Information processing method, program, and information processing system
The information processing system enhances virtual space engagement by associating electronic data with real-world products, offering suggestive information based on user relationships, thereby increasing user interest and promoting communication.
Patent Information
- Application Number
- JP2022105107
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-06-29
- Publication Date
- 2025-08-06
- Estimated Expiration
- 2042-06-29
AI Technical Summary
Existing methods do not effectively leverage electronic data associated with real-world products or services to increase interest in virtual spaces like the Metaverse.
An information processing system that associates electronic data with real-world products or services, allowing suggestive information to be displayed in a virtual space based on user relationships, enhancing user engagement and interest through exclusive ownership and communication opportunities.
Increases user interest in virtual spaces by providing a sense of exclusivity and encouraging communication among users, motivating ownership of NFTs and enhancing the virtual experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing method, a program, and an information processing system. [Background technology]
[0002] Conventionally, there is known a game machine that acquires data such as identification data by using a non-contact communication unit to communicate with an IC tag of a dedicated figure, and displays a character corresponding to the acquired data on a display unit as a selectable character for the player character (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-171678 Summary of the Invention [Problem to be solved by the invention]
[0004] Meanwhile, methods for utilizing electronic data associated with real-world products or services are being explored.
[0005] In view of the above circumstances, the present disclosure provides a technology for increasing interest in a virtual space such as the Metaverse by using electronic data associated with a product or service in the real world. [Means for solving the problem]
[0006] According to one aspect of the present disclosure, there is provided an information processing method executed by an information processing system. The information processing method includes the following steps: In the acquisition step, a first relationship is acquired in which the owner of first electronic data in a virtual space is a first user. The first electronic data is associated with a first product / service, which is a product or service in a real space. In the first display step, based on the first relationship, suggestive information is associated with the first electronic data and displayed in a field of view corresponding to a second user different from the first user. The suggestive information is information suggesting that the owner of the first product / service corresponding to the first electronic data is the first user.
[0007] According to the present disclosure, it is possible to increase the interest in virtual spaces such as the Metaverse. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. [Figure 3] 2 is a block diagram showing the functional configuration of a game device 3 according to the present embodiment. FIG. [Figure 4] 1 is an activity diagram showing an example of the flow of information processing executed by the information processing system 1. FIG. [Figure 5] 1 is an activity diagram showing an example of the flow of information processing executed by the information processing system 1. FIG. [Figure 6] FIG. 10 is an image diagram showing an example of a field of view 7a corresponding to a first user. [Figure 7] FIG. 10 is an image diagram showing an example of a field of view 7b corresponding to a first user. [Figure 8] FIG. 10 is an image diagram showing an example of a field of view 8 corresponding to a second user. [Figure 9] 10 is an activity diagram showing a modified example of information processing executed by the information processing system 1. FIG. [Figure 10]FIG. 10 is an image diagram showing an example of a field of view 7c corresponding to a first user. [Figure 11] 10 is an activity diagram showing a modified example of information processing executed by the information processing system 1. FIG. [Figure 12] 10 is an activity diagram showing a modified example of information processing executed by the information processing system 1. FIG. [Figure 13] 10 is an activity diagram showing a modified example of information processing executed by the information processing system 1. FIG. [Figure 14] FIG. 10 is an image diagram showing a modified example of a screen displayed on the display 4a. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0011] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values of signal values representing voltages and currents, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.
[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0013] 1. Game Description 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.
[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters to act in a virtual game space, and controls the player characters to fight against enemy characters, which are non-player characters. The characters are an example of objects.
[0015] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), a virtual reality (VR) game console such as Oculus VR (registered trademark) equipped with a VR (Virtual Reality) headset, or an electronic device such as a personal computer, smartphone, or tablet terminal.
[0016] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2, a plurality of game devices 3, and a blockchain system 6 including a plurality of node devices 5. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). Furthermore, the information processing device 2 and the game devices 3 can participate in a network that shares a blockchain by connecting to a P2P (Peer to Peer) network. Furthermore, the information processing device 2 manages electronic data linked to NFTs (Non-Fungible Tokens).
