PROGRAM, INFORMATION PROCESSING DEVICE AND COMPUTER SYSTEM
The computer system and program address the lack of user interest in game-related images by associating media images with value media based on actual game event details and player information, creating a more engaging experience through realistic and exciting digital card representations.
Patent Information
- Application Number
- JP2023078667
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-11
- Publication Date
- 2025-04-18
- Estimated Expiration
- 2041-09-02
AI Technical Summary
Existing technologies for extracting and assigning game-related images to users lack the ability to enhance user interest by incorporating dynamic and exciting elements from actual game events.
A computer system and program that determine media images to be associated with value media based on play information from game histories, including event details and player information, allowing for the creation of digital cards that reflect the excitement and realism of actual game events.
This solution enhances user interest by providing images that reflect the actual gameplay experiences, such as victories, shocking moments, and player achievements, thereby increasing the appeal of game-related digital media.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing device, and a computer system. [Background technology]
[0002] Conventionally, a technique is known for extracting a still image in which a specific character appears from among still images (frame images) constituting the video images of a game (see Patent Document 1). This technique also allows a player to specify a still image he or she likes from among a plurality of still images in which a specific character appears, and the specified still image can be given to the player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-103329 A Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, there has been an increasing demand for images related to games, such as images of characters appearing in games, scenes from game play videos, etc., as in digital trading cards. However, in the above-mentioned conventional technology, when determining an image to be given to a user, images corresponding to specific characters are extracted, and the image specified by the user is simply determined as the image to be given, leaving room for improvement in terms of interest.
[0005] The present disclosure provides a program, an information processing device, and a computer system that can improve interest in determining a game-related image to be given to a user. [Means for solving the problem]
[0006] A first aspect includes a computer comprising: a determining means for determining a medium image to be associated with the value medium based on play information relating to a history of a game played by a specific player; a matching means for matching the medium image with the value medium; a receiving means for receiving an instruction from a user to provide the value medium to the user; and executing a granting process for granting the value medium to the user in response to the instruction. It is a program.
[0007] In addition, in a first aspect, the game is a competitive game progressed by operations of a plurality of players, The play information may include replay data of at least some scenes of the fighting game progressed through operations by the player.
[0008] In addition, in the first aspect, the game history may be a history of the competitive game played by the player different from the user.
[0009] In addition, in a first aspect, the play information includes event information that identifies a real-world event in which the game was played by the player, The media image may include information that identifies the event.
[0010] In addition, in the first aspect, the event information includes information identifying a stage at which the game was played by the player in the real event. The media image may include information that identifies the stage.
[0011] Also, in the first aspect, the event information can include information for identifying the excitement level of the real event.
[0012] In addition, in a first aspect, the play information includes information for identifying the player who played the game, The media image may include information that identifies the player.
[0013] Also, in a first aspect, the media image may include a game image showing at least a scene of the game progressed by the operation of the player, and information capable of identifying the player or a real-world event in which the game was played by the player.
[0014] In the first aspect, the computer includes: a first extraction means for extracting the game image, which is a still image, from replay data of at least a part of a scene of the game progressed by an operation of the player; a reality information image which is a still image showing the player or the event; the medium image includes the game image and the reality information image, The computer can function as a generating means for generating display information that displays the game image and the reality information image side by side on the user device of the user.
[0015] In addition, in a first aspect, the computer can function as an identification means for identifying the value of the value medium depending on at least one of the player related to the medium image, the real-life event in which the game was played by the player, and the stage in the event.
[0016] In the first aspect, the value media to which the different medium images are associated have equal value to each other, The granting means can grant to the user, in response to the instruction, the value medium selected by lottery from among a plurality of value media having equal value.
[0017] In the first aspect, the computer is further caused to function as a combination means, The determining means determines a plurality of the medium images based on each of the plurality of pieces of play information; the combining means generates a set of a plurality of value media by combining a plurality of the value media to which the determined plurality of medium images are respectively associated, The receiving means receives an instruction from a user to associate the set with the user; The granting means can execute a granting process for granting the plurality of value media included in the set to the user in response to the instruction.
[0018] In the first aspect, the computer is further caused to function as a second extraction means, the play information includes replay data for replaying at least a part of a scene of the game progressed by an operation of the player, the second extraction means extracts a plurality of game images, which are still images, from the replay data, and extracts a plurality of game images corresponding to different timings of the replay from the extracted plurality of game images based on specific play information; The determination means can determine each of the plurality of game images as the plurality of medium images.
[0019] In addition, in the first aspect, the set includes identification information for identifying at least one of the player, the event in which the game was played by the player, and the stage in the event; The plurality of value media included in the set may be the value media associated with the medium image corresponding to the identification information.
[0020] The second aspect is a determination unit that determines a medium image to be associated with the value medium based on play information relating to a history of a game played by a specific player; an association unit for associating the medium image with the value medium; A reception unit that receives an instruction from a user to provide the value medium to the user; and an assigning unit that assigns the value medium to the user in response to the instruction. It is a server device.
[0021] The third aspect is a determination unit that determines a medium image to be associated with the value medium based on play information relating to a history of a game played by a specific player; an association unit for associating the medium image with the value medium; A reception unit that receives an instruction from a user to provide the value medium to the user; and an assigning unit that assigns the value medium to the user in response to the instruction. It is a computer system.
