptocurrency exceeds a threshold. The request unit 1111 may also determine whether the price of the cryptocurrency exceeds a threshold at multiple reference times of the day. The threshold for the cryptocurrency may be a value set according to the price fluctuations of the cryptocurrency. The request unit 1111 may also determine whether the conditions for provision have been met using indicators such as the amount of change from the price of the cryptocurrency (average value, etc.) of the previous day (a predetermined period prior to the reference time) or the rate of change in the price of the cryptocurrency. Depending on whether the price of the cryptocurrency at the reference time exceeds the threshold, the request unit 1111 may determine that the conditions for provision have been met without requiring all users to view advertising content for a predetermined period from the reference time. In this case, the threshold for the price of the cryptocurrency used to determine whether or not the conditions for provision have been met may be set in consideration of the fluctuations in the value of the cryptocurrency.
[0166] When the user selects to view the advertising content in response to a request from the request unit 1111 (step S3, YES), the request unit 1111 retrieves information for displaying the advertising content from the storage unit 106, and the display processing unit 115 displays the advertising content on the display unit of the user terminal 200 (step S4). At this time, if no advertising content is set for the advertising slot, or if there is no advertising content that meets the user's conditions, the request unit 1111 may have the display processing unit 115 display advertising content from other games provided by the game server 100 or from game media being sold. Alternatively, instead of presenting advertising content, the request unit 1111 may provide information on the execution of mini-games that can be played in the game, information on the holding of in-game events (such as recruitment of participants or event results), or content supplied by other users.
[0167] The request unit 1111 determines whether the user has finished viewing the advertising content after the advertising content has been displayed (step S5). The request unit 1111 can determine, for example, that the user has finished viewing the advertising content if the user has continued viewing it for a predetermined amount of time after starting to view the advertising content, or if the user has finished viewing a predetermined number of advertising content.
[0168] When the user finishes viewing the advertising content (step S5, YES), the request unit 1111 notifies the provision unit 1112 that the provision conditions have been met. In this step, for example, if there are multiple types of lotteries for selecting the game medium to be offered to the user, the request unit 1111 may further request the user to select one of the multiple types of lotteries after the user has finished viewing the advertising content. The request unit 1111 can then notify the user that the provision conditions have been met, including the identifier of the lottery selected by the user.
[0169] When the provisioning unit 1112 receives notification that the provisioning conditions have been met, it allows the user to receive the game medium (step S6). The provisioning unit 1112 makes the pre-set game medium available for the user to acquire and adds 1 to the number of times it has been provided during a predetermined period (count value M) (step S7). The provisioning unit 1112 records, for example, the game medium identifier, the user identifier, and a flag that switches between an unacquired state and an acquired state selected by the user in the storage unit 106, associating them with each other. If the user does not wish to receive the game media or participate in the lottery after viewing the content, the provisioning unit 1112 adds 1 to the count value N and terminates its operation.
[0170] Furthermore, the provisioning unit 1112 may request the lottery unit 113 to select a game medium to be provided to the user by lottery. The request for game medium selection from the provisioning unit 1112 may include information such as the type of lottery and the number of draws.
[0171] The lottery unit 113 selects a game medium by performing a lottery to determine the type and number of times the game medium is selected in response to the game medium selection request from the provision unit 1112. The provision unit 1112 obtains the identifier of the game medium selected by lottery from the lottery unit 113 and displays the game medium to be provided to the user on the display unit of the user terminal 200 via the display processing unit 115.
[0172] Figure 10 shows an example of how the user terminal displays when the game medium selected by the lottery unit is presented to the user. Figure 10 shows an example of a display screen that presents 10 game items that a user has obtained as a result of 10 draws after viewing advertising content. The user can check the game items that have become available on the display unit of the user terminal 200.
[0173] The provisioning unit 1112 records in the storage unit 106, in association with the user identifier, an identifier for game media that is permitted to be provided to the user, and a flag that switches between an unacquired state and an acquired state selected by the user. It also adds 1 to the user's number of ad views (number of game media provided) n and records this in the storage unit 106, in association with the user identifier.
[0174] As described above, in games provided by game server 100, users can acquire game currency by viewing advertising content. This means that even users who want to enjoy the game for free or casual users can enjoy the game using the acquired game currency, thus preventing users from abandoning the game. As a result, the top ranks of the user rankings will no longer be fixed on high-spending users, and the game will be revitalized as a wider range of users play the game aiming for the top ranks.
[0175] Furthermore, in blockchain games, for example, it can lower the barrier to NFT conversion of game data for users who enjoy blockchain games for free or casual users, making it possible for a wider range of users to aim for the top ranks in user rankings. For instance, if free-to-play or casual users have the opportunity to enter user rankings, it could be a trigger to encourage them to spend money. Also, if it can create an opportunity for free-to-play or casual users to acquire crypto assets for free, it could be a motivation for them to become interested in crypto assets.