[0017] An NFT is a non-fungible digital token (also called a "non-fungible token") issued on a blockchain. The information processing device 2 issues an NFT associated with, for example, electronic data, a product or service in the real world, or the like, and records the NFT on the blockchain. The information processing device 2 also trades NFTs via the communication network 11 and records information on the owner of the NFT (or, from another perspective, the owner of the electronic data or the like linked to the NFT) on the blockchain.
[0018] Electronic data linked to NFTs is, for example, content in the form of digital data, such as images (video or still images), music, text, or a combination of these. One example of electronic data is an item that can be used in a game or virtual space (specifically, for example, clothing or accessories that can be worn by an avatar). Other content may also include the game itself, game media, paintings, novels, movies, animations, gameplay videos, etc.
[0019] The information processing device 2 is configured, for example, by a server. Each of the multiple game devices 3 has the same configuration. In this embodiment, a system is made up of one or more devices or components. Therefore, for example, even an information processing device 2 or a game device 3, which will be described later, can be an example of the information processing system 1.
[0020] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.
[0021] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.
[0022] The game device 3 is also capable of executing NFT transactions. The game device 3 executes transactions of digital assets (e.g., NFTs, virtual currency, etc.) stored in a user's wallet via the communication network 11. Specifically, for example, a user can operate the game device 3 to purchase an NFT put up for sale by another user by paying with virtual currency. By associating the account information managed by the information processing device 2 with the wallet, the user can use the digital asset in a game or virtual space.
[0023] A plurality of node devices 5 are connected to each other via a P2P network to form a blockchain system 6. Generally, a P2P network is included as part of a communication network 11. The blockchain system 6 divides transaction data indicating the history of past processing into blocks of a certain capacity, and generates a blockchain by arranging and connecting these blocks in order. The blockchain system 6 assigns each block a hash value of the previous block, and distributes and stores the generated blockchain among the plurality of node devices 5. In this way, the blockchain system 6 improves the tamper-resistance of the blockchain. The P2P network to which these multiple blockchain systems 6 are connected is a network that shares a blockchain.
[0024] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.
[0025] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0026] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information received by the information processing device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information related to game media obtained through gacha, etc.
[0027] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.
[0028] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual game space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, when the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.
[0029] The control unit 23 is configured by a microcomputer including a CPU (Central Processing Unit) and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.
[0030] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.
[0031] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to a user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."
[0032] <Game Device 3> The game apparatus 3 has a display 4a, a speaker 4b, and an input device 4c either externally connected or built-in. The game apparatus 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30. For example, in the case of a headset-type game apparatus 3, the display 4a and the speaker 4b are included in the game apparatus 3. Specifically, for example, the speaker 4b may be headphones or earphones. Furthermore, a headset-type game apparatus 3 further including an input device 4c may be configured to accept input via eye movement.
[0033] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.
[0034] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.
[0035] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.
[0036] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.
[0037] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in video or VR format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to a display 4a, such as an LCD display, and the rendered game images in video or VR format are displayed on the display 4a as a game screen or a field of view corresponding to the user. The audio processing unit 34b is connected to a speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to an input device 4c and exchanges data related to operation inputs with the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a collective term for a touch panel integrated with the display 4a, an external game pad, a mouse or keyboard, a microphone for inputting audio, an imaging device for tracking facial expressions or physical movements, a motion capture device for tracking physical movements, etc.
[0038] <Node device 5> The node device 5 includes a communication bus 50, a communication unit 51, a storage unit 52, and a control unit 53. The communication bus 50 electrically connects the units included in the node device 5 together.
[0039] The communication unit 51 is configured to be able to transmit various electrical signals from the node device 5 to external components. The communication unit 51 is also configured to be able to receive various electrical signals from the external components to the node device 5. More preferably, the communication unit 51 has a network communication function, which may enable communication of various information between the node device 5 and external devices via the communication network 11.
[0040] The storage unit 52 is configured with an HDD, an SSD, a RAM, a ROM, etc. The storage unit 52 stores various programs and variables related to the information processing system 1 executed by the control unit 53.
