Game program, game device, game system
A system for managing game media using blockchain technology and automated processing improves the liquidity of game media by enabling transfer and use across different users and games, addressing the issue of unused media in game devices.
Patent Information
- Application Number
- JP2023079605
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-12
- Publication Date
- 2025-07-30
- Estimated Expiration
- 2041-08-04
AI Technical Summary
Existing game devices leave game media unused when users withdraw or their accounts are suspended, reducing the liquidity of these media.
Implement a system that automatically executes processing on game media based on predefined timing and content, allowing transfer or disposal of media without user input, and manages media using blockchain technology to ensure uniqueness and transferability.
Enhances the liquidity of game media by facilitating their transfer and use across different users or games, improving their value and usability.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game device, and a game system.
Background Art
[0002] When the service of the game ends, the game device described in Patent Document 1 below notifies the user of this fact in advance to encourage switching to another game, and also gives the user points that can be used in the game to which the user switches.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Not only the game device described in Patent Document 1, but also in various game devices, when a user withdraws from the game for some reason, or when the user's account is suspended, the game media owned by the user will be left as it is. This is a factor that reduces the liquidity of the game media.
[0005] An object of the present disclosure is to provide a game program, a game device, and a game system capable of improving the liquidity of game media.
Means for Solving the Problems
[0006] A first aspect is to cause a computer to setting means for setting processing information including first information defining the timing at which the processing is to be executed and second information defining the content of the processing, as processing information for specifying execution of a predetermined process on a game medium associated with a first user; function as execution means for executing processing according to the second information on the game medium in which the processing information is set in response to the arrival of the timing It is a game program.
[0007] In a first aspect, the execution means can execute processing according to the second information without requiring an input operation in the game by the first user in response to the arrival of the timing. In a first aspect, it can be further functioned as restriction means for providing a restriction on the progress of the game in which the game medium can be used in response to the arrival of the timing.
[0008] In a first aspect, when the game medium is a first game medium, The second information is processing for associating the first game medium or a second game medium corresponding to the first game medium with a second user different from the first user.
[0009] In a first aspect, when the first game medium or the second game medium associated with the second user is a target game medium, [[ID=2l]]The setting means can set the target game medium and the second user based on an operation of the first user.
[0010] In a first aspect, the setting means can set a plurality of the game media for each type as the target game medium collectively based on an operation of the first user. In a first aspect, the computer can be further functioned as presentation means for presenting the first user with candidates for the target game medium or candidates for the second user.
[0011] In a first aspect, the presentation means can set candidates for the target game medium or candidates for the second user based on the play history of the game of the first user. In a first aspect, the presenting means can set candidates for the target game medium or candidates for the second user based on the game play history of the second user.
[0012] In a first aspect, the presenting means can set candidates for the target game medium or candidates for the second user based on the transaction history of the game medium. In a first aspect, the computer can be further caused to function as first presenting means for presenting information corresponding to the monetary value of the target game medium to the first user when the processing information is set by the setting means.
[0013] In a first aspect, the computer can be further caused to function as second presenting means for presenting information corresponding to the monetary value of the target game medium to the second user when associating the target game medium with the second user in response to the arrival of the timing.
[0014] In a first aspect, the second information can be a process of making at least a part of the information related to the game medium available in a game different from the game in which the game medium can be used, or available regardless of any game. In a first aspect, the setting means can use, as the first information, the degree of use of the game by the first user during a predetermined period.
[0015] In a first aspect, the setting means can use, as the degree of use of the game, the login frequency of the game by the first user during the predetermined period. In a first aspect, the setting means can use, as the degree of use of the game, the charging information of the game by the first user during the predetermined period.
[0016] In a first aspect, the setting means can use, as the first information, the usage frequency of a game by a user different from the user associated with the game medium. A second aspect is a setting unit that sets process information including first information that defines the timing at which the process is to be executed and second information that defines the content of the process, as process information for designating in advance the execution of a predetermined process on a game medium associated with a first user; and an execution unit that executes a process according to the second information on the game medium on which the process information is set in response to the arrival of the timing. This is a game device.
[0017] A third aspect is a setting unit that sets process information including first information that defines the timing at which the process is to be executed and second information that defines the content of the process, as process information for designating in advance the execution of a predetermined process on a game medium associated with a first user; and an execution unit that executes a process according to the second information on the game medium on which the process information is set in response to the arrival of the timing. This is a game system.
Advantages of the Invention
[0018] According to the present disclosure, it is possible to provide a game program, a game device, and a game system capable of improving the fluidity of game media.
Brief Description of the Drawings
[0019]
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Modes for Carrying Out the Invention
[0020] [First Embodiment] The first embodiment of the game system 1 of the present disclosure will be described with reference to the drawings. <Description of the Game> In the game system 1 shown in FIG. 1, a server device 2, a plurality of node devices 3, and a plurality of game devices 5 are connected to be communicable with each other via a communication network 6, and a game provided by the server device 2 is executed on the game device 5.
[0021] The game of this embodiment is an online game executed in the game system 1. In this game, the user of the game device 5 activates a single or a plurality of player characters in a virtual game space, or causes the player character to fight against an enemy character that is a non-player character. The player character corresponds to an object.
[0022] In the game, the user can acquire game media. The game media is electronic data representing elements related to the game, including player characters that the user operates in the virtual space, items such as weapons, armors, and tools that the player character can use in the virtual game space, and consumption media including various virtual currencies that can be used in the game. The user can obtain the game media by purchasing it through charging, clearing quests, receiving rewards for various in-game events, a lottery method called gacha, and the like.
[0023] The virtual currency may be a paid virtual currency or a free virtual currency. A paid virtual currency is a virtual currency obtained through charging. A free virtual currency is a virtual currency obtained without charging. The free virtual currency can be obtained according to the progress of the game, such as a privilege given to the user when logging in to the game (so-called login bonus), or a privilege given to the user by clearing a game event such as a quest.
[0024] A quest is game content associated with tasks, conditions, etc. to be achieved in the game. Clear conditions are set for the quest. When the clear conditions of the quest are achieved by the user's game actions, a predetermined reward is given to the user. Note that tasks other than the clear conditions (so-called missions) may be associated with the quest. By achieving the clear conditions while completing the missions, in addition to the clear reward, a mission clear reward is given to the user.