[0022] According to the present disclosure, a program, an information processing device, and a computer system are provided that can improve interest in determining a game-related image to be given to a user. [Brief description of the drawings]
[0023] [Figure 1] 1 is a block diagram showing a configuration of a platform system according to an embodiment of the present invention. [Diagram 2] FIG. 1 is a diagram for explaining an overview of a platform system according to an embodiment of the present invention. [Diagram 3] 4 is an example of a screen displayed on a display by the platform system according to the present embodiment. [Figure 4] 4 is an example of a screen displayed on a display by the platform system according to the present embodiment. [Diagram 5] 4 is an example of a screen displayed on a display by the platform system according to the present embodiment. [Figure 6] FIG. 2 is a flow chart showing a series of operations of the platform system in this embodiment. [Figure 7]A figure showing an example of a process for generating a set of value media in the platform system in this embodiment. [Figure 8] 4 is an example of a screen displayed on a display by the platform system according to the present embodiment. [Figure 9] 4 is an example of a screen displayed on a display by the platform system according to the present embodiment. [Figure 10] 4 is an example of a screen displayed on a display by the platform system according to the present embodiment. [Figure 11] 4 is an example of a screen displayed on a display by the platform system according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0024] A platform system 1 according to an embodiment of the present disclosure (hereinafter also referred to as "the present embodiment") will be described with reference to the drawings.
[0025] <Explanation of the platform system> The platform system 1 is an aspect of a computer system, and is a system that issues a value medium related to a game and provides a platform for distributing the value medium. The value medium related to the game may be digital data related to the game, for example, a non-fungible token (NFT) of an image related to the game. In this embodiment, an example will be described in which the value medium is a digital card related to the game (hereinafter, simply referred to as a "digital card" or "card"), but the present invention is not limited to this.
[0026] In platform system 1, primary distribution allows retailers such as the company that operates platform system 1 to sell digital cards online. Digital cards may also be trading cards, in which case platform system 1 allows the sold digital cards to be bought and sold in transactions between users, which is secondary distribution.
[0027] The game according to the present embodiment is, for example, a competitive game that is played by the operations of multiple players, and is a so-called e-sports game. However, the game according to the present embodiment is not limited to this. In addition, in the present embodiment, an example is described in which the competitive game is played in a game tournament such as an e-sports tournament, but the game according to the present embodiment is not limited to this.
[0028] 1, a platform system 1 includes a server device 2 and a plurality of user devices 5. In the platform system 1, the server device 2 and the plurality of user devices 5 are connected to each other via a communication network 6 so as to be able to communicate with each other.
[0029] The server device 2 is an information processing device used by the operator of the platform system 1. The server device 2 executes a predetermined program to realize a function of managing an EC server for selling value media to users and transactions of value media between users.
[0030] The user device 5 is an information processing device used by a user. The user device 5 may be a general-purpose terminal device such as a smartphone or a laptop, or may be a device dedicated to the platform system 1. The user device 5 provides the user with a UI for trading value media by executing a predetermined program. The predetermined program may be, for example, an application program dedicated to the platform system 1 (hereinafter, also referred to as a "trading card app"), or a web browser that is generally provided in the information processing device. The user device 5 receives (specifically, downloads and installs) the trading card app from the server device 2 or an application store, for example, via the communication network 6. The trading card app may have, for example, a wallet function for storing and managing value media owned by the user.
[0031] In the platform system 1, account information including user identification information and a password is assigned to each user for the purpose of user account authentication. This account information is transmitted from the user device 5 to the server device 2 when logging in from a trading card app or a web browser, and the server device 2 executes an account authentication process. After the account authentication, the server device 2 and the user device 5 are able to communicate with each other. After logging in, the user device 5 receives data required for digital card transactions from the server device 2, and outputs images and sounds of the digital card to the display and speaker based on the user's operation.
[0032] Now, with reference to FIG. 2, an example of a digital card issuing process in the platform system 1 will be described.
[0033] (1-1) As shown in FIG. 2, in the platform system 1, the server device 2 determines an image to be associated with a digital card C (value medium) from among a plurality of game images based on play information of a game played by a specific player such as a professional e-sports player. Hereinafter, such an image to be associated with a value medium is also referred to as a "medium image." Moreover, a "game image" refers to an image showing at least a part of a scene of a game progressed by a player's operation. The medium image may include, for example, a game image and a reality information image, which will be described later.
[0034] "Play information" refers to information about the history of a game played by a specific player. Play information includes, for example, the date and time when the game was played, player identification information for identifying the player who played the game, event information of the real-world event where the game was played, replay data of the game that was played, etc.
[0035] The play information may include, for example, the results of the game played as a game history (e.g., whether the game was won or lost, the parameter values of each player character at the end of the game, each attack by the player character in the game and the damage caused by each attack to the opposing player character, game effects granted as a result of winning or losing the game (e.g., items, etc.), etc.).
[0036] The play information may include, for example, the progress of the game at each point in time (for example, in the case of a 99-second game, the parameter values of each player character every 10 seconds, etc.).
[0037] The replay data is data for replaying at least some scenes of a game progressed by the operation of a specific player. The replay data is data for replaying at least some scenes of a game as a video, and may be, for example, video data, or may be game data for generating a video in a game program. The game data includes, for example, data for chronologically specifying the placement positions, actions, parameters, etc. of game objects, and data for chronologically specifying input information of a player.