[0176] Furthermore, blockchain games sometimes have mechanisms to provide users with cryptocurrency based on their game progress. However, when providing cryptocurrency to users who play the game for free, it is often necessary to make it extremely difficult for users to obtain the cryptocurrency, otherwise it may be impossible to maintain the operation of the blockchain game or the value of the cryptocurrency. Due to the above circumstances, blockchain games have often been structured so that only paying players can obtain cryptocurrency based on their game progress.
[0177] In contrast to the conventional blockchain games described above, the blockchain game provided by the game server 100 of this embodiment uses the right to view content such as advertisements during gameplay (and to acquire game media after viewing) as an incentive, thereby maintaining a balance between the profits that users can obtain within the blockchain game and the revenue of the game operator, while also ensuring the preservation of the value of the cryptocurrency.
[0178] As described above, according to this embodiment, it is possible to provide a game server, an information processing method, and a computer program that provide a wide range of users with the motivation to actively play the game.
[0179] It should be noted that the present invention is not limited to the embodiments described above, and can be modified in various ways during implementation without departing from its essence. Furthermore, each embodiment may be combined as appropriate, and in that case, the combined effects can be obtained. Moreover, the above embodiments include various inventions, and various inventions can be extracted by selecting combinations from the multiple constituent elements disclosed. For example, if the problem can be solved and effects obtained even if some constituent elements are deleted from all the constituent elements shown in the embodiment, then the configuration with these deleted constituent elements can be extracted as an invention. [Explanation of Symbols]
[0180] 100...Game server, 101...Processor, 106...Storage unit, 107...Input unit, 108...Output unit, 109...Communication unit, 110...Sales unit, 111...Advertisement viewing management unit, 1111...Request unit, 1112...Provision unit, 112...Restriction unit, 113...Lottery unit, 114...Probability adjustment unit, 115...Display processing unit, 116...Play management unit, 200...User terminal, 500...Marketplace, 600...NFT server, 700...Advertisement management server.
Claims
1. A request unit that requests content viewing when the user meets predetermined conditions during the course of playing the game, A provisioning unit that, when the user views the content in response to the request, allows the provision of game media to the user, A game server comprising: a limiting unit that restricts the execution of the request or the provision of the game medium when the number of times the game medium is provided during a predetermined period reaches a threshold;
2. A request unit that requests content viewing when the user meets predetermined conditions during the course of playing the game, A provisioning unit that, when the user views the content in response to the request, allows the provision of game media to the user, A game server comprising: a probability adjustment unit that adjusts the probability that the request unit makes a request according to at least one of the user's level in the game, the game's progress, and the user's billing information.
3. The game server according to claim 2, wherein the probability adjustment unit increases the probability of making the request as the user's level value decreases, and decreases the probability of making the request as the user's level value increases.
4. The game server according to claim 2, wherein the probability adjustment unit increases the probability of making the request as the game progresses more slowly, and decreases the probability of making the request as the game progresses more quickly.
5. The game server according to claim 2, wherein the probability adjustment unit increases the probability of making the request as the amount of money charged by the user during a predetermined period is small, and decreases the probability of making the request as the amount of money charged by the user during a predetermined period is large.
6. A request unit that requests content viewing when the user meets predetermined conditions during the course of playing the game, The system includes a provisioning unit that allows the provision of game media to the user when the user has viewed the content in response to the request, The requesting unit is a game server that, if the user's billing information meets predetermined conditions, notifies the providing unit that the conditions for provision have been met without making the request to the user.
7. A request unit that requests content viewing when the user meets predetermined conditions during the course of playing the game, A provisioning unit that, when the user views the content in response to the request, allows the provision of game media to the user, The system includes a lottery unit that performs a lottery to probabilistically select one of the multiple game media, The lottery unit is capable of performing multiple types of the lottery, The request unit further requests the user to select one of the multiple types of lotteries after viewing the content in response to the request. The aforementioned provisioning unit is a game server that allows the provision of the game medium selected by the aforementioned lottery.
8. A request unit that requests content viewing when the user meets predetermined conditions during the course of playing the game, A provisioning unit that, when the user views the content in response to the request, allows the provision of game media to the user, The system includes a lottery unit that performs a lottery to probabilistically select one of the multiple game media, A game server in which the lottery unit is capable of performing multiple types of the lottery, and when the user views the content in response to the request, it allows the execution of one or more of the lotteries selected from the multiple types of the lottery with a predetermined probability.
9. A request unit that requests content viewing when the user meets predetermined conditions during the course of playing the game, A provisioning unit that, when the user views the content in response to the request, allows the provision of game media to the user, The system includes a lottery unit that performs a lottery to probabilistically select one of the multiple game media, The request unit further requests the user to choose whether or not to perform the lottery after the user has viewed the content in response to the request. The lottery unit is a game server that sets up a plurality of candidates for the game medium to be selected by the lottery, according to the number of times the user has chosen not to perform the lottery.
10. When a user fulfills certain conditions during gameplay, they will be prompted to view content. A game server information processing method that allows the provision of game media to the user when the user has viewed the content in response to the request, An information processing method that restricts the execution of the request or the provision of the game medium when the number of times the game medium has been provided during a predetermined period reaches a threshold.
11. A computer program that causes a computer to execute the information processing method described in claim 10.