Information processing system, information processing method, and program
The information processing system addresses the challenge of enhancing player engagement in blockchain-based games by enabling dynamic content generation and transfer on a blockchain, along with time-based benefits, thereby improving player interest and interaction.
Patent Information
- Application Number
- JP2023099292
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-16
- Publication Date
- 2025-04-03
- Estimated Expiration
- 2041-08-30
AI Technical Summary
Existing game technologies using blockchain fail to effectively enhance player engagement and interest.
An information processing system that manages non-alternative tokens on a blockchain, allowing players to generate unique content by associating required first content, accept transfer requests, and grant benefits after a predetermined time, thereby improving player interest.
The system enhances player engagement by introducing a dynamic content generation and transfer mechanism, coupled with time-based benefits, which increases player interaction and interest in the game.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information processing system, an information processing method, and a program. [Background technology]
[0002] Patent Document 1 discloses a technology that enables buying and selling of virtual goods and the like obtained in the course of a game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-110596 A Summary of the Invention [Problem to be solved by the invention]
[0004] In consideration of the above circumstances, the present disclosure provides a technology that can increase the interest of players playing a game by using blockchain technology. [Means for solving the problem]
[0005] According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes a control unit. The control unit is configured to execute a management step, a generation step, a reception step, a transfer step, and an assignment step. In the management step, a non-fungible token in which ownership information indicating an owner of a first content is described is managed on a blockchain. In the generation step, a required number or more of first contents are owned by the same owner, and a unique second content can be generated by associating a required number of first contents with each other. In the reception step, a transfer request for the second content is accepted from another player. In the transfer step, if the other player satisfies a predetermined condition, the second content is transferred to the other player. In the assignment step, a benefit is given to the owner of the second content when a predetermined time has elapsed since the generation of the second content.
[0006] This makes it possible to provide technology that uses blockchain technology to increase the interest of players playing a game. [Brief description of the drawings]
[0007] [Figure 1] 1 is a diagram showing an overall configuration of an information processing system 1. [Diagram 2] 2 is a diagram illustrating a hardware configuration of the BC node device 10. [Diagram 3] FIG. 2 is a diagram showing a hardware configuration of the game server device 20. [Figure 4] FIG. 2 is a diagram illustrating the functional configuration of a control unit of each device. [Diagram 5] 1 is an activity diagram showing the flow of information processing in the information processing system 1 according to the present embodiment. [Figure 6] 1 is an example of a screen displayed on game terminal 10, showing a first content C1 given to a first player. [Figure 7] 1 is an example of a screen displayed on game terminal 10, showing how second content C2 is generated using first content C1a. [Figure 8]1 is an example of a screen displayed on game terminal 10, showing an aspect in which second content C2 is generated using first content C1a. [Figure 9] 13 is an example of a screen that is displayed on game terminal 10 until a predetermined time has elapsed since second content C2 was generated. [Figure 10] 13 is an example of a screen displayed on game terminal 10, showing an aspect in which third content C3 is provided. [Figure 11] FIG. 13 is an activity diagram showing an example of a process of providing a first content C1. [Figure 12] FIG. 13 is an activity diagram showing an example of a transfer process of a first content C1 based on a battle result. [Figure 13] FIG. 11 is an activity diagram showing an example of a buying and selling process of a first content C1. [Figure 14] FIG. 13 illustrates an example of an ownership management screen. [Figure 15] FIG. 13 is a diagram showing the ownership status of a first content C1. [Figure 16] FIG. 13 is an activity diagram showing an example of a lending process of the second content C2. [Figure 17] FIG. 13 is a diagram showing an overall configuration of an information processing system 1 according to another embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0009] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable recording medium, or may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0010] In this embodiment, the term "unit" may include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various information, which may be represented by, for example, physical values of signal values representing voltage and current, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation may be performed on a circuit in the broad sense.
[0011] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, and a memory, etc. In other words, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0012] 1. Hardware Configuration In this section, the hardware configuration of the rights management system according to this embodiment will be described.
[0013] 1.1 Information Processing System 1 1 is a diagram showing the overall configuration of an information processing system 1. The information processing system 1 includes a P2P network 2, a communication line 3, an exchange 4, a plurality of BC node devices 10 (BC node devices 10-1 to BC node devices 10-N), a game server device 20, a trading server device 40, and a plurality of trader terminals 50 (trader terminals 50-1 to 50-N).
[0014] The information processing system 1 is used by a player who plays a game and a trader who trades content C. The BC node device 10 is used by the player, and the trader terminal 50 is used by the trader who trades content C.
[0015] The P2P network 2 (P2P = Peer to Peer) is a distributed network in which terminals are directly connected to each other on an equal basis in order to use each other's data and functions. The communication line 3 includes the Internet, etc., and mediates data exchange between devices connected to the line. The P2P network 2 is usually a part of the communication line 3, but is shown separately in FIG. 1 for ease of explanation. Multiple BC node devices 10 (BC = Block Chain) are connected to each other by the P2P network 2 to form a BC system 100.
[0016] The BC system 100 divides transaction data, which indicates the history of past processing, into blocks of a certain capacity, and generates a blockchain by arranging and connecting these blocks in order. The BC system 100 gives each block a hash value of the previous block, and distributes and stores the generated blockchain in each of the multiple BC node devices 10. In this way, the BC system 100 improves the tamper resistance of the blockchain. The P2P network 2 to which the multiple BC node devices 10 are connected is a network that shares the blockchain. The BC node devices 10 also serve as devices used by game players, and display game screens provided by the game server device 20.
[0017] The game server device 20 is a device that provides game functions to players via the BC node device 10. A storage unit 22 of the game server device 20 stores game programs, image data of content C, and the like, and executes processes that require high-speed processing, such as game progression.
[0018] By connecting to the P2P network 2, the transaction server device 40 participates in a network that shares a blockchain and performs processing to manage NFTs (Non-Fungible Tokens).
[0019] An NFT is a non-fungible digital token (also called a "non-fungible token") issued on a blockchain. The trading server device 40 manages content C, for example, by generating an NFT that describes the details of content C and registering it on the blockchain. The trading server device 40 also trades content C via an exchange 4 (marketplace). The exchange 4 is a system that mediates transactions using the blockchain.
[0020] The trading server device 40 purchases virtual currency used at the exchange 4 and stores it in a wallet W1, and by connecting the wallet W1 to the exchange 4, the costs required for registering an NFT, etc. are paid in virtual currency, etc.
[0021] The trader terminal 50 is a device used by a trader who trades content C. Content C includes digital data in general, but in this embodiment, an example of the traded content C is game data including items that can be used in a game. The BC node device 10 can also be used to trade content C. For example, a player can operate the BC node device 10 to acquire content C or put up for sale the ownership of the acquired content C.
[0022] 1.2 BC node device 10 2 is a diagram showing the hardware configuration of the BC node device 10. The BC node device 10 includes a control unit 11, a storage unit 12, a communication unit 13, a bus 14, an input unit 15, and a display unit 16. The bus 14 electrically connects the various units included in the BC node device 10. Note that the trader terminal 50 includes the same hardware configuration as the BC node device 10, although the performance and detailed specifications may differ.
[0023] (Control unit 11) The control unit 11 is, for example, a central processing unit (CPU) not shown. The control unit 11 realizes various functions related to the information processing system 1 by reading out a predetermined program stored in the storage unit 12. That is, information processing by software stored in the storage unit 12 can be specifically realized by the control unit 11, which is an example of hardware, and executed as each functional unit included in the control unit 11. These will be described in more detail in the next section. Note that the control unit 11 is not limited to being single, and may be implemented with multiple control units 11 for each function. Also, a combination of these may be used.
