GAME SYSTEM, INFORMATION PROCESSING METHOD, AND PROGRAM
Patent Information
- Application Number
- JP2022179876
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-09
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2042-11-09
Smart Images

Figure 0007630838000001 
Figure 0007630838000002 
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Abstract
Description
[Technical field]
[0001] The present invention relates to a technique for circulating game content among users. [Background technology]
[0002] As a measure to make a game more popular among multiple users, a measure to circulate game media among users by transferring game media such as characters and items owned by each user to other users is considered. For example, Patent Document 1 describes a user-to-user transaction in which an object to be used in a game is traded. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-150207 A Summary of the Invention [Problem to be solved by the invention]
[0004] As with the technology described in Patent Document 1, mechanisms for circulating game media among users include transfer, exchange, etc. However, in order to further stimulate interaction between users, there is a demand for diversifying mechanisms for circulating game media among users.
[0005] One aspect of the present invention has been made to solve the above-mentioned problems, and one of its objectives is to provide a new technology for circulating game content between users. [Means for solving the problem]
[0006] In order to solve the above problems, a game system according to one embodiment of the present invention includes a candidate game medium identification unit that, in response to an instruction from a first user, identifies candidate game media from among game media associated with the first user that are candidates for game media to be associated with a user other than the first user; a group creation unit that creates a candidate game medium group including the candidate game media identified by the candidate game medium identification unit; a lottery processing unit that, in response to an instruction from a second user other than the first user, associates a game medium identified by lottery from among the candidate game medium group with the second user and deletes the candidate game medium identified by lottery from the candidate game media group; and a reward granting unit that performs processing to grant a reward to the first user in response to the lottery being executed.
[0007] In order to solve the above problems, an information processing method according to one embodiment of the present invention is an information processing method executed by one or more computers, and includes: a candidate game medium identification step of identifying candidate game media from among game media associated with a first user in response to an instruction from the first user, which candidate game media is a candidate for game media to be associated with a user other than the first user; a group creation step of creating a candidate game medium group including the candidate game media identified in the candidate game medium identification step; a lottery processing step of associating a game medium identified by lottery from among the candidate game media group with a second user other than the first user in response to an instruction from the second user other than the first user, and deleting the candidate game medium identified by lottery from the candidate game media group; and a reward granting step of performing processing to grant a reward to the first user in response to the lottery being executed.
[0008] In order to solve the above problem, a program according to one embodiment of the present invention causes one or more computers to execute a candidate game medium identification step of identifying candidate game media from among game media associated with a first user in response to an instruction from the first user, which candidate game media is a candidate for game media to be associated with a user other than the first user; a group creation step of creating a candidate game medium group including the candidate game media identified in the candidate game medium identification step; a lottery processing step of associating game media identified by lottery from among the candidate game media group with a second user other than the first user in response to an instruction from the second user other than the first user, and deleting the candidate game media identified by lottery from the candidate game media group; and a reward granting step of performing processing to grant a reward to the first user in response to the lottery being executed. [Brief description of the drawings]
[0009] [Figure 1] 1 is a block diagram showing an example of a configuration of a game system according to an embodiment of the present invention. [Diagram 2] 2 is a block diagram showing a functional configuration of the game server shown in FIG. 1. [Diagram 3] 2 is a block diagram showing a functional configuration of the user terminal shown in FIG. 1. [Figure 4] FIG. 2 is a flow diagram illustrating a flow of an information processing method according to an embodiment of the present invention. [Diagram 5] FIG. 13 is a diagram showing an example of a screen of a group setting user interface (UI). [Figure 6] FIG. 13 is a diagram showing an example of a screen of a BOX content change UI. [Figure 7] FIG. 13 is a diagram showing an example of a screen for confirming the current BOX contents. [Figure 8] FIG. 13 is a diagram showing an example of an eye character change UI screen. [Figure 9] A figure showing an example of a BOX gacha selection UI screen. [Figure 10] FIG. 13 is a diagram showing an example of a BOX gacha execution UI screen. [Figure 11] FIG. 13 is a diagram showing an example of a screen displaying detailed information about a candidate character. [Figure 12] FIG. 13 is a diagram showing an example of a screen showing a lottery result notified to a second user. [Figure 13] FIG. 13 is a diagram illustrating an example of transaction data referenced when calculating history information. [Figure 14] FIG. 11 is a diagram showing an example of history information referred to when calculating value information. [Figure 15] FIG. 13 is a diagram showing an example of a sales price setting UI screen. [Figure 16] FIG. 13 is a diagram showing an example of a fluctuating selling price. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] [Embodiment] The game system 1 according to one embodiment of the present invention will be described in detail below.
[0011] <Configuration of Game System 1> FIG. 1 is a block diagram showing an example of the configuration of a game system 1. As shown in FIG. 1, the game system 1 includes a game server 10, user terminals 30-1 and 30-2, and a blockchain system 50. These devices are communicatively connected via a network NW. The network NW includes, for example, the Internet, but is not limited to this. When there is no need to particularly distinguish between the user terminals 30-1 and 30-2, each of them is also simply described as a user terminal 30. Note that, although two user terminals 30 are shown in FIG. 1, the number of user terminals 30 included in the game system 1 may be three or more.
[0012] The game server 10 is a device that progresses a game in response to a user's operation on the user terminal 30. The game server 10 also executes a process for circulating game media used to progress the game among users in response to the user's operation on the user terminal 30. The user terminal 30 is a terminal operated by a user who plays the game. The blockchain system 50 stores a non-fungible token (hereinafter, NFT) associated with the game media used in the game.
[0013] (The game run by game server 10) The game server 10 progresses the game by executing a game program. Note that a part of the game program may be executed by a device (such as a user terminal 30) different from the game server 10. The game server 10 provides a game that progresses using game media, which will be described later, based on the user's operation.
[0014] The game progressed by the game server 10 may be a multiplayer game progressed by the operations of multiple users, or a single-player game progressed by the operations of a single user. In the case of a multiplayer game, the game may be an online game progressed by the user terminals 30 used by each user communicating with each other, or a game progressed by multiple users operating a single user terminal. The game progressed by the game server 10 may be a competitive game progressed by multiple users (or a user and a computer) competing against each other. The game may be a cooperative game progressed by multiple users (or a user and a computer) cooperating with each other.
[0015] (Game media) "Game media" refers to media within a game used to progress in a game. For example, game media may be game objects such as characters appearing in the game or character cards corresponding to characters, various items used within the game (for example, items that exert a predetermined effect when equipped to a character), or in-game value (for example, in-game currency, points to be exchanged for items). Also, for example, game media is a unit that can be possessed by a user. A possessable unit is, for example, the smallest unit when consumed or identified as a candidate game medium described below.
[0016] Additionally, game media are associated with game media identification information (hereinafter also referred to as "game media ID") for identifying the type of game media. Examples of game media IDs include the name of the game media itself (e.g., a character name, etc.) and an identifier for identifying the game media. Additionally, game media may be associated with serial information for identifying each individual game medium (hereinafter referred to as "game media serial"). In other words, even if game media have the same game media ID, the associated game media serials are different from one another.
[0017] Moreover, a user who can use the game medium in the progress of a game is associated with the game medium. This association is performed in units of game medium serial numbers. Hereinafter, the "game medium associated with a user" is also referred to as the "game medium owned by the user". Furthermore, the "user associated with a game medium" is also referred to as the "owner of the game medium". Furthermore, "associating a user with a game medium" is also referred to as "granting a game medium to a user", and "associating a user with a game medium" is also referred to as "a user acquiring the game medium". Furthermore, the owner of the game medium can be updated. That is, after the game medium is initially granted to a certain user, the owner may be changed to another user. Such "updating the owner of the game medium" corresponds to "associating a new user with the game medium".
[0018] The owner is updated, for example, when a game medium is won by a lottery, or when the owner of the game medium is changed by a transaction. Specific examples of the lottery include a lottery in which a candidate game medium group created based on an instruction from a first user is selected as the subject of the lottery, a lottery provided by a game operator (hereinafter simply referred to as "operator"), and the like, as described in the following embodiment. Specific examples of the transaction include buying and selling between users, exchange of game media between users, auction, purchase from an operator, and the like. "Buying and selling between users" refers to a case in which a user sets a consumption amount of game value for a game medium owned by a user, and another user gives the game medium to another user on the condition that the other user consumes the game value owned by the user by the consumption amount. "Game value" is a currency that can be consumed to acquire game media, and is, for example, information indicating points (for example, points that can be used for purchases on a platform for purchasing applications and game media, etc.). Examples of game value include money, crypto assets, and the like. "Exchange of game media between users" refers to updating the ownership of a game medium owned by a user to another user in exchange for updating the ownership of the game medium owned by the other user to the user. Also, an auction refers to a situation in which other users propose the amount of game value that should be consumed by them to acquire game media put up for sale by a user or an operator, and the game medium is granted to the user who proposes the highest amount, on the condition that the user consumes that amount of game value.
[0019] Furthermore, game media includes game media associated with an NFT (hereinafter referred to as "NFT game media") and game media not associated with an NFT. The owner of the NFT game media is managed in the blockchain system 50. The owner of the NFT game media not associated with an NFT is managed by the game server 10. By associating an NFT with the game media, information regarding transaction history can be more easily obtained. Furthermore, by associating an NFT with the game media, the credibility of the game media can be maintained. For example, it can be shown that it was not generated through fraudulent activity.
[0020] (Game Server 10 Hardware Configuration) 1, the game server 10 includes, for example, a processor 11, a memory 12, and a communication interface 13. These components are connected via a bus 19.
[0021] The processor 11 controls each part of the game server 10 by executing a program stored in the memory 12. The processor 11 is configured by an integrated circuit such as a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), for example.
[0022] The memory 12 stores programs executed by the processor 11 and various data used by the processor 11. The memory 12 is configured, for example, by a hard disk drive (HDD), a solid state drive (SSD), an electrically erasable programmable read-only memory (EEPROM (registered trademark)), a read only memory (ROM), a random access memory (RAM), or a combination of these. Note that a part or all of the memory 12 is not limited to being built into the game server 10, and may be externally attached via an input / output interface (not shown) such as a universal serial bus (USB). Also, a part or all of the memory 12 may be connected to the game server 10 via a network as a device independent of the game server 10.
[0023] The communication interface 13 is an interface for connecting to the network NW. The communication interface 13 is, for example, configured by a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).
[0024] (Hardware configuration of user terminal 30) 1, the user terminal 30 includes, for example, a processor 31, a memory 32, a communication interface 33, an input device 34, and a display device 35. These components are connected via a bus 39.
[0025] The processor 31, memory 32, and communication interface 33 will be described in the same manner as the components of the same name provided in the game server 10, and detailed description will not be repeated. The input device 34 is a device that accepts user operations, and is composed of, for example, a controller, a keyboard, a mouse, a touchpad, a microphone, or a combination of these. The display device 35 is a device that displays a game screen, etc., and is composed of, for example, a display. The user terminal 30 may include various input / output devices necessary for progressing the game, such as a camera, a speaker, a microphone (none of which are shown).
