Game system operation method, game system, method of using storage medium, and storage medium
The game system uses a reader to identify NFT objects from a storage medium, simplifying gameplay for users unfamiliar with blockchain, thereby enhancing the usability of NFT games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- GAIA HOLDINGS CO LTD
- Filing Date
- 2024-11-27
- Publication Date
- 2026-06-08
AI Technical Summary
Users unfamiliar with blockchain technology face difficulties in handling tokenized items or characters in NFT games, leading to low usability and challenges in identifying and using non-fungible tokens (NFTs) within game systems.
A game system equipped with a reader that reads data from a storage medium, such as an IC card, to identify in-game virtual objects tokenized on a blockchain, allowing users to easily use NFT objects without needing to understand blockchain operations.
Enhances the usability of NFT games by enabling users to play games using NFT objects through simple data retrieval from a storage medium, improving accessibility for those unfamiliar with blockchain technology.
Smart Images

Figure 2026093271000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a method of operating a game system, a game system, a method of using a storage medium, and a storage medium.
Background Art
[0002] Patent Documents 1 and 2 disclose a method in which a smart contract implemented on a blockchain executes operations on non-fungible tokens. Patent Document 3 discloses a method in which a production system of non-fungible tokens receives the unique identifier transmitted from a reader that reads the unique identifier possessed by an object, and generates a non-fungible token by the production system that has received the unique identifier.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Patent Document 3
Summary of the Invention
[0004] Now, items or characters in video games (digital games) may be tokenized as non-fungible tokens on a blockchain. A game in which tokenized items or the like are used may be called an NFT game.
[0005] However, tokenized items or the like are digital contents and not real-world articles. Therefore, for those who are not familiar with blockchains, it may not be easy to handle tokenized items or the like. For this reason, it may not be easy for those who are not familiar with blockchains to play NFT games.
[0006] Therefore, it is desirable to improve the usability of games that utilize tokenized items and the like.
[0007] One aspect of this disclosure is a method. The method of disclosure may be a method of operation of a game system. The method of disclosure may include: reading data for identifying in-game virtual objects tokenized on a blockchain from a storage medium owned by the user using a reader provided by the game system; referring to the blockchain based on the read data to identify in-game virtual objects used in the game system; and executing a process to advance the game in the game system using the identified in-game virtual objects.
[0008] Another aspect of this disclosure is a system. The system of the disclosure may be a game system. The system of the disclosure may be configured such that a reader provided in the system reads data for identifying in-game virtual objects tokenized on a blockchain from a storage medium owned by the user, refers to the blockchain based on the read data to identify in-game virtual objects used in the system, and uses the identified in-game virtual objects to perform processes that advance the game in the system.
[0009] Another aspect of this disclosure is the method of use. The method of use of the disclosure may be a method of use of a storage medium. The method of use of the disclosure may include providing a user with a storage medium containing data for identifying in-game virtual objects tokenized on a blockchain via a vending machine, reading the data stored on the storage medium provided to the user with a reader provided by the game system, and having the game system perform a process of progressing the game using the in-game virtual objects identified based on the read data.
[0010] Another aspect of this disclosure is a storage medium. The storage medium of the disclosure may be a storage medium for a game system. The storage medium of the disclosure is configured to be readable by a reader provided by the game system and stores data for identifying in-game virtual objects, which are in-game virtual objects tokenized on a blockchain, the data which can be read by the reader and used by the game system to identify in-game virtual objects used in the processing of a game performed by the game system based on the read data.
[0011] Further details will be described in the embodiments below. [Brief explanation of the drawing]
[0012] [Figure 1] Figure 1 is a diagram showing the configuration of the system according to the embodiment. [Figure 2] Figure 2 is a flowchart showing the procedure of the method according to the embodiment. [Figure 3] Figure 3 is a configuration diagram showing an example of a system according to the embodiment. [Figure 4] Figure 4 is an explanatory diagram of blockchain. [Figure 5] Figure 5 is an explanatory diagram showing the procedure for using the game system. [Figure 6] Figure 6 is a diagram showing the configuration of the storage medium. [Figure 7] Figure 7 is a diagram of the server configuration. [Figure 8] Figure 8 is an explanatory diagram of the sales procedure for storage media. [Figure 9] Figure 9 is a flowchart showing how to activate a storage medium. [Figure 10] Figure 10 is a flowchart showing how to activate a storage medium. [Modes for carrying out the invention]
[0013] <1. Method of Operating a Game System, Game System, Method of Using a Storage Medium, and Outline of the Storage Medium>
[0014] (1) The method according to the embodiment may be a method of operating a game system. The operating method includes reading, by a reader included in the game system, data for identifying in-game virtual objects tokenized in a blockchain from a storage medium possessed by a user, referring to the blockchain based on the read data to identify in-game virtual objects used in the game system, and executing a process of advancing the game in the game system using the identified in-game virtual objects.
[0015] (2) The data may include second data indicating a blockchain wallet in which the in-game virtual object is included. The storage medium may store the second data. Reading the data from the storage medium may include reading the second data from the storage medium. Identifying the in-game virtual object may include identifying the blockchain wallet based on the read second data and identifying the in-game virtual object included in the identified blockchain wallet by referring to the blockchain.
[0016] (3) Identifying the in-game virtual object included in the identified blockchain wallet may include identifying the in-game virtual object selected by the user from a plurality of in-game virtual objects included in the identified blockchain wallet.
[0017] (4) The operating method may further include obtaining, by the reader, a unique identifier of the storage medium from the storage medium and determining whether the obtained unique identifier is a registered unique identifier registered in advance. Executing the process of advancing the game may be executed when it is determined that the obtained unique identifier is the registered unique identifier.
[0018] (5) The system according to the embodiment can be a game system. The game system according to the embodiment reads, by a reader included in the game system, data for identifying in-game virtual objects tokenized in a blockchain from a storage medium possessed by a user, and refers to the blockchain based on the read data, thereby identifying in-game virtual objects used in the game system, and executes a process of advancing the game in the game system using the identified in-game virtual objects, and can be configured as such.
[0019] (6) The method according to the embodiment can be a method of using a storage medium. The method of using according to the embodiment provides a storage medium storing data for identifying in-game virtual objects tokenized in a blockchain to a user by a vending machine, reads the data stored in the storage medium provided to the user by a reader included in the game system, and executes, by the game system, a process of advancing a game using in-game virtual objects identified based on the read data, and can include this.
[0020] (7) The method of using can further include generating the in-game virtual objects and transmitting the generated in-game virtual objects to a digital wallet corresponding to the storage medium. The data can include second data indicating the digital wallet.
[0021] (8) The storage medium according to the embodiment is a storage medium for a game system, which is configured to be readable by a reader provided by the game system, and stores data for identifying in-game virtual objects which are in-game virtual objects tokenized in a blockchain, the data can be read by the reader, and the game system can use the read data to identify in-game virtual objects used in the processing of a game executed by the game system.