[0025] Gacha is a method of randomly selecting an arbitrary game medium by lottery based on a predetermined selection ratio. The selected arbitrary game medium is given to the user. The game media consumed for gacha include, for example, "paid stones", which are paid game media given to the user through a charging operation, and "free stones", which are free game media given to the user through game actions. Note that "giving a game medium to the user" is synonymous with "associating the game medium with the identification information indicating the user". Also, "the user owns the game medium" is synonymous with "the game medium is associated with the identification information indicating the user".
[0026] For game media such as player characters and items that can be obtained by the user through gacha or the like, a parameter called rarity that indicates the rarity value is preset as one of their parameters. Specifically, a high rarity means a high rarity value, that is, it is difficult to obtain in the game, and a low rarity means a low rarity value, that is, it is easy to obtain in the game. In the game of this embodiment, each game medium is preset with one of the rarities of S rank, A rank, and B rank. The S rank is the highest rarity, and the rarity decreases in the order of A rank and B rank from there.
[0027] The game of this embodiment is a so-called blockchain game that manages the information of game media in a distributed network system composed of a plurality of node devices 3, specifically a blockchain system 4. In the blockchain system 4, game media in the game are managed after being NFT (Non Fungible Token) -ized. NFT means a non - fungible token, which can prove that the game medium is unique. In the blockchain system 4, the information of the NFT corresponding to the game medium is stored and managed in a distributed ledger held by each of the plurality of node devices 3. In a blockchain game, since the uniqueness of the game medium can be ensured, not only can the exchange and sale of game media be carried out safely, but also, for example, a game medium obtained in a certain game can be used in a game different from that game.
[0028] Such a game is executed using a game device 5 which is an electronic device such as a home game console like PlayStation (registered trademark), a portable game console like Nintendo Switch (registered trademark), or a personal computer, smartphone, tablet, etc. Hereinafter, the case where the game device 5 is a smartphone will be exemplified.
[0029] <Overview of Game System 1> The game system 1 is composed of a server device 2, a blockchain system 4, and a plurality of game devices 5. The server device 2 stores a game program and game data, and manages the game data of the game device 5, more specifically, manages the game data for each account.
[0030] The game device 5 executes a predetermined game based on the user's operation. To that end, the game device 5 receives, specifically downloads and installs, a game program and game data from the server device 2 via the communication network 6. Account information is assigned to each user in association with the game device 5. The account information includes identification information, a password, and the like. The account information is transmitted from the game device 5 to the server device 2 at the time of login and is used for user authentication in the server device 2.
[0031] Mutual communication between the server device 2 and the game device 5 becomes possible after user authentication. After login, when the game device 5 receives data necessary for game progress, for example, data regarding the game progress status, from the server device 2, the game device 5 outputs game images and sounds based on the user's operation and advances the game.
[0032] The blockchain system 4 ensures the accuracy and tamper resistance of data by storing and synchronizing the same data in the distributed ledger held by each node device 3 based on blockchain technology. In the present embodiment, the game media owned by the users of each game device 5 are managed in the distributed ledger of the blockchain system 4.
[0033] <Configuration of the game system 1> Hereinafter, with reference to FIGS. 2 to 4, the hardware configurations of the server device 2, the node device 3, and the game device 5 will be described. <Configuration of the server device 2> The server device 2 provides a game to the game device 5. As shown in FIG. 2, 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.
[0034] The network interface 21 is communicably connected to each node device 3 and each game device 5 via a communication network 6 such as the Internet and a LAN. The storage unit 22 is composed of an HDD (Hard Disk Drive), a RAM (Random Access Memory), a ROM (Read Only Memory), an SSD (Solid State Drive), etc. In the storage unit 22, various programs including a part of the game program of the present embodiment, as well as various data such as a user DB (Data Base) 221 and a game medium DB 222 are stored.
[0035] In the user DB 221, for each identification number of a user who plays a game, user information, information regarding a player character operated by the user, and the amount of consumable media available in the virtual game space, etc. are stored in an associated manner. The user information includes information such as a user name and a user rank. The information regarding the player character includes information such as the level and status of the player character, and equipment and items associated with the player character.
[0036] In the game medium DB 222, information regarding the characteristics of the game medium used in the game is stored. For example, when the game medium is an item that restores the hit points of a player character, information regarding the recovery amount of the recovery item is stored in the game medium DB 222.
[0037] The control unit 23 is composed of a microcomputer having a CPU and a semiconductor memory, and controls the operation of the server device 2. The control unit 23 functions as an information processing means 231, a collation means 232, and a game medium management means 233 by executing various programs. In the present embodiment, these means 231 to 233 respectively correspond to an information processing unit, a collation unit, and a game medium management unit.
[0038] ―Information processing means 231― The information processing means 231 transmits and receives various data to and from each game device 5. The main data received by the information processing means 231 includes download request information for game programs, gacha lottery requests according to user operations, account information, game data, etc. The main data transmitted by the information processing means 231 includes information for confirming that the game device 5 has received the game program, information regarding game media obtained in gacha, etc.
[0039] ―Verification means 232― The verification means 232 authenticates the user account using the user identification information received from the game device 5. ―Game media management means 233― The game media management means 233 manages the tokens corresponding to the game media in the distributed ledger of the blockchain system 4.
[0040] For example, when a user obtains a predetermined game media in the game, the game media management means 233 registers the NFT corresponding to the game media in the distributed ledger of the blockchain system 4. Also, when various transactions such as exchange or sale of game media are conducted between different users in the game, the game media management means 233 registers the transaction history of the NFT corresponding to the game media in the distributed ledger of the blockchain system 4.
[0041] <Configuration of the node device 3> A plurality of node devices 3 manage the distributed ledger of the blockchain system 4. Each of the plurality of node devices 3 has the same configuration as each other. As shown in Figure 3, the node device 3 has a network interface 31, a storage unit 32, and a control unit 33. The network interface 31 and the storage unit 32 are electrically connected to the control unit 33 via a bus 39. Since the hardware configurations of each of the plurality of node devices 3 are basically the same, duplicate explanations are omitted.
[0042] The network interface 31 is communicably connected to the server device 2 and each game device 5 via a communication network 6 such as the Internet and a LAN. The storage unit 32 is composed of an HDD, a RAM, a ROM, an SSD, etc. The storage unit 32 stores various programs including a part of the game program, and a distributed ledger 321 used in the blockchain system 4.