[0026] (Structure of Blockchain System 50) The blockchain system 50 distributes and stores a blockchain, which is a sequence of blocks that stores transaction data including NFTs associated with NFT game media and owner information of the NFT game media, among multiple distributed nodes (not shown). Transaction data is generated in response to updates to the owner of the NFT game media, and is stored in the blockchain system 50. Details of the information included in the transaction data will be described later.
[0027] The blockchain system 50 is realized by known blockchain technology. For example, the blockchain system 50 includes a plurality of distributed nodes. Each distributed node performs mining to generate a block including transaction data to be newly stored. A block generated by a node among the plurality of nodes that succeeds in mining based on a predetermined consensus algorithm is added to the end of the blockchain as a legitimate block. The blockchain stored by each node is synchronized with the blockchain to which the legitimate block was added. If the blockchain branches, the longest blockchain becomes the legitimate blockchain. The blockchain to which the fraudulent block was added is shorter than the other blockchains, and is therefore overwritten by the legitimate blockchain.
[0028] Such transaction data stored in the blockchain system 50 has the characteristic that it is difficult to tamper with or erase. Therefore, by referring to the transaction data stored in the blockchain system 50, it is possible to obtain reliable owner information, reliable transaction history information, and the like regarding the NFT game medium.
[0029] (Functional configuration of game server 10) Fig. 2 is a block diagram showing the functional configuration of the game server 10. As shown in Fig. 2, the game server 10 includes a control unit 110 and a storage unit 130. The control unit 110 is realized by the processor 11 executing a program stored in the memory 12. The storage unit 130 is configured by the memory 12.
[0030] The control unit 110 includes a candidate game medium identification unit 111, a group creation unit 112, a lottery processing unit 113, a reward granting unit 114, a condition setting unit 115, a history information acquisition unit 116, a display control unit 117, a value information acquisition unit 118, and a second user identification unit 119. These functional blocks function while communicating with the user terminal 30. The storage unit 130 stores ownership information, history information, and value information.
[0031] The candidate game media identification unit 111, in response to an instruction from a first user, identifies candidate game media from among game media associated with the first user that are candidates for game media to be associated with a user other than the first user. The first user is, for example, a user who operates user terminal 30-1. A second user, which will be described later, is a user different from the first user, for example, a user who operates user terminal 30-2. "Candidate game media" refers to game media owned by the first user that are candidates for game media to be associated with a user other than the first user.
[0032] Furthermore, the candidate game medium identification unit 111 can identify a game medium associated with a first user in response to the first user's consumption of paid game value as a candidate game medium. The first user can have the opportunity to recover a portion of the money consumed to acquire the candidate game medium through a reward, or to obtain a profit that exceeds the amount of the money. In one aspect of the present invention, in a case where the consumption of game value is required for the second user to execute a lottery and the reward to the first user is granted according to the type and amount of the game value, the first user is motivated to select a game medium of higher value as a candidate game medium in order to obtain a larger reward.
[0033] "Paid game value" refers to game value that is a currency circulating outside the game, or game value granted to a user in exchange for these. "Paid game value" refers to, for example, money, cryptocurrency, or game value granted to a user in exchange for these (for example, information indicating the aforementioned points, etc.).
[0034] Furthermore, the "game medium associated with the first user in response to the consumption of paid game value" (hereinafter also referred to as "paid game medium") may be, for example, a game medium that is directly designated and granted by the first user in exchange for the consumption of paid game value, or it may be a game medium that is identified (in the case of a lottery, won) by a process (for example, a lottery) in which the game system 1 identifies a game medium from among a plurality of game media, which is executed in exchange for the consumption of paid game value.
[0035] The candidate game medium identification unit 111 may identify, as a candidate game medium, a game medium that the first user has acquired without consuming paid game value (hereinafter, also referred to as a "free game medium"). Examples of free game media include game media awarded by a free lottery, and game media awarded as a reward in accordance with the progress of a game (e.g., a reward for completing a task, a reward in accordance with the number of times the game is started, the number of times the game is logged in, etc.). The administrator may determine whether or not to limit game media that can be identified as candidate game media to paid game media.
[0036] Furthermore, at least some of the candidate game media identified by the candidate game media identification unit 111 in response to an instruction from the first user may be associated with NFTs whose holders are managed on the blockchain system 50. In other words, the first user may give an instruction to identify the above-mentioned NFT game media as at least some of the candidate game media. For example, the first user may identify all of the multiple candidate game media as NFT game media, may identify some of the game media as NFT game media and the rest as game media not associated with an NFT, or may identify all game media not associated with an NFT.
[0037] The group creation unit 112 creates a candidate game media group including the candidate game media identified by the candidate game media identification unit 111. A "candidate game media group" is a group including a plurality of candidate game media that are the subject of a lottery in the lottery processing unit 113. For example, the candidate game media group may include candidate game media other than the candidate game media identified by the instruction of the first user. For example, when the total number of candidate game media constituting the candidate game media group is set, and the number of candidate game media identified by the instruction of the first user is less than the total number, the game system 1 (for example, the candidate game media identification unit 111 and / or the group creation unit 112) may automatically identify the remaining number of candidate game media.
[0038] The remaining candidate game media may be game media associated with the first user, or may be game media not associated with the first user. For example, the first user may specify some of the total number of candidate game media included in one candidate game medium group, and the game system 1 may select the rest. In this case, the game system 1 may automatically select game media that the first user owns in plurality (if the number of the same game media that can be stored in one deck is set, it is preferable to own more game media than that number). In addition, the game system 1 may specify as a candidate game medium even if the first user does not own a game medium. The number of candidate game media included in a candidate game medium group may be set by the first user, or may be set in advance by the game system 1.
[0039] In response to an instruction from a second user other than the first user, the lottery processing unit 113 associates a game medium identified by lottery from among the candidate game medium group with the second user, and deletes the candidate game medium identified by lottery from the candidate game medium group. A lottery in which a candidate game medium group is the subject of a lottery is sometimes called a "BOX gacha." In this way, by deleting the candidate game medium identified by lottery from the candidate game medium group, if the second user finds a desired game medium among the candidate game media included in the candidate game medium group, the second user can obtain the desired game medium by continuing to execute the lottery. Thus, the game system 1 can provide a lottery that is highly attractive to the second user. In addition, in this embodiment, a form in which the consumption of game value owned by the second user is required for execution of a lottery in which a candidate game medium group including the candidate game medium identified by the first user is the subject of a lottery will be described. That is, in this embodiment, the lottery processing unit 113 associates the game medium identified by lottery with the second user, with the consumption of game value owned by the second user being required. In this way, by making the consumption of the game value owned by the second user a requirement, the second user expects to acquire game media that are commensurate with the game value consumed in the lottery process, which can motivate the first user to include more attractive game media (e.g., rarer game media, game media that provide a more advantageous game progression) in the candidate game medium group.
[0040] However, the lottery processing unit 113 may not necessarily require the consumption of game value owned by the second user. For example, if the consumption of game value by the second user required to execute the lottery is not required, the second user can execute the lottery more easily, and the interaction between the first user and the second user becomes more active. Also, for example, the lottery processing unit 113 may associate a game medium identified by a lottery with a second user who has some kind of privilege, without the second user consuming the game value that should be consumed by the second user.
[0041] Furthermore, the lottery processing unit 113 updates the ownership information in the storage unit 130 in response to updating the owner of the game medium identified by lottery to the second user. Here, the ownership information is information that associates the game medium with the user who owns it. Specifically, the lottery processing unit 113 updates the ownership information by changing the user associated with the game medium identified by lottery from the first user to the second user. Furthermore, the lottery processing unit 113 updates the ownership information stored in the user terminals 30-1 and 30-2 by transmitting the updated ownership information to the user terminals 30-1 and 30-2.
[0042] In addition, when the game medium identified by the lottery is an NFT game medium, the lottery processing unit 113 generates transaction data in response to updating the owner of the game medium to the second user. In addition, the lottery processing unit 113 records the generated transaction data in the blockchain system 50.
[0043] The owner of the NFT game medium is managed on the blockchain system 50. In other words, the owner can be identified by referring to the transaction data in the blockchain system 50. Therefore, in the storage unit 130, ownership information regarding the NFT game medium is periodically synchronized with the user managed on the blockchain system 50. In addition, when delays in the registration process and reference process of transaction data to the blockchain system 50 do not need to be taken into consideration, the ownership information of the NFT game medium may not be stored in the storage unit 130, and the blockchain system 50 may be queried as necessary.
[0044] The reward granting unit 114 performs processing for granting a reward to the first user in response to the execution of the lottery. This can motivate the first user to have the second user execute the lottery processing. Furthermore, the reward granting unit 114 grants, as a reward, to the first user the same type of game value as the game value consumed by the second user for the execution of the lottery, in an amount equal to or less than the amount of the game value consumed by the second user. The more game value consumed by the second user, the more reward is granted to the first user. This can motivate the first user to have the second user execute more lotteries in which candidate game media groups created by the first user are the subject of the lottery.
[0045] Furthermore, the reward granting unit 114 may grant, as a reward, to the first user a game value of the same type as the game value consumed by the second user to execute the lottery, in an amount greater than the amount of the game value consumed by the second user. For example, a part of the consumed amount of game value set in the candidate game medium group may be discounted by the operator. In this case, the amount of game value obtained by adding the amount of the game value consumed by the second user to the amount discounted by the operator may be granted to the first user. For example, the reward granting unit 114 may grant, as a reward, to the first user a game value of a different type than the game value consumed by the second user to execute the lottery.
[0046] A "reward" refers to something that is given as a compensation based on an act that a user has performed for another user. A "process for giving a reward" refers to a process executed for giving a reward to a user to whom the reward is to be given. The reward may be, for example, something related to the progress of the game, or something unrelated to the progress of the game. Examples of something related to the progress of the game include game media that have an advantageous effect in the progress of the game, and game value that can be used to acquire the game media. Examples of something unrelated to the progress of the game include money associated with a bank account, a credit card, a cashless payment service, and the like. When the reward giving unit 114 gives a reward unrelated to the progress of the game to the first user, it is possible to provide the first user with an advantage that he or she can obtain a more beneficial reward that can be used outside the game.
[0047] In one aspect of the present invention, a condition for executing a lottery in which a candidate game media group created at the instruction of a first user is the consumption of game value owned by a second user is applied. In this aspect, the reward may be the same type of game value as the game value. Also, in this aspect, the amount of the reward may be more, less, or the same as the amount consumed by the second user to execute the lottery. When the amount of game value granted to the first user as a reward is less than the amount consumed by the second user to execute the lottery, the difference may be granted to a person other than the first user and the second user. Such a person may be, for example, an operator of the game system 1.