[0022] <2. How the game system operates, how to use the game system and storage media, and examples of storage media>
[0023] Figure 1 shows a system 10 according to an embodiment. System 10 may consist of one or more computers. This system 10 is, for example, a game system.
[0024] The game system 10 is used by user U1 to play games. The game system 10 is, for example, a system for arcade games. The system for arcade games comprises at least an arcade game machine.
[0025] Arcade games are also called arcade video games or commercial games. Arcade games are installed in facilities such as game centers (game arcades). User U1 can play games by operating arcade game machines in facilities such as game centers.
[0026] The term "game" preferably refers to an arcade game, but is not limited to one. It may also refer to a home console game or an online game. Furthermore, the term "game console" preferably refers to an arcade game machine, but may also refer to a home console or other type of game console. The game console does not need to be a dedicated gaming machine; it may be a computer such as a smartphone, tablet, or personal computer on which a game application is run.
[0027] The game system 10 of this embodiment, as an example, performs the process of advancing a game in which tokenized in-game virtual objects are used. In-game virtual objects are virtual objects such as items and characters used in the game. Here, virtual objects are composed of digital content such as image data. Digital content is also called digital assets.
[0028] Here, tokenization refers to the process of converting digital content, such as virtual objects, into tokens on a blockchain. Tokens are, for example, non-fungible tokens (NFTs) on a blockchain. The process of converting digital content into tokens is also called "MINT." It can also be referred to as "token generation." Conventional, publicly known methods can be used for token generation (MINT).
[0029] Users playing the game obtain tokenized in-game virtual objects through appropriate means. Users can then use these in-game virtual objects to play the game.
[0030] A "tokenized in-game virtual object" is, for example, an NFT. Therefore, in the following, a "tokenized in-game virtual object" will be referred to as an "NFT object." The game system 10 that uses NFT objects may also be called an "NFT game system." A game that uses NFT objects may also be called an "NFT game." In the NFT game system 10, user U1 can enjoy an NFT game using available NFT objects.
[0031] In a game using the NFT game system 10, for user U1 to use an NFT object, user U1 must allow the NFT game system 10 to identify the NFT object available to user U1. To allow the NFT game system 10 to identify an NFT object, user U1 must perform operations related to the NFT object, which is a blockchain token.
[0032] However, users U1 who are unfamiliar with blockchain technology are also unfamiliar with operations related to blockchain tokens. Therefore, it may not be easy for users U1 to perform operations that allow the NFT game system 10 to identify NFT objects. In particular, many ordinary users U1 who enjoy arcade games installed in facilities such as game centers are unfamiliar with blockchain technology. For this reason, users U1 may not be able to accurately perform operations that allow NFT objects to be identified in arcade games. For this reason, generally speaking, the use of NFTs in games such as arcade games places a heavy burden on users U1 and has low usability.
[0033] On the other hand, in the game system 10 of this embodiment, a storage medium 40 is used to enhance usability. The storage medium 40 stores data that the game system 10 uses to identify NFT objects used in the game system 10. The game system 10 is equipped with a reader 10A for reading the data from the storage medium 40.
[0034] User U1 causes the reader 10A of the game system 10 to read the data written to the storage medium 40 (step S15 in Figures 1 and 2). The game system 10 then identifies the NFT object to be used in the game system 10 based on the data read from the storage medium 40. The game system 10 can then execute the process to advance the game using the identified NFT object.
[0035] Therefore, user U1 can play a game featuring NFT objects corresponding to the storage medium 40 by using that storage medium (step S18 in Figures 1 and 2). User U1 only needs to perform the simple act of having the game system 10 retrieve the data from the storage medium 40 (step S15), and does not need to be aware of token manipulation in the blockchain, thus improving usability.
[0036] The storage medium 40 is, for example, composed of an integrated circuit (IC). However, the storage method of the storage medium 40 is not particularly limited as long as it can hold data in a readable manner by the reader 10A. The storage medium 40 may be, for example, provided in a card 800 or other form of article. The storage medium 40 is, for example, an IC card 800.
[0037] As described above, the data stored in the storage medium 40 is data used by the game system 10 to identify NFT objects used in the game system 10. The game system 10 retrieves data from the storage medium 40 and provides a blockchain environment for using the NFT objects identified from that data in the game.
[0038] With such a blockchain usage environment provided, even users U1 who are unfamiliar with blockchain can easily use NFT objects, which are NFTs recorded on the blockchain.
[0039] User U1 can purchase an item 800 that contains a storage medium 40 storing data for identifying an NFT object, and then use that storage medium 40 to play a game. In other words, the sale of the storage medium 40 or the item 800 containing the storage medium 40 has an aspect of being the sale of an NFT object.
[0040] The data stored in the storage medium 40 may be, for example, data for identifying an NFT object in a blockchain (first data). The first data is, for example, an identifier for an NFT in a blockchain or data that allows the game system 10 to determine that identifier.
[0041] Tokens such as NFTs in a blockchain are identified by an identifier (token identifier; token ID). This token ID is recorded on the blockchain as data for identifying tokens such as NFTs (NFT objects). Therefore, if the game system 10 can obtain the token ID of an NFT object, it can identify the NFT object corresponding to that token ID.
[0042] Thus, when the game system 10 reads data from the storage medium 40, it may include reading the first data from the storage medium 40 which stores the first data indicating an NFT object. In this case, the game system 10 identifies the NFT object based on the first data it has read.
[0043] The data stored in the storage medium 40 may be data indicating a blockchain wallet (second data). The second data is, for example, a blockchain address (wallet address) indicating a blockchain wallet. In a blockchain, the tokens (NFT objects, etc.) that the blockchain wallet possesses are recorded in association with the blockchain address (wallet address) indicating a blockchain wallet. Therefore, if the game system 10 can identify a blockchain wallet that has NFT objects based on the second data, the game system 10 can identify the NFT objects contained in that blockchain wallet by referring to the blockchain.
[0044] Here, a blockchain address is an account on the blockchain. Generally, tokens such as NFTs are stored on the blockchain, associated with the user's blockchain address (wallet address). For this reason, it is generally difficult for people who do not have a blockchain address to use the blockchain. Furthermore, obtaining and setting up a blockchain address can be complicated and not easy for users unfamiliar with blockchain addresses.
[0045] In contrast, if a blockchain address (wallet address) can be used with a storage medium 40, user U1 can use the blockchain wallet by acquiring the storage medium 40, such as by purchasing it. Therefore, even users unfamiliar with blockchain can easily use the blockchain wallet.
[0046] The second piece of data representing a blockchain wallet may be data used to identify a blockchain address (account) (hereinafter sometimes referred to as "address information").
[0047] Address information is, for example, the blockchain address itself. Address information may also be the private key corresponding to the blockchain address.