[0024] (Storage unit 12) The storage unit 12 stores various pieces of information defined by the above description. This can be implemented, for example, as a storage device such as a solid state drive (SSD) that stores various programs and the like related to the information processing system 1 executed by the control unit 11, or as a memory such as a random access memory (RAM) that stores temporarily required information (arguments, arrays, etc.) related to the program calculations. The storage unit 12 stores various programs, variables, etc. related to the information processing system 1 executed by the control unit 11.
[0025] (Communications Department 13) The communication unit 13 is configured to be able to transmit various electrical signals from the BC node device 10 to external components. The communication unit 13 is also configured to be able to receive various electrical signals from the external components to the BC node device 10. More preferably, the communication unit 13 has a network communication function, whereby various information can be communicated between the BC node device 10 and external devices via the P2P network 2 or the communication line 3.
[0026] (Input section 15) The input unit 15 has buttons, a touch screen, etc., and accepts input from a player. A controller suitable for playing the game may be used as the input unit 15.
[0027] (Display section 16) The display unit 16 has a display etc. and displays images on a display surface. Note that displaying various images such as characters, items, and backgrounds appearing in a game by the display unit 16 is also referred to as "displaying a game screen."
[0028] 1.3 Game server device 20 3 is a diagram showing a hardware configuration of the game server device 20. The game server device 20 includes a control unit 21, a storage unit 22, a communication unit 23, and a bus 24. The bus 24 electrically connects the various units included in the game server device 20. A specific description of the control unit 21, the storage unit 22, and the communication unit 23 is similar to that of the BC node device 10, so please refer to the description of the control unit 11, the storage unit 12, and the communication unit 13. The trading server device 40 may have different performance and detailed specifications, but has the same hardware configuration as the game server device 20.
[0029] 2. Functional configuration In this section, the functional configuration of this embodiment will be described with reference to Fig. 4. Fig. 4 is a diagram showing the functional configuration of the control unit of each device. As described above, information processing by software stored in the storage unit of each device is specifically realized by the control unit, which is an example of hardware, so that the control unit functions as each of the functional units shown below.
[0030] 2.1 BC node device 10 (game terminal) The control unit 11 of the BC node device 10 functions as a BC storage means 111, a mining processing means 112, a BC communication means 113, a game communication means 114, a game processing means 115, and a rights processing means 116.
[0031] The BC storage means 111 stores blocks generated in the BC system 100. In Fig. 1, the BC storage means 111 registers a ledger D10 including a blockchain B10.
[0032] The mining process means 112 executes a mining process to generate a new block based on blocks generated up to that point and new transaction data. In Fig. 1, the BC node device 10 executes a mining process to generate a new block B14 to be added to a blockchain B10 having blocks B11, B12, and B13.
[0033] A block B14 generated by the BC node device 10 that completed the mining process the earliest among the multiple BC node devices 10 is newly added to the blockchain B10. Since generating a new block requires huge calculation and cooling costs, etc., the BC node device 10 that generated the new block is given virtual currency or the like as an incentive. Each time a new blockchain is generated by any of the BC node devices 10, the BC storage means 111 registers a ledger including the new blockchain.
[0034] The BC communication means 113 performs communication related to the blockchain with other BC node devices 10 included in the BC system 100. The BC communication means 113 performs communication related to the blockchain, such as communication of transaction data to be stored in a new block, a newly generated blockchain, and a ledger including that blockchain.
[0035] The game communication means 114 performs communication related to the game. The game processing means 115 executes processing related to the game. The rights processing means 116 executes processing for managing, trading, exercising, etc. of content C (hereinafter referred to as "rights processing"). Using these functions, the BC node device 10 functions as a game terminal that allows players to play the game, and also allows trading of content C.
[0036] 2.2 Game server device 20 The control unit 21 of the game server device 20 functions as a game communication means 211, a game processing means 212, a game data storage means 213, a management means 214, a generation means 215, a reception means 216, a transfer means 217, a granting means 218, a battle means 219, and a lending means 220.
[0037] The game communication means 211 performs game-related communication with the BC node device 10. The game processing means 212 executes game-related processing. The game data storage means 213 stores game-related data. The game server device 20 uses these functions to provide games to players. Games provided by the game server device 20 can be of any genre, such as fighting games, action games, shooting games, role-playing games, simulation games, puzzle games, racing games, and music games.
[0038] The management means 214 requests the BC system 100 to register the non-fungible token, in which ownership information indicating the owner of the content C is described, in the blockchain. In addition, when the ownership of the content C is transferred, the NFT indicating the owner information of the content C is transferred via the management means 214, and the transaction of this transfer is registered in the blockchain. In other words, the management means 214 manages the non-fungible token, in which ownership information indicating the owner of the content C is described, on the blockchain.
[0039] The generating means 215 generates the content C through autonomous decentralized applications (DApps). When a required number or more of the first contents C1 are owned by the same owner, the generating means 215 generates a unique second content C2 by associating a required number of the first contents C1 with each other.
[0040] The receiving means 216 receives a request for transfer of ownership information (ownership) of the content C from another player who is not the owner of the content C. In particular, the receiving means 216 receives a request for transfer of the second content C2 from another player who is not the owner of the second content C2. In addition, the receiving means 216 acquires the current location of the player.
[0041] 2.3 Transaction Server Device 40 The control unit of the transaction server device 40 includes a content storage means 411 , a BC processing means 412 , a rights processing means 413 , and a BC communication means 414 .
[0042] The content storage means 411 stores information about content C for which rights such as ownership are to be managed by the blockchain. The BC processing means 412 executes processing related to the blockchain. For example, the BC processing means 412 executes processing to register an NFT in the blockchain. The BC processing means 412 also executes processing to purchase virtual currency and store it in the wallet W1, and processing for payments from the wallet W1. The rights processing means 413 executes the above-mentioned rights processing in the same way as the BC node device 10.
[0043] The BC communication means 414 performs communication related to the blockchain between the BC system 100 and the exchange 4, etc. The transaction server device 40 uses these functions to manage NFTs that describe the details of the content C.
[0044] 2.4 Trader Terminal 50 The control unit of the trader terminal 50 includes a rights processing means 511 and a BC communication means 512. The rights processing means 511 executes the above-mentioned rights processing, similar to the BC node device 10. The BC communication means 414 performs communication related to the blockchain between the BC system 100 and the exchange 4, etc. The trading server device 40 uses these functions to allow the trader to trade content C.
[0045] 3. Explanation of various information and terms In Section 3, various information and terminology handled by the information processing system 1 will be explained.
[0046] "Content C" is digital data generated by the game server device 20, and the ownership information of the content C is managed on the blockchain. When the content C is generated, an NFT describing the content C and its owner information is generated and registered in the blockchain. When the ownership of the content C is traded, the transaction data (transaction) is stored in the block. The owner information includes a guild ID, a player ID, an ownership period, and other information at the time of ownership of the content C. In this embodiment, the content C is described as game data such as items, characters, and monsters that can be used in the game, but is not limited to this, and may be image data depicting the appearance of a game character, or general landscape or photo data other than the game. In addition, when these data (works) are created and provided by a user, the data may be stored in the trading server device 40, not limited to the game server device 20. The data of the content C generated by the game device 20 may be transmitted to and stored in the trading server device 40. The ownership of the content C can be transferred (traded) between the player of the game and the trader. In this embodiment, a first content C1, a second content C2, and a third content C3 are exemplified as examples of the content C available to players and traders.