[0038] The game history may be, for example, a history of a competitive game played by a player different from the user. For example, the user who purchases the digital card may be a non-player or an amateur player, and the game history may be a history of a competitive game played by a professional e-sports player in an e-sports tournament different from that of the user. With this configuration, the medium image can be determined based on a record of a game played in the past by a player different from the user, such as an admired player or a favorite player. Therefore, for example, the user can collect digital cards of scenes in which the e-sports player he or she supports (favorite player) wins a match in a real competitive game.
[0039] The play information may include, for example, a history of comments made to a game that has been played. The comment history may include, for example, the content of each comment, the posting date and time of each comment, the poster (account) of each comment, and the posting location of each comment (for example, information indicating whether the comment was made to a comment function within the game or to a third-party SNS system, etc.).
[0040] The play information may include, for example, replay data of at least a part of a scene of a battle game progressed by an operation of a specific player. According to such a configuration, a medium image to be associated with a digital card can be determined based on replay data of a battle game of a professional e-sports player or the like. Therefore, for example, a scene in which a final blow is delivered to an opponent's player character included in the replay data can be specified, and a still image of the specified scene can be used as the medium image. Therefore, the medium image can be determined based on the techniques actually used effectively in the battle game played and the excitement at the time, thereby improving the interest.
[0041] The play information may include, for example, information for identifying a player who played the game. Information for identifying a player may include, for example, the name or nickname of each player, a face image, the organization (team) to which the player belongs, or the base of operations. In this case, the medium image may include information that can identify the player.
[0042] The event information is information that identifies a real event in which a game was played by a player. The event information includes, for example, event identification information for identifying each event, the event name (event title), the organizer of each event, participants (participating players), the event date and time or duration, game identification information for identifying a game played at each event, and at least a part of the history of each game played at each event.
[0043] The event information may include, for example, information that identifies the stage at which the game was played by the player in a real event. The "stage at which the game was played in a real event" may be, for example, information that indicates the number of rounds, such as the finals or preliminary rounds, in an e-sports tournament. In this case, the medium image may include, for example, information that can identify this stage. Even if the game was played in the same event, the demand for the digital card may change depending on whether the game image is from the preliminary round or the final round. With this configuration, the user can identify which stage of the event the digital card relates to by looking at the image of the digital card. Furthermore, with this configuration, the medium image can serve as a certificate that proves that the image is of a game played in a specific stage of the event.
[0044] In other words, the server device 2 determines an image of a digital card related to this game based on the history of the game. For example, when selling a digital card of an image of a scene of (4) "decisive moment" of a game played in an event (2) "Tour Final" of (1) "Pro Tour" and commented as (3) "legendary match", the server device 2 determines a game image P1 including each of the elements (1) to (4) as one of the medium images. For example, the server device 2 extracts a frame image of a scene in which the stamina of the opponent's player character is reduced to zero from replay data of each game including the elements (1) to (3) as an image to be displayed on the digital card. Then, the server device 2 determines the extracted frame image as the game image P1.
[0045] (2-1) The server device 2 associates the game image P1 with a digital card C (value medium).
[0046] (1-2) The server device 2 may generate an image showing the real-world event where the game was played (hereinafter also referred to as a "real-world information image") as one of the medium images and associate it with the digital card. In other words, the medium image includes information (real-world information image) that can identify the real-world event. With this configuration, the user can identify which event the image on the digital card relates to by looking at it. Also, with this configuration, the medium image can serve as a certificate that proves that it is an image of a game played at a specific event.
[0047] The server device 2 generates, for example, a reality information image P2a displaying profile information of a player who played a game based on the play information. The server device 2 also generates, for example, a reality information image P2b displaying information capable of identifying the event at which the game was played and information capable of identifying the stage at which the game was played based on the play information.
[0048] (2-2) The server device 2 associates the generated player image P2a and the generated event image P2b with the digital card C.
[0049] (3) The server device 2 issues a digital card displaying the medium images (game image P1, reality information images P2a, P2b). On the digital card, the game image P1 and the reality information images P2a, P2b are displayed side by side. The server device 2 may also issue this digital card as an NFT. In this case, the server device 2 sets a total number of issued digital cards for each digital card, and sets a serial number based on the total number of issued digital cards for each piece of data on the digital card.
[0050] According to the above configuration, the platform system 1 can determine a medium image to be associated with a digital card based on the history of a game played. For example, the platform system 1 determines a medium image based on the outcome of an actual game played, whether or not it was a shocking scene, and the like, so that an image that gives a sense of realism and excitement of the game played can be created. Therefore, the platform system 1 can improve interest when determining an image related to a game to be given to a user.
[0051] <Server device configuration> The explanation will continue by returning to Fig. 1. The hardware configuration and the functional configuration of the server device 2 will be explained below.
[0052] The server device 2 includes a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.
[0053] The network interface 21 is communicatively connected to each user device 5 via a communication network 6 such as the Internet or a LAN.
[0054] The storage unit 22 is a device that stores programs and data such as a main storage device, an auxiliary storage device, or an external storage device. The storage unit 22 is composed of, for example, a hard disk drive (HDD), a random access memory (RAM), a read only memory (ROM), and a solid state drive (SSD). The storage unit 22 stores various programs including a part of the program according to this embodiment, as well as various data such as a user DB 221 and a trading card DB 222.