[0048] The address information may be other data that allows system 10 to identify the blockchain address. For example, if system 10 has a table that shows the correspondence between blockchain addresses and other data, the address information may be that other data. System 10 can refer to the table and identify the blockchain address from that other data.
[0049] System 10 obtains address information from the storage medium 40 owned by user U1, and provides a blockchain usage environment for the user to acquire and use tokens at the blockchain address determined from that address information.
[0050] A single blockchain wallet may contain multiple NFT objects. In this case, the game system 10 can present the user with the multiple NFT objects contained in that blockchain address (for example, by displaying them on a screen) and prompt the user to select one or more NFT objects to use in the game. User U1 performs the operation of selecting one or more NFT objects to use in the game from the multiple NFT objects contained in the blockchain wallet to the game system 10. The game system 10 accepts this operation and can identify the NFT objects selected by the user as NFT objects to be used in the game.
[0051] Since the data stored in the storage medium 40 is digital data, it can be duplicated. Therefore, data stored in one storage medium 40 may be duplicated to another storage medium, and that other storage medium may be used in the game system 10. However, there may be cases where the use of that other storage medium 40 should be restricted. In such cases, the unique identifier (UID) of the storage medium 40 may be used. The system 10 obtains the unique identifier of the storage medium 40 from the storage medium 40 using the reader 10A and determines whether the obtained unique identifier is a registered unique identifier that has been previously registered in the system 10. If the obtained unique identifier is not a registered unique identifier, the system 10 restricts the use of that storage medium 40.
[0052] For example, if system 10 determines that the acquired unique identifier is a registered unique identifier, it will execute the process to advance the game; however, if the acquired unique identifier is not a registered unique identifier, it will not execute the process to advance the game. In the case of a storage medium in which data has been copied without permission, the unique identifier of that storage medium is not a registered unique identifier, and therefore the use of that storage medium can be restricted.
[0053] The data stored in the storage medium 40 can also be used to display the NFT object identified by that data in another device 31 having a display. If the data for identifying the NFT object is stored in the storage medium 40, which does not have a display device such as an IC card, it is difficult for user U1 to confirm the NFT object using only the storage medium 40, even if user U1 has the storage medium 40. Therefore, user U1 has a device 31 having a display, such as a smartphone owned by user U1, read the data used to identify the NFT object (step S12 in Figures 1 and 2). Then, the device 31 identifies the NFT object by referring to the blockchain based on the data used to identify the NFT object, and displays the identified NFT object on the display of the terminal 31 (step S13).
[0054] For example, device 31 may identify an NFT object by reading first data from the storage medium 40. Alternatively, device 31 can identify a blockchain wallet and the NFT objects contained within the identified blockchain wallet by reading second data from the storage medium 40. Furthermore, device 31 may cooperate with the game system 10 or other systems for displaying NFT objects to perform processing for displaying NFT objects.
[0055] When the device 31 reads data from the storage medium 40, it may also obtain a unique identifier for the storage medium 40 and determine whether the obtained unique identifier is a registered unique identifier. In this case, if the obtained unique identifier is a registered unique identifier, the NFT object is displayed on the device 31; otherwise, it is not displayed on the device 31.
[0056] Figure 2 shows an example of the procedure from when user U1 acquires the storage medium 40 until they start playing the game. In step S11 of Figure 2, user U1 acquires the storage medium 40. The storage medium 40 is provided to user U1, for example, from a vending machine as described later. To confirm the NFT objects on the acquired storage medium 40, user U1 has a device 31 owned by user U1, such as a smartphone, read the data stored on the storage medium 40 (step S12). The device 31 displays the NFT objects identified based on the read data on its display. This allows user U1 to confirm the NFT objects available on the storage medium 40. User U1 can perform this confirmation at any time.
[0057] A user U1 who wants to enjoy the game using an NFT object causes the game system 10 to read the data stored in the storage medium 40 (step S14). As a result, data is transmitted from the storage medium 40 to the game system 10 (step S15). The transmitted data may include, for example, either one or both of the first data and the second data described above. The transmitted data may include the unique identifier described above.
[0058] The game system 10 performs a determination based on the unique identifier as needed. The game system 10 may be configured to perform the processing from step S16 onwards in Figure 2 if the acquired unique identifier is a registered unique identifier, and not perform the processing from step S16 onwards otherwise.
[0059] Upon receiving the data transmitted in step S15, the game system 10 identifies an NFT object based on the received data (step S16). Then, the game system 10 starts the process of advancing the game (step S17). User U1 performs game operations (step S18), and the game system 10 advances the game using the identified NFT object in response to the user's game operations.
[0060] As described above, by using the system 10 according to this embodiment, user U1 can play games that use NFT objects using the storage medium 40.
[0061] Figure 3 shows an example of the configuration of System 10. System 10 utilizes Blockchain 20. Blockchain 20 is composed of a P2P (Peer to Peer) computer network system in which multiple computers are interconnected.
[0062] In Blockchain 20, transactions can be conducted between blockchain addresses. Transaction records are recorded on the distributed ledger of Blockchain 20. Blockchain addresses 25A and 25B shown in Figure 4 are, for example, wallet addresses.
[0063] In Figure 4, as an example, blockchain address 25A is "0x1111" and blockchain address 25B is "0x2222". Also in Figure 4, the blockchain address 25C of server 51 (the administrator of system 10), which will be described later, is shown. The blockchain address 25C of server 51 is "0x1234".
[0064] In Blockchain 20, for example, tokens can be traded. Examples of tokens tradable in Blockchain 20 include fungible tokens (FTs) and non-fungible tokens (NFTs). Fungible tokens are cryptocurrencies (native tokens) such as Ether in Ethereum. Fungible tokens may also be proprietary fungible tokens issued on the blockchain by specific issuers, such as companies or individuals.
[0065] Non-fungible tokens (NFTs), unlike fungible tokens (FTs), are tokens that do not possess the property of being fungible.
[0066] Tokens owned by a specific blockchain address are recorded in Blockchain 20, associated with that blockchain address.
[0067] Blockchain 20 may contain smart contracts 22. System 10 may contain smart contracts 22 implemented on blockchain 20. Smart contracts 22 have a blockchain address. The blockchain address of smart contracts 22 is called the contract address.
[0068] The smart contract 22 consists of software (computer program) implemented in a way that makes it executable on the blockchain. The smart contract 22 automatically executes predetermined protocols such as automated transactions. The smart contract 22 of this embodiment can perform processing for the generation of NFTs (processing for the generation of NFT objects) and / or processing for the transmission of NFTs (processing for the transmission of NFT objects; step S402 in Figure 4). For example, tokens can be sent from a first blockchain address to a second blockchain address. The transmission of an NFT (NFT object) also means changing the owner of the NFT from the first blockchain address to the second blockchain address.
[0069] The smart contract 22 is invoked, for example, by an operation from outside the smart contract 22, and executes predetermined processing (such as NFT generation / NFT transmission). The smart contract 22 is invoked, for example, from a server (step S401 in Figure 4).