[0043] The control unit 33 is composed of a microcomputer having a CPU and a semiconductor memory, and controls the operation of the node device 3. The control unit 33 functions as information management means 331 by executing various programs. - Information Management Means 331 - When the information management means 331 receives a registration request for a game medium transmitted from the server device 2 when the user acquires the game medium, it registers the NFT corresponding to the game medium in the distributed ledger 321.
[0044] Based on the information regarding the transaction history of the game medium transmitted from the server device 2 or the game device 5, the information management means 331 registers the information on the transaction history of the NFT corresponding to each game medium in the distributed ledger 321. Specifically, the distributed ledger 321 stores a plurality of blocks including a hash value and a list of transactions. A transaction is data on the transaction of an NFT. A transaction includes, for example, input information indicating information about the transferor and output information indicating information about the transferee. The hash value is calculated from the information included in the previous block. Therefore, in the distributed ledger 321, the transaction history of each NFT, in other words, the transaction history of each game medium, is stored in a state where each block is connected like a chain by the hash value. In the blockchain system 4, by managing such an NFT transaction history in the distributed ledger 321 of each node device 3, the uniqueness of each game medium can be ensured.
[0045] <Configuration of Game Device 5> As shown in FIG. 4, a display 61, a speaker 62, and a touch pad 63 are externally connected or built into the game device 5. The game device 5 also has a network interface 51, a graphic processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphic processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59. Since the hardware configurations of the plurality of game devices 5 are basically the same, duplicate explanations are omitted.
[0046] The network interface 51 is communicably connected to a communication network 6 to transmit and receive various data between the game device 5 and the server device 2 or between the game device 5 and the node device 3. The graphic processing unit 52 draws a game image in video format based on the game image information output from the control unit 56. The game image includes characters and various objects related to the virtual game space. The graphic processing unit 52 is connected to, for example, a liquid crystal type display 61, and displays the game image drawn in video format on the display 61 as a game screen.
[0047] The audio processing unit 53 is connected to the speaker 62, reproduces and synthesizes game sounds based on instructions from the control unit 56, and outputs the game sounds from the speaker 62. The operation unit 54 is connected to the touch pad 63 and transmits and receives data related to operations and inputs to and from the touch pad 63. The user can input an operation signal to the game device 5 by touching the touch pad 63.
[0048] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server device 2, various programs including a part of the game program, and account information of the game device 5, etc. The control unit 56 is composed of a microcomputer having a CPU and a semiconductor memory, and controls the operation of the game device 5. By executing various programs, the control unit 56 functions as a communication means 561, a game execution means 562, a game medium providing means 563, a setting means 564, a transfer execution means 565, an audio control means 566, and a display control means 567. These means 561 to 567 respectively correspond to a communication unit, a game execution unit, a game medium providing unit, a setting unit, a transfer execution unit, an audio control unit, and a display control unit.
[0049] - Communication means 561 - The communication means 561 communicates with the server device 2 and a plurality of node devices 3 via the network interface 51. The communication means 561 generates information that can be grasped by the server device 2 based on various operation signals received by the operation unit 54 from the touch pad 63, for example, and transmits the information to the server device 2. For example, the communication means 561 transmits account information, download request information for new game data, etc. to the server device 2. Also, the communication means 561 receives new game data transmitted from the server device 2 in response to the download request information, information regarding the game medium selected by the lottery process, etc. from the server device 2.
[0050] - Game execution means 562 - The game execution means 562 executes a game in the game device 5. Specifically, the game execution means 562 reads data such as virtual game space objects and textures included in the game data from the storage unit 55 or receives it from the server device 2 based on the operation of the touch pad 63 by the user. The game execution means 562 generates two-dimensional or three-dimensional game image information while executing the game program using data such as virtual game space objects and textures. When the game image information is processed by the graphic processing unit 52, the processed game image is sequentially displayed on the display 61.
[0051] The game execution means 562 arranges a character on the game image based on the operation of the user of the game device 5, and controls the actions of the character in the virtual game space according to the operation of the user and the progress of the game. - Game medium awarding means 563 - The game medium awarding means 563 awards a game medium to the user based on the game actions. For example, when the clear conditions of a quest are satisfied by the user's game actions, the game medium awarding means 563 awards the reward corresponding to that quest to the user.
[0052] - Setting means 564 - The setting means 564 sets processing information for designating in advance the execution of transfer processing for the game medium associated with the user based on the operation of the touch pad 63 by the user. The processing information includes trigger information that defines the timing at which the transfer processing is to be performed, transfer information that defines the game medium to be transferred and the user to whom the transfer destination is, and the like. The transfer processing is a process of associating the game medium to be transferred defined by the transfer information with the user of the transfer destination when the timing defined by the trigger information arrives. In this embodiment, the transfer processing corresponds to a predetermined process. Also, the trigger information corresponds to the first information that defines the timing at which the process is to be executed. Further, the transfer information corresponds to the second information that defines the content of the process to be executed when the timing defined by the first information arrives. Also, the game medium to be transferred corresponds to the "target game medium".
[0053] Hereinafter, the user who owns the game medium is also referred to as the "transfer source user", and the user to whom the game medium is transferred from the transfer source user is also referred to as the "transfer destination user". In this embodiment, the transfer source user corresponds to the first user, and the transfer destination user corresponds to the second user. The trigger information can be set, for example, when the user operates the touch pad 63. The trigger information can be defined using, for example, a non-login period which is a period when not logged in to the game, the number of users playing the game, events in the game, notification of the end of the game service, etc. Specifically, when using the non-login period, the trigger information can be defined, for example, under the condition that the non-login period exceeds a predetermined period. When using the number of users, the trigger information can be defined, for example, under the condition that the number of users exceeds a predetermined number or under the condition that the number of users is less than a predetermined number. When using events in the game, the trigger information can be defined, for example, under the condition that the amount of charge within a predetermined period exceeds a predetermined amount or under the condition that the amount of charge within a predetermined period is less than a predetermined amount. When using the notification of the end of the game service, the trigger information can be defined, for example, under the condition that the notification of the end of the game service is given. The setting means 564 stores the set trigger information in the storage unit 55.
[0054] The inheritance information such as the game medium to be inherited and the user of the inheritance destination can also be defined, for example, when the user operates the touch pad 63 to select a predetermined game medium and a predetermined user. The setting means 564 stores the set inheritance information in the distributed ledger 321 of the blockchain system 4.