[0047] The "first content C1" is the content C that is given to a player who starts the game as a login bonus (reward). In principle, the first content C1 has an attribute, and each first content C1 is unique (managed by NFT), but some first content C1 may include generic first content C1 that does not have an attribute.
[0048] The "second content C2" is a content C whose owner is given a benefit when a predetermined time has elapsed since its creation. The benefit is, for example, a third content C3.
[0049] The "third content C3" is the content C that is given as a benefit when the player satisfies a predetermined condition.
[0050] The "tower defense game" is an example of a battle game played between a player who owns the second content C2 and another player who does not play the second content C2, and is a defense game in which players defeat enemies who invade their territory (area). In a tower defense game, each player is assigned a territory, and in the territory, walls to prevent invasion from enemy players, buildings (such as cannons) to counter enemy players, attacking characters, etc. are placed. Each player develops his / her territory using in-game currency, game items, etc., and prepares for a battle with an enemy player. A player who wants to acquire the second content C2 can acquire the second content C2 by attacking the territory of a player who owns the second content C2 and taking over the castle. On the other hand, the player who owns the second content C2 defends the second content C2 by blocking attacks from enemy players. In this embodiment, it is assumed that a tower defense game in which players compete for the second content C2 is played from the generation of the second content C2 until a predetermined time has elapsed.
[0051] A "fighting game" is an example of a battle game played between players, and is a battle-type action game in which player characters operated by the players battle each other in a game virtual space. The battle means 219 matches players who possess the first content C1 with each other and executes a fighting game. The characters of the matched players engage in a fighting match in a predetermined game space.
[0052] A "turn-based battle game" is an example of a battle game played between players, and is a turn-based battle system in which the player characters operated by each player take turns acting and repeatedly attacking.
[0053] "Friends" refers to players who are acquaintances or friends in the game. When playing the game with multiple people, you can play cooperatively, communicate with friends easily, and exchange items and content C under special conditions.
[0054] A "guild" refers to an in-game group to which a player belongs. Guild members can interact with each other, take on quests as a guild unit, progress through the game, and exchange items and content C under special conditions, just like friends.
[0055] 4. Overview of Information Processing 5 is an activity diagram showing the flow of information processing in the information processing system 1 according to this embodiment. The flow of information processing will be outlined below with reference to this activity diagram. The information processing method according to this embodiment includes the following steps in the information processing system 1.
[0056] First, the game processing means 115 of the BC node device 10-1 (hereinafter, referred to as the game terminal 10-1) starts and progresses the game based on the operation of the first player (A101). For example, the game terminal 10-1 transmits a request to log in to the game to the game server device 20, thereby receiving data necessary for the game from the game server device 20. Then, the game progresses by transmitting and receiving data necessary for the game progress between the game terminal 10-1 and the game server device 20. The granting means 218 of the game server device 20 grants the first content C1 to the first player at a predetermined timing (A102), and the first player acquires it (A103). Granting means that the first player can use the first content C1 in the game. With the grant of the first content C1, a non-fungible token in which ownership information indicating the owner is described is issued and registered in the blockchain via the management means 214. As a result, the ownership information of the first content C1 is managed in the blockchain with the first player as the owner. That is, ownership information of the first content C1 is stored on the blockchain.
[0057] Furthermore, the generating means 215 enables the generation of unique second content C2 by associating a necessary number of first contents C1 owned by the same owner with each other. When the first player acquires a predetermined number or more of first contents C1, the process proceeds to A104. The number of first contents C1 required to generate the second content C2 is specifically, for example, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, or 100 pieces, and may be within a range between any two of the numerical values exemplified here.
[0058] When the first player owns a necessary number or more of the first contents C1, the first player can use the first contents C1 to make a generation request for the second contents C2 (A104). The receiving means 216 receives a generation request for the second contents C2 from the first player. Furthermore, when the generation means 215 receives the generation request, it generates a unique second content C2 using the necessary number of the first contents C1 (A105). Then, a non-fungible token corresponding to the second content C2 is issued and registered in the blockchain via the management means 214. As a result, the ownership information of the second content C2 is managed on the blockchain with the first player as the owner. That is, the ownership information of the second content C2 is stored on the blockchain.
[0059] If the player who has requested the generation of the second content C2 is in possession of the second content C2 (if the player is the owner of the second content C2) when a predetermined time has elapsed since the generation of the second content C2, the player can obtain a benefit.
[0060] During the time from the generation of the second content C2 until a predetermined time has elapsed, another player who desires the second content C2 can make a transfer request to the player who owns the second content C2. When the second player makes a transfer request for the second content C2 (A107), the receiving means 216 receives the request (A108), and when the other player satisfies a predetermined condition, the transfer means 217 transfers (the ownership of) the second content C2 to the other player. More specifically, when the battle means 219 receives a transfer request for the second content C2 from the other player, it causes a battle game to be played between the other player and the owner of the second content C2 (A109). The battle game played at this time is, for example, a tower defense game.
[0061] If the other player (second player) wins the competitive game as a result of the match, the transfer means 217 transfers the ownership of the second content C2 to the other player (second player) (A110), and the second player acquires the second content C2 as a reward for winning (A111). At this time, an NFT indicating the owner information of the second content C2 is transferred via the management means 214, and this transfer transaction is registered in the blockchain. If the first player wins the competitive game, the ownership (NFT) of the second content C2 is maintained under the first player, and the defense is successful.
[0062] After that, when a predetermined time has passed since the generation of the second content C2, the granting means 218 grants a benefit to the owner of the second content C2 at the time when the predetermined time has passed since the generation of the second content C2 (A112). For example, if the first player succeeds in defending the second content C2 until the predetermined time has passed (if the first player maintains ownership of the second content C2), the third content C3 is acquired as a benefit (A113). When the third content C3 (ownership rights (NFT) of the third content C3) is acquired, the ownership information is managed on the blockchain in the same manner as when the first content C1 and the second content C2 are acquired.
[0063] 5. Details of data processing Next, the above-mentioned information processing will be described in further detail with reference to Figs. 6 to 10. Fig. 6 is an example of a screen displayed on the game terminal 10, showing the first content C1 given to the first player. Figs. 7 and 8 are examples of screens displayed on the game terminal 10, showing a state in which the second content C2 is generated using the first content C1a. Fig. 9 is an example of a screen displayed on the game terminal 10 until a predetermined time has elapsed since the generation of the second content C2. Fig. 10 is an example of a screen displayed on the game terminal 10, showing a state in which the third content C3 is given.
[0064] First, when the game processing means 115 starts a game based on an operation of a first player (A101), the generating means 215 grants the first content C1 to the first player (A102). The player who starts the game can obtain the first content C1 as a login bonus (A103).
[0065] 6, an example is shown in which the first player is given six first contents C1 (first contents C1aa, first contents C1ab, first contents C1b, first contents C1c, first contents C1d, and first contents C1e). However, since the first contents C1aa and C1ab have the same attribute, the first player acquires five types of attributes of the first contents C1.
[0066] In particular, when the first contents C1 have the same attribute, the player can distinguish that the first contents C1 have the same attribute. In Fig. 6, the first contents C1aa and C1ab having the same attribute are displayed in the same shape, while the shapes of the other first contents C1 having different attributes are displayed in different manners.
[0067] Here, the type of second content C2 to be synthesized using the first content C1 as a material, and the influence of each of the first contents C1 used in the synthesis on the potential ability value of the second content C2 in the game are determined in advance, but are kept secret from the player. However, the design (including color and shape) of the first content C1 suggests this, and suggestive information 6 such as icons and marks is displayed, so the player can use this information as a hint. For example, if the type of second content C2 generated by the first content C1 is different from normal, the suggestive information 6 is displayed together with the first content C1, so the player can guess that the first content C1 is special.