[0070] In the embodiment, as described above, a storage medium 40 may be used for the use of NFT objects. The storage medium 40 is, for example, a portable storage medium. The user can carry the portable storage medium and use it in various locations. The storage medium 40 may also be a wearable device worn by the user U1.
[0071] Figure 6 shows an example of a storage medium 40. The storage medium 40 may be contained within some article 800. For example, the storage medium 40 is embedded in the article 800. The article 800 is, for example, a card. The article 800 may be, for example, a wristband or other form of article, and its type is not limited. The article 800 is preferably something that the user can carry, such as a wristband or a card. The article 800 may also be something that the user can wear, such as a wristband.
[0072] The storage medium 40 may, for example, include an integrated circuit (IC). The integrated circuit 40 may be, for example, an integrated circuit module (IC module) that includes a memory for storing data and is configured to communicate data with the outside. Depending on its form, the integrated circuit module 40 may be called an integrated circuit tag (IC tag) or an integrated circuit card (IC card).
[0073] The integrated circuit 40 capable of communicating with the outside may be contact-type or non-contact-type. The integrated circuit 40 may be an active type with a built-in battery or a passive type without a built-in battery.
[0074] The integrated circuit 40 includes a memory 44 for storing data. The memory 44 includes a first memory 44A which contains a unique identifier. The first memory 44A is, for example, a read-only memory (ROM). The unique identifier 46 of the integrated circuit 40 is preferably stored in the read-only memory.
[0075] The unique identifier 46 of the integrated circuit 40 is preferably a non-rewritable unique identifier assigned to the integrated circuit 40 by the manufacturer of the integrated circuit 40. The unique identifier 46 (UID) of the integrated circuit 40 is used to identify the integrated circuit 40 and distinguish it from other integrated circuits. The unique identifier 46 (UID) assigned to the integrated circuit 40 by the manufacturer is written to the memory 44, for example, during the manufacturing of the integrated circuit 40.
[0076] Memory 44 may include a second memory 44B. The second memory 44B may be writable. In the second memory 44B shown in Figure 6, a uniform resource identifier 47 (URI 47) is written. URI 47 is written as a first record, for example. Here, URI is a URL, for example. URI 47 is used by the device 31 that reads the URI for network access via a network 15 such as the internet. URI 47 may include, for example, the domain of server 51 and a blockchain address for accessing server 51. The blockchain address included in URI 47 is the same as the blockchain address 48 described later. In addition to being used for network access, URI 47 also serves as address information used to identify blockchain addresses because it contains a blockchain address.
[0077] The second memory 44B contains the blockchain address 48 (wallet address). The blockchain address 48 also functions as address information. For example, the blockchain address 48 is written as the second record. If multiple storage media 40 exist, a different blockchain address 48 is written to each of the multiple storage media 40.
[0078] Blockchain address 48 is, for example, "0x1111". In this case, URI 47 may be composed of the domain name and blockchain address 48, for example, "https: / (domain name of server 51) / my_page / 0x1111".
[0079] URI47, as address information, is used when information for network access is required in addition to address information. For example, when accessing server 51 by a browser or the like of a device 31 that has read data from storage medium 40, and using address information at the accessed server 51, it is preferable to use a URI47 that contains the domain name of the accessed server and the address information.
[0080] Furthermore, the blockchain address 48, as address information, is used when information for network access is not required, or when the blockchain address 48 is already known to the device that reads it. For example, if the domain name of the server 51 is pre-configured in the device that reads data from the storage medium 40, the device that reads data from the storage medium 40 can access the server 51 of the pre-configured domain name and provide the blockchain address to the server 51.
[0081] The private key 49 is written to the second memory 44B. The private key 49 may be stored encrypted. The private key 49 corresponds to the blockchain address 48. Since it is possible to calculate the corresponding blockchain address from the private key 49, the private key 49 can also serve as address information. However, here, as an example, the private key 49 is used for digital signatures for token operations such as token transmission, and is not used to identify the blockchain address. An example of a token operation in which the private key 49 is used is the transmission of a token located at blockchain address 48. The private key 49 is used for digital signatures of token operation transactions such as token transmission.
[0082] The aforementioned contactless IC module is also called a radio frequency identification (RFID) device. The storage medium 40 shown in Figure 6 is an RFID device. The RFID device transmits the data 46, 47, 48, and 49 recorded in the memory 44 to an external wireless communication device via wireless communication. The external wireless communication device receives the data transmitted from the RFID device. When an RFID device has the form of a tag, it is sometimes called an RFID tag.
[0083] A radio frequency identification (RFID) device may also be a near-field communication (NFC) device. Preferably, the NFC communication conforms to the NFC standard. NFC is, for example, a wireless communication using the 13.56 MHz frequency band. Preferably, the communication range of the NFC is 10 cm or less. When a near-field communication (NFC) device takes the form of a tag, it may be called an NFC tag.
[0084] The storage medium 40 is not limited to one equipped with an integrated circuit, but may be other storage media. The storage medium may also be a machine-readable code such as a barcode or a two-dimensional code.
[0085] In the following explanation, we will use the example that the storage medium 40 is an NFC tag, but this is not intended to limit the storage medium 40 to an NFC tag.
[0086] The readers 61A, 62A, and 63A (see Figure 3) used to read the NFC tag 40 may be equipped with a short-range wireless communication module. The readers 61A, 62A, and 63A can communicate with the NFC tag 40 via short-range wireless communication. The readers 61A, 62A, and 63A do not need to be configured as read-only devices; they may be configured as reader / writers that can both read and write data.
[0087] As shown in Figure 6, the NFC tag 40 comprises an antenna 41, a wireless circuit 42 connected to the antenna 41, a controller 43 connected to the wireless circuit 42, and a memory 44 connected to the controller 43. The aforementioned data 46, 47, 48, and 49 are written to the memory 44.
[0088] In this embodiment, data 46, 47, 48, and 49 are transmitted from the NFC tag 40 to the reader. The transmitted data may be only a portion of data 46, 47, 48, and 49; it is sufficient if the necessary data is transmitted.
[0089] Data transmission occurs, for example, when user U1 holds an NFC tag 40 (an item 800 equipped with an NFC tag) over a reader. The data contained in the NFC tag 40 is then transmitted to the reader via short-range wireless communication. The data received by the reader is then transmitted to the server 51 via a network 15, such as the internet, as needed.
[0090] System 10 may include a server 51 connected to network 15. Server 51 may be composed of multiple computers. Server 51 may be managed by the administrator of system 10. The administrator may also be the administrator (creator) of the smart contract 22. Note that the smart contract 22 may have some or all of the functions of server 51. Also, server 51 may have some or all of the functions of smart contract 22.