[0048] The process for granting the reward may be, for example, a process in which the game system 1 grants the reward to the user. In addition, when a reward is granted to a user via a system other than the game system 1, the process for granting the reward may be a process in which an instruction is given to the other system to grant a reward to the user.
[0049] The condition setting unit 115 sets a condition for the game value that is a requirement for executing the lottery. The condition setting unit 115 also accepts an operation by the first user to set the condition. The "condition for the game value that is a requirement for executing the lottery" is a condition that determines in what manner the game value should be consumed in order to execute the lottery. Examples of the condition include the type and amount of game value required to execute the lottery. By allowing the first user to set the condition in this way, the first user has more freedom in designing the manner of the lottery. Note that the condition setting unit 115 may set the condition for the game value (hereinafter, also referred to as automatic setting) without the operation of the first user. This can reduce the effort of the first user. For example, a UI that accepts an operation to instruct automatic setting may be displayed together with a user interface (hereinafter, referred to as "UI") that accepts an operation to set the condition by the first user. This allows the first user to select whether to set the condition by himself or herself or to set it automatically.
[0050] Also, for example, the condition setting unit 115 may set the amount of game value to be consumed based on history information. The history information is information acquired by the history information acquisition unit 116 described later. Also, for example, the condition setting unit 115 may set the amount of game value to be consumed based on value information. The value information is information acquired by the value information acquisition unit 118 described later. In this way, by setting the amount of game value to be consumed required for the lottery based on the history information and / or value information, the persuasiveness of the consumption amount to the user is improved.
[0051] Furthermore, by the condition setting unit 115 setting the amount of game value consumption based on the history information and / or value information, for example, the condition setting unit 115 can set the condition even when the operation of the first user is not accepted. In other words, the first user can be provided with the advantage that the condition is automatically set without the trouble of setting the condition. Note that the information that the condition setting unit 115 refers to in order to set the amount of game value consumption without the operation of the first user is not limited to the history information and value information. For example, the condition setting unit 115 may set the amount of game value consumption based on a predetermined constant. Examples of the predetermined constant include a constant determined according to the rarity of the game medium, game medium identification information, and the like. Furthermore, the condition that the condition setting unit 115 sets without the operation of the first user is not limited to the amount of game value consumption, and may be other conditions (for example, the type of game value, and the like).
[0052] The history information acquisition unit 116 acquires history information indicating the history of information associated with a candidate game medium in response to a new user being associated with the candidate game medium. The acquired history information is stored in the storage unit 130. "History information" refers to information indicating the history of information that is set in response to a new user being associated with a candidate game medium (updating of the owner). The history information includes, for example, information indicating users who have currently and previously acquired the game medium (e.g., user name, user identification information, etc.), information indicating the game value consumed by the user who acquired the game medium to obtain the game medium, etc.
[0053] The information indicating the game value included in the history information may be information indicating the game value consumed by a new user to acquire the game medium each time the owner is updated, or may be information indicating the total amount of game value consumed by all users who have acquired the game medium to acquire it. The information indicating the game value may be information calculated based on a game value whose consumption amount can be calculated. For example, when a certain user acquires the game medium through a lottery, information indicating the total amount of game value consumed in lotteries that include the game medium as a lottery item until the user acquires the game medium may be included.
[0054] For example, when the candidate game medium is an NFT game medium, the history information acquisition unit 116 acquires history information by referring to one or more transaction data related to the NFT game medium among the transaction data stored in the blockchain system 50. As described above, the transaction data is generated in response to an update of the owner of the NFT game medium, and is stored in the blockchain system 50. For example, when the NFT game medium is purchased by a certain user A from an operator for 100 coins, transaction data indicating the purchase is stored in the blockchain system 50. At this time, the number of transaction data related to the NFT game medium in the blockchain system 50 is one. Furthermore, when the NFT game medium is subsequently sold by the user A to another user B for 200 coins, transaction data indicating the sale is stored in the blockchain system 50. At this time, the number of transaction data related to the NFT game medium in the blockchain system 50 is two. Furthermore, when the NFT game medium is subsequently identified as a candidate game medium by the user B and another user C wins a lottery by spending 300 coins, transaction data indicating the lottery is stored in the blockchain system 50. At this time, the number of transaction data related to the NFT game medium in the blockchain system 50 will be three. Each transaction data includes "information associated with the candidate game medium in response to a new user being associated with the candidate game medium" (e.g., owner information, the amount of game value consumed by the new owner, etc.). Therefore, by referring to the three transaction data related to the NFT game medium, the history information acquisition unit 116 can acquire history information including the history of the owner of the NFT game medium (in this case, "User A, User B, User C") and the history of the amount consumed (in this case, "100 coins, 200 coins, 300 coins").
[0055] The display control unit 117 performs a process for displaying historical information about the candidate game media to the second user. This allows the second user to have more information to decide whether or not to enter a lottery to acquire the candidate game media. The process for displaying the historical information includes, for example, a process for transmitting the historical information to the user terminal 30-2. However, the display control unit 117 does not necessarily have to perform a process for displaying the historical information to the second user. Furthermore, the display control unit 117 may perform a process for displaying the historical information to the first user, regardless of whether or not the display control unit 117 performs a process for displaying the historical information to the second user.
[0056] The value information acquisition unit 118 acquires value information indicating the value of at least some of the candidate game media included in the candidate game medium group. "Value information" is information acquired by the value information acquisition unit 118 as information indicating the value of the candidate game media. The value information may be, for example, information indicating the value of the candidate game medium itself, or information indicating the value of a game medium associated with the same game medium ID as the candidate game medium may be used as the information indicating the value of the candidate game medium. For example, a common value may be set for game media with the same character name as the candidate game medium, and this value may be used as the value of the candidate game medium.
[0057] The value information may be information indicating the value of the candidate game media set by a party other than the user of the game. A party other than the user of the game may be, for example, an operator of the game system 1. For example, the operator may set the price of a game medium (e.g., a specific character) associated with a specific game medium ID.
[0058] The value information may also be the market price of the candidate game medium. The market price may be acquired, for example, from a database (not shown) that provides market prices of game media. The database records, for example, market prices in the market in which game media are traded. The market price may also be a price calculated from the past transaction price of the candidate game medium or a game medium associated with the same game medium ID as the candidate game medium. For example, such a transaction price may be calculated from transaction data stored in the blockchain system 50.
[0059] The value information may be information indicating a value calculated by a game system or another computer. For example, the value may be a value that is preset for the game medium and is corrected based on parameters. For example, a basic price may be set for a specific character, and the price may be corrected based on the parameters after training.
[0060] The second user identification unit 119 identifies a second user who can input an instruction in the lottery processing unit 113 in response to an instruction from the first user. This allows the first user to interact with a desired second user. For example, the first user may want to identify a second user who may newly own a candidate game medium that the first user owns. For example, examples of the second user to be identified include, but are not limited to, beginner-only, friends-only, and other users in the same team in the case of a game in which a team is formed and played by multiple users.
[0061] The second user identification unit 119 may identify a second user who can input an instruction in the lottery processing unit 113 without relying on an instruction from the first user. For example, when the second user identification unit 119 does not accept an instruction from the first user, the second user identification unit 119 may identify a user who satisfies a predetermined condition as a second user who can input an instruction in the lottery processing unit 113. Examples of the "predetermined condition" include a condition that a user associated with the first user (e.g., a friend, etc.) is identified as the second user, and a condition that a second user is identified from among all users according to a frequency of play, a start time of play, etc. Furthermore, when the second user identification unit 119 does not accept an instruction from the first user, the second user identification unit 119 may identify all users other than the first user as second users who can input an instruction in the lottery processing unit 113.
[0062] (Functional configuration of user terminal 30) Fig. 3 is a block diagram showing the functional configuration of the user terminal 30. As shown in Fig. 3, the user terminal 30 includes a control unit 310 and a storage unit 330. The control unit 310 is realized by the processor 31 executing a program stored in the memory 32. The storage unit 330 is configured by the memory 32.
[0063] The control unit 310 includes a group setting UI unit 311 and a lottery UI unit 312. The storage unit 330 stores ownership information. The ownership information is transmitted from the game server 10. Note that, when there is no need to consider delays in communication between the user terminal 30 and the game server 10, the storage unit 330 does not need to store the ownership information. In this case, the user terminal 30 acquires the ownership information by inquiring of the game server 10 as necessary.
[0064] The group setting UI unit 311 displays a UI for the first user to generate candidate game media groups on the display device 35. The lottery UI unit 312 executes a lottery process in which the candidate game media groups are selected by lottery when the user terminal 30 is operated by a second user, and displays a UI for granting a reward to the first user according to the lottery process executed in response to an instruction from the second user when the user terminal 30 is operated by the first user on the display device 35. These functional blocks function while communicating with the game server 10.
[0065] <Overview of Processing in Game System 1> The game system 1 configured as above executes the information processing method S1. FIG. 4 is a flow diagram explaining the flow of the information processing method S1. In the following explanation of the information processing method S1, an example in which characters are applied as game media will be explained. The lottery executed in this embodiment is the so-called "BOX gacha" in which the candidate game media specified by the lottery are not subsequently dispensed. In the following explanation, therefore, the candidate game media group that is the subject of the lottery for the BOX gacha is referred to as a "BOX". The creation of a BOX and setting the conditions for executing a BOX gacha are also referred to as "creating a BOX gacha". In the following explanation, the candidate game media are referred to as "candidate characters" and the NFT game media are referred to as "NFT characters".
[0066] As shown in FIG. 4, the information processing method S1 includes a process of creating a BOX gacha in response to an instruction from a first user (steps S101 to S109) and a process of executing a BOX gacha in response to an instruction from a second user (steps S201 to S223). In the process of creating a BOX gacha, the candidate game medium specification unit 111 specifies a candidate character that is a candidate for a character to be associated with a user other than the first user from among characters associated with the first user in response to an instruction from the first user. In addition, the group creation unit 112 creates a BOX including the candidate characters specified by the candidate game medium specification unit 111. In addition, the condition setting unit 115 sets a condition for a game value that is a requirement for executing the BOX gacha. The second user specification unit 119 specifies a second user who can input an instruction in the lottery processing unit 113 in response to an instruction from the first user.
[0067] In addition, in the process of executing the BOX gacha, the lottery processing unit 113 executes the BOX gacha in response to an instruction from the second user, grants the winning character to the second user, and deletes the character from the BOX. Hereinafter, the character specified by the lottery (e.g., the BOX gacha) is also referred to as the "winning character." The reward granting unit 114 executes a process for granting a reward to the first user in response to the execution of the BOX gacha. Details of each step will be described below.
[0068] (Processing for creating BOX gacha: steps S101 to S109) In step S101, the group setting UI unit 311 of the user terminal 30-1 displays a group setting UI on the display device .