[0055] The program according to the present embodiment can be stored in a storage medium. The storage medium storing the program may be a non-transitory storage medium (Non-transitory computer readable medium). The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0056] In the user DB 221, for each user identification information of a user who plays a game, card identification information (card number and serial number) that identifies a digital card owned by the user, the balance of electronic value that can be used in the platform system 1, attribute information that indicates the attributes of the user, and the like are stored in association with each other. Hereinafter, such information is collectively referred to as "user information." Here, "electronic value" may be, for example, digital currency (electronic money or cryptocurrency (virtual currency)).
[0057] In the trading card DB222, for each card number and serial number of a digital card circulating in the platform system 1, parameters, release date and time (issue date and time), seller (issuer), total number of issues, current owner, transaction history, etc. are stored in association with each other. Here, the "card number" is a number indicating the type of card. Also, the "serial number" is a unique number assigned to each digital card issued in the same type of card. The digital card may include at least one electronic certificate, which is an electronic certificate that certifies its authenticity and an electronic certificate that certifies the current owner. In addition, if the digital card is an NFT and has not been sold, the digital card itself may be stored in association with each other in the trading card DB222. Then, when the digital card is sold to a user, the digital card may be moved (sent) to the user device 5 and deleted from the trading card DB222. Hereinafter, these pieces of information are also collectively referred to as "value medium information".
[0058] For example, if the value medium is a digital card, the "parameters" include the digital card's fighting power, attack power, defense power, stamina (HP), intelligence, skill level, skill type, rank, or rarity.
[0059] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and is a processing device (e.g., a processor) that controls the operation of the device 2, i.e., performs data calculations, processing, and transfer, executes programs, and controls other devices. The control unit 23 can realize various functions in the server device 2 by executing programs stored in the storage unit 22.
[0060] The control unit 23 executes various programs to function as an information processing unit 231, a matching unit 232, a determination unit 233, an association unit 234, a reception unit 235, and an assignment unit 236.
[0061] -Information processing means- The information processing means 231 transmits and receives various data to and from each user device 5. Main data received by the information processing means 231 include a request for display information, various requests in response to user operations (for example, a request to specify a digital card, a request to enter a gacha lottery, a payment request when purchasing a digital card, etc.), user information, value medium information (including digital card data), etc. Main data transmitted by the information processing means 231 include a trading card app, value medium information, etc.
[0062] -Method of verification- The verification means 232 uses the user identification information received from the user device 5 to authenticate the user account.
[0063] -Decision-making method- The determining means 233 determines a medium image to be associated with the value medium based on the play information.
[0064] -Means of association- The associating means 234 associates the medium image determined by the determining means 233 with the value medium.
[0065] -Method of reception- The receiving means 235 receives various selections, instructions, requests, etc. from a user. The receiving means 235 receives an instruction from a user to grant a value medium associated with a medium image to this user.
[0066] -Method of granting- The granting means 236 executes a granting process for granting a value medium to a user. Here, the "granting process" may be, for example, associating a value medium purchased in response to a user's instruction, such as an instruction to purchase a digital card, with the user.
[0067] According to the above configuration, the providing means 236 can provide the user with a medium image to be associated with a digital card determined based on the history of the game played. For example, in the platform system 1, the medium image is determined based on the outcome of the game actually played, whether or not it was a shocking scene, etc., so that it is possible to create an image that gives a sense of realism and excitement of the game played. Therefore, the providing means 236 can provide the user with a highly interesting value medium.
[0068] -Generation means- The generating means 237 generates various information to be processed by the platform system 1. For example, the generating means 237 generates (issues) a digital card (value medium) to which a medium image is associated. The generated digital card displays the associated medium image. The generating means 237 also generates information (hereinafter also referred to as "display information") to be displayed on the display of the user device 5 used by the user. The generating means 237 transmits the generated display information to the user device 5 via the network interface 21.
[0069] The generating means 237 may generate display information for displaying a game image and a reality information image side by side on the user device 5 of the user, for example, as display information for a digital card.
[0070] - Image generation means - The generation means 237 may include, for example, an image generation means 2371. The image generation means 2371 generates a reality information image that is a still image and indicates a player or an event identified from the play information.
[0071] -First extraction means- The generating means 237 may include, for example, a first extracting means 2372. The first extracting means 2372 extracts game images, which are still images, from replay data of at least a part of a scene of a game progressed by an operation of a specific player. This specific player may be, for example, a player identified from play information.
[0072] For example, the first extraction means 2372 first records a video of each match played in the e-sports tournament. Next, the first extraction means 2372 clips the recorded video of each match for each round. Here, "clipping a video" refers to extracting a predetermined playback range (for each round in this example) from the entire playback range of the video. Then, the first extraction means 2372 extracts one or more still images from the clipped video (hereinafter also referred to as "clip video") as a game image. In addition to the extracted still images, the first extraction means 2372 may also include the clip video from which the still images were extracted in the game image. For example, the association means 234 may associate a still image on a digital card so that the still image is displayed at the top and the clip video is played when the user designates the still image displayed at the top.