[0091] As shown in Figure 7, the server 51 may be composed of a computer comprising a processor 51A and a storage device 51B. The storage device 51B is connected to the processor 51A. The processor is, for example, a CPU, GPU, or other type of processor. The storage device 51B comprises, for example, a primary storage device and a secondary storage device. The primary storage device is, for example, RAM. The secondary storage device is, for example, a hard disk drive (HDD) or a solid-state drive (SSD). The storage device 51B contains a computer program 51C that is executed by the processor 51A. The processor 51A reads and executes the computer program 51C stored in the storage device 51B. The computer program 51C has program code that indicates instructions to cause the computer to perform various processes.
[0092] The storage device 51B may include a unique identifier table 51D. Multiple unique identifiers 46 may be registered in the unique identifier table 51D. The unique identifier table 51D registers the unique identifiers 46 of NFC tags 40 used in the system 10 according to this embodiment. In other words, NFC tags 40 (storage media) whose unique identifiers 46 are registered in the unique identifier table 51D can be used in the system 10, while other NFC tags (storage media), even if they have address information, can be made unusable in the system 10. Note that NFC tags (storage media) whose unique identifiers are not registered in the unique identifier table 51D may also be usable in the system 10.
[0093] In Figure 7, as an example, five different unique identifiers, "00:00:00:00:00:0a", "00:00:00:00:00:0b", "00:00:00:00:00:0c", "00:00:00:00:00:0d", and "00:00:00:00:00:0e", are registered in the unique identifier table 51D.
[0094] Table 51D may, as an example, contain blockchain addresses associated with unique identifiers. In Figure 7, "00:00:00:00:00:0a" is associated with "0x1111". This indicates that the NFC tag 40 for "00:00:00:00:00:0a" has "0x1111" written to it as address information (blockchain address 48). Similarly, "00:00:00:00:00:0b" is associated with "0x2222". "00:00:00:00:00:0c" is associated with "0x3333". "00:00:00:00:00:0d" is associated with "0x4444". "00:00:00:00:00:0e" is associated with "0x5555".
[0095] Because a blockchain address is associated with a unique identifier, it becomes possible to identify the blockchain address from the unique identifier. In other words, the unique identifier can also be used as address information to identify the blockchain address.
[0096] Furthermore, because Table 51D contains a correspondence between unique identifiers and blockchain addresses (address information), System 10 (Server 51) can determine whether the combination of unique identifiers obtained from NFC tags 40 and blockchain addresses (address information; data 47, 48, 49) is correct (a legitimate combination). For example, even if data 47, 48, and 49 from an NFC tag 40 that was legitimately sold exclusively for System 10 is copied to an inexpensive, general-purpose NFC tag, the combination of the unique identifier of the general-purpose NFC tag and the copied data 47, 48, and 49 will not exist in Table 51D. Therefore, the use of the copied data 47, 48, and 49 can be excluded or restricted. However, since it may be desirable to copy and back up important data such as private keys 49, if there is no problem with using the copied data 47, 48, and 49, there is no need to exclude or restrict the use of the copied data. An example of a situation where there is no problem is when the copied data is used to display tokens.
[0097] Furthermore, multiple blockchain addresses may be associated with the unique identifier of a single NFC tag 40. In this case, multiple blockchain addresses can be used with a single NFC tag 40 (storage medium). Also, multiple unique identifiers may be associated with a single blockchain address. In this case, a common blockchain address can be used with multiple NFC tags 40 (storage mediums).
[0098] Table 51D may be recorded on a computer outside of blockchain 20 other than server 51, or it may be recorded on blockchain 20.
[0099] As shown in Figure 7, the storage device 51B of the server 51 may store the private key 51J. The private key 51J corresponds to the blockchain address 25C of the server 51. The private key 51J is used for generating and sending non-fungible tokens from the server 51.
[0100] System 10 may include the aforementioned smart contract 22. As shown in Figure 4, Server 51 can invoke the smart contract from the server's address 25C in Blockchain 20 (S401). The invoked smart contract performs operations such as generating / sending non-fungible tokens.
[0101] User U1 may use the device 31 shown in Figure 3. The device 31 may also be called a user terminal. The device 31 is, for example, a mobile device such as a smartphone or tablet owned by the user. The device 31 is NFC-enabled. User U1 can use the device 31 to read the data 46, 47, 48, and 49 from the NFC tag 40 and display a token on the device 31. The device 31 may constitute the system 10 as needed.
[0102] Device 31 can access server 51 via network 15. Device 31 can also access blockchain 20 via network 15. Furthermore, device 31 can access blockchain 20 via server 51.
[0103] The device 31 may consist of a computer equipped with a processor and a storage device. The storage device is connected to the processor. The device 31 includes an NFC module (reader). The reader receives data from the NFC tag 40 via short-range wireless communication. The device 31 includes a display device. The display device is, for example, a liquid crystal display.
[0104] The processor of device 31 reads and executes a computer program stored in the device 31's storage device. The storage device of device 31 contains a computer program executed by the processor of device 31. The computer program of device 31 has program code that indicates instructions to be executed by the computer functioning as device 31. Hereinafter, the computer program of device 31 will be assumed, as an example, to be a browser application for browsing websites. The browser application is preferably a WebNFC-compatible browser that can read data via NFC. Using a WebNFC-compatible browser allows tokens to be displayed even if a wallet application for displaying tokens (crypto assets) on the blockchain is not installed on device 31. Therefore, even users who have never used blockchain can display tokens using the NFC tag 40. Note that tokens may also be displayed by a dedicated wallet application.
[0105] System 10 may comprise one or more game consoles 61, 62, 63. Each game console 61, 62, 63 is equipped with a reader 61A, 62A, 63A. Each reader 61A, 62A, 63A is capable of NFC communication in order to read data from the NFC tag 40.
[0106] Game machines 61, 62, and 63 are, for example, arcade game machines installed in game centers. Users visiting the game center can operate game machines 61, 62, and 63 to play games. Game machines 61, 62, and 63 are, for example, NFT game machines for NFT games.
[0107] The game machine 61 is configured with a computer that reads data stored in the NFC tag 40 using a reader 61A and performs the process of advancing the game using the NFT object identified based on the read data. The other game machines 62 and 63 are similar.
[0108] Based on Figure 5, an example of the procedure for user U1 to play a game on game console 62 using NFC tag 40 and the procedure for displaying an NFT object using NFC 40 will be described. Here, the unique identifier (UID) of NFC tag 40 is "00:00:00:00:00:0a", and the blockchain address 48 is "0x1111".
[0109] When user U1 plays a game, user U1 brings the item 800 with the NFC tag 40 close to the reader 62A of the game machine 62. As a result, the data including the unique identifier (UID) and blockchain address 48 (0x1111) recorded on the NFC tag 40 is read by the reader 62A of the game machine 62 (step S501). In other words, the game machine 62 obtains the data including the unique identifier (UID) and blockchain address (0x1111) (step S501). The game machine 62 transmits the obtained data to the server 51 (step S502).