[0068] When the first content C1 is owned by the same owner in a required number or more, the generating means 215 can generate a unique second content C2 by synthesizing a required number of first contents C1. Specifically, when the first player owns a required number or more of first contents C1, the first player can make a synthesis request for the second content C2 (A104). When the receiving means 216 receives the generation request, the generating means 215 uses the first content C1 to generate a unique second content C2 (A105). That is, by collecting a required number of first contents C1, the first player can synthesize the second content C2 using the first contents C1 as synthesis material.
[0069] As shown in Fig. 7, six pieces of first content C1 with the same attribute are required to generate the second content C2, and these pieces of first content C1 can be used as materials to synthesize the second content C2. Also, as shown in Fig. 7 and Fig. 8, even if the attributes of the first content C1 used to generate the second content C2 are the same, the first contents C1 used as materials are different, so the synthesized second content C2 is different, and a unique second content C2 is generated.
[0070] For example, suppose that a plurality of parameters and skills are assigned to the second content C2 as values and types of abilities to be effective in the game. The first content C1, which is a synthesis material for the second content C2, is associated with parameters and their numerical values that affect the second content C2, and when synthesising, the plurality of first contents C1, which are the materials, affect each other, changing the parameters and skills of the second content C2. At this time, the first content C1, which is the material, may affect the design of the second content C2. In this way, the generating means 215 can generate a unique second content C2 by associating a required number of first contents C1 with each other by having the same attribute owned by the same owner in a required number or more.
[0071] Here, the player can obtain the first content C1 by receiving a transfer of the first content C1 from another player, in addition to obtaining the first content C1 as a login bonus. Specifically, the player can obtain the desired first content C1 by winning a match against another player and taking the first content C1, by trading with the other player, or by exchanging the first content C1. At this time, an NFT indicating the owner information of the first content C1 is transferred via the management means 214, and the transaction of this transfer is registered in the blockchain. This completes the acquisition, trading, etc. of the first content C1.
[0072] For example, when a player wants to take the first content C1 from another player, the player can challenge the other player to a battle. The battle means 219 matches the players to compete and executes a battle game. Depending on the outcome of the battle, the transfer means 217 transfers at least one of the first contents C1 owned by the player who lost the battle to the player who won the battle. According to this embodiment, the winner of the battle can take the first content C1 from the loser. Details of the transfer process of the first content C1 based on the battle result will be described later.
[0073] In addition, when a buying and selling transaction is carried out between players, the transfer means 217 can transfer the first content C1, which is the subject of the buying and selling transaction, to the player who purchased the first content C1. At this time, the player who sells the first content C1 can freely determine the buying and selling price of the first content C1 to be put up for sale. Details of the buying and selling process of the first content C1 will be described later.
[0074] When players wish to exchange first contents C1 with each other, the player can disclose to the other player the first contents C1 he / she wishes to exchange among the first contents C1 he / she owns and the type of the first contents C1 he / she desires, and request a transfer. When the transaction is established, the transfer means 217 transfers the first contents C1 to be exchanged.
[0075] In this way, the player can collect the required number of first contents C1 in various ways and transform the multiple first contents C1 into second contents C2 by combining the collected first contents C1. This provides the player with the enjoyment of collecting first contents C1 and the enjoyment of combining the collected first contents C1 into second contents C2.
[0076] A player who has generated the second content C2 can obtain a privilege if he / she has the second content C2 when a predetermined time has elapsed since the generation of the second content C2. The predetermined time is, for example, 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, or 24 hours. It may also be, for example, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, or 60 seconds, or may be within a range between any two of the numerical values exemplified here.
[0077] During the time period from the generation of the second content C2 until a predetermined time has elapsed, suggestion information 6 indicating what kind of benefit can be obtained from the second content C2 is displayed as shown in Fig. 9. This allows a player who owns the second content C2 to guess what kind of benefit can be obtained.
[0078] During the time period from the generation of the second content C2 until a predetermined time has elapsed, another player who has owned the first content C1 used to generate the second content C2 can challenge the player who owns the second content C2 to a battle game in order to acquire the second content C2. When the reception means 216 receives a transfer request (A108), the battle means 219, upon receiving a transfer request for the second content C2 from another player, causes a battle game to be played between the other player and the owner of the second content C2 (A109).
[0079] As a result of the match, if the other player wins the match game, the transfer means 217 transfers the second content C2 to the other player (second player) (A110), and the second player acquires it (A111). That is, if the player who applied for the match game wins, the ownership of the second content C2 is transferred to the winning player, and the player becomes the owner of the second content C2. As a result, the second content C2 is taken away from the first player by the second player. At this time, the NFT indicating the owner information of the second content C2 is transferred via the management means 214, and the transaction of this transfer is registered in the blockchain. As a result, the ownership history (transaction) of the second content C2 is managed on the blockchain. On the other hand, if the owner of the first content C1 wins the match game, the ownership (NFT) of the second content C2 is maintained under the first player, and the defense is successful.
[0080] When the second content C2 is taken away in a competitive game, the original owner of the second content C2 can challenge the new owner of the second content C2 to a competitive game in order to take back the second content C2.
[0081] For example, when the ownership of the second content C2 is transferred from the first player to the second player by a competitive game, the first player can challenge the second player, who is the new owner, to a competitive game. In this manner, the receiving means 216 receives transfer requests for the second content C2 not only from other players who have owned the first content C1 used to generate the second content C2, but also from other players who have owned the second content C2, and the second content C2 is scrambled for until a predetermined time has elapsed.
[0082] After that, when a predetermined time has passed, the granting means 218 grants a unique third content C3 to the owner of the second content C2 at the time when the predetermined time has passed since the generation of the second content C2 (A112). When the third content C3 is granted, an NFT indicating ownership information of the third content C3 is registered in the blockchain via the management means 214. In addition, when granting the third content C3, the granting means 218 deletes the association of the second content C2 from the owner of the second content C2. In other words, the player who has acquired the third content C3 loses the ownership of the second content C2 that was the medium for acquiring the third content C3.
[0083] The granting means 218 grants a benefit to the owner of the second content C2 when a predetermined time has elapsed since the generation of the second content C2 (A112). That is, if the first player succeeds in defending the second content C2 until the predetermined time has elapsed (if the first player maintains the ownership of the second content C2), the third content C3 is acquired as a benefit. When the third content C3 is acquired, the ownership information is managed on the blockchain in the same manner as when the first content C1 and the second content C2 are acquired. That is, the first content C1 (ownership of the first content C1) is transferred from another user as a material, and multiple first contents C1 are changed into second contents C2 by synthesis, and at a predetermined timing, the second content C2 is changed into the third content C3, and the third content C3 can be used in the game. This allows the player to enjoy the fun of collecting the first content C1, the fun of stealing / preventing the second content C2 from being stolen, and the fun of owning the third content C3. Furthermore, since these are managed on the blockchain, there is no risk of fraud such as tampering, and users can play the game with peace of mind. In the example of Fig. 10, the third content C3 is a character that can be used in the game, but it is not limited to this and may be an item, or image data or video data that the player can view and enjoy.
[0084] <Modification> Modifications of the above-described embodiment will now be described in further detail.