[0041] The control unit 53 realizes various functions related to the node device 5, which is its own device, by reading out predetermined programs stored in the storage unit 52. In other words, information processing by software stored in the storage unit 52 is specifically realized by the control unit 53, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 53 is not limited to being a single unit, and multiple control units 53 may be provided for each function. A combination of these may also be used.
[0042] 2.2 Functional Configuration <Information processing device 2> Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.
[0043] 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in FIG. 2, the control unit 23 executes various programs stored in the storage unit 22 to function as an acquisition unit 230, a display control unit 231, an avatar control unit 232, an execution unit 233, a presentation unit 234, an assignment unit 235, and a management unit 236. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23. For example, units other than the acquisition unit 230 and the display control unit 231 can be omitted.
[0044] The acquisition unit 230 is configured to acquire various data as an acquisition step. For example, the acquisition unit 230 acquires user account information, game data, input from the user, information related to electronic data, etc. from the storage unit 22 of the information processing device 2, the game device 3, the blockchain system 6, or another external device. As an example, the acquisition unit 230 acquires various information related to electronic data via the communication network 11, the communication unit 21, etc. In the present embodiment, the various information received by the acquisition unit 230 will be described as being stored in the storage unit 22.
[0045] In the first and second display steps, the display control unit 231 displays various pieces of information stored in the storage unit 22 or the storage unit 32 or screens containing such information in a visible manner on the display 4a of the game device 3. Specifically, the display control unit 231 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, or text, or may generate rendering information for displaying the visual information on the display 4a, for example, and transmit this.
[0046] The avatar control unit 232 is configured to control an avatar in a virtual space as an avatar control step. As an example, the avatar control unit 232 controls the avatar to be placed in a specific region R1. An avatar is an object operated by a user as an avatar of the user in the virtual space.
[0047] The execution unit 233 is configured to execute various information processing as an execution step. As an example, the execution unit 233 executes a process of recording an NFT linked to electronic data on a blockchain, a process for trading NFTs between multiple users, etc. Also, as an example, the execution unit 233 executes specific information processing related to an avatar or electronic data.
[0048] The presentation unit 234 presents various pieces of information in a manner that can be recognized by the user. As an example, the presentation unit 234 presents presentation information PI related to the first product / service or the first electronic data DT1 to the user. An example of presentation is display on the display 4a. For example, instead of the presentation unit 234, the display control unit 231 may present various pieces of information in a manner that can be seen by the user.
[0049] The granting unit 235 is configured to grant various benefits or rewards to the user as the granting step. As an example, the granting unit 235 grants electronic data to the user. A benefit is some kind of benefit that the user can enjoy in real space or virtual space. It is not limited to objects or media, but also includes advantageous effects given to the user. Benefits include, for example, NFTs (for example, NFTs linked to electronic data), virtual currency, game media that can be used in a game, and items that can be used in the virtual space. The advantageous effects given to the user include effects that increase the user's interest in the virtual space compared to normal times, such as displaying special visual effects on the display 4a, enriching the image display, generating special background music or sound effects, and providing vibrations to the input device 4c, thereby increasing the user's interest in the virtual space through the user's five senses.
[0050] The management unit 236 is configured to manage various information as a management step. As an example, the management unit 236 manages a plurality of regions R including a specific region R1 and a region attribute RA associated with these. The management unit 236 also manages a plurality of electronic data including first electronic data DT1 and second electronic data DT2 and a data attribute DA associated with these.
[0051] <Game Device 3> Next, the functional configuration of the game device 3 of the information processing system 1 will be described with reference to Fig. 3. Fig. 3 is a block diagram showing the functional configuration of the game device 3 according to this embodiment.
[0052] 3, the control unit 33 executes various programs stored in the storage unit 32, thereby functioning as an acquisition unit 330, a display control unit 331, an execution unit 332, and a presentation unit 333. In other words, information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and can be executed as each functional unit included in the control unit 33. In one aspect, at least some of the functional units included in the control unit 33 may be implemented as functional units realized by the control unit 33 of the game device 3.
[0053] For example, the functions of the acquisition unit 330, the display control unit 331, the execution unit 332, and the presentation unit 333 are similar to those of the acquisition unit 230, the display control unit 231, the execution unit 233, and the presentation unit 234, and therefore description thereof will be omitted.