[0110] When server 51 receives data transmitted from game machine 62, it performs a UID check (step S503). The UID check determines whether the unique identifier (UID) transmitted from game machine 62 is a registered unique identifier registered in table 51D (see Figure 7). If it is determined that the unique identifier transmitted from game machine 62 is a registered unique identifier, server 51 refers to blockchain 20 based on the blockchain address (0x1111) transmitted from game machine 62 and identifies the NFT object 110 associated with that blockchain address (wallet address) (step S504). Note that the UID check may be omitted if it is not necessary.
[0111] Furthermore, the UID determination (step S503) may include a determination of whether the combination of the unique identifier (UID) and blockchain address 48 transmitted from the game machine 62 is registered in table 51D. In this case, if the combination is registered in table 51D, steps S504 and later are executed; otherwise, steps S504 and later are not executed.
[0112] Server 51 retrieves data relating to the identified NFT object 110 and transmits it to the game machine 62 (step S505). The data relating to the identified NFT object 110 is data necessary for the game machine 62 to use the NFT object 110, and may include, for example, image data representing the NFT object 110 and / or parameters of the NFT object (character or item parameters). The data relating to the identified NFT object 110 may be stored on the blockchain 20 or on a computer outside the blockchain 20.
[0113] The game console 62 receives data about the NFT object 110 sent from the server 51. The game console 62 uses the data about the NFT object 110 to perform the process of advancing the game.
[0114] Furthermore, when user U1 uses NFC 40 to display an NFT object, user U1 brings the NFC tag 40 close to user U1's terminal 31 to verify the NFT object on the storage medium 40. As a result, data including the unique identifier (UID) and URI (including 0x1111) recorded on the NFC tag 40 is read by the reader of terminal 31 (step S511). In other words, terminal 31 obtains data including the unique identifier (UID) and URI. Once terminal 31 obtains the URI (or identifier of the application to be launched), it launches a browser application (or token viewing wallet application) as needed, and the browser application accesses server 51 using the URI (step S512). Since this URI includes the blockchain address (0x1111), server 51 can obtain the blockchain address (0x1111) by accepting network access. Terminal 31 may also send the unique identifier to server 51.
[0115] When server 51 receives a unique identifier sent from terminal 31, it performs a UID check (step S513). The UID check determines whether the unique identifier (UID) sent from terminal 31 is a registered unique identifier registered in table 51D (see Figure 7). If the unique identifier sent from terminal 31 is determined to be a registered unique identifier, the NFT object is displayed; otherwise, the NFT object is not displayed. Note that the UID check (S513) may be omitted if it is not necessary. The UID check may also be used to verify the combination of the unique identifier (UID) and the blockchain address as described above.
[0116] Server 51 refers to blockchain 20 based on the blockchain address (0x1111) included in the URI sent from terminal 31 in order to confirm the token to be displayed (step S514). This allows server 51 to identify non-fungible tokens such as NFT objects and fungible tokens located at blockchain address (0x1111).
[0117] Server 51 provides terminal 31 with data relating to the token at address (0x1111), including data relating to NFT object 110 (step S515). As a result, tokens such as NFT object 110 are displayed on terminal 31.
[0118] Returning to Figure 3, System 10 may include a vending machine 71. The vending machine 71 is installed, for example, in an arcade. The vending machine 71 may be installed as a separate device from the game machines 61, 62, and 63. However, the vending machine may also be a vending machine 73 provided with the game machines 61, 62, and 63.
[0119] The vending machines 71 and 73 are devices that provide the storage medium 40 to user U1. The vending machines 71 and 73 can accept payment from user U1 according to the price of the storage medium 40 and provide the storage medium 40 to user U1. In other words, the vending machines 71 and 73 are, for example, devices (vending machines) for selling the storage medium 40 without human intervention. The storage medium 40 may be sold by means other than the vending machines 71 and 73.
[0120] Figure 8 shows an example of the procedure by which the vending machine 71 provides the storage medium 40 to user U1.
[0121] In Figure 8, as an example, the vending machine 71 generates an NFT object after user U1 performs an operation (step S801) to purchase a storage medium 40 (NFT object) from the vending machine 71. The vending machine 71 then discharges the storage medium 40, on which data for identifying the generated NFT object has been written, for sale to user U1. The vending machine 71 also has a reader / writer 71A. Note that the reader / writer 71A may be a reader that only has a reader function.
[0122] In the example shown in Figure 8, it is assumed that, prior to sale, multiple storage media 40 are stored as stock within the vending machine 71. Each of the multiple storage media 40 has a different unique identifier (UID) and a different blockchain address 48. Here, it is assumed that, as an example, one of the storage media 40 stored in the vending machine 71 has "00:00:00:00:00:0a" as its unique identifier 46 and "0x1111" as its blockchain address 48 pre-written before sale.
[0123] Furthermore, the smart contract 22 shown in Figure 8 may, as an example, execute the NFT object generation process S507. The generation process S507 is executed, for example, when the smart contract 22 is called by the server 51 to generate the NFT object 110. The process for calling the smart contract 22 may be executed by the server 51, by the terminal 31, or by the terminal 31 via the server 51. The server 51 is configured to call the smart contract 22 when it obtains address information from the terminal 31, for example.
[0124] In the generation process S507, an NFT object is generated when the data constituting the NFT object is recorded on the blockchain 20. The generation of the NFT object may be performed by the server 51 instead of the smart contract 22.
[0125] The data constituting an NFT object includes the NFT's token identifier. The data constituting an NFT object may include image data associated with the NFT, or a link that serves as an identifier for the image data.
[0126] Some or all of the data, such as image data, may be stored on a computer outside of Blockchain 20. NFT data recorded on Blockchain 20 may include links that point to data stored on computers outside of Blockchain 20. These links may consist, for example, of a Uniform Resource Identifier (URI).
[0127] As shown in Figure 3, the database 52 can be configured, for example, by IPFS (InterPlanetary File System). IPFS is an example of a P2P (Peer to Peer) distributed file system. In IPFS, stored data (content) is specified by a URI using a hash value derived from that data. This URI is also called a content identifier. A link that points to content stored on a computer outside of blockchain 20 can be a URI that specifies content in IPFS.
[0128] As shown in Figure 8, the smart contract 22 may execute the NFT object transmission process S508. For example, when the smart contract 22 generates an NFT object, it executes the transmission process S508. Note that in the NFT object transmission process S508, if a pre-generated NFT object is to be transmitted, the NFT object generation process (S507) may be omitted. That is, when the smart contract 22 is called, it may transmit a pre-generated NFT object.
[0129] The vending machine 71 in Figure 8 is equipped with an input device such as a button or touch panel for receiving an NFT object purchase operation (step S801) from user U1. The purchase operation may include, for example, an operation in which user U1 selects the type of NFT object they wish to purchase (e.g., a type of in-game character or a type of in-game item). Here, the type of NFT object selected by user U1 is "AAA". The purchase operation may also include a payment operation for the purchase of the NFT object. The payment operation may include, for example, inserting cash or making a payment by credit card or electronic money.