[0085] In the above example, the first content C1 is given as a login bonus when the player starts the game, but the present invention is not limited to this and may be obtained by the player as the player progresses through the game. For example, the giving means 218 may give the first content C1 as a reward when the player wins a battle against another player or an enemy monster, or clears a quest. In addition to the above-mentioned acquisition method, the player can obtain the first content C1 in various ways, such as from an in-game store (purchasing in exchange for a price) or by trading with another player or an external user. However, it is preferable that the first content C1 can be given to at least one player, and the first content C1 can be distributed within the game (on the blockchain) so that the player can naturally obtain the first content C1 as he or she continues playing the game.
[0086] 6 shows an example in which the attribute can be identified by the shape of the first content C1, but the present invention is not limited to this example, and the attribute can be identified by an icon or mark displayed together with the first content C1, or by character information such as the name or ID of the first content C1. Furthermore, the attribute can include rarity.
[0087] In the examples of Figures 7 and 8, the case is shown in which all of the first contents C1 used as materials have the same attributes, but a generic first content C1 (e.g., first content C1e) that does not have the same attributes as the other first contents C1 may be included as part of the synthesis material as part of the first content C1 used to synthesize the second content C2.
[0088] In the example shown, when the first content C1 is synthesized to generate the second content C2, the ownership of the first content C1 used as the material is lost, but the first content C1 used for synthesis may remain. Also, the first content C1 itself may be a character that can be used in the game.
[0089] The second content C2 may be generated according to the attributes of the first content C1 used in the synthesis. Also, the first content C1 may be synthesized using the second content C2 or the third content C3 as a material.
[0090] When synthesizing the second content C2, if the material contains the first content C1 that has a history of being traded between players, the game communication means 114 may notify the game terminal 10 of an owner who has a history of having owned the first content C1 in the past. "Past" here means a person who has owned the corresponding first content C1 at least once. These histories are managed by transactions on the blockchain.
[0091] Although the battle means 219 has been described as executing a battle game when receiving a transfer request for the second content C2 from another player who owned the first content C1 synthesized when the second content C2 was generated, the embodiment is not limited to this. For example, regardless of the ownership history, the transfer request may be displayed in a list of all players, friends only, or guild only according to the attribute (rarity) of the generated second content C2, and each target person may be able to select it.
[0092] Also, when making a transfer request, the second content C2 with corresponding attributes may be selected according to the player's residential area (GPS linkage, registration information), player level, guild level, etc. Alternatively, the second content C2 desired by the other player may be registered in advance, and a battle request may be automatically sent to both players when the second content C2 matching the registration information is generated.
[0093] In the above example, the type of the first content C1 to be transferred according to the battle result can be selected by the player when requesting a battle, but the present invention is not limited to this. The transfer means 217 may randomly transfer at least one of the first contents C1 possessed by the player who lost the battle. The transfer means 217 may vary the type and number of the first contents C1 to be transferred according to the content of the battle. For example, when players of different levels battle each other, if a player with a lower level than the opponent wins the battle, the transfer means 217 may increase the number of the first contents C1 to be transferred or transfer a first content C1 with a higher rarity.
[0094] In the above example, the granting means 218 grants the third content C3 to the owner of the second content C2 when a predetermined time has elapsed since the generation of the second content C2, but the present invention is not limited to this. For example, the granting means 218 may release a new ability for the second content C2 after the predetermined time has elapsed.
[0095] The granting means 218 may change player information related to the outcome of a competitive game according to the number of contents C owned in the competitive game. "Player information" includes the level, ability value, skill, and game effect given to the player during the competitive game of the player or the character owned by the player. That is, the granting means 218 grants a game effect according to the number of contents C owned. For example, in the above-mentioned defense game, the more first contents C1 or third contents C3 owned by the player, the more advantageous the player becomes, such as raising the level of the player character, changing the parameters, or using the first contents C1 or the third contents C3 themselves in the defense game.
[0096] The granting means 218 may grant an advantageous game effect to the owner at the time of synthesis of the second content C2 during execution of the battle game. That is, the granting means 218 grants an advantageous game effect in the battle game to the player who generated the second content C2. For example, the granting means 218 may increase the number of objects such as weapons and items that can be placed in a defense game, or increase the parameters of a character that prevents invasion from other players, so that the player is more likely to succeed in defending the second content C2 in a defense game. In addition, the granting means 218 may grant an advantageous game effect according to the number of second contents C2 synthesized. Alternatively, the granting means 218 may adjust the ability (level) of the attacking side according to the ability (level) of the defending side.
[0097] The granting means 218 may grant a benefit according to the number of transfers of the second content C2 to the owner of the second content C2 at a predetermined time after the generation of the second content C2. For example, the granting means 218 grants the third content C3 with a higher parameter as the number of transfers or transfer rate of the second content C2 is smaller. In this way, the player can acquire the third content C3 with a higher ability value as the number of times the second content C2 is defended in the battle game is larger. Note that the "number of defenses" here is preferably the number of times the player who acquired the third content C3 won the defense game and succeeded in defense. The "transfer rate" here is preferably the ratio of the number of transfers to the number of defense games played. In other words, if the player who generated the second content C2 defends the second content C2 without it being taken by another player, the player can acquire the third content C3 with a high ability value. On the other hand, if the second content C2 is transferred many times, it is preferable that the possibility of acquiring the third content C3 with a high ability value is lower.
[0098] The granting means 218 may grant a benefit according to the number of victories in the battle game to the owner of the second content C2 at a predetermined time after the synthesis of the second content C2. For example, the granting means 218 increases the ability value in the game of the third content C3 as the number of victories in the defense game increases.
[0099] The granting means 218 may grant the owner of the second content C2 a benefit according to the current location of the owner during at least a part of the time from the generation of the second content C2 until a predetermined time has elapsed. For example, the granting means 218 grants an advantageous game effect during the progress of the competitive game while the owner of the second content C2 is located at a location arbitrarily set as his / her home. The receiving means 216 acquires the current location of the owner of the second content C2, and the granting means 218 grants a benefit according to the current location based on the acquired current location information. In addition, the granting means 218 may change the ability value of the player character according to the distance from the home of the owner of the second content C2 to the current location. Note that the advantageous game effect is not limited to a game effect during the progress of the competitive game, such as making it easier for the owner of the second content C2 to win, but may also be a benefit that is effective when the competitive game is not progressing, such as being able to refuse the competitive game (other players cannot request a match) when the current location of the owner of the second content C2 is his / her home. According to this embodiment, for example, the closer the current location of the owner of the second content C2 is to his / her home, the more advantageously the owner can progress in the game.
[0100] 5.1 Addition process of the first content C1 FIG. 11 is an activity diagram showing an example of the process of providing the first content C1.
[0101] First, in A101, the BC node device 10-1 (hereinafter, referred to as the game terminal 10-1) accepts a game start operation by a first player. The game terminal 10-1 transmits an acquisition request for the first content C1 (for example, a login request or a game result) to the game server device 20 (A202). The generation means 215 of the game server device 20 grants the first content C1 to the player (A203). The management means 214 transmits ownership information indicating the owner of the first content C1 to the transaction server device 40 (A204).
[0102] The transaction server device 40 generates NFT information indicating the ownership of the first content C1 based on the received ownership information. The transaction server device 40 also stores the generated NFT information (A205). The BC processing means 412 transmits request data to the BC system 100 requesting that an NFT describing the contents indicated by the NFT information be registered in a blockchain. The BC system 100 requests that an NFT indicating the ownership information of the first content C1 be stored in a block (ledger) as transaction data (transaction information in which the game server device transfers the first content C1 to the player logged in to the game terminal 10-1) based on the NFT information indicated by the received request data. The ledger is recorded in a distributed manner by the BC storage means 111 of multiple BC node devices 10 (A206).