[0055] FIG. 5 shows an example of the handover information managed by the distributed ledger 321. As shown in FIG. 5, in the distributed ledger 321, the management information of the game media including the handover information is managed for each game media. FIG. 5 shows an example of the management information of the NFT of "Item A" whose type is "equipment" and the rarity parameter is "S rare". As shown in FIG. 5, in the management information of the NFT of this Item A, the information of "owner", "handover setting", "handover destination", and "acquisition date and time" are stored in chronological order. The "owner" item indicates the user who owns Item A, more specifically, the identification information of the user. "Handover setting" indicates whether a handover destination is set. "Handover destination" indicates the user who is the handover destination of Item A. "Acquisition date and time" indicates the date and time when the user acquired Item A.
[0056] As shown in FIG. 5, first, when a predetermined user α acquires Item A, in the management information of Item A, "user α" is input to the "owner" item of Item A, and the date and time when user α acquired Item A is input to the "acquisition date and time". At this point, since the "handover setting" and "handover destination" are not set, "null" indicating that there is no input information is input to those items.
[0057] After that, assume that user α operates the game device 5 and sets "user β" as the handover destination user of Item A. In this case, the setting means 564 inputs "setting 1" to the "handover setting" item and "user β" to the "handover destination" item. When the number of times the handover destination user is set for Item A is "n", "setting n" is input to the "handover setting" item. That is, each time the handover destination user is set, the value of "n" is incremented.
[0058] Subsequently, when the timing defined by the trigger information arrives, Item A is handed over to user β. In this case, in the management information of Item A, "user β" is input to the "owner" item of Item A, and the date and time when user β acquired Item A is input to the "acquisition date and time".
[0059] After that, assume that user β operates the game device 5 and sets "user γ" as the user to whom item A will be transferred. In this case, the setting means 564 inputs "setting 2" to the item of "transfer setting" and inputs "user γ" to the item of "transfer reservation destination". Thereafter, each time transfer information is set by the owner of item A, the setting means 564 sequentially updates the management information of item A managed in the distributed ledger 321 of the blockchain system 4.
[0060] - Transfer execution means 565 - The transfer execution means 565 executes the above transfer process based on the trigger information and transfer information set by the setting means 564. That is, the transfer execution means 565 determines whether the timing defined by the trigger information has arrived, and when it is determined that the timing has arrived, executes a process of associating the game medium to be transferred with the transfer destination user defined by the transfer information.
[0061] - Voice control means 566 - The voice control means 566 controls the voice output of the speaker 62 based on the user's operations on the game device 5 and the like during the execution of the game. - Display control means 567 - The display control means 567 controls the display output of the display 61 based on the user's operations on the game device 5 and the like during the execution of the game.
[0062] Next, an example of the screen displayed on the display 61 by the display control means 567 will be described. When the user starts the game, the display control means 567 displays the top screen 70 shown in FIG. 6. The top screen 70 is provided with a gacha button 700, a deck button 701, a quest button 702, a multi button 703, and a setting button 704.
[0063] The gacha button 700 is a button for requesting one gacha run by consuming free stones or paid stones. When the user operates the gacha button 700, the free stones or paid stones associated with the user are consumed and one gacha run is run. The deck button 701 is a button that is operated when selecting a deck to be used in a quest, for example. After operating the deck button 701, the user can select one or more characters from the characters owned by the user on the deck selection screen that is displayed on the display 61 and build a deck.
[0064] The quest button 702 is a button that is operated when challenging a quest. The multi-button 703 is a button that is operated when playing a multi-play game in which a player competes or cooperates with other users.
[0065] The setting button 704 is a button that is operated when making various settings related to the game. When the setting button 704 is touched by the user, the display control means 567 displays a takeover condition setting screen 71 shown in Fig. 7 on the display 61. As shown in Fig. 7, the takeover condition setting screen 71 is provided with a trigger setting button 710, a takeover content setting button 711, and an environment setting button 712.
[0066] The trigger setting button 710 is a button that is operated when setting trigger information for the takeover process. When the trigger setting button 710 is touched by the user, the display control means 567 displays a trigger information setting screen 72 shown in Fig. 8 on the display 61. As shown in Fig. 8, the trigger information setting screen 72 is provided with a non-login period setting area 720, a number of users setting area 721, a game event setting area 722, and a service end display area 723.
[0067] The non-login period setting area 720 is an area where the non-login period, which is one of the trigger information, can be set. Specifically, in the non-login period setting area 720, an upper limit threshold for the non-login period can be set. The user number setting area 721 is an area where the number of users, which is one of the trigger information, can be set. Specifically, in the user number setting area 721, it is possible to set a threshold value for the number of users and whether to use the threshold value as an upper threshold value or a lower threshold value.
[0068] The game event setting area 722 is an area where a game event, which is one of the trigger information, can be set. Specifically, in the game event setting area 722, it is possible to set a threshold value for the charged period, a threshold value for the charged amount, and whether to use the threshold value for the charged amount as an upper threshold value or a lower threshold value.
[0069] The display area 723 at the end of the service is an area where the conditions at the end of the game service, which is one of the trigger information, are displayed. In the display area 723 at the end of the service, for example, it is displayed that the end of the game service is notified as the trigger information. The transfer content setting button 711 shown in FIG. 7 is a button that is operated when setting the game medium to be transferred and the user to whom the transfer destination is set. When the transfer content setting button 711 is touched by the user, the display control means 567 displays the transfer summary screen 73 shown in FIG. 9 on the display 61. As shown in FIG. 9, the transfer summary screen 73 is provided with a transfer target setting button 730 and a transfer destination setting button 731.
[0070] The transfer target setting button 730 is a button that is operated when setting the game medium to be transferred. When the transfer target setting button 730 is touched by the user, the display control means 567 displays the selection method setting screen 74 shown in FIG. 10 on the display 61. As shown in FIG. 10, the selection method setting screen 74 is provided with a first selection button 740 and a second selection button 741.
[0071] The first selection button 740 is a button that is operated when selecting a game medium to be transferred for each game medium. When the first selection button 740 is touched by the user, the display control means 567 displays the first transfer target selection screen 75 shown in FIG. 11 on the display 61. As shown in FIG. 11, a plurality of individual selection areas 750 to 753 are provided on the first transfer target selection screen 75.