[0130] When the vending machine 71 receives the purchase operation in step S801, it reads the data (data 46, 48, etc.) stored in the storage medium 40 within the vending machine 71 using the reader / writer 71A (step S802). As a result, the vending machine 71 obtains data including the unique identifier 46 and blockchain address 48 (0x1111) recorded in the storage medium 40 (step S802). The vending machine 71 transmits the obtained data to the server 51 (step S803). If necessary, the vending machine 71 transmits type data indicating the NFT object type "AAA" along with the obtained data (UID and blockchain address) to the server 51 (step S803).
[0131] When server 51 receives data transmitted from vending machine 71, it performs a UID check (step S504). The UID check determines whether the unique identifier (UID) transmitted from vending machine 71 is a registered unique identifier registered in table 51D (see Figure 7). If the unique identifier transmitted from vending machine 71 is determined to be a registered unique identifier, the NFT object is created and the NFT object is sent. If the unique identifier transmitted from vending machine 71 is determined to be not a registered unique identifier, the NFT object is not created and the NFT object is not sent. Note that the UID check may be omitted if it is not necessary.
[0132] Furthermore, the UID determination may include determining whether the combination of the unique identifier (UID) and blockchain address 48 transmitted from the vending machine 71 is registered in table 51D. In this case, if the combination is registered in table 51D, the creation of the NFT object and the transmission of the NFT object are performed; otherwise, they are not performed.
[0133] When creating an NFT object, the server 51 determines data (such as image data) corresponding to the type data. The image data to be determined may be one that has been prepared in advance according to the type data, or it may be determined from multiple image data corresponding to the type data based on a predetermined rule or randomly. As an example, the server 51 obtains a link that shows the determined image data.
[0134] If the UID determination determines that an NFT object should be created and / or sent, the server 51 calls the smart contract 22 (step S506). The server 51 sends the address information (blockchain address: 0x1111) obtained from the vending machine 71 to the smart contract 22 as the destination address for the NFT. The server 51 also sends the link, such as image data, associated with the NFT to the smart contract 22. The smart contract 22 may obtain the link from the image database 52 based on the type data.
[0135] When called, smart contract 22 generates an NFT object (step S507) and sends the generated NFT object to the acquired destination address (0x1111) (step S507). As a result, the address (0x1111) recorded on the storage medium 40 becomes associated with the generated NFT object.
[0136] Subsequently, the vending machine 71 receives a notification from the server 51 that the processing, including the generation of the NFT object, has been completed, and it ejects the storage medium 40 to provide it to user U1. As a result, user U1 can obtain the storage medium 40, which indicates the blockchain address (wallet address) that contains the generated NFT object. The generated NFT object is of the type selected by user U1. Therefore, user U1 can play the game using the NFT object of the selected type.
[0137] Furthermore, the wallet address indicated by the storage medium 40 stored in the vending machine 71 may already have an NFT object before it is sold to user U1. In this case, the vending machine 71 selects a storage medium 40 containing a wallet address with an NFT object of the type selected by user U1 and provides it to user U1.
[0138] The storage medium 40 according to this embodiment is a hardware wallet because it holds wallet-related data such as a private key 49.
[0139] Figure 9 shows an example of a method for manufacturing a storage medium 40 on which data has been written (a method for activating the storage medium 40 as a hardware wallet). Here, the storage medium 40 is, for example, an integrated circuit module (IC module) configured to communicate data with the outside. The integrated circuit module has a unique identifier 46 written to it beforehand, but other data 47, 48, and 49 are not written to it. Furthermore, a device such as a bending machine 71 is used for activation. The device for activation is called the "activation device".
[0140] To activate the storage medium 40 as a hardware wallet, the reader of the activation device 200, such as the vending machine 71, reads the unique identifier of the integrated circuit module 40 (step S131). The storage medium 40 is, for example, stored inside the vending machine 71 and read within the vending machine 71 by the reader of the vending machine 71. This reading is performed, for example, after user U1 has made a purchase operation on the vending machine 71.
[0141] The read unique identifier is sent to server 51 (step S132). Upon receiving the unique identifier, server 51 generates a private key for the storage medium 40 (step S133). Server 51 generates a blockchain address corresponding to the private key from the private key (step S134). Server 51 stores the received unique identifier and blockchain address in association (step S135). This storage is performed, for example, by storing them in the unique identifier table 51D shown in Figure 7. By storing the unique identifier and blockchain address in server 51, the storage medium 40 containing the unique identifier becomes available as a hardware wallet in system 10.
[0142] System 10 sends the private key 49, blockchain address 48, and URI 47 to the activation device 200, such as the vending machine 71, and writes these data 47, 48, and 49 (see Figure 6) to the memory 44 of the storage medium 40 via the activation device 200 (steps S137, S138). Through the above process, the storage medium 40 is activated as a hardware wallet. After activation, System 10 can further associate an NFT object with the wallet of the storage medium 40 provided by the vending machine 71 by executing the process shown in Figure 8 (process for NFT object generation / transmission). Figure 14 shows another example of a method for manufacturing a storage medium 40 on which data has been written (a method for activating the storage medium 40 as a hardware wallet). Figure 14 shows a modified version of Figure 13, in which only storage mediums 40 that have been pre-registered with the system 10 can be activated.
[0143] The activatable storage medium 40 may be registered, for example, in the storage device 51B (see Figure 7) of the server 51 of system 10. The identifier (UID) of the activatable storage medium 40 may be registered in system 10. The identifier of the activatable storage medium 40 may be stored, for example, in the identifier table 51D (see Figure 7) of the storage device 51B of server 51.
[0144] As shown in Figure 14, in step S140, the identifiers of the activatable storage media 40 are registered in the identifier table 51D of the system 10. In the identifier table 51D of Figure 14, three identifiers (unique identifiers) are pre-registered as an example: "00:00:00:00:00:0a", "00:00:00:00:00:0b", and "00:00:00:00:00:0c". At the time of step S140, these three identifiers are not associated with blockchain addresses.
[0145] In Figure 14, in the identifier table 51D "before activation of 00:00:00:00:00:0a", "Null" is set for each corresponding address to indicate that no blockchain address has been associated with each of the three identifiers. In the identifier table 51D of Figure 14, storage media 40 with identifiers that do not have a corresponding address set ("Null" is set) indicate that they have not yet been activated. On the other hand, storage media 40 with identifiers that have a corresponding address set indicate that they have been activated.
[0146] As shown in Figure 14, in order to activate the unactivated storage medium 40, the reader of the device 200 reads the identifier of the storage medium 40 (integrated circuit) (step S141). The read identifier is transmitted to the system 10 (step S142).