[0069] In step S103, the group setting UI unit 311 accepts the operation of the first user for creating a BOX gacha via the group setting UI. For example, the group setting UI unit 311 accepts an operation for identifying a candidate character from among the characters owned by the first user. The group setting UI unit 311 also accepts an operation for setting a condition for the game value required for executing the BOX gacha. The group setting UI unit 311 also transmits the group setting information for creating the BOX gacha input by the operation of the first user to the game server 10.
[0070] In this embodiment, the number of first users who create one BOX is one, but the number of users may be more than one. In that case, one BOX may contain candidate characters owned by each of the first users. In that case, the conditions for the game value described above may be set by agreement between the first users. However, since the number of first users who create one BOX is one as in this embodiment, the first user can freely set the BOX contents he or she desires, and can monopolize the rewards by himself or herself.
[0071] Fig. 5 is a diagram showing a screen example G1 of the group setting UI. As shown in Fig. 5, the screen example G1 includes UI objects G11 to G17. The UI object G11 (BOX name input field) accepts input of text for the name to be given to the BOX (hereinafter referred to as "BOX name"). The BOX name is a name that is displayed on the user terminal 30 of the second user who can execute the lottery for the BOX gacha.
[0072] The UI object G12 (BOX content change button) accepts an operation to display a BOX content change UI for changing the BOX content. The BOX content is the candidate characters and their number included in the BOX gacha. Changing the BOX content includes identifying or changing the candidate characters to be included in the BOX gacha. When an operation on the UI object G12 is accepted, the screen example G1 on the display device 35 transitions to the screen example G2.
[0073] 6 is a diagram showing a screen example G2 of a BOX content change UI. As shown in FIG. 6, the screen example G2 includes UI objects G21 to G23. The UI object G21 (owned character display area) includes a list of owned characters (character A, character B, character C, . . .) owned by the first user. The UI object G21 accepts an operation to select a candidate character from the owned character list. The owned character list can be acquired by referring to the ownership information stored in the storage unit 330.
[0074] For example, the UI object G21 may include only paid characters, or may include paid characters and free characters. The UI object G21 may also include NFT characters, or may include characters with no NFT associated therewith. In this example, an operation for each character (for example, a tap operation, etc.) is accepted as a toggle operation for selection / non-selection. Here, it is shown that character A, character D, character H, character K, and character Q are selected. However, the UI for selecting a candidate character is not limited to a UI for selecting from a character list in this manner.
[0075] The UI object G22 (BOX confirmation button) accepts an operation to display a BOX confirmation UI for confirming the current BOX contents (selected candidate character). When an operation on the UI object G22 is accepted, the example screen G2 on the display device 35 transitions to an example screen G3.
[0076] FIG. 7 is a diagram showing a screen example G3 for confirming the current BOX contents. As shown in FIG. 7, the screen example G3 includes UI objects G31 to G32. The UI object G31 (selected character display area) includes a list of selected characters (character A, character D, character H, character K, character Q, ...) currently selected in the BOX contents change UI of the screen example G2. The UI object G31 may include only paid characters, or may include paid characters and non-paid characters. The UI object G31 may also include an NFT character, or may include a character not associated with an NFT. When an operation on the UI object G32 (back button) is accepted, the screen example G3 on the display device 35 returns to the screen example G2. The first user may continue the operation of selecting a candidate character in the screen example G2, or may perform an operation of provisionally determining the BOX contents by the currently selected character.
[0077] Returning to the explanation of screen example G2 in Fig. 6, UI object G23 (Decision button) accepts an operation to provisionally decide the BOX contents. To provisionally decide means to provisionally decide the currently selected character as a candidate character. The provisionally decided candidate character can be changed by operating UI object G12 (BOX contents change button) again, as long as it is before operating UI object G17 (Decision button) in screen example G1. When UI object G23 (Decision button) accepts an operation in screen example G2, screen example G2 on display device 35 returns to screen example G1.
[0078] Returning to the description of the screen example G1 in FIG. 5, the UI object G13 (selling price input field) accepts input of a selling price in the form of a numerical value. The selling price is an example of a condition for the game value required to execute one lottery for the BOX gacha. In this embodiment, the game value is quantitatively expressed in units of "coins". The selling price may be a consumption amount of the game value required to execute the lottery multiple times (for example, 10 times) in succession. Note that the selling price that can be entered may be subject to constraints such as an upper limit price and a lower limit price. The selling price may be automatically set without being input by the first user. In this case, the UI object G13 displays the automatically set selling price instead of accepting input of a numerical value. Note that the group setting UI unit 311 acquires and displays the automatically set selling price by inquiring of the game server 10. Details of the process of automatically setting the selling price in the game server 10 will be described later.
[0079] The UI object G14 (eyeball character change button) accepts an operation to display an eyeball character change UI for changing the eyeball character. In this embodiment, when the BOX gacha is shown to the second user, some of the characters contained in the BOX are also shown. The eyeball character is the character shown at this time. The display of the eyeball character plays a role in appealing the appeal of the BOX gacha to the second user. In other words, the eyeball character can be said to be a character that serves as the eyeball (customer draw) of the BOX gacha. When an operation on the UI object G14 is accepted, the screen example G1 on the display device 35 transitions to a screen example G4 including the eyeball character change UI.
[0080] FIG. 8 is a diagram showing a screen example G4 of the eyeball character change UI. As shown in FIG. 8, the screen example G4 includes UI objects G41 to G42. The UI object G41 (candidate character display area) includes a list of provisionally determined candidate characters. In this example, an operation (for example, a tap operation, etc.) on each candidate character is accepted as a toggle operation for selecting / not selecting the eyeball character. Here, character Z is selected as the eyeball character. The number of candidate characters selectable as the eyeball character may be one or more. In addition, the eyeball character selection UI is not limited to a UI for selecting from a candidate character list as in this embodiment. For example, it may be a UI in which a candidate for the eyeball character is automatically provisionally selected by a method similar to the method for automatically setting the eyeball character described later, and an instruction to determine the character as the eyeball character by the first user is accepted. When an operation on the UI object G42 (eyeball character determination button) is accepted, the screen example G4 on the display device 35 returns to the screen example G1.
[0081] The eyeball character may be automatically set without being input by the first user. In this case, the UI object G14 in the screen example G1 displays the automatically set eyeball character instead of accepting an operation to display the eyeball character change UI. For example, the group setting UI unit 311 may acquire information indicating the eyeball character automatically set in the game server 10 from the game server 10 and display it. An example of a process for automatically setting an eyeball character in the game server 10 is a process for determining the eyeball character by referring to the parameters (e.g., rarity, level, etc.) of the character. As an example, the character with the highest rarity or level may be determined as the eyeball character. Another example of a process for automatically setting an eyeball character in the game server 10 is a process for determining the eyeball character by referring to history information or value information of each candidate character. The group setting UI unit 311 may acquire the parameters, history information, or value information of each candidate character by inquiring of the game server 10, and automatically set the eyeball character based on the acquired information.
[0082] Return to the explanation of the screen example G1 in FIG. 5. The UI object G15 (termination condition selection radio button) accepts an operation to set a termination condition for terminating the BOX gacha. In this example, one of two options, "discharge of eyeball character" and "discharge of all", can be selected as the termination condition. When the termination condition "discharge of eyeball character" is set, the BOX gacha ends when the eyeball character is discharged, and the lottery for the BOX gacha cannot be executed. The termination condition is effective when the value of the candidate characters included in the BOX other than the eyeball character is lower than the eyeball character. In addition, when the termination condition is satisfied, instead of terminating the BOX gacha, it may be configured to temporarily stop accepting an instruction to execute the BOX gacha by the second user, change (e.g., reduce) the selling price, and then resume accepting an instruction to execute the BOX gacha by the second user. When the termination condition "discharge of all" is set, the BOX gacha can be executed until all the candidate characters in the BOX gacha are discharged. The termination condition is not limited to the above example, and may include a condition regarding the remaining number of candidate characters in the BOX, a condition regarding the end time, and the like. For example, it may be possible to set an end condition such as "end when the remaining number is x items" or "end when the time reaches mm month, dd day, hh hour."
[0083] The UI object G16 (purchaseable user selection radio button) accepts an operation to set a purchaseable user who can input an instruction to execute the BOX gacha. In this example, one of two options, "friend" and "no designation", can be selected as the purchaseable user. In one aspect of the present invention, the first user may be associated with a specific user among users other than the first user. In this embodiment, the associated user is called a "friend". A friend is one aspect of a second user. When "friend" is set as the purchaseable user, the BOX gacha can be drawn by instructions from the friend of the first user, but cannot be drawn by instructions from other users who are not friends. For example, the BOX gacha may be displayed as executable on the friend's user terminal 30, but not displayed on the non-friend user terminal 30. In addition, when "no designation" is set as the purchaseable user, the BOX gacha is displayed as executable on the user terminals 30 of all other users. Note that the purchaseable user is not limited to these, and may be set to, for example, beginners only, other users on the same team only, etc.
[0084] The UI object G17 (decision button) accepts the operation of the first user to end the setting of the BOX gacha and create a BOX gacha. When the operation on the UI object G17 is accepted, the group setting UI unit 311 transmits group setting information indicating the information set by the operation on the UI objects G11 to G16 to the game server 10. As a result, the game server 10 executes the following steps S105 to S109. In other words, the first user can complete the operation of creating a BOX gacha by operating the UI object G17.
[0085] When the operation of creating the BOX gacha is completed, the user terminal 30-1 and / or the game server 10 may disable the first user from using the candidate characters in the BOX to progress in the game. In addition, it may be possible to delete at least some of the candidate characters from the BOX once created, in response to the operation of the first user, before the second user acquires them. In this case, the candidate characters deleted from the BOX can be made usable again in the progress of the game by the first user. However, the timing of disabling the use of the candidate characters or enabling their use again is not limited to the timing described here. For example, the timing of disabling the use of the candidate game media in the BOX may be the timing of the provisional determination described above, or may be the timing when the second user is able to instruct the execution of a BOX gacha in which the BOX is the object of a lottery, as described later, or may be when the second user acquires the candidate character. In addition, the timing of deleting the candidate game media from the BOX may be until the second user is able to instruct the execution of a BOX gacha in which the BOX is the object of a lottery, as described later, or may be immediately before the second user first executes a BOX gacha in which the BOX is the object of a lottery.
[0086] In step S105, the candidate game media identification unit 111 of the game server 10 identifies candidate characters and featured characters to be included in the BOX based on the group setting information received from the user terminal 30-1. As described above, the candidate game media identification unit 111 may identify other characters as candidate characters in addition to the candidate characters indicated by the group setting information. For example, in step S103, only the featured character may be identified by the operation of the first user, and the remaining candidate characters may be identified by the candidate game media identification unit 111 in step S105. For example, the candidate game media identification unit 111 may preferentially identify overlapping characters among the characters owned by the first user as candidate characters. Also, for example, the candidate game media identification unit 111 may identify candidate characters from among characters not owned by the first user and that satisfy a predetermined condition such as low rarity.