[0072] The individual selection areas 750 to 753 are areas where the game medium to be transferred can be individually selected. FIG. 11 illustrates a case where the game media that can be selected in the individual selection areas 750 to 753 are "equipment" and "consumable items". In the individual selection areas 750 to 753, "quantity" and "transfer destination" can be set for each game medium. In the "quantity" item, any number can be selected within the range of the number of owned items of the item. In the "transfer destination" item, the transfer destination user can be selected. When the "transfer destination" item is touched by the user, the display control means 567 displays the transfer destination selection screen 76 shown in FIG. 12 on the display 61. Buttons 760 to 763 corresponding to the items of "Friend", "User who has helped me", "User using a specific character", and "Previous owner" are provided on the transfer destination selection screen 76 as recommended transfer destinations.
[0073] When the "Friend" button 760 is operated, the display control means 567 displays, on the display 61, a list of a plurality of users registered as friends by the transfer source user based on the game play history of the transfer source user. For example, the display control means 567 displays a friend list screen 77 as shown in FIG. 13 on the display 61. As shown in FIG. 13, a plurality of friend display areas 770 to 772 are provided on the friend list screen 77. In the friend display areas 770 to 772, a plurality of users registered as friends are individually displayed. The user can set any one of the plurality of users registered as friends as the transfer destination user by, for example, touching any one of the plurality of friend display areas 770 to 772. Note that friends are registered as friends with each other by the transfer source user and the other user when the transfer source user approves a friend application received from the other user in advance, or when a friend application sent by the transfer source user to the other user is approved by the other user.
[0074] When the "User Who Helped Me" button 761 shown in FIG. 12 is operated, the display control means 567 displays, on the display 61, a list of users who, based on the play history of the transfer source user, have, for example, transferred some game medium to the transfer source user, or users who have played in a multi-player battle or cooperation with the transfer source user.
[0075] When the "User Who Owns a Specific Character" button 762 is operated, the display control means 567 displays, on the display 61, a list of users who can use the game medium to be transferred based on the play history of users other than the transfer source user. For example, when trying to select a transfer destination user for "Equipment A" shown in FIG. 11, the display control means 567 displays, on the display 61, a list of users who own a character that can use that Equipment A.
[0076] When the "Previous Owner" button 763 is operated, the display control means 567 identifies the user who previously owned the game medium to be transferred by using the management information for each game medium stored in the distributed ledger 321 of the blockchain system 4, and displays the identified user on the display 61. When there is no previous owner, the button 763 may be displayed in a non-operable state such as being grayed out, or may not be displayed.
[0077] The user can determine the transfer destination user by operating any one of the buttons 760 to 763 of "Friend", "User Who Helped", "User Using a Specific Character", and "Previous Owner" to select an arbitrary user. The determined transfer destination user is displayed for each game medium in the "Transfer Destination" item shown in FIG. 11.
[0078] As shown in FIG. 11, when the "Quantity" item of "Equipment A" is set to "1" and the "Transfer Destination" item is set to "User α", when the timing defined by the trigger information arrives, only one "Equipment A" will be transferred to User α. Note that game media in which the "Quantity" item is set to "0" or for which the "Transfer Destination" is not set in the individual selection areas 750 to 753 indicate that they are not transfer targets.
[0079] The second selection button 741 provided on the selection method setting screen 74 shown in FIG. 10 is a button operated when selecting game media to be transferred by type. When the second selection button 741 is touched and operated by the user, the display control means 567 displays the second transfer target selection screen 78 shown in FIG. 14 on the display 61. As shown in FIG. 14, a plurality of type selection areas 780 to 783 are provided on the second transfer target selection screen 78. In FIG. 14, the types selectable in the type selection areas 780 to 783 are exemplified as "Equipment", "Consumable Items", "S Rare or Higher", and "Rare or Lower".
[0080] The type selection areas 780 to 783 are areas where the game media to be transferred can be selected for each type. In the type selection areas 780 to 783, the "transfer destination" can be selected for each type of game media. When the item of "transfer destination" is touched by the user, the display control means 567 displays the transfer destination selection screen 76 shown in FIG. 12 on the display 61. On this transfer destination selection screen 76, the user can select an arbitrary user such as "friend" as the transfer destination user.
[0081] As shown in FIG. 14, for example, when the "transfer destination" of "equipment" is set to "User β", all items belonging to the type of "equipment" will be transferred to User β when the timing defined by the trigger information arrives. As shown in FIG. 14, it is also possible to select "disposal" as the "transfer destination" in the type selection areas 780 to 783. For example, when "disposal" is selected as the "transfer destination" in the type selection area 783 of "below rare", when the timing defined by the trigger information arrives, the items of "below rare" will be disposed of without being transferred, that is, those items will be deleted from the distributed ledger 321 of the blockchain system 4.
[0082] Note that the user can also set the "transfer destination" shown in FIGS. 11 and 14 by operating the transfer destination setting button 731 shown in FIG. 9. In addition, the environment setting button 712 shown in FIG. 7 is a button that is operated when performing various settings in the game other than setting the trigger information and the transfer information.
[0083] <Flow of operations of the game system 1> Next, with reference to FIGS. 15 and 16, the procedure of the process executed by the control unit 56 of the game device 5 will be described. First, the procedure of the transfer target setting process shown in FIG. 15 will be described. Note that the process shown in FIG. 15 is repeatedly executed at a predetermined cycle by the setting means 564 of the control unit 56.
[0084] As shown in FIG. 15, the setting means 564 first determines whether an operation for setting trigger information has been performed (step S10). Specifically, in the trigger information setting screen 72 shown in FIG. 8, when any one of a plurality of periods is set, the setting means 564 determines that an operation for setting trigger information has been performed (step S10: YES). In this case, after storing the set trigger information in the storage unit 55 (step S11), the setting means 564 proceeds to the process of step S12.
[0085] On the other hand, if the setting means 564 determines in the process of step S10 that an operation for setting trigger information has not been performed (step S10: NO), without executing the process of step S11, the setting means 564 proceeds to the process of step S12. As the process of step S12, the setting means 564 determines whether an operation for setting transfer information has been performed. Specifically, in the first transfer target selection screen 75 shown in FIG. 11 or the second transfer target selection screen 78 shown in FIG. 14, when the game medium to be transferred and the destination user are set, the setting means 564 determines that an operation for setting the transfer target has been performed (step S12: YES). In this case, after associating the set game medium to be transferred and the destination user and storing them as transfer information in the distributed ledger 321 of the blockchain system 4 (step S13), the series of processes shown in FIG. 15 are temporarily terminated.