[0073] -Specifying means- The identification means 238 identifies the value of the value medium according to at least one of (a) a player related to the medium image, (b) a real event in which the game was played by the player, and (c) a stage in the event.
[0074] For example, in the case of (a) above, the identification means 238 may identify the digital card associated with the game image of the game played by player A as being worth 100 yen, while identifying the digital card associated with the game image of the game played by player B as being worth 120 yen.
[0075] For example, in the case of (i) above, the identification means 238 may identify a digital card associated with a game image of a game played in a domestic tournament as being worth 70 yen, while a digital card associated with a game image of a game played in a world tournament as being worth 110 yen.
[0076] For example, in the case of (c) above, when the competitive game has three rounds, the identification means 238 may identify digital cards associated with game images from the first and second rounds as being worth 50 yen, while identifying digital cards associated with a game image from the final round as being worth 70 yen.
[0077] According to the above configuration, the specifying means 238 can specify the value according to the player who actually played the game, the real event in which the game was played, etc. Therefore, the specifying means 238 can increase the value of the card of the game image of, for example, a match in which a popular player performed well or a match in which an unknown player made a major comeback, and can specify the value of the digital card on a fact basis.
[0078] The specifying means 238 may specify the value of the value medium based on, for example, the parameters of the value medium. The specifying means 238 may specify the value of the digital card based on, for example, the rarity of the digital card. Specifically, the specifying means 238 may set the value of the digital card to 100 yen when the rarity of the digital card is S rare, and may set the value of the digital card to 10 yen when the rarity is rare.
[0079] The identification unit 238 may, for example, identify a parameter of the value medium. The identification unit 238 may, for example, identify different parameters (such as different rarities) of the value medium associated with the same medium image.
[0080] <Means of generation and reception> Here, with reference to Figs. 3 to 5, examples of screens that the generating means 237 causes to be displayed on the display of the user device 5 in order to sell the digital card to the user will be described.
[0081] 3, the generating means 237 displays a top screen 610 of the official store of the platform system 1 on the display of the user device 5 via a trading card app or a web browser after logging in. The top screen 610 includes a purchase method designation area 611 for designating a method for purchasing a digital card.
[0082] The purchase specification method area 611 is an area for the user to specify a method for purchasing a digital card. When the user specifies a desired purchase method (in this example, "card shop") from among the multiple purchase methods displayed in the purchase specification method area 611, the user device 5 transmits an acceptance request for this specification to the acceptance means 235 of the server device 2. When the acceptance means 235 accepts this acceptance request, the generation means 237 generates display information for displaying the card shop screen 620a shown in Fig. 4. The generation means 237 transmits this generated display information to the user device 5 via the network interface 21, and causes the card shop screen 620a to be displayed.
[0083] 4, the generating means 237 displays a card shop screen 620a for the user to select and purchase a card that he or she wishes to purchase, on the display of the user device 5. The card shop screen 620a includes a card selection area 621a and a purchase button 622a.
[0084] The card selection area 621 is an area for the user to select a card that he / she wishes to purchase. It should be noted that the value of cards C1 to C4 is specified based on a parameter (in this example, rarity). Cards C1 and C2 are specified as 100 yen because their rarity is S-rare, while cards C3 and C4 are specified as 10 yen because their rarity is rare.
[0085] When the user selects a card (in this example, card C4) that he / she wants to purchase from among the cards C1 to C4 displayed in the card selection area 621 and presses the purchase button 622, the user device 5 transmits a purchase instruction for this card to the reception means 235 of the server device 2. When the reception means 235 receives this purchase instruction, the generation means 237 generates display information for displaying a payment screen (not shown) for purchasing the selected card. The generation means 237 transmits this generated display information to the user device 5 via the network interface 21. The generation means 237 transmits this generated display information to the user device 5 via the network interface 21 to display the payment screen. The reception means 235 receives a payment settlement instruction for purchasing the card from the user via the payment screen and performs processing for settlement. When this settlement is completed, the granting means 236 grants the purchased card C4 to the user.
[0086] The process for making a payment involves, for example, in the case of a credit card payment, sending a payment instruction to the system of the relevant credit card based on the card number, expiration date, and security code of the credit card included in the payment instruction.
[0087] As another example of the card shop screen, the generating means 237 may display a card shop screen 620b on the display of the user device 5, as shown in Fig. 5. The difference from the card shop screen 620a is that digital cards with the same parameters (in this example, rarity (S rare)) are displayed together in the card selection area 621b. Cards C5 to C8 have the same parameters, but have different values due to the different events in which the game was played or scenes at different times in the same game.
[0088] <Operation flow of the platform system> With reference to FIG. 6, a process flow from generating a medium image based on play information to providing a value medium to a user will be described.
[0089] As shown in FIG. 6, first, the first extraction means 2372 of the server device 2 extracts game images, which are still images, from replay data of at least some scenes of a game progressed by an operation of a specific player (step st1).
[0090] Next, the image generating means 2371 generates a reality information image, which is a still image showing a specific player or an event in which a game played by a specific player took place (step st2).
[0091] Next, the determination means 233 determines a medium image (the extracted game image and the generated reality information image) to be associated with the value medium based on play information relating to the history of the game played by a specific player (step st3).
[0092] Next, the associating means 234 associates the medium image determined by the determining means 233 with the value medium (step st4).