[0087] In step S107, the group creation unit 112 creates a BOX that includes the candidate characters identified by the candidate game media identification unit 111. If the featured character is automatically set instead of being input in step S103, the group creation unit 112 sets the featured character from among the multiple candidate characters using the method described above.
[0088] In step S109, the condition setting unit 115 sets the selling price of the BOX gacha based on the group setting information. Note that, in the case where the selling price is automatically set instead of being input in step S103, the condition setting unit 115 sets the selling price by a method described later. In addition, the condition setting unit 115 sets the end condition for the BOX gacha based on the group setting information.
[0089] (Box gacha execution process: S201~S223) In step S201, the control unit 110 of the game server 10 transmits BOX gacha list information indicating a list of BOX gachas that can be executed by the second user to the user terminal 30-2. The list of BOX gachas that can be executed by the second user includes BOX gachas that have become executable by the second user based on the operation of the first user in steps S101 to S109.
[0090] In step S203, the lottery UI unit 312 of the user terminal 30-2 displays a BOX gacha selection UI on the display device 35 based on the BOX gacha list information received from the game server 10.
[0091] FIG. 9 is a diagram showing a screen example G5 of a BOX gacha selection UI. As shown in FIG. 9, the screen example G5 includes a UI object G51 (list display area). The UI object G51 includes UI objects G52 to G53 for each BOX gacha that the second user can execute. The UI object G52 (summary display area) includes an overview of the corresponding BOX gacha (BOX name, creator (first user) name, selling price, featured character). The UI object G53 ("Go see" button) accepts an operation to display a BOX gacha execution UI for executing the corresponding BOX gacha. This allows the second user to view the details of the corresponding BOX gacha while referring to the display contents of the UI object G52.
[0092] In addition, the UI object G51 (list display area) may be capable of being narrowed down or sorted by conditions such as eyeball characters and selling prices. In the example of FIG. 9, the UI object G51 displays a list of BOX gachas created by instructions from multiple first users (Mr. A, Mr. B, Mr. C, and Mr. D). Not limited to this, the UI object G51 may display multiple BOX gachas created by instructions from one first user. Such a UI object G51 may be included in a user page associated with the first user, for example. In this case, the game server 10 may store the user page in association with the first user, and transmit the user page to the user terminal 30-2 by accepting an access request from the user terminal 30-2.
[0093] When an operation on the UI object G53 (Go See button) is accepted in the example screen G5, the lottery UI unit 312 requests, from the game server 10, information for executing a BOX gacha corresponding to the UI object G53.
[0094] In step S205, the control unit 110 of the game server 10 transmits information about the corresponding BOX gacha to the user terminal 30-2. In step S207, the lottery UI unit 312 displays a BOX gacha execution UI on the display device 35 based on the information about the BOX gacha.
[0095] Fig. 10 is a diagram showing screen example G6 of the BOX gacha execution UI. That is, when an operation on UI object G53 (Go see button) is accepted in screen example G5, screen example G5 in display device 35 transitions to screen example G6. As shown in Fig. 10, screen example G6 includes UI objects G61 to G69. Among them, UI objects G61 to G65 include the BOX name, BOX contents, selling price, featured character, and end condition of the BOX gacha. These are information set by the first user in screen example G1.
[0096] The UI object G66 (price display area) includes the current price. The current price is an example of value information. In the example shown in FIG. 10, the current price included in the UI object G66 is the total price of the market value of the candidate game media in the BOX. The current price is information acquired by the value information acquisition unit 118 of the game server 10. For example, the current price may be included in the BOX gacha list information transmitted from the game server 10 in step S201. The current price may also be information acquired by the lottery UI unit 312 inquiring of the game server 10 when displaying the example screen G6. An example of a process in which the value information acquisition unit 118 acquires the current price will be described in detail later.
[0097] The UI object G67 (confirmation button) accepts an operation to confirm details of the candidate characters included in the BOX gacha. When an operation on the UI object G67 is accepted, the lottery UI unit 312 displays a list of candidate characters included in the BOX gacha. Although a screen example of such a candidate character list is not particularly shown, it may be, for example, a screen similar to the screen example G3 in FIG. 7. In addition, when the lottery UI unit 312 accepts an operation on any of the candidate characters in such a candidate character list, it requests detailed information of the candidate character from the game server 10.
[0098] In step S209, the control unit 110 of the game server 10 acquires detailed information about the candidate character. In this embodiment, the "detailed information" is information including an explanation about the character, and more specifically, in this embodiment, the detailed information about the character includes history information, value information, and parameters of the character. For example, the control unit 110 includes the parameters (rarity, level, etc.) of the candidate character in the detailed information. In addition, the history information acquisition unit 116 acquires history information about the candidate character and includes it in the detailed information. In addition, the value information acquisition unit 118 acquires value information about the candidate character and includes it in the detailed information. The display control unit 117 performs processing to display the detailed information to the second user by transmitting the detailed information to the user terminal 30-2.
[0099] In step S211, the lottery UI unit 312 of the user terminal 30-2 displays the detailed information of the candidate character received from the game server 10 on the display device 35. FIG. 11 is a diagram showing a screen example G7 of the detailed information of the candidate character. As shown in FIG. 11, the screen example G7 includes UI objects G71 to G74. The UI object G71 (characteristic display area) includes parameters of the corresponding candidate character (in this example, rarity, sex, attribute, level, attack power, and HP). The UI object G72 (history information display area) includes the previous transaction price. The previous transaction price is an example of history information, and is acquired by the history information acquisition unit 116 of the game server 10 in step S209. The UI object G73 (value information display area) includes the current market price. The current market price is an example of value information, and is acquired by the value information acquisition unit 118 of the game server 10 in step S209. When an operation on the UI object G74 (back button) is accepted, the screen example G7 on the display device 35 returns to the screen example G6.
[0100] In step S213, when the lottery UI unit 312 receives an instruction to execute a lottery for a BOX gacha from the second user, the lottery UI unit 312 transmits the instruction to the game server 10. In the screen example G6 shown in FIG. 10, the UI object G68 (gacha execution button) receives an operation to instruct the second user to execute the BOX gacha.
[0101] In step S215, the lottery processing unit 113 of the game server 10 consumes the game value held by the second user. For example, the consumption amount is the selling price (300 coins) shown in the screen example G6, which is set in step S109. For example, the lottery processing unit 113 performs a process of updating the amount of game value (coins) held by the second user to an amount obtained by subtracting the selling price (300 coins).
[0102] In step S217, the lottery processing unit 113 grants the winning character selected by lottery from among the candidate characters in the BOX gacha to the second user. The lottery processing unit 113 also updates the ownership information regarding the winning character from the first user to the second user. The lottery processing unit 113 also deletes the winning character from the BOX. If the winning character is an NFT character, the lottery processing unit 113 performs processing to register transaction data indicating the update of the owner in the blockchain system 50. The lottery processing unit 113 also transmits the lottery result to the user terminals 30-1 and 30-2.
[0103] In step S219, the lottery UI unit 312 of the user terminal 30-2 displays the received lottery result on the display device 35, thereby notifying the second user of the lottery result.
[0104] 12 is a diagram showing a screen example G8 showing a lottery result notified to the second user. The screen example G8 includes a UI object G81 (a winning character display area) and a UI object G82 (another gacha execution button). When an operation on the UI object G82 is accepted, the lottery UI unit 312 repeats the process from step S213 for the BOX gacha.
[0105] In addition, between the time when the example screen G6 is displayed and the time when the UI object G68 (gacha execution button) is operated, another user may instruct the execution of the BOX gacha. In that case, the eyeball character may already be given to the other user. In that case, the BOX contents included in the example screen G6 will be different from the actual ones.
[0106] Therefore, for example, after step S205, when the same BOX gacha information is requested from a user terminal 30 other than the user terminals 30-1 and 30-2, the control unit 110 of the game server 10 may perform exclusive control to send information such as "Another user is currently executing" instead of sending the BOX gacha information. Also, in this case, when the UI object G68 (gacha execution button) or UI object G69 (cancel button) is operated in the example screen G6, the control unit 110 of the game server 10 ends the exclusive control regarding the BOX gacha.
[0107] Also, for example, the control unit 110 of the game server 10 may operate as follows when, after transmitting BOX gacha information (screen example G6) to the user terminal 30-2 in step S205, it executes a lottery process based on an instruction received from another user terminal 30, and then receives an instruction from the user terminal 30-2 to execute the BOX gacha information. In this case, instead of executing the BOX gacha, the control unit 110 may transmit a notification to the user terminal 30-2 indicating a change in the BOX contents, such as "Another user has executed a gacha."
[0108] In step S221, the reward granting unit 114 performs a process for granting a reward to the first user in response to the execution of the lottery. For example, the reward granting unit 114 grants, as a reward, the same type of game value as the game value consumed by the second user for the execution of the lottery, in an amount equal to or less than the amount of the game value consumed by the second user. For example, the reward granting unit 114 may calculate an amount equal to or less than the amount of the game value consumed by the second user, such as a calculation method in which the amount of the reward is equal to or less than the amount of the consumed game value and the amount of the reward is greater if the amount of the consumed game value is greater. More specifically, for example, a method of multiplying the amount of the consumed game value by a predetermined numerical value equal to or less than 1, a method of subtracting a predetermined amount of game value, and the like may be used. For example, the first user may be granted the entire game value (300 coins) equivalent to the selling price consumed by the second user, or the game value minus a commission fee (for example, 270 coins minus 10%). Specifically, the reward granting unit 114 performs a process of updating the amount of game value held by the first user to an amount that includes the reward. In addition, the reward granting unit 114 transmits the result of granting the reward to the user terminal 30-1.
[0109] In step S223, the lottery UI unit 312 of the user terminal 30-1 displays the lottery result and the reward allocation result received from the game server 10. This allows the first user to know the winning character drawn from the BOX gacha created by the first user and the reward allocated to the first user. Note that step S223 may be executed in response to the execution of the lottery process (for example, push notification may be performed), or may be executed by the instruction of the first user. In the case of push notification, the first user can know the lottery result in real time. In addition, the lottery result displayed on the user terminal 30-1 may or may not include information of the second user to whom the winning character was allocated. In the case where the lottery result includes information of the second user, the first user can know the allocation destination of the winning character that the first user held.
[0110] (Example of automatic sales price setting) A specific example of the process in which the game server 10 automatically sets the selling price in step S109 will be described. Instead of setting the selling price input by the first user in step S103 for the BOX gacha, the condition setting unit 115 may automatically set the selling price based on the history information acquired by the history information acquisition unit 116 and the value information acquired by the value information acquisition unit 118 by the method described below.