[0086] On the other hand, if the setting means 564 determines in the process of step S12 that an operation for setting the transfer target has not been performed (step S12: NO), without executing the process shown in step S13, the series of processes shown in FIG. 15 are temporarily terminated. Next, the procedure of the transfer process shown in FIG. 16 will be described. The process shown in FIG. 16 is repeatedly executed at a predetermined cycle by the transfer execution means 565 of the control unit 56.
[0087] As shown in FIG. 16, first, the transfer execution means 565 reads the trigger information stored in the storage unit 55 and the transfer information stored in the distributed ledger 321 of the blockchain system 4 (step S20), and then determines whether the timing specified by the trigger information has arrived (step S21). Specifically, the transfer execution means 565 determines that the timing specified by the trigger information has arrived when any one of the conditions shown in the "non-login period", "number of users", "game event", and "service end" shown in FIG. 8 is satisfied (step S21: YES). In this case, the transfer execution means 565 executes a process of transferring the game medium to be transferred, which is specified by the transfer information, to the transfer destination user, specifically, a process of associating the game medium to be transferred with the transfer destination user (step S22). After executing the process of step S22, the transfer execution means 565 temporarily ends the series of processes shown in FIG. 16.
[0088] On the other hand, if the transfer execution means 565 determines in step S21 that the timing specified by the trigger information has not arrived (step S21: NO), it temporarily ends the series of processes shown in FIG. 16 without executing the process of step S22. To summarize the above, the control unit 56 (computer) of the game device 5 is used as processing information for specifying in advance the execution of a predetermined process on the game medium associated with the transfer source user (first user). The setting means 564 sets processing information including trigger information (first information) that defines the timing when the process is executed and transfer information (second information) that defines the content of the process. The transfer execution means 565 (execution means) functions to execute a process according to the transfer information (second information) on the game medium for which the processing information is set in response to the arrival of the timing specified by the trigger information.
[0089] <Effect> In the above-described game system 1, when the transferring user sets the trigger information and the transfer information, and then the timing corresponding to the trigger information arrives, the process corresponding to the transfer information is executed on the game medium. As a result, even when the transferring user retires from the game for some reason or when the account of the transferring user is suspended, a so-called testamentary process is performed in which the game medium of the transferring user is automatically bequeathed to the receiving user, so that the liquidity of the game medium can be improved.
[0090] The transfer execution means 565 executes the process corresponding to the transfer information without requiring an input operation in the game by the transferring user in response to the arrival of the timing corresponding to the trigger information. According to this configuration, since the transfer process is automatically executed when the timing corresponding to the trigger information arrives, the convenience of the transferring user can be improved.
[0091] The transfer information is a process of associating the game medium owned by the transferring user with a receiving user who is different from the transferring user. According to this configuration, it becomes possible to realize a process similar to the testament of the transferring user. The setting means 564 sets the game medium to be transferred and the receiving user based on the operation of the transferring user. According to this configuration, the transferring user can arbitrarily set the game medium to be transferred and the receiving user, so that the convenience can be improved.
[0092] The setting means 564 sets a plurality of game media as the game media to be transferred in groups according to the type based on the operation of the transferring user on the second transfer target selection screen 78 shown in FIG. 14. According to this configuration, since the transferring user can set the game media in groups according to the type, the convenience of the transferring user can be improved.
[0093] As shown in FIG. 12, the display control means 567 functions as a presenting means for presenting candidates for the successor user to the predecessor user. According to this configuration, it becomes easier for the predecessor user to determine the successor user. The display control means 567 sets candidates for the successor user based on the game play history of the predecessor user, specifically, the users to be friended shown in FIG. 12 and the users who have received favors. Further, the display control means 567 sets candidates for the successor user based on the game play history of the successor user, specifically, the users who are using a specific character shown in FIG. 12. Furthermore, the display control means 567 sets candidates for the successor user based on the transaction history of the game medium, specifically, the previous owner users shown in FIG. 12. According to these configurations, it is possible to easily set candidates for the successor user.
[0094] The setting means 564 uses, as trigger information, the usage degree of the game of the predecessor user in a predetermined period. Specifically, as shown in FIG. 8, the setting means 564 uses, as the usage degree of the game, the "non-login period" indicating the login frequency of the game of the predecessor user in a predetermined period, the "number of users" indicating the usage degree of the game of another user different from the predecessor user, the "game event" which is the payment information of the game of the predecessor user in a predetermined period, and the like. According to this configuration, it is possible to set more appropriate trigger information.
[0095] [Second Embodiment] Next, the game system 1 of the second embodiment will be described. Hereinafter, the description will focus on the differences from the game system 1 of the first embodiment. As shown in FIG. 17, the game system 1 of this embodiment includes a plurality of server devices 2a, 2b,... that provide games. The plurality of server devices 2a, 2b,... provide different games. The game media of the games provided by each server device 2a, 2b,... are managed as NFTs in the distributed ledger 321 of the blockchain system 4, and it is possible to trade items between different games.
[0096] The display control means 567 of this embodiment displays the third inheritance target selection screen 81 shown in FIG. 18 on the display 61 based on the user's operation on the game device 5. The third inheritance target selection screen 81 is used when setting the game medium to be inherited and the destination user with "game service end" as the trigger information. The third inheritance target selection screen 81 is provided with an inheritance target setting button 810 and an inheritance destination setting button 811.
[0097] When the inheritance target setting button 810 is operated by the user, the display control means 567 displays a screen on the display 61 that enables the selection of the game medium to be inherited. On this screen, for example, the user can select the game medium to be inherited individually or by type.
[0098] When the inheritance destination setting button 811 is operated by the user, the display control means 567 displays a screen on the display 61 that enables the selection of the inheritance destination. On this screen, as the inheritance destination, a game provided by another server device can be selected. For example, when inheriting the game medium of the game provided by the server device 2a, as the inheritance destination, a game provided by the server device 2b can be selected.
[0099] When another game is selected as the inheritance destination, the inheritance execution means 565 executes a process of inheriting the game medium to be inherited to the game of the inheritance destination when the timing defined by the trigger information of "game service end" arrives. Specifically, the inheritance execution means 565 requests the blockchain system 4 to associate the game medium to be inherited managed in the distributed ledger 321 with the game of the inheritance destination.