[0093] Next, the accepting means 235 accepts an instruction to impart to the user the value medium associated with the medium image (step st5).
[0094] Next, the granting means 236 executes a granting process for granting the value medium to the user in response to the instruction received by the receiving means 235 (step st6).
[0095] To summarize the above, the control unit 23 (computer) of the server device 2 functions as a determination means 233 that determines a medium image to be associated with a value medium based on play information regarding the history of a game played by a specific player, a matching means 234 that matches the medium image with a value medium, a receiving means 235 that receives instructions from a user to grant the value medium to the user, and an granting means 236 that executes a granting process to grant the value medium to the user in response to the instructions.
[0096] <Effects> According to this embodiment, a medium image to be associated with a value medium can be determined based on the history of games played. For example, the medium image is determined based on the outcome of the game actually played, whether it was a shocking scene, etc., so that the image can be made to give the user a sense of realism and excitement of the game played. Therefore, it is possible to improve the interest when determining an image related to a game to be given to a user.
[0097] [Variations] Although the present invention has been described based on the above embodiment, the present invention is not limited to the above embodiment. The following cases are also included in the present invention.
[0098] [First Modification] In the above embodiment, an example has been described in which the value medium is a digital card, but the value medium according to the present invention is not limited to this. The value medium may be, for example, an item or character used in a game. Furthermore, the value medium may be a digital card that is not used in a specific game, but is simply intended for collection or trading between users. In this case, a medium image is associated with the value medium, but game parameters for use in the game are not associated with the value medium.
[0099] [Second modified example] In the above embodiment, an example in which each value medium is individually provided to a user has been described, but the form of providing the value medium according to the present invention is not limited to this. For example, a plurality of value media may be combined to generate a set of value media (such as a set or pack), and each set of generated value media may be provided to a user. In this example, an example in which the value medium is a digital card will also be described.
[0100] The collection of value media may include, for example, identification information that identifies at least one of a specific player, an event in which a game was played by the specific player, and a stage in the event. For example, if the collection of value media is a pack of digital cards and the specific player is player A, the pack of digital cards may include information that identifies player A (player A's name and ID). In this case, the multiple value media included in the collection are value media associated with medium images that correspond to the identification information. In the above example, if the identification information is information that identifies player A, the multiple digital cards are associated with medium images that correspond to player A (such as a game image of a game played by player A or a real information image that identifies a real event in which a game played by player A was played).
[0101] According to the above configuration, it is possible to generate a pack containing only digital cards from games played in the finals, a pack containing only digital cards from games played by Player A, etc. This makes it possible to provide a collection of value media such as packs and sets that better meet the needs of users.
[0102] The determination means 233 may determine a plurality of medium images based on, for example, play information. The determination means 233 may also determine a plurality of medium images based on, for example, a plurality of pieces of play information, i.e., a history of a plurality of played games.
[0103] The determining means 233 may, for example, determine each of the multiple game images extracted by a second extracting means, which will be described later, as the multiple medium images.
[0104] The control unit 23 may function as a combination means (not shown). The combination means generates a set of a plurality of value media by combining a plurality of value media to which the determined plurality of medium images are respectively associated. The set of value media is, for example, a pack or set of digital cards. For example, in the case where there are a total of 10 games in the final league of an e-sports tournament, the combination means may generate a pack of 10 digital cards to which the medium images of the final rounds of the games played in each of the 10 games are associated as a pack for the final league and final round of the e-sports tournament.
[0105] Now, with reference to FIG. 7, an example of a process for generating a pack of digital cards (NFTs) will be described.
[0106] As shown in FIG. 7, in each match such as the first game or the final of the e-sports tournament, the first extraction means 2372 extracts a clip video for each round from a video image that is a replay of each match. The first extraction means 2372 extracts a specific frame image (for example, a frame in which the player character is hit with a final blow) from the extracted clip video as a game image. The association means 234 associates the extracted frame image and clip video with a digital card as a medium image. The generation means 237 issues (generates) 100 digital cards (NFTs) associated with the medium image. The generation means 237 issues, for example, 100 digital cards for the first round of the final match with serial numbers set to 1 to 100. The combination means randomly combines the issued digital cards to generate a pack of digital cards.
[0107] The receiving means 235 may, for example, receive an instruction from a user to associate a set of value media generated by the combining means with the user.
[0108] The granting means 236 may, for example, execute a granting process for granting a plurality of value media included in the set of value media to a user in response to an instruction from the user received by the receiving means 235.
[0109] The generating means 237 may include, for example, a second extracting means (not shown). The second extracting means extracts game images, which are still images, from the replay data, and extracts a plurality of game images corresponding to different timings of the replay from the extracted game images based on specific play information. The second extracting means may, for example, extract a plurality of game images from replay data of a competitive game, and extract game images at different timings, such as the start of the first round and the start of the second round, from the extracted plurality of game images.
[0110] For example, even if a user purchases a pack of digital cards, if the pack contains only game images of the same timing, the user's desire to have digital cards with various game images may not be satisfied. According to the above configuration, the second extraction means can provide variation to the multiple value media, thereby satisfying the user's desire to have value media with various media images.
[0111] [Third Modification] In the above embodiment, an example was described in which the platform system 1 displays value media for sale and the user selects one of the value media to purchase, but the method of selling the value media according to this embodiment is not limited to this. The method of selling the value media may be, for example, a lottery (so-called "gacha") in which one or more value media are selected from a plurality of value media based on lottery conditions such as a lottery table.