[0111] The history information acquisition unit 116 acquires history information related to the NFT character by referring to the blockchain system 50 and stores it in the storage unit 130. FIG. 13 is a diagram showing an example of transaction data to be referenced when acquiring history information. In FIG. 13, each row showing transaction data related to a certain NFT character includes transaction date and time, transaction price, and owner update information. In this example, the NFT character is sold from C to D for 2000 coins on January 15, 2022, sold from D to B for 3000 coins on March 15, 2022, and sold from B to A for 2500 coins on August 10, 2022. Each transaction price is the total amount of game value required to execute a BOX gacha including the NFT character in a BOX until the NFT character is acquired. In addition, when the game system 1 includes a mode in which the NFT character is directly bought and sold between users, each transaction price may be an amount paid directly between users. The history information acquisition unit 116 may acquire, as history information, the history of transaction dates and times, the history of transaction prices, the history of owner updates, and statistics of transaction prices (average value, maximum value, minimum value, most recent value, total amount, etc.) indicated by these transaction data.
[0112] The value information acquiring unit 118 may also acquire value information (e.g., the current market price, etc.) of a specific character by referring to a database that stores the market prices of characters of the same type as the character (in other words, game media associated with the same character ID). The value information acquiring unit 118 may also acquire value information of a specific character by referring to the above-mentioned history information regarding characters of the same type as the character.
[0113] For example, when calculating the value information of a certain character, the value information acquisition unit 118 may extract and refer to a part of multiple pieces of history information related to characters of the same type. For example, the value information acquisition unit 118 may refer to history information related to characters of the same type within a recent predetermined period, or may refer to history information related to characters of the same type for a recent predetermined number of times. In addition, the value information acquisition unit 118 may use only the latest (most recent) history information of each character of the same type. For example, when the market price fluctuates rapidly, it is possible to calculate the value information more accurately by referring to only the most recent history information of each character of the same type. In addition, the value information acquisition unit 118 may refer to history information related to characters of the same type in a specific transaction format. The transaction format is, for example, an auction, a user-to-user transaction, a lottery, etc. For example, if a character tends to be priced higher in the auction format than in other transaction formats, the history information in the auction format may not be referred to when calculating the market price.
[0114] FIG. 14 is a diagram showing an example of history information to be referred to when calculating value information. As shown in FIG. 14, characters A001, A003, and A101 are all characters to which a character ID "A" has been assigned (hereinafter, characters of type A). A001, A003, and A101 indicate character serial numbers. At this time, value information regarding character A001 is calculated from history information regarding characters A001, A003, and A101 of the same type A. In this example, character A101 is traded at auction for 1800 coins at 11:45 on September 15, 2022. Character A002 is traded between users for 600 coins at 12:10 on September 15, 2022. Character A001 is also traded between users for 300 coins at 13:30 on September 15, 2022. For example, the value information acquisition unit 118 may calculate, as the current market price for the character A001, 900 coins (average of 300, 600, 1800), which is the average of the most recent trading prices of each of the characters A001, 003, and 101 of the same type A. Also, the value information acquisition unit 118 may calculate, as the current market price for the character A001, 450 coins (average of 300 and 600), which is the average of the trading prices of the characters A001 and A003 in user-to-user transactions, without referring to the trading price of the character A101 at the auction. Also, the value information acquisition unit 118 may calculate, as the value information, the average of the current market prices (hereinafter referred to as the "average market price") calculated for each candidate character in the BOX gacha, or may calculate, as the value information, the total amount of the current market prices for each candidate character in the BOX gacha.
[0115] In step S109, the condition setting unit 115 may automatically set the selling price of the BOX gacha based on the history information and / or value information calculated as described above. For example, the condition setting unit 115 may automatically set the previous trading price of the eyeball character, the average of the previous trading prices of each candidate character, or the total amount of the previous trading prices as the selling price. Also, for example, the condition setting unit 115 may automatically set the current market price of the eyeball character, the average of the current market prices of each candidate character, or the total amount of the current market prices as the selling price.
[0116] (Example of automatic eyeball character setting) In step S107, instead of setting the featured character input by the first user in step S103, the group creation unit 112 may automatically set the featured character based on the history information or value information of each candidate character calculated as described above. For example, the group creation unit 112 may set the candidate character with the highest current market price (or previous transaction price) as the featured character, or may set a predetermined number of candidate characters starting from those with the highest current market price (or previous transaction price) as featured characters. Furthermore, the group creation unit 112 may automatically set the candidate characters with a current market price (or previous transaction price) equal to or higher than a predetermined value as featured characters.
[0117] (Recording transaction data for characters not associated with an NFT in addition to NFT characters) The game system 1 may include a configuration for recording transaction data not only for NFT characters but also for characters not associated with an NFT. In this case, the control unit 110 of the game server 10 may record transaction data for characters not associated with an NFT in the transaction database in addition to registering transaction data for the NFT characters in the blockchain system 50. The transaction database may be a database that does not rely on blockchain technology. The transaction database may be stored in the storage unit 130, or may be stored in a device different from the game server 10. In this case, the history information acquisition unit 116 can acquire history information regardless of whether the character is an NFT character or not, and therefore can acquire more accurate history information.
[0118] (Display of history information when setting sales price: Modification of step S101) In the above embodiment, the history information and value information are displayed for the second user in the BOX gacha execution UI (for example, screen examples G6 and G7). However, the history information and value information may be displayed for the first user in the group setting UI (for example, screen example G1). As a specific example, the screen example G1 may include the history information. Also, the screen example G1 may include the value information. In this case, when step S101 is executed, the history information and value information are transmitted from the game server 10 to the user terminal 30-1. This allows the first user to easily set a price that matches the market price when inputting a selling price in the UI object G13 (selling price input field). Also, the group setting UI unit 311 may display warning information (for example, "Too high (or too low) compared to the market price") when a selling price that deviates from the value information and history information displayed in the screen example G1 by a certain amount or more is input.
[0119] The screen example G1 may include acquisition price information. The acquisition price information is information related to the consumption amount (acquisition price) of the game value required for the first user to acquire the candidate character. For example, referring to the transaction data of the NFT character shown in FIG. 13, when the NFT character is a candidate character, the acquisition price required for A to acquire the candidate character is "2500 coins", so the screen example G1 may further include a display such as "First user acquisition price 2500 coins". For example, an example of such acquisition price information may be, but is not limited to, the consumption amount of the game value required to acquire the eyeball character, the average consumption amount of the game value required to acquire each candidate character in the BOX gacha, the total consumption amount of the game value, etc. By knowing such acquisition price information, the first user can calculate the profit and loss of the selling price according to the acquisition price, making it easier to determine the selling price. In addition, the acquisition price information may include the consumption amount of the game value required for the lottery as the acquisition price for a candidate character acquired by lottery. For free candidate characters, the example screen G1 does not need to include the acquisition price. For example, when paid candidate characters and free candidate characters are included in the BOX, the acquisition price information may be calculated based only on the paid candidate characters, or may be calculated based on the candidate characters including paid and free. As a specific example, assume that the BOX contains two paid candidate characters (e.g., acquisition prices of 200 coins and 100 coins, respectively) and one free candidate character. In this case, the acquisition price information may be the average of the acquisition prices of the two paid candidate characters, "150 coins," or the average of the acquisition prices of the three candidate characters including paid and free, "100 coins."
[0120] (Sales price linked to market price) The selling price of the BOX gacha may be changed according to the market price instead of being preset by the first user's input or automatic setting. This allows the selling price to be adjusted to a price corresponding to a character whose market price has changed suddenly. Also, the selling price can be adjusted to a price corresponding to the market price according to the change in the BOX contents due to the execution of the BOX gacha.
[0121] For example, the condition setting unit 115 varies the selling price so that the selling price reflects the average market price of the candidate characters included in the BOX gacha. The process of varying the selling price may be performed in real time, or may be performed when the variation content satisfies a predetermined condition. Here, "performing the process of varying the selling price in real time" includes varying the selling price at least when the information of the BOX gacha is displayed on the user terminal 30-2. In addition, the selling price reflecting the average market price may be the average market price itself, a predetermined percentage of the average market price (e.g., 90%), or a value obtained by adding or subtracting a predetermined value to or from the average market price.
[0122] As an example, consider a case where the demand for a particular character increases and the market price of that character rises several times. In this case, by performing the process of varying the selling price in real time, a reward according to the average market price (selling price) when the second user executes the BOX gacha is given to the first user. This prevents the first user from losing money without noticing the increase in the market price. In addition, the average market price may change if the number of candidate characters in the BOX gacha decreases by executing the BOX gacha. Therefore, in a form in which the selling price of the BOX gacha is varied in accordance with the market price, the method may further include varying the selling price when there is a change in the contents of the BOX gacha.
[0123] Also, the setting regarding whether or not to vary the selling price according to the market price may be input by the first user. FIG. 15 is a diagram showing a screen example G9 of a selling price setting UI that allows the setting. Note that, for example, when the screen example G1 includes a price setting button instead of the UI object G13 (selling price input field), the screen example G9 may be displayed on the display device 35 by operating the price setting button. As shown in FIG. 15, the screen example G9 includes UI objects G91 to G94. The UI object G91 (price setting radio button) accepts an operation to select whether the selling price is a fixed price or a variable price. The UI object G92 (selling price input field) accepts an input of the selling price when the fixed price is selected. The UI object G93 (value information display area) includes value information (average of the current market price) acquired by the value information acquisition unit 118. The UI object G94 accepts an input of the ratio of the selling price to the market price average when the variable price is selected.
[0124] When a variable price is set as the selling price, the selling price will fluctuate according to fluctuations in the value information (market price) or changes in the BOX contents. Therefore, the second user may have to take the trouble of checking the current selling price every time the BOX gacha is executed, or may be confused because the selling price of the BOX gacha that was checked once may differ from the selling price at the time of actual execution. In order to reduce such trouble and confusion, instead of fluctuating the selling price in real time, the selling price may be fluctuated when the fluctuations in the value information satisfy a predetermined condition. The predetermined condition may be, for example, but is not limited to, that the average market price is equal to or greater than a predetermined value (or less), that the average market price is equal to or greater than a predetermined percentage of the selling price (or less), etc. In addition, it may be possible to set the fixed market price and then temporarily suspend the sale of the BOX gacha when the fluctuations in the value information satisfy a predetermined condition.
[0125] FIG. 16 is a diagram showing an example of a fluctuating selling price. In FIG. 16, the vertical axis indicates the price, and the horizontal axis indicates the passage of time. In the example shown in FIG. 16, a condition is adopted in which the selling price is fluctuated according to the average market price when the average market price of the BOX gacha becomes 200% or more or 50% or less of the selling price. In FIG. 16, the dashed line indicates the average market price, and the solid line indicates the selling price. In this example, at the time t0 when the BOX gacha is created, a selling price of 300 coins is set, reflecting the average market price of 300 coins. Thereafter, the selling price remains at 300 coins until the time t1 when the average market price becomes 150 coins (50% of the selling price at time t0) or less. Next, at time t1, the selling price is updated to 150 coins, reflecting the average market price at time t1. Thereafter, the selling price remains at 150 coins until time t2 when the average market price becomes 300 coins (200% of the selling price at time t1) or more. Next, at time t2, the selling price is updated to 300 coins, reflecting the average market price at time t2. The selling price then remains at 300 coins until time t3, when the average market price is equal to or exceeds 600 coins (200% of the selling price at time t2). Then, at time t3, the selling price is changed to 600 coins, reflecting the average market price at time t3.