[0100] In this way, the transfer information of this embodiment is a process of making at least a part of the information related to the game medium available for use in a game different from the game that can use the game medium. According to this configuration, even when the service of the game ends, it is possible to use the game medium of that game in another game, so that the convenience can be improved.
[0101] On the other hand, for example, when the gameplay is significantly different between the source game and the destination game, it may not be possible to use the game medium to be transferred in the destination game. In this case, it may be possible to transfer a game medium available in the destination game, such as a skin corresponding to the game medium to be transferred.
[0102] Also, the game medium to be transferred may be converted into an NFT of a pattern or the like. In this case, when the user touches the destination setting button 811 on the third transfer target selection screen 81 shown in FIG. 18, it is possible to select storage for viewing as the destination. When storage for viewing is selected as the destination, the transfer execution means 565, when the timing specified by the trigger information arrives, converts the game medium to be transferred into an NFT such as a pattern and requests the blockchain system 4 to associate the NFT such as the pattern with the user who owns the game medium to be transferred.
[0103] In this way, the transfer information of this modified example may be a process of making at least a part of the information related to the game medium available for use regardless of any game. According to this configuration, even when it is impossible to use the game medium of that game in another game when the service of the game ends, the game medium owned by the user can be left as an NFT such as a skin or a pattern. If it can be left as an NFT such as a pattern, it becomes possible to view or search for the pattern etc. of the game medium by using an app such as an illustrated encyclopedia. Therefore, it becomes possible to provide a more user-friendly game.
[0104] [Third Embodiment] Next, the game system 1 of the third embodiment will be described. Hereinafter, the description will focus on the differences from the game system 1 of the first embodiment. In recent years, NFTs of game media have been traded among users as having monetary value. When an NFT of a game media is transferred from a transferor user to a transferee user, there is a possibility that a tax will be imposed on the transferee user based on the monetary value of the NFT of the game media. In addition, there is a possibility that the transferee user will be taxed if the transferee user exchanges the NFT of the game media received for real currency.
[0105] Therefore, in the game system 1 of this modification, when transferring an NFT of a game media from a transferor user to a transferee user, if there is a concern that the transferee user will be taxed, a warning to that effect is given to the transferor user. For example, when any one of a plurality of users is selected as the transferee user on the friend list screen 77 shown in FIG. 13, the display control means 567 determines whether the total amount of the game media to be transferred from the transferor user to the transferee user exceeds a predetermined amount. The total amount of the game media may be calculated based on the value in the game or based on the actual asset value. For example, the total amount of the game media is calculated as the amount when the NFT of the game media is exchanged at the yen exchange rate. The predetermined amount is set in advance so as to be able to determine whether or not a gift tax as a tax will occur. When the display control means 567 determines that the total amount of the game media to be transferred to the transferee user exceeds the predetermined amount, a warning screen 79 as shown in FIG. 19, for example, is displayed on the display 61 of the game device 5 of the transferor user. In addition, when it is determined that the total amount of the game media to be transferred to the transferee user exceeds the predetermined amount, it may be displayed and warned on the warning screen 79 that there is a possibility that the transferee user will be taxed if the transferee user exchanges the NFT of the game media received for real currency.
[0106] As shown in FIG. 19, on the warning screen 79, a list of game media to be transferred to the successor user, the "unit price" which is the monetary value per each game media, the "quantity" which is the quantity of each game media to be transferred to the successor user, and the "total amount" which is the total monetary value of those game media are displayed. By visually recognizing this warning screen 79, the transferor user can recognize that a gift tax may be incurred when transferring the game media to the successor user.
[0107] Below the warning screen 79, an approval button 790 and a rejection button 791 are provided. When the approval button 790 is operated on the warning screen 79, the setting means 564 stores the transfer information in the distributed ledger 321 of the blockchain system 4. As a result, when the timing defined by the trigger information arrives, the game media to be transferred will be transferred to the successor user.
[0108] On the other hand, when the rejection button 791 is operated on the warning screen 79, the setting means 564 does not store the transfer information in the distributed ledger 321 of the blockchain system 4. Therefore, in this case, when the timing defined by the trigger information arrives, the game media to be transferred will not be transferred to the successor user.
[0109] In this way, when the transfer information is set by the setting means 564, the display control means 567 of the present embodiment functions as a first presenting means for presenting information corresponding to the monetary value of the game media to be transferred to the transferor user. According to this configuration, it is possible to avoid a situation where a gift tax is inadvertently incurred for the successor user when the successor user receives the game media.
[0110] <First Modified Example> Next, a first modified example of the game system 1 of the third embodiment will be described. The display control means 567 of this modification example displays, as a warning screen 79, the screen shown in FIG. 20 on the display 61. As shown in FIG. 20, in this warning screen 79, the transfer amount of the cryptocurrency of the transferee user is further displayed. Thereby, it becomes easier for the transferor user to further determine whether or not gift tax may be generated when the game medium is transferred to the transferee user.
[0111] <Second Modification Example> Next, a second modification example of the game system 1 of the third embodiment will be described. When the transferee user transfers the game medium to be transferred, the display control means 567 of this modification example gives a warning to that effect to the transferee user if there is a concern that gift tax will be generated for the transferee user.
[0112] Specifically, when the game medium to be transferred is transferred from the transferor user to the transferee user when the timing defined by the trigger information arrives, on the game device 5 owned by the transferee user, the display control means 567 displays the warning screen 80 shown in FIG. 21 or the warning screen 80 shown in FIG. 22 on the display 61. Note that since the warning screens 80 shown in FIGS. 21 and 22 are obtained by replacing the warning screen 79 shown in FIGS. 19 and 20 with a warning screen for the transferee user, a detailed description of those warning screens 80 will be omitted.
[0113] As described above, the display control means 567 of the present embodiment functions as a second presentation means for presenting information corresponding to the monetary value of the game medium to be transferred to the transferee user when the transfer information is set by the setting means 564. According to this configuration, it is possible to prevent a situation in which gift tax is inadvertently generated for the transferee user when the transferee user receives the game medium.