[0103] The transaction server device 40 causes the game terminal 10-1 to display the first content C1 related to the registered ownership information as the granted first content C1. Then, the game terminal 10-1 notifies the game terminal 10-1 that the first player has acquired the ownership of the first content C1 by displaying the first content C1 on the screen (A207).
[0104] As described above, the management means 214 of the game server device 20 manages on the blockchain the non-fungible token in which the ownership information indicating the owner of the content C is described. The transaction server device 40 may display the first content C1 on the game terminal 10-1 at the same time as transmitting the request data to the BC system 100, or after completing the registration of the NFT on the blockchain.
[0105] 5.2 Transfer of the first content C1 based on the match result The first content C1 may be traded depending on the results of a match game between players. In this section, a transfer process of the first content C1 based on the match result is described. Fig. 12 is an activity diagram showing an example of a transfer process of the first content C1 based on the match result.
[0106] Each player who wants to acquire the first content C1 from another player can make a battle request (A301a and A301b) in which the first content C1 owned by the player is bet. The game terminal 10 transmits the battle request to the game server device 20 via the game communication means 114. When the battle means 219 receives a battle request from each player, it matches the players who have bet the first content C1 of the same attribute with each other, and causes them to play a battle game.
[0107] In particular, the battle means 219 matches players who have the same number of first contents C1 as payment for the battle. For example, when the first player bets four first contents C1 with the same attribute, the battle means 219 matches players who have bet four first contents C1 with the same attribute as the first player. In this way, the battle means 219 matches players who possess first contents C1 with the same attribute with each other, so that a battle for the first contents C1 takes place. Note that the type and number of contents C to be bet can be selected arbitrarily when a battle is requested.
[0108] In this case, if the number of first contents C1 provided by the opponent of the first player is insufficient, even if the attributes of the first content C1 provided by the first player are not the same as those of the first content C1, the first player can use the first content C1 provided as a substitute to make up for the shortage as long as the attributes of the first content C1 are the same as those of the first content C1 possessed by the first player. As described above, if the opponent does not possess the first content C1 with the attributes provided by the opponent, the player can compete against an opponent possessing the desired first content C1 by offering a compensation equivalent to the difference.
[0109] When the matching is completed, the battle means 219 executes a battle game. The battle game executed here is, for example, a defense game, a fighting game, or a turn-based battle system. The transfer means 217 executes a process of transferring the ownership (NFT) of the first content C1 bet by the defeated player to the player who won the battle. For example, when the first player and the second player battle and the second player wins, the transfer means 217 executes a process of transferring the first content C1 bet by the first player to the second player. Specifically, the transfer means 217 transmits request data indicating the first content C1 to be traded and the player who will be the transferor to the exchange 4 (transmitting a request from the first player to transfer the first content C1 corresponding to the second player).
[0110] Based on the received request data, the exchange 4 performs a transfer process of the first content C1 using a smart contract or the like (A303). The exchange 4 generates transaction information (transaction) that associates the ID of the first content C1 with transaction-related information including a transferor ID (representing the first player in the example of FIG. 12) and a transferee ID (representing the second player in the example of FIG. 12) of the first content C1. This transaction information indicates a change in the owner of the first content C1. The transaction-related information includes information that identifies the exchange 4 where the transaction was performed.
[0111] In addition, when a transaction is established, the exchange 4 transmits request data to the BC system 100 requesting that the transaction information be registered in a block.
[0112] In the BC system 100, the miner who generated the block approves the transaction information (transaction) established at the exchange 4 (on the BC) and writes it in the block. A group of transactions of each piece of information such as the transfer of the content of the present disclosure is written in this block, and this block (group of transactions) is distributed and shared by each node, and is managed as a ledger in the BC system 100 (A304). In this way, the BC system 100 registers a transaction indicating the transfer of the ownership (NFT) of the first content C1 in the blockchain. The exchange 4 transmits the transaction information to the game terminal 10-1 and the game terminal 10-2. In this way, the transfer of the ownership (NFT) of the content is established at the exchange 4 or the BC system 100, and the transaction information (transaction) is stored in the block. In other words, these transaction information (transactions) are not stored in the game server device 20. The game server device 20 or the game terminal 10 performs display and game processing regarding the ownership of content C (which player has acquired / lost which content) based on the ownership information stored in the BC system 100. The game server device 20 may be connected to the BC system 100 and establish a transaction regarding the transfer without going through the exchange 4 (or the game server device 20 may play the role of the exchange 4). Then, this transaction may be approved by a miner and stored in a block (ledger) on the BC system 100.
[0113] The gaming terminal 10-1 notifies the first player that the first content C1 has been lost (A305). Furthermore, the gaming terminal 10-2 notifies the second player that the first content C1 has been acquired (A306). The transmission of these pieces of transaction information may be simultaneous with the transmission to the transaction server device 40, or may be after the transfer of the NFT has been registered in the blockchain. Furthermore, the transmission of the transaction information to the gaming terminal 10 may be performed by the transaction server device 40.
[0114] In this way, each time the owner of the first content C1 changes based on the results of a match, the transaction information (transaction) is registered in the blockchain and accumulated as a transaction history (ledger) including the ownership information (group of transactions) of past owners.
[0115] 5.3 Purchase and sale processing of Content C In this section, a buying and selling process will be described as an example of the transfer of the first content C1. FIG. 13 is an activity diagram showing an example of the buying and selling process of the first content C1. FIG. 14 is a diagram showing an example of an ownership management screen. FIG. 15 is a diagram showing the ownership status of the first content C1. Hereinafter, the description will be continued assuming that the first player sells the first content C1 to the second player.
[0116] First, game terminal 10-1 displays an ownership management screen (see FIG. 14) that accepts an operation for managing the ownership of first content C1. On the ownership management screen, a list of first content C1 owned by the first player is displayed, and an operation for requesting to sell the first content C1 is accepted. The first player performs a sell request operation by pressing the auction button 7 of any of the first content C1 that he owns.
[0117] At this time, the first player can set the price of the first content C1 to be put up for sale. As shown in FIG. 15, the player can check the ownership status of the first content C1 by other players. In this example, the number owned by each player is displayed for each attribute of the first content C1. This allows the first player to check the demand for the first content C1 that he wants to put up for sale from the ownership status of the first content C1 by other players and adjust the price.
[0118] When game terminal 10-1 receives an operation for requesting the sale of first content C1 on the ownership management screen, game terminal 10-1 executes a process for requesting the sale of first content C1 by means of BC communication means 113 and rights processing means 116 (A401).
[0119] Specifically, the game terminal 10-1 transmits request data indicating ownership information of the first content C1 (NFT), a request to sell, and the price at which to sell (for example, a predetermined amount of virtual currency) to the exchange 4. The exchange 4 provides an intermediary site for trading NFTs, and publishes the sell request for the first content C1 indicated in the received request data and the price on the intermediary site (A402). Meanwhile, it is assumed that the game server device 20 provides a publication site where participants can participate in and progress through the game.
[0120] Another player (hereinafter, the second player) or a trader can access the intermediary site of the exchange 4 and send a buy request for a sold NFT, or publish a buy request for an unsold NFT. A sell request in A301 may be made when a first player who sees the buy request decides to sell his / her first content C1.