[0126] (Details of candidate character details) In addition, when history information and / or value information is acquired for automatic setting in step S109, the history information or value information may be used to be included in the detailed information to be sent to the user terminal 30-2 in step S209. For example, the screen example G7 may include the transaction price history of the candidate character, the market price history, etc., in addition to the UI object G72 (previous transaction price) and the UI object G73 (current market price) shown in FIG. 11. This allows the second user to easily check the latest history information and the latest value information for the candidate character in the BOX. In addition, the screen example G7 may further include the history of the owner of the candidate character. This allows the second user to know the past owners of the candidate character in the BOX, and for example, if the past owners of the candidate character include a popular player, the value of the candidate character may be high. Therefore, the history of the owner of the candidate character is useful information for the second user to judge the value of the candidate character in the BOX. In addition, the second user can consider the gains and losses of executing the BOX gacha.
[0127] [Note] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently written in parentheses, but the present invention is not limited to the illustrated embodiments.
[0128] The game system (1) according to the first aspect includes a candidate game medium identification unit (111) that identifies candidate game media from among game media associated with a first user in response to an instruction from the first user, the candidate game media being a candidate for a game medium to be associated with a user other than the first user, a group creation unit (112) that creates a candidate game medium group including the candidate game media identified by the candidate game medium identification unit, a lottery processing unit (113) that associates a game medium identified by lottery from among the candidate game medium group with the second user in response to an instruction from a second user other than the first user, and deletes the candidate game medium identified by lottery from the candidate game medium group, and a reward granting unit (114) that performs processing to grant a reward to the first user in response to execution of the lottery. According to the above configuration, a reward is granted to the first user by the second user executing a lottery in which the candidate game medium group created by the first user is the subject of the lottery. This can motivate the first user to have the second user execute the lottery process. On the other hand, by deleting the candidate game media identified by the lottery from the candidate game media group, if the second user finds a desired game medium among the candidate game media included in the candidate game media group, the second user can obtain the desired game medium by continuing to hold the lottery. This makes the lottery highly appealing to the second user. Thus, one aspect of the present invention contributes to interaction between users.
[0129] In the game system (1) according to aspect 2, in aspect 1, the lottery processing unit (113) associates the game medium identified by the lottery with the second user, with the requirement that the second user consumes game value. With the above configuration, the second user expects to obtain game media that are commensurate with the game value consumed through the lottery process. This can motivate the first user to include more attractive game media (e.g., rarer game media, game media that provide a more advantageous game progress) in the candidate game medium group.
[0130] In the game system (1) according to aspect 3, in aspect 2, the reward granting unit (114) grants to the first user, as the reward, game value of the same type as the game value consumed by the second user to execute the lottery, in an amount equal to or less than the amount of the game value consumed by the second user. With the above configuration, the first user can be motivated to have the second user execute more lotteries in which candidate game media groups created by the first user are the subject of the lottery.
[0131] The game system (1) according to aspect 4 is in aspect 2, further including a condition setting unit (115) that sets a condition for the game value that is a requirement for executing the lottery, and the condition setting unit (115) accepts an operation by the first user to set the condition. With the above configuration, the first user has greater freedom in designing the lottery mode.
[0132] In the game system (1) according to aspect 5, in any one of aspects 1 to 4, the candidate game medium identification unit (111) is capable of identifying a game medium associated with the first user in response to the first user consuming paid game value owned by the first user as the candidate game medium. According to the above configuration, the first user can obtain an opportunity to recover a portion of the money consumed to acquire the candidate game medium through a reward, or to obtain a profit exceeding the amount of the money. In addition, in a form in which the consumption of game value is required for the second user to execute a lottery, and the reward to the first user is granted according to the type and amount of the game value, the first user is motivated to select a game medium of higher value as a candidate game medium in order to obtain more reward.
[0133] The game system (1) according to aspect 6 is any one of aspects 1 to 5, in which at least some of the candidate game media identified by the candidate game media identification unit (111) in response to an instruction from the first user are associated with non-fungible tokens whose holders are managed on a blockchain. According to the above configuration, by associating the non-fungible tokens, information on transaction history can be more easily obtained. Furthermore, by associating the non-fungible tokens, the credibility of the game media can be maintained. For example, it can be shown that they were not generated by fraudulent activity.
[0134] The game system (1) according to aspect 7, in any one of aspects 1 to 6, further includes a history information acquisition unit (116) that acquires history information indicating a history of information associated with a candidate game medium in response to a new user being associated with the candidate game medium, and a display control unit (117) that performs processing for displaying the history information to the second user. According to the above configuration, it is possible to increase the information for the second user to decide whether or not to enter a lottery to acquire the candidate game medium.
[0135] A game system (1) according to an eighth aspect of the present invention is the same as that of the seventh aspect, wherein the lottery processing unit (113) associates the game medium identified by the lottery with the second user on the condition that the second user consumes game value, and the history information includes information indicating the game value consumed by the new user to associate the candidate game medium with the new user; The game device further includes a condition setting unit (115) that sets a condition for the game value required to execute the lottery, and the condition setting unit (115) sets the amount of consumption of the game value based on the history information. With the above configuration, it is possible to improve persuasiveness to a user regarding the amount of consumption of the game value required for a lottery that includes the candidate game medium as a lottery object.
[0136] The game system (1) according to aspect 9 is in aspect 2, further including a condition setting unit (115) that sets conditions for the game value required to execute the lottery, and a value information acquisition unit (118) that acquires value information indicating values of at least some of the candidate game media included in the candidate game medium group, and the condition setting unit (115) sets the consumption amount of the game value based on the value information. With the above configuration, the consumption amount of the game value required for the lottery that includes the candidate game media as the lottery objects is more persuasive to the user.
[0137] The game system (1) according to aspect 10 is any one of aspects 1 to 9, and further includes a second user identification unit (119) that identifies the second user who can input the instruction in the lottery processing unit (113) in response to an instruction from the first user. With the above configuration, the first user can interact with a desired second user.
[0138] An information processing method (S1) according to an eleventh aspect is an information processing method executed by one or more computers, and includes a candidate game medium identification step (S105) of identifying candidate game media from among game media associated with a first user in response to an instruction from the first user, which are candidates for game media to be associated with a user other than the first user, a group creation step (S107) of creating a candidate game medium group including the candidate game media identified in the candidate game medium identification step, a lottery processing step (S217) of associating game media identified by lottery from among the candidate game medium group with the second user in response to an instruction from a second user other than the first user, and deleting the candidate game media identified by lottery from the candidate game medium group, and a reward granting step (S221) of performing processing to grant a reward to the first user in response to the execution of the lottery. According to the above configuration, the same effect as that of the first aspect is achieved.
[0139] The program according to aspect 12 causes one or more computers to execute a candidate game medium identification step (S105) of identifying candidate game media from among game media associated with a first user in response to an instruction from the first user, the candidate game media being candidates for game media to be associated with a user other than the first user, a group creation step (S107) of creating a candidate game medium group including the candidate game media identified in the candidate game medium identification step, a lottery processing step (S217) of associating game media identified by lottery from among the candidate game medium group with a second user other than the first user in response to an instruction from the second user other than the first user, and deleting the candidate game media identified by lottery from the candidate game medium group, and a reward granting step (S221) of performing processing to grant a reward to the first user in response to the execution of the lottery. According to the above configuration, the same effect as in aspect 1 is achieved.
[0140] [Software implementation example] The functions of each device (hereinafter referred to as a "device") that constitutes the game system 1 can be realized by a program for causing a computer to function as the device, and by a program for causing a computer to function as each control block of the device (in particular, each unit included in the control unit 110 of the game server 10, and each unit included in the control unit 310 of the user terminal 30).
[0141] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., a memory) as hardware for executing the program. The control device and storage device execute the program to realize each function described in each of the above embodiments.
[0142] The program may be non-transitory and may be recorded in one or more computer-readable recording media. The recording media may or may not be included in the device. In the latter case, the program may be provided to the device via any wired or wireless transmission medium.
[0143] In addition, some or all of the functions of each of the control blocks can be realized by a logic circuit. For example, an integrated circuit in which a logic circuit that functions as each of the control blocks is formed is also included in the scope of the present invention. In addition, the functions of each of the control blocks can be realized by, for example, a quantum computer.
[0144] Furthermore, each process described in each of the above embodiments may be executed by AI (Artificial Intelligence). In this case, the AI may be executed by the control device or another device (for example, an edge computer or a cloud server).
[0145] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]
[0146] 1. Game System 10 Game Server 30, 30-1, 30-2 User terminal 50 Blockchain System 110, 310 Control unit 130, 330 storage section 11, 31 processors 12, 32 memory 13, 33 Communication Interface 19, 39 Bus 34 Input Devices 35 Display device 111 Candidate Game Media Identification Department 112 Group Creation Department 113 Lottery Processing Unit 114 Reward Department 115 Condition setting section 116 History information acquisition unit 117 Display control section 118 Value Information Acquisition Department 119 Second User Identification Unit 311 Group Settings UI 312 Lottery UI Department
Claims
1. a candidate game medium identification unit that identifies, in response to an instruction from a first user, from among game media associated with the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation unit that creates a candidate game media group including the candidate game media identified by the candidate game media identification unit; a lottery processing unit that, in response to an instruction from a second user other than the first user, associates a game medium identified by lottery from the candidate game medium group with the second user and deletes the candidate game medium identified by lottery from the candidate game medium group; a reward granting unit that performs a process for granting a reward to the first user in response to the execution of the lottery, the lottery processing unit associates the game medium identified by the lottery with the second user on the condition that the game value owned by the second user is consumed; A condition setting unit sets a condition for the game value that is a requirement for executing the lottery, The condition setting unit accepts an operation by the first user to set the condition. Game system.
2. A candidate game medium identification unit that, in response to an instruction from a first user, identifies, from among game media associated with the first user, a candidate game medium that is a candidate for a game medium to be associated with a user other than the first user; a group creation unit that creates a candidate game media group including the candidate game media identified by the candidate game media identification unit; a lottery processing unit that, in response to an instruction from a second user other than the first user, associates a game medium identified by lottery from the candidate game medium group with the second user and deletes the candidate game medium identified by lottery from the candidate game medium group; a reward granting unit that performs a process for granting a reward to the first user in response to the execution of the lottery, the lottery processing unit associates the game medium identified by the lottery with the second user on the condition that the game value owned by the second user is consumed; a condition setting unit that sets a condition for the game value that is a requirement for executing the lottery; a value information acquisition unit that acquires value information indicating values of at least some of the candidate game media included in the candidate game media group, the condition setting unit sets the amount of game value to be consumed based on the value information; Game system.