[0114] [Fourth Embodiment] Next, the game system 1 of the fourth embodiment will be described. Hereinafter, the description will focus on the differences from the game system 1 of the first embodiment. As shown in FIG. 23, the control unit 56 of the game device 5 of the present embodiment further functions as a restriction means 568. The restriction means 568 provides a restriction on the progress of the game in response to the arrival of a timing defined by trigger information.
[0115] Specifically, instead of the process shown in FIG. 16, the control unit 56 executes the process shown in FIG. 24. In the process shown in FIG. 24, the same processes as those shown in FIG. 16 are denoted by the same reference numerals, and thus redundant explanations are omitted as much as possible below. As shown in FIG. 24, when the timing defined by the trigger information arrives (step S21: YES), the restriction means 568 provides a restriction on the progress of the game following the process of step S22 (step S23). Specifically, as a restriction process, the restriction means 568 executes processes such as prohibiting login to the game for a certain period, prohibiting the account, and retiring from the game. Note that the restriction process may be a predetermined process or a process that can be arbitrarily set by the user.
[0116] According to this configuration, since the variations in the progress status of the game when the timing defined by the trigger information arrives can be increased, the game properties can be further improved. [Other Embodiments] The various control means and processing procedures described in the above embodiment are 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 designed and changed without changing the gist of the present invention.
[0117] For example, when the timing corresponding to the trigger information arrives, the display control means 567 may display on the display 61 a screen for confirming whether the game medium to be transferred can be transferred to the transfer destination user. Then, based on the permission of the transfer on the confirmation screen, the transfer execution means 565 may transfer the game medium to be transferred to the transfer destination user.
[0118] The inheritance information may be a process of associating a second game medium corresponding to the first game medium owned by the transferor user with the transferee user. For example, when the first game medium is an item of equipment, as the second game medium, it is possible to use virtual currency obtained by cashing in the item of equipment in the game.
[0119] In addition to the candidates for the transferee user, or instead of the candidates for the transferee user, the display control means 567 may present candidates for the game medium to be transferred to the transferor user. At that time, the display control means 567 may set candidates for the game medium to be transferred based on the play history of the transferor user's game, the play history of the transferee user's game, the transaction history of the game medium, etc.
[0120] As the process executed in response to the arrival of the timing corresponding to the trigger information, any process can be adopted instead of the game medium transfer process. For example, when "disposal" is selected as the "transferee" shown in FIG. 14, a simple disposal process that does not specify a counterpart such as the one to be executed, or a process of sending a simple message without involving the transfer of an item can be adopted. When adopting the process of sending a message, for example, the message recipient and the message content can be set for the item. In this case, the message recipient is, for example, the previous owner of the item. Also, the message content is, for example, "Thanks to the item you transferred, I was able to clear the high-difficulty quest! I'm retiring, but please keep up the good work!"
[0121] In the above embodiment, the case where the game device 5 is a smartphone is exemplified, but the game device 5 may be an amusement device provided in a game center or the like. The above 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.
[0122] In the above embodiment, the case where the object is a player character has been exemplified, but the present invention is not limited to this. For example, the object may be a card or an item (equipment such as weapons and armors) used in the virtual game space. In the above embodiment, the case where the server device 2 and the plurality of game devices 5 function together as a game program has been exemplified, but the present invention is not limited to this. All means of the game program, that is, the setting means 564, the inheritance execution means 565, the display control means 567, the restriction means 568, etc., may be provided in the server device 2 alone, the game device 5 alone, a communication terminal alone different from the server device 2 and the game device 5, or two combinable devices among these (for example, distributed processing between the server device 2 and the game device 5). Further, when the server device 2, the game device 5, and the communication terminal function together, it is also possible to appropriately change which means functions in which device. For example, regarding the setting means 564, the inheritance execution means 565, the display control means 567, the restriction means 568, etc. of the game device 5 exemplified in the above embodiment, the control unit 23 of the server device 2 may function as these means by executing various programs.
[0123] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. Further, it is also possible to appropriately combine the present embodiment with other embodiments and between other embodiments.
Explanation of Reference Numerals
[0124] 1... Game system 2... Server device 5... Game device 56... Control unit (computer) 564... Setting means 565... Inheritance execution means (execution means) 567... Display control means (presentation means, first presentation means, second presentation means) 568... Restriction means
Claims
1. A computer, executes a conversion process of converting a game medium that is available in a first game and associated with a user into an irreplaceable token that cannot be used in the first game and a second game different from the first game, and functions as an execution means for associating the converted irreplaceable token with the user, when the service of the first game ends, the execution means executes either a process of taking over the game medium from the first game to the second game or the conversion process based on the user's selection game program.
2. The irreplaceable token includes information on a pattern corresponding to the game medium, the pattern information can be displayed through an application different from the first game and the second game The game program according to claim 1.
3. The computer is further caused to function as a display control means, the display control means displays a selection screen that can select either a takeover process to the second game or the conversion process as a takeover process of the game medium, the execution means, when the takeover process to the second game is selected on the selection screen, executes a process of taking over the game medium to the second game, when the conversion process is selected on the selection screen, executes a process of converting the game medium into the irreplaceable token The game program according to claim 1 or 2.
4. The computer is further caused to function as a setting means, the setting means sets, based on the user's instruction, process information including information capable of specifying the game medium for which the conversion process is to be executed, in association with the user, after the process information is set, the execution means does not execute the conversion process until the service of the first game ends, and executes the conversion process in response to the end of the service of the first game The game program according to any one of claims 1 to 3.
5. The computer is further caused to function as a setting means, when the game medium to be converted into the irreplaceable token is a target game medium, the setting means sets a plurality of the game media together for each type as the target game medium based on the user's operation The game program according to any one of claims 1 to 3.
6. An execution unit that executes a conversion process of converting a game medium that is available in the first game and associated with the user into an irreplaceable token that cannot be used in the first game and a second game different from the first game, and associates the converted irreplaceable token with the user. The execution unit executes, based on the selection of the user, either a process of taking over the game medium from the first game to the second game or the conversion process of converting the game medium into the irreplaceable token when the service of the first game ends. Game device.
7. An execution unit that executes a conversion process of converting a game medium that is available in the first game and associated with the user into an irreplaceable token that cannot be used in the first game and a second game different from the first game, and associates the converted irreplaceable token with the user. The execution unit executes, based on the selection of the user, either a process of taking over the game medium from the first game to the second game or the conversion process of converting the game medium into the irreplaceable token when the service of the first game ends. Game system.
Citation Information
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