[0121] Here, it is assumed that the game terminal 10-2 has received an operation by the second player to access the intermediary site and display a list of the first content C1. The game terminal 10-2 displays a list of trading objects provided by the exchange 4 by the BC communication means 113 and the rights processing means 116 at A303. When the game terminal 10-1 receives an operation of a purchase request for the first content C1 specified by the second player from the list, it executes a process of requesting the purchase of the first content C1 by the rights processing unit 313 and the BC communication unit 314 at A304. Specifically, the game terminal 10-1 transmits request data indicating the specified first content C1 and the purchase request to the exchange 4.
[0122] Based on the received request data, the exchange 4 performs the transfer process of the first content C1 by a smart contract or the like (A405). For example, the exchange 4 first generates transaction information that associates the ID of the first content C1 with transaction-related information including a transferor ID (representing the first player in the example of FIG. 13) and a transferee ID (representing the second player in the example of FIG. 13) of the first content C1. The transaction-related information includes, for example, a transaction method (transaction by virtual currency in the example of FIG. 13) and a transaction amount of the transferred first content C1. This transaction information indicates a change in the owner of the first content C1.
[0123] The exchange 4 performs a payment process of the fee from the connected transferee wallet to the transferor wallet. The exchange 4 and both wallets record the history of the payment. The payment method may be any method determined by the exchange 4, such as virtual currency, NFT, or cash, or may be free of charge. In addition, the payment method is not limited to the monetary value described above, and may be, for example, a physical value such as real estate or an information value such as a right to use some NFT, etc., as long as both the transferor and the transferee agree.
[0124] In addition, when a transaction is established, the exchange 4 transmits request data to the BC system 100 requesting that the transaction information be registered in a block.
[0125] In the BC system 100, the miner who generated the block approves the transaction information (transaction) established on the exchange 4 (on the BC) and writes it in the block. This block (group of transactions) is distributed and shared among the nodes, and is managed as a ledger in the BC system 100 (A406). When the first content C1 is bought and sold, a transaction indicating the transfer of ownership (NFT) of the first content C1 is registered in the blockchain in this way.
[0126] The exchange 4 also transmits transaction information to the game terminals 10-1 and 10-2. In response to this, the game terminal 10-1 notifies the first player that the ownership of the first content C1 has been sold (A407). The game terminal 10-2 notifies the first player that the second player has purchased the ownership of the first content C1 (A408).
[0127] In this way, a player who wants to obtain the first content C1 can obtain the first content C1 without fighting. In addition, the first content C1 is consumed every time the second content C2 is synthesized, and if the first content C1 has an attribute, it is necessary to collect the first content C1 with the same attribute. Therefore, a player who wants to sell the first content C1 can set a price while checking the number of other players' possessions and taking into account the relationship between supply and demand. The transaction information may be transmitted to the game terminal 10-1 at the same time as the transmission to the transaction server device 40, or may be transmitted after the transfer of the NFT has been registered in the blockchain. The transaction information may be transmitted to the game terminal 10-2 by the transaction server device 40.
[0128] <Modification> When a player buys or sells content C, the price of content C may be determined in an auction format. Specifically, a player who puts up content C may determine the end time of the auction in advance, and a player who bids the highest amount by the end time may be the purchaser of content C.
[0129] 5.2 Loan Processing of Secondary Content C2 During the time from the generation of the second content C2 until a predetermined time has elapsed, a player who wants to play a competitive game advantageously can lend the second content C2 to a desired player to play the competitive game on his / her behalf. Fig. 16 is an activity diagram showing an example of the lending process of the second content C2. The lending process of the second content C2 will be described below with reference to this activity diagram.
[0130] First, the first player, who is the owner of the second content C2 (NFT), designates a desired player to whom he / she wishes to lend the second content C2 (NFT) and makes a lending request for the second content C2 (NFT). At this time, the first player may designate a period for lending the second content C2. In the following, the explanation will be continued assuming that the first player has designated the third player. The accepting means 216 accepts this lending request (A501).
[0131] The game communication means 114 notifies the third player of this (A502), and if the third player accepts (A503), the lending means 220 performs processing to lend the NFT of the second content C2 to the desired user based on the lending request until a predetermined time has elapsed since the generation of the second content C2 (A504). Accordingly, when the NFT of the second content C2 is lent, the lending information is stored in a block (ledger) as a transaction and managed by the BC system 100.
[0132] During the loan period, if another player makes a transfer request for the second content C2 and the reception means 216 accepts this request (A505 and A506), the battle means 219 causes a battle game to be played between the other player (second player) who made the transfer request and the third player who has been loaned the second content C2 (A507).
[0133] If the second player wins the match, the second content C2 is transferred (A508), and the second player acquires it (A509). Thus, during the lending period, the third player who has been lent the second content C2 plays a competitive game with the challenger instead of the owner of the second content C2.
[0134] Then, the granting means 218 grants a benefit to the third player who has been lent the second content C2 according to the result of the competitive game. For example, if the third player wins the competitive game, the granting means 218 grants the benefit of the first player's in-game currency or the first content C1 to the third player. Even if the second or third player loses the competitive game, the granting means 218 may grant a benefit to the third player who has been lent the second content C2 when the owner (first player) who made the loan request is able to use the game effect of the second content C2. Furthermore, the loan request may require a predetermined compensation from the first player, and the benefit according to the result of the competitive game may be given by the first player to the third player.
[0135] <Modification> The granting means 218 may grant a benefit to the owner of the second content C2 according to the current location of the owner during at least a part of the time period from the generation of the second content C2 until the lapse of a predetermined time, and may also grant a benefit according to the current location of a third player to whom the second content C2 has been lent. For example, the granting means 218 grants an advantageous game effect according to the current location of the third player to whom the second content C2 has been lent. The granting means 218 may grant not only a game effect during the progress of the competitive game, such as making it easier for the third player who has been loaned the second content C2 to win, but also an advantage, such as being able to refuse to play the competitive game, when the third player's current location is at home. According to such an embodiment, for example, if a more advantageous game effect is given the closer the player's current location is to his / her home, the first player can advance the competitive game advantageously by loaning the second content C2 to the third player waiting at home when the first player goes out.
[0136] [others] (1) An aspect of the present embodiment may be a program. This program causes a computer to execute each step in the information processing system 1. (2) In the above embodiment, the BC node device 10 functions as a game terminal that allows the player to play the game, but the BC node device 10 and the game terminal may be separate devices. FIG. 17 is a diagram showing the overall configuration of an information processing system 1 in another embodiment. In this case, the information processing system 1 includes a P2P network 2, a communication line 3, an exchange 4, a plurality of BC node devices 10 (BC node devices 10-1 to BC node devices 10-N), a game server device 20, a first game terminal 30-1 and a second game terminal 30-2 (referred to as "game terminals 30" when not distinguishing between them), a trading server device 40, and a plurality of trader terminals 50 (trader terminals 50-1 to 50-N). In particular, the game server device 20 is configured to be able to communicate with the BC node device 10 and the game terminals via the network. (3) In the above embodiment, the content C is owned by a single player. However, a plurality of players may form a group or the like and jointly own the content C. This allows players to play cooperatively in a competitive game or generate the content C to earn profits.