[0054] 3. Operational flow of information processing system 1 3.1 Overview of Information Processing In this section, the flow of an information processing method executed by the information processing system 1 will be described with reference to FIGS. 3 and 4. FIGS. 4 and 5 are activity diagrams showing an example of the flow of information processing executed by the information processing system 1. First, with reference to FIG. 4, the flow of processing in which a first user acquires a first item associated with a first product will be described. Next, with reference to FIG. 5, the flow of processing in which suggestive information SI is associated with the first item and displayed in a virtual space will be described. In the following, the game device 3 operated by the first user will be referred to as the first game device, and the game device 3 operated by the second user will be referred to as the second game device. Furthermore, as a preferred example, the game device 3 will be described as a VR headset.
[0055] <Getting the first item> The following description will be given with reference to FIG. 4. First, the acquisition unit 330 of the first game device acquires first identification information IF1 from a first product, which is a product in real space. Identification information is unique information assigned to each product in order to identify each product. Using the identification information, each product can be managed as a non-fungible product. Specifically, for example, the acquisition unit 330 acquires the first identification information IF1 from the first user via the communication unit 31 (activity A001). The first identification information IF1 is acquired, for example, by the first game device reading an electronic tag using near-field wireless communication, capturing an image of a two-dimensional code, or the like. For example, the first product and the first identification information IF1 are associated with each other by embedding an electronic tag in the first product, printing a two-dimensional code on the first product or an accessory of the first product, or the like.
[0056] Next, the node device 5 included in the blockchain system 6 records the owner of the NFT linked to the first product as the first user in the blockchain (activity A002). The NFT linked to the first product is, for example, issued by the manufacturer of the first product. This NFT is also linked to the first item. From another perspective, the first item, which is an example of the first electronic data DT1, is associated with the first product, which is a product in the real world. From yet another perspective, the first product and the first item have a one-to-one relationship.
[0057] The item may be, for example, an item related to the display mode of the avatar AV in the virtual space. For example, the item may be an object itself that can be displayed in association with the first avatar, or an item that has the effect of changing the display mode of the avatar AV. Specifically, the item may be clothing, accessories, hairstyle, makeup, facial expression, a pet, etc. that the display control unit 331 displays in association with the avatar AV. For example, the first item has the same appearance as a first product in the real space or an appearance corresponding to the first product. The first item may be managed as a non-fungible item by being associated with the first product that has inherent value.
[0058] Next, the display control unit 331 of the first game device displays a notification on the display 4a of the first game device in a manner visible to the first user (activity A003). Specifically, for example, the notification indicates that the first user has acquired an NFT linked to the first product.
[0059] Next, in response to the acquisition unit 230 of the information processing device 2 acquiring the information output from the first game device, the management unit 236 associates and manages the account of the first user with one item (activity A004). Specifically, for example, the acquisition unit 230 receives information specifying that the first user has acquired a first item associated with the first product. Then, the management unit 236 associates and manages the account of the first user with the first item in a database that manages items owned by each user in the virtual space.
[0060] Next, the display control unit 331 of the first game device displays the first item on the display 4a of the first game device in a manner that is visible to the first user (activity A005). Specifically, for example, the display control unit 331 displays the first item as one of the owned items on a screen on which the first user can check a list of owned items.
[0061] <Display of suggestive information SI> The following description will be given with reference to FIG. 5. First, as an avatar control step, the avatar control unit 232 of the information processing device 2 controls the placement of a first avatar AV1 corresponding to a first user in a virtual space. Specifically, for example, the avatar control unit 232 controls the placement of the first avatar AV1 in the first user's own room, which is an example of an area R (activity A101). The area R is a section of the virtual space. The area R refers to, for example, a continuous range of virtual space in which a user can move via an avatar. Specifically, for example, the area R is a virtual room surrounded by walls, a ceiling, and a floor, or a virtual town or field surrounded by boundaries that may or may not be visible to the user. For example, multiple areas R are managed by the management unit 236.