[0147] Upon receiving an identifier, server 51 determines whether the received identifier is registered in the identifier table 51D (step S142A). If the received identifier is registered in the identifier table 51D and no blockchain address is associated with that identifier, the server executes the processes from step S143 onwards to perform activation. For example, in the identifier table 51D "before activation of 00:00:00:00:00:0a" in Figure 14, the identifier 00:00:00:00:00:0a is associated with Null and no blockchain address is associated with it. Therefore, if the received identifier is 00:00:00:00:00:0a, server 51 determines that it can be activated and executes the processes from step S143 onwards.
[0148] On the other hand, if the received identifier is not registered in the identifier table 51D, the server 51 determines that it cannot be activated and does not execute the processes from step S143 onwards. Also, even if the received identifier is registered in the identifier table 51D, if a blockchain address has already been associated with that identifier, the server 51 determines that it has already been activated and does not execute the processes from step S143 onwards.
[0149] If the server 51 performs activation, it executes steps S143 and S144. Steps S143 and S144 are the same as steps S133 and S134 in Figure 13. Specifically, in step S143, a private key for the storage medium 40 is generated. In step S144, a blockchain address corresponding to that private key is generated.
[0150] Server 51 stores the generated blockchain address in the identifier table 51D, associating it with the same identifier as the received identifier (step S145). For example, if the generated blockchain address is 0x1111, then in the identifier table 51D, 0x1111 is associated with the identifier:00:00:00:00:00:0a.
[0151] Server 51 sends the private key 49, blockchain address 48, and URI 47 to device 200, and writes these data 47, 48, and 49 (see Figure 6) to the memory 44 of the storage medium 40 via device 200 (steps S147, S148). Through the above process, only the storage medium 40 that has been pre-registered with system 10 is activated as a hardware wallet.
[0152] Figure 10 shows another example of a method for manufacturing a storage medium 40 on which data has been written (a method for activating the storage medium 40 as a hardware wallet). Figure 10 shows a modified version of Figure 9. In the method shown in Figure 10, only storage mediums 40 that have been pre-registered with the server 51 can be activated.
[0153] The identifiers of the multiple activatable storage media 40 can be stored, for example, in the identifier table 51D (see Figure 7) of the storage device 51B of the server 51. As shown in Figure 15, in step S140, the identifiers of the multiple activatable storage media 40 are registered in the identifier table 51D of the server 51.
[0154] As shown in Figure 10, in order to activate the unactivated storage medium 40, the reader of the device 200 reads the identifier of the storage medium 40 (integrated circuit) (step S141). The read identifier is transmitted to the server 51 (step S142).
[0155] The server 51, upon receiving the identifier, determines whether the received identifier is registered in the identifier table 51D (step S142A). If the received identifier is registered in the identifier table 51D and no blockchain address is associated with that identifier, the server executes the processes from step S143 onward to perform the activation.
[0156] If the server 51 performs activation, it executes steps S143 and S144. Steps S143 and S144 are the same as steps S133 and S134 in Figure 9. Specifically, in step S143, a private key for the storage medium 40 is generated. In step S144, a blockchain address corresponding to that private key is generated.
[0157] Server 51 stores the generated blockchain address in the identifier table 51D, associating it with the same identifier as the received identifier (step S145). For example, if the received identifier is 00:00:00:00:00:0a and the generated blockchain address is 0x1111, then in the identifier table 51D, 0x1111 is associated with the identifier:00:00:00:00:00:0a.
[0158] Furthermore, server 51 generates a link 47 (URI47) to the wallet.
[0159] Server 51 sends the private key 49, blockchain address 48, and URL 47 to the activation device 200, and writes these data 47, 48, and 49 (see Figure 6) to the memory 44 of the storage medium 40 via the reader / writer of the activation device 200 (steps S147, S148).
[0160] The present invention is not limited to the above embodiments, and various modifications are possible. [Explanation of symbols]
[0161] 10: Game System 10A: Reader 15: Network 20: Blockchain 22: Smart Contracts 25A: Blockchain address 25B: Blockchain address 25C: Blockchain address 31: Equipment 40:Storage medium 41: Antenna 42: Radio circuit 43: Controller 44: Memory 44A: Memory No. 1 44B: Second memory 46: Unique identifier 47: Uniform Resource Identifier 48: Blockchain Address 49: Private Key 51: Server 51A: Processor 51B: Storage device 51C: Computer Program 51D: Identifier Table 51J: Private Key 52: Image Database 61: Game console 61A: Reader 62: Game console 62A: Reader 63: Game console 63A: Reader 71: Vending Machine 71A: Reader / Writer 73: Vending Machine 110: NFT object 200: Activation device 800: Goods U1: User
Claims
1. The game system's built-in reader reads data from the user's storage medium to identify tokenized in-game virtual objects on the blockchain. By referring to the blockchain based on the data read, the in-game virtual objects used in the game system are identified. Using the identified in-game virtual object, the process of advancing the game in the game system is executed. A method of operation for a game system that includes the following features.
2. The aforementioned data includes second data indicating a blockchain wallet containing the in-game virtual object, The storage medium stores the second data, Reading the aforementioned data from the storage medium includes reading the second data from the storage medium. Identifying the in-game virtual object includes identifying the blockchain wallet based on the second data read, and identifying the in-game virtual object contained in the identified blockchain wallet by referring to the blockchain. A method for operating the game system described in claim 1.
3. Identifying the in-game virtual object contained in the identified blockchain wallet includes identifying the in-game virtual object selected by the user from among a plurality of in-game virtual objects contained in the identified blockchain wallet. A method for operating the game system according to claim 2.
4. The reader obtains the unique identifier of the storage medium from the storage medium, It is determined whether the acquired unique identifier is a registered unique identifier that has been registered in advance. To further enhance this, The process of advancing the game is performed when it is determined that the acquired unique identifier is a registered unique identifier. A method for operating the game system described in claim 1.
5. It is a game system, The game system reads data from a storage medium owned by the user to identify a tokenized in-game virtual object on the blockchain using a reader provided by the game system. By referring to the blockchain based on the data read, the in-game virtual objects used in the game system are identified. Using the identified in-game virtual object, the process of advancing the game in the game system is executed. A well-structured game system.
6. A storage medium containing data for identifying tokenized in-game virtual objects on the blockchain is provided to the user by a vending machine. The data stored in the storage medium provided to the user is read by a reader provided by the game system. The game system executes a process to advance the game using the in-game virtual objects identified based on the data read. A method of using a storage medium that includes the following features.
7. The system generates the in-game virtual object and sends the generated in-game virtual object to the digital wallet corresponding to the storage medium. To further enhance this, The aforementioned data includes second data indicating the digital wallet, A method of using the storage medium described in claim 6.
8. A storage medium for a game system, It is configured to be readable by a reader provided by the game system. The blockchain stores data to identify in-game virtual objects, which are tokenized in-game virtual objects. The data is read by the reader and used by the game system to identify in-game virtual objects used in the game processing performed by the game system based on the read data. storage medium.