3. A candidate game medium identification unit that, in response to an instruction from a first user, identifies, from among game media associated with the first user, a candidate game medium that is a candidate for a game medium to be associated with a user other than the first user; a group creation unit that creates a candidate game media group including the candidate game media identified by the candidate game media identification unit; a lottery processing unit that, in response to an instruction from a second user other than the first user, associates a game medium identified by lottery from the candidate game medium group with the second user and deletes the candidate game medium identified by lottery from the candidate game medium group; a reward granting unit that performs a process for granting a reward to the first user in response to the execution of the lottery, the candidate game medium identification unit is capable of identifying, as the candidate game medium, a game medium associated with the first user in response to the first user consuming a paid game value owned by the first user; Game system.
4. A candidate game medium identification unit that, in response to an instruction from a first user, identifies, from among game media associated with the first user, a candidate game medium that is a candidate for a game medium to be associated with a user other than the first user; a group creation unit that creates a candidate game media group including the candidate game media identified by the candidate game media identification unit; a lottery processing unit that, in response to an instruction from a second user other than the first user, associates a game medium identified by lottery from the candidate game medium group with the second user and deletes the candidate game medium identified by lottery from the candidate game medium group; a reward granting unit that performs a process for granting a reward to the first user in response to the execution of the lottery, a history information acquisition unit that acquires history information indicating a history of information associated with a candidate game medium in response to a new user being associated with the candidate game medium; a display control unit that performs a process for displaying the history information for the second user, the lottery processing unit associates the game medium identified by the lottery with the second user on the condition that the game value owned by the second user is consumed; the history information includes information indicating a game value consumed by the new user to associate the candidate game content with the new user; A condition setting unit sets a condition for the game value that is a requirement for executing the lottery, the condition setting unit sets the amount of consumption of the game value based on the history information; Game system.
5. A candidate game medium identification unit that, in response to an instruction from a first user, identifies, from among game media associated with the first user, a candidate game medium that is a candidate for a game medium to be associated with a user other than the first user; a group creation unit that creates a candidate game media group including the candidate game media identified by the candidate game media identification unit; a lottery processing unit that, in response to an instruction from a second user other than the first user, associates a game medium identified by lottery from the candidate game medium group with the second user and deletes the candidate game medium identified by lottery from the candidate game medium group; a reward granting unit that performs a process for granting a reward to the first user in response to the execution of the lottery, and a second user identification unit that identifies the second user who is capable of inputting the instruction in the lottery processing unit in response to an instruction from the first user. Game system.
6. the reward granting unit grants, as the reward, to the first user a game value of the same type as the game value consumed by the second user for executing the lottery, in an amount equal to or less than the amount of the game value consumed by the second user; 3. The game system according to claim 1 or 2.
7. At least some of the candidate game media identified by the candidate game media identification unit in response to an instruction from the first user are associated with non-fungible tokens whose holders are managed on a blockchain.
6. A game system according to any one of claims 1 to 5.
8. a history information acquisition unit that acquires history information indicating a history of information associated with a candidate game medium in response to a new user being associated with the candidate game medium; and a display control unit that performs a process for displaying the history information for the second user.
6. A game system according to any one of claims 1 to 3 and 5.
9. 1. An information processing method executed by one or more computers, comprising: a candidate game medium identification step of identifying, from among game media associated with a first user in response to an instruction from the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation step of creating a candidate game media group including the candidate game media identified in the candidate game media identification step; a lottery processing step of associating a game medium selected by lottery from the candidate game medium group with the second user in response to an instruction from the second user other than the first user, and deleting the candidate game medium selected by lottery from the candidate game medium group; a reward providing step of providing a reward to the first user in response to the execution of the lottery; Including, In the lottery processing step, the game medium identified by the lottery is associated with the second user on condition that the second user consumes a game value owned by the second user; The game game game may further include a condition setting step of setting a condition for the game value required for executing the lottery. In the condition setting step, an operation by the first user to set the condition is accepted. Information processing methods.
10. An information processing method executed by one or more computers, comprising: a candidate game medium identification step of identifying, from among game media associated with a first user in response to an instruction from the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation step of creating a candidate game media group including the candidate game media identified in the candidate game media identification step; a lottery processing step of associating a game medium selected by lottery from the candidate game medium group with the second user in response to an instruction from the second user other than the first user, and deleting the candidate game medium selected by lottery from the candidate game medium group; a reward providing step of providing a reward to the first user in response to the execution of the lottery; Including, In the lottery processing step, the game medium identified by the lottery is associated with the second user on condition that the second user consumes a game value owned by the second user; a condition setting step of setting a condition for the game value that is a requirement for executing the lottery; and acquiring value information indicating values of at least some of the candidate game media included in the candidate game media group. In the condition setting step, a consumption amount of the game value is set based on the value information. Information processing methods.
11. An information processing method executed by one or more computers, comprising: a candidate game medium identification step of identifying, from among game media associated with a first user in response to an instruction from the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation step of creating a candidate game media group including the candidate game media identified in the candidate game media identification step; a lottery processing step of associating a game medium selected by lottery from the candidate game medium group with the second user in response to an instruction from the second user other than the first user, and deleting the candidate game medium selected by lottery from the candidate game medium group; a reward providing step of providing a reward to the first user in response to the execution of the lottery; Including, In the candidate game medium identification step, a game medium associated with the first user in response to consumption of paid game value owned by the first user can be identified as the candidate game medium. Information processing methods.
12. An information processing method executed by one or more computers, comprising: a candidate game medium identification step of identifying, from among game media associated with a first user in response to an instruction from the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation step of creating a candidate game media group including the candidate game media identified in the candidate game media identification step; a lottery processing step of associating a game medium selected by lottery from the candidate game medium group with the second user in response to an instruction from the second user other than the first user, and deleting the candidate game medium selected by lottery from the candidate game medium group; a reward providing step of providing a reward to the first user in response to the execution of the lottery; Including, a history information acquisition step of acquiring history information indicating a history of information associated with the candidate game medium in response to the new user being associated with the candidate game medium; a display control step of performing a process for causing the second user to display the history information, In the lottery processing step, the game medium identified by the lottery is associated with the second user on condition that the second user consumes a game value owned by the second user; the history information includes information indicating a game value consumed by the new user to associate the candidate game content with the new user; The game game game may further include a condition setting step of setting a condition for the game value required for executing the lottery. In the condition setting step, the consumption amount of the game value is set based on the history information. Information processing methods.
13. An information processing method executed by one or more computers, comprising: a candidate game medium identification step of identifying, from among game media associated with a first user in response to an instruction from the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation step of creating a candidate game media group including the candidate game media identified in the candidate game media identification step; a lottery processing step of associating a game medium selected by lottery from the candidate game medium group with the second user in response to an instruction from the second user other than the first user, and deleting the candidate game medium selected by lottery from the candidate game medium group; a reward providing step of providing a reward to the first user in response to the execution of the lottery; Including, The method further includes a second user identification step of identifying the second user who is capable of inputting the instruction in the lottery processing step in response to an instruction from the first user. Information processing methods.
14. On one or more computers, a candidate game medium identification step of identifying, from among game media associated with a first user in response to an instruction from the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation step of creating a candidate game media group including the candidate game media identified in the candidate game media identification step; a lottery processing step of associating a game medium selected by lottery from the candidate game medium group with the second user in response to an instruction from the second user other than the first user, and deleting the candidate game medium selected by lottery from the candidate game medium group; a reward providing step of providing a reward to the first user in response to the execution of the lottery; Run the command, In the lottery processing step, the game medium identified by the lottery is associated with the second user on condition that the second user consumes a game value owned by the second user; A condition setting step is further executed to set a condition for the game value required for executing the lottery. In the condition setting step, an operation by the first user to set the condition is accepted. program.
15. To one or more computers, a candidate game medium identification step of identifying, from among game media associated with a first user in response to an instruction from the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation step of creating a candidate game media group including the candidate game media identified in the candidate game media identification step; a lottery processing step of associating a game medium selected by lottery from the candidate game medium group with the second user in response to an instruction from the second user other than the first user, and deleting the candidate game medium selected by lottery from the candidate game medium group; a reward providing step of providing a reward to the first user in response to the execution of the lottery; Run the command, In the lottery processing step, the game medium identified by the lottery is associated with the second user on condition that the second user consumes a game value owned by the second user; a condition setting step of setting a condition for the game value that is a requirement for executing the lottery; and acquiring value information indicating values of at least some of the candidate game media included in the candidate game media group. In the condition setting step, a consumption amount of the game value is set based on the value information. program.
16. To one or more computers, a candidate game medium identification step of identifying, from among game media associated with a first user in response to an instruction from the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation step of creating a candidate game media group including the candidate game media identified in the candidate game media identification step; a lottery processing step of associating a game medium selected by lottery from the candidate game medium group with the second user in response to an instruction from the second user other than the first user, and deleting the candidate game medium selected by lottery from the candidate game medium group; a reward providing step of providing a reward to the first user in response to the execution of the lottery; Run the command, In the candidate game medium identification step, a game medium associated with the first user in response to consumption of paid game value owned by the first user can be identified as the candidate game medium. program.
17. To one or more computers, a candidate game medium identification step of identifying, from among game media associated with a first user in response to an instruction from the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation step of creating a candidate game media group including the candidate game media identified in the candidate game media identification step; a lottery processing step of associating a game medium selected by lottery from the candidate game medium group with the second user in response to an instruction from the second user other than the first user, and deleting the candidate game medium selected by lottery from the candidate game medium group; a reward providing step of providing a reward to the first user in response to the execution of the lottery; Run the command, a history information acquisition step of acquiring history information indicating a history of information associated with the candidate game medium in response to the new user being associated with the candidate game medium; a display control step of performing a process for causing the second user to display the history information; In the lottery processing step, the game medium identified by the lottery is associated with the second user on condition that the second user consumes a game value owned by the second user; the history information includes information indicating a game value consumed by the new user to associate the candidate game content with the new user; A condition setting step is further executed to set a condition for the game value required for executing the lottery. In the condition setting step, the consumption amount of the game value is set based on the history information. program.
18. To one or more computers, a candidate game medium identification step of identifying, from among game media associated with a first user in response to an instruction from the first user, candidate game media that are candidates for game media to be associated with a user other than the first user; a group creation step of creating a candidate game media group including the candidate game media identified in the candidate game media identification step; a lottery processing step of associating a game medium selected by lottery from the candidate game medium group with the second user in response to an instruction from the second user other than the first user, and deleting the candidate game medium selected by lottery from the candidate game medium group; a reward providing step of providing a reward to the first user in response to the execution of the lottery; Run the command, and further executing a second user identifying step of identifying the second user who is capable of inputting the instruction in the lottery processing step in response to an instruction from the first user. program.
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