[0137] Furthermore, it may be provided in the following aspects: In the information processing system, the first content has an attribute, and in the generation step, by having the same owner own a required number or more of the first contents with the same attribute, a unique second content can be generated by associating the required number of the first contents with each other. In the information processing system, the receiving step receives the transfer request for the second content from the other player who has a history of owning the first content used to generate the second content. In the information processing system, the receiving step receives a request to generate the second content from an owner who owns more than the required number of the first contents, and the generating step, when the generation request is received, generates a unique second content using the required number of the first contents. In the information processing system, the granting step allows an owner of the second content to use the game effect of the second content when a predetermined time has elapsed since generation of the second content. In the information processing system, the management step includes managing a non-fungible token in which ownership information of the second content is described on a blockchain. In the information processing system, the receiving step receives the transfer request for the second content from the other player who has a history of owning the second content. In the information processing system, the granting step grants a benefit according to the number of times the second content has been transferred to an owner of the second content when a predetermined time has elapsed since the generation of the second content. In the information processing system, the assigning step assigns a unique third content to an owner of the second content when a predetermined time has elapsed since generation of the second content. In the information processing system, in the assigning step, when the third content is assigned, an association of the second content is deleted from an owner of the second content. In the information processing system, in the generating step, by having the same owner own a required number or more of the first contents, a required number of the first contents can be synthesized to generate a unique second content. In the information processing system, the control unit is configured to further execute a battle step, in which, when a transfer request for the second content is received from another player, a battle game is executed between the other player and the owner of the second content, and, in the transfer step, when the other player wins the battle game, the second content is transferred to the other player. In the information processing system, the imparting step imparts an advantageous game effect to an owner of the second content at the time of synthesis during execution of the competitive game. In the information processing system, the providing step provides a benefit according to the number of wins in the competitive game to an owner of the second content when a predetermined time has elapsed since the combination of the second content. In the information processing system, the control unit is configured to further execute a lending step, wherein in the receiving step, a request to lend the second content to a desired player is accepted from an owner of the second content, and in the lending step, the second content is lent to the desired player based on the lending request for a predetermined time period after the generation of the second content, and in the battle step, the battle game is played between another player who made the transfer request and the player who has been lent the second content. In the information processing system, the granting step grants a benefit to the player who has been loaned the second content in accordance with the outcome of the competitive game or the owner who made the loan request being able to use the game effect of the second content. In the information processing system, the granting step grants a benefit to an owner of the second content according to the owner's current location for at least a portion of a predetermined time period from the generation of the second content. An information processing method comprising the steps of: in the information processing system. A program that causes a computer to execute each step in the information processing system. Of course, this is not the case.
[0138] Finally, various embodiments according to the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiment can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the disclosure. The embodiments and their modifications are included in the scope and gist of the disclosure, and are included in the disclosure and its equivalents described in the claims. [Explanation of symbols]
[0139] 1: Information processing system 1: Information processing system 2: P2P network 3: Communication lines 4: Exchange 6: Suggested information 7: List button 10: BC node device 11: Control section 12: Storage section 13: Communications Department 14: Bus 15: Input section 16: Display section 20: Game server device 21: Control section 22: Storage section 23: Communications Department 24: Bus 40: Transaction server device 50: Trader terminal 100:BC System 111:BC storage means 112:Mining processing means 113:BC communication means 114: Game communication means 115: Game processing means 116: Rights processing means 211: Game communication means 212: Game processing means 213: Game data storage means 214 :Management measures 215: Generation means 216: Reception method 217: Means of relocation 218: Means of granting 219: Combat methods 220: Loan means 313: Rights Department 314: BC Communications Department 411: Content storage means 412:BC processing means 413: Rights processing means 414:BC communication means 511: Rights processing means 512:BC communication means B10: Blockchain B11: Block B12: Block B13: Block B14: Block C: Content C: Content C1: First content C1a: First content C1aa: First content C1ab: First content C1b: First content C1c: First content C1d: First content C1e: First content C2: Second content C3: Third content D10: Ledger W1: Wallet
Claims
1. An information processing system, A control unit is provided, The control unit is configured to execute the following steps: In the management step, a non-fungible token in which ownership information indicating an owner of the first content is described is managed on a blockchain; In the generating step, a required number or more of the first contents are owned by the same owner, and a required number of the first contents are associated with each other to generate unique second contents; In the receiving step, a transfer request for the second content is received from another player; In the transfer step, when the other player satisfies a predetermined condition, the second content is transferred to the other player; In the granting step, a profit according to the number of transfers of the second content is granted to the owner of the second content when a predetermined time has elapsed since the generation of the second content.
2. An information processing system, A control unit is provided, The control unit is configured to execute the following steps: In the management step, a non-fungible token in which ownership information indicating an owner of the first content is described is managed on a blockchain; In the generating step, a required number or more of the first contents are owned by the same owner, and a required number of the first contents are associated with each other to generate unique second contents; In the receiving step, a transfer request for the second content is received from another player; In the battle step, when the transfer request of the second content is accepted from the other player, a battle game is executed between the other player and the owner of the second content; In the transfer step, when the other player wins the competitive game, the second content is transferred to the other player; In the granting step, a profit according to the number of wins in the competitive game is granted to the owner of the second content when a predetermined time has elapsed since the combination of the second content.
3. An information processing system, A control unit is provided, The control unit is configured to execute the following steps: In the management step, a non-fungible token in which ownership information indicating an owner of the first content is described is managed on a blockchain; In the generating step, a required number or more of the first contents are owned by the same owner, and a required number of the first contents are associated with each other to generate unique second contents; In the receiving step, a transfer request for the second content is received from another player; In the battle step, when the transfer request of the second content is accepted from the other player, a battle game is executed between the other player and the owner of the second content; In the transfer step, when the other player wins the competitive game, the second content is transferred to the other player; In the granting step, an advantageous game effect is granted to an owner of the second content at the time of synthesis during execution of the competitive game.
4. An information processing system, A control unit is provided, The control unit is configured to execute the following steps: In the management step, a non-fungible token in which ownership information indicating an owner of the first content is described is managed on a blockchain; In the generating step, a required number or more of the first contents are owned by the same owner, and a required number of the first contents are associated with each other to generate unique second contents; In the receiving step, a transfer request for the second content is received from another player; In the battle step, when the transfer request of the second content is accepted from the other player, a battle game is executed between the other player and the owner of the second content; In the transfer step, when the other player wins the competitive game, the second content is transferred to the other player; In the receiving step, a request for lending the second content to a desired player is received from an owner of the second content; In the lending step, the second content is lent to the desired player based on the lending request; In the battle step, the system causes the battle game to be played between the other player who has made the transfer request and the player who has been loaned the second content.
5. 5. The information processing system according to claim 4, In the lending step, the second content is lent to the desired player until a predetermined time has elapsed since the generation of the second content.
6. 6. The information processing system according to claim 4, Further, in a granting step, the system grants a benefit to the player who has been loaned the second content depending on the result of the competitive game or the owner who made the loan request being able to use the game effect of the second content.
7. An information processing system, A control unit is provided, The control unit is configured to execute the following steps: In the management step, a non-fungible token in which ownership information indicating an owner of the first content is described is managed on a blockchain; In the generating step, a required number or more of the first contents are owned by the same owner, and a required number of the first contents are associated with each other to generate unique second contents; In the receiving step, a transfer request for the second content is received from another player; In the battle step, when the transfer request of the second content is accepted from the other player, a battle game is executed between the other player and the owner of the second content; In the transfer step, when the other player wins the competitive game, the second content is transferred to the other player; The granting step grants a benefit to the owner of the second content according to the current location of the owner for at least a part of a period from the generation of the second content until a predetermined time has elapsed.
8. In the information processing system according to any one of claims 1 to 7, In the management step, the system manages a non-fungible token describing ownership information of the second content on a blockchain.
9. 1. An information processing method, comprising: A method comprising the steps of: performing a process for detecting a plurality of information processing devices in accordance with one of claims 1 to 8;
10. A program, A program for causing a computer to execute each step in the information processing system according to any one of claims 1 to 8.
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