[0112] The storage unit 22 may store, for example, a lottery table (not shown) used by the lottery means described later. The lottery table is used when the lottery means (described later) performs a lottery generally called gacha, and includes multiple pieces of information about the value media to be selected. The lottery table associates information about the value media (e.g., name, parameters, etc.) with the selection ratio in the lottery (so-called winning probability or provision ratio).
[0113] "Gacha" is a method in which the server device 2 selects an arbitrary value medium by lottery from a lottery table based on a predetermined selection ratio. The arbitrary value medium selected is given to the user. "The game medium selected by gacha is given to the user / the user owns it" is synonymous with "the game medium selected by the lottery process is associated / is associated with identification information indicating the user."
[0114] The value media associated with different medium images may be of equal value to each other. In this case, the granting means 236 may grant to the user, in response to an instruction from the user, a value medium selected by a lottery from among a plurality of value media of equal value to the user. With this configuration, the granting means 236 can avoid the risk of gambling by preventing the user from winning a relatively high or low value value medium through the lottery.
[0115] The granting process executed by the granting means 236 may, for example, involve executing a lottery using a lottery means and associating a medium of value with a user based on the result of the lottery. The granting means 236, for example, associates information about the medium of value selected by the lottery means with identification information of the user who performed the operation that is the source of the lottery request in the user DB 221. This allows the user to be granted the medium of value that was won as a result of the lottery (drawing the gacha). In addition, the granting means 236 may perform a process for making a payment settlement for the value medium to be granted by the lottery using a payment method registered by the user (for example, withdrawal from a bank account or electronic money settlement, etc.) during this association.
[0116] -Lottery method- The granting means 236 may include, for example, a lottery means. The lottery means executes a lottery in response to a user's instruction to execute a lottery (hereinafter, simply referred to as a "lottery instruction"). For example, the lottery means selects one or more value media by lottery from a lottery table (not shown) stored in the memory unit 22 based on the selection ratio for each value media in response to the user's lottery instruction.
[0117] 8 to 10, examples of screens that the generating means 237 displays on the display of the user device 5 in order to provide a gacha of digital cards to the user will be described. In this example, a so-called pack gacha is provided in which the target of the gacha is a pack of digital cards.
[0118] 8, when “gacha” is selected from among the methods for purchasing a digital card displayed on the top screen 610, the generating means 237 displays a gacha selection screen 630a for the user to draw a gacha on the display of the user device 5. The gacha selection screen 630a includes a gacha selection area 631a and an execution button 632a.
[0119] The gacha selection area 631a is an area for the user to select a gacha that he / she wants to execute. One or more gachas are displayed in the gacha selection area 631a. In this example, it is assumed that a gacha of an S rare pack (a pack of digital cards whose rarity is S rare and rare) and a rare pack (a pack of digital cards whose rarity is only rare) are displayed in the gacha selection area 631a. When the user selects a gacha that he / she wants to execute (a gacha of a rare pack in this example) from the gachas displayed in the gacha selection area 631a and presses the execute button 632a, the user device 5 transmits a drawing instruction for this selected gacha to the reception means 235 of the server device 2. When the reception means 235 accepts this drawing instruction, the drawing means selects 10 digital cards by drawing from the digital cards whose rarity is rare included in the drawing table. The granting means grants the 10 digital cards selected by drawing to the user.
[0120] As shown in FIG. 9, as another example of the gacha selection screen, the generating means 237 may display a gacha selection screen 630b on the display of the user device 5. The difference from the gacha selection screen 630a is that in the card selection area 621b, gacha packs including digital cards with the same parameters (in this example, rarity) are displayed together. Specifically, a gacha pack including an S-rare digital card, a gacha pack including a digital card with a medium image of the legendary battle associated with the S-rare digital card, and a gacha pack including a digital card with a medium image of the game played by player A associated with the S-rare digital card are displayed together in the card selection area 621b.
[0121] 8, when "battle" is selected from among the methods for purchasing digital cards displayed on the top screen 610, the generating means 237 displays a battle selection screen 640 for the user to select a battle in which the user wants to play gacha, on the display of the user device 5. The battle selection screen 640 includes a battle selection area 641 and an execute button 642.
[0122] The match selection area 641 is an area for the user to select a match for which the user wants to draw gacha. The match selection area 641 displays a tournament table including each match in the final tournament. When the user selects a match for which the user wants to draw gacha (in this example, the "final match") from among the multiple matches displayed in the match selection area 641 and presses the execute button 642, the user device 5 transmits a reception request for this selection to the reception means 235 of the server device 2. When the reception means 235 receives this reception request, the generation means 237 generates display information for displaying a match details screen 650 shown in FIG. 11. The generation means 237 transmits this generated display information to the user device 5 via the network interface 21. The generation means 237 transmits this generated display information to the user device 5 to display the match details screen 650.
[0123] 11, the generation means 237 displays a match details screen 650 for presenting details of the match (final match) selected by the second user on the display of the user device 5. The match details screen 650 includes a details display area 651, a game image display area 652, and an execute button 653.
[0124] The details display area 651 is an area for displaying details of the match selected by the user. For example, if this match is a final match, the details display area 651 displays the players who competed in the final match, the characters used in the final match, the outcome of the final match, the scores of each player in the final match, and the like.
[0125] The game image display area 652 is an area for displaying game images related to the match selected by the user (in this example, video images recorded from the match played and still images that are thumbnails of the video images). For example, if this match is the final match, the game image display area 652 displays, as game images, a replay video of the final match and a still image of the moment of a critical hit (decisive attack) in the final match.
[0126] When the user presses the execute button 653, the user device 5 transmits an instruction to execute this lottery to the reception means 235 of the server device 2. When the reception means 239 receives this lottery instruction, the lottery means executes the lottery using a lottery table including digital cards associated with the game images of the final game displayed in the detail display area 651.
[0127] [Fourth Modification] The determination means 233 may determine the medium image based on, for example, the degree to which a real-life event in which a specific player played a game was exciting (hereinafter, also referred to as "excitement level").
[0128] The determination means 233 may determine the medium image based on, for example, the amount of comments from viewers on the distributed video of the game as the excitement level. For example, the determination means 233 first calculates the amount of comments on the game based on the comment history. The amount of comments includes, for example, the number of comments on the play, the presence or absence of highly enthusiastic comments or the number of such comments, the amount of consumable media (tips) given to the players, etc. Next, when these calculated amounts are higher than a threshold, the determination means 233 identifies the match as having a high excitement level. Then, the determination means 233 determines the game image or reality information image of the identified match as the medium image to be associated with the digital card.
[0129] The determination means 233 may detect the amount of comments or enthusiasm on the distributed video of the game in a chronological order as the degree of excitement, and determine the medium image by identifying the most exciting scenes in the match.
[0130] The excitement level may be determined based on the game situation other than the viewer's reaction to the game distribution video. For example, a scene in which a big move is executed in a battle, or a scene in which there is a large fluctuation in the character's parameters (HP, etc.) corresponds to this. On the other hand, a scene in which the opposing characters are watching each other from a distance may be referenced to reduce the excitement level. Furthermore, the excitement level may be determined based on the viewer's reaction to the game distribution video, or the reaction of spectators at a venue where a real event is held. For example, the excitement level can be detected based on the volume, volume, and content of the spectators' cheers.
[0131] In this case, the medium image may include information that can identify the excitement level. For example, information indicating that it is the most exciting scene or information indicating the content of the reactions (comments and speeches) of the viewers or spectators may be displayed on the medium image.
[0132] According to the above configuration, the determining means 233 can determine the medium image based on the actual excitement of the real event. Therefore, the determining means 233 can determine the image of the game played in the event that was actually exciting as the medium image, and can provide a highly interesting and valuable medium.
[0133] [Other embodiments] The various control means and processing procedures described in the above embodiment are merely examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without departing from the spirit of the present invention.
[0134] The game may be an action game, a shooting game, a role-playing game, a simulation game, a board game, a puzzle game, etc., and can be applied to various types of games.
[0135] In the above embodiment, the server device 2 and the multiple user devices 5 are integrated to function as a program, but the present invention is not limited to this. All the means of the program, i.e., the determining means, the associating means, the accepting means, the assigning means, etc., may be provided in the server device 2 alone, the user device 5 alone, a communication terminal other than the server device and the user device 5 alone, or two devices that are combined among them (e.g., distributed processing in the server device 2 and the user device 5, etc.). In addition, when the server device, the user devices, and the communication terminals are integrated to function, it is also possible to appropriately change which means are to be functioned in which device.
[0136] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]
[0137] 1 Platform System 2. Server equipment 23 Control Unit 233 Decision-making procedures 234 Matching Method 235 Reception methods 236 Means of Granting 5 User Device
Claims
1. Computer, a determining means for determining, based on play information relating to a history of a game played by a specific player, a medium image to be associated with the value medium so as to include information for identifying the player who played the game; a matching means for matching the medium image with the value medium; an identification means for identifying the value of the value medium based on information for identifying the player; a receiving means for receiving an instruction from a user to provide the value medium to the user for the value; and executing a granting process for granting the value medium to the user in response to the instruction. program.
2. A computer, a determination means for determining a plurality of medium images to be associated with a plurality of value media based on a plurality of pieces of play information relating to a history of games played in an event by a specific player; an association means for associating the plurality of medium images with the plurality of value media, respectively; a combination means for generating a set of a plurality of value media by combining a plurality of the value media to which the plurality of medium images are respectively associated; An identification means for identifying the value of each of the plurality of value media based on the play information; a receiving means for receiving an instruction from a user to grant the plurality of value media to the user at the respective values; and executing a granting process for granting the plurality of value media to the user at the respective values in response to the instruction; each of the plurality of pieces of play information includes information for identifying the player who played the game; the combining means collects the plurality of value media based on information identifying the player to generate the set. program.
3. The associating means associates a plurality of game images showing at least a portion of a scene of the same game with the plurality of value media as the plurality of medium images, the plurality of game images include one or more images corresponding to different timings of the same game, The plurality of value media included in the set include value media associated with the medium images based on different games. The program according to claim 2.
4. A memory unit storing a program according to any one of claims 1 to 3; A control unit that executes the program. Server device.
5. A memory unit storing a program according to any one of claims 1 to 3; A control unit that executes the program. system.
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