[0062] Next, the display control unit 331 of the first game device causes the display 4a to display the scenery inside the first user's room in a manner visible to the first user (activity A102). Specifically, for example, the display control unit 331 causes the display 4a to display the field of view corresponding to the first avatar AV1 placed in the first user's room in a manner visible to the first user.
[0063] Next, as an acquisition step, the acquisition unit 330 of the first game device acquires a first relationship that the owner of the first item in the virtual space is the first user (activity A103). Specifically, for example, the acquisition unit 330 acquires from the blockchain system 6 the transaction history of the NFT linked to the first item that is recorded in the blockchain, and identifies the owner of the NFT.
[0064] Next, based on the first relationship acquired by the acquisition unit 330 of the first game device, the display control unit 331 displays the first avatar AV1 wearing the first item on the display 4a in a manner that is visible to the first user (activity A104). From another perspective, the execution unit 332 of the first game device executes, as an execution step, specific information processing related to the first avatar AV1 when the first relationship is acquired. Here, the specific information processing is processing for displaying the first item in association with the first avatar AV1. Note that if the acquisition unit 330 does not acquire the first relationship, the first user cannot execute processing for having the first avatar AV1 wear the first item.
[0065] Next, the acquisition unit 330 of the first game device acquires an input from the first user via the input device 4c to move the first avatar AV1 from the first user's room to a park (an example of area R) (activity A105). Specifically, for example, the acquisition unit 330 transmits the input acquired from the first user to the information processing device 2 via the communication unit 31 and the communication network 11.
[0066] Next, the avatar control unit 232 of the information processing device 2 performs control to place the first avatar AV1 in the park (activity A106).
[0067] Next, the display control unit 331 of the first game device causes the display 4a to display a scene in the park in a manner visible to the first user (activity A107). Specifically, for example, the display control unit 331 causes the display 4a to display a field of view corresponding to the first avatar AV1 placed in the park in a manner visible to the first user.
[0068] Next, the acquisition unit 230 of the information processing device 2 acquires the first relation as an acquisition step (activity A108).
[0069] Next, as a first display step, the display control unit 231 of the information processing device 2 displays the first item in association with the suggestive information SI in a field of view corresponding to a second user different from the first user based on the first relationship. From another perspective, if the acquisition unit 230 does not acquire the first relationship, the display control unit 231 displays the first avatar AV1 on the display 4a of the second game device without displaying the suggestive information SI (activity A109).
[0070] On the other hand, when the acquisition unit 230 acquires the first relationship, the display control unit 231 selectively displays the suggestive information SI based on the relationship between the first user and the second user. Specifically, for example, when the acquisition unit 230 acquires the first relationship, the acquisition unit 230 further acquires information identifying the relationship between the first user and the second user (activity A110). Here, when the relationship between the first user and the second user satisfies a specific condition, the display control unit 231 displays the suggestive information SI in association with the first item worn by the first avatar AV1 on the display 4a of the second game device (activity A111). On the other hand, when the relationship between the first user and the second user does not satisfy the specific condition, the processing of activity A109 is executed. In other words, the suggestive information SI is not displayed in the field of view corresponding to the second user.
[0071] Examples of the specific condition include the second user owning a product or electronic data related to the first product, or the two users having common behavioral histories or user attributes. The user's behavioral history is the user's behavioral history in real space or virtual space, such as having a history of participating in a common event, having a history of purchasing a product of the same brand as the first product, or having visited a sales area for the first product. The user attributes are information indicating the user's characteristics, such as age, gender, and content of interest.
[0072] The suggestive information SI is information suggesting that the owner of the first product corresponding to the first item is the first user. Specifically, for example, the suggestive information SI is a specific mark, seal, character, symbol, image, object, etc. that is displayed attached to the first item. The suggestive information SI does not need to be displayed attached directly to the item, but can be displayed in any manner that allows the user to recognize that it is associated with the item or the avatar AV wearing the item.
[0073] The suggestive information SI may be displayed temporarily in a manner recognizable to the user, and may then change to a manner unrecognizable to the user. The suggestive information SI may be displayed in a common manner regardless of the user's behavioral history, user attributes, attributes such as the brand of the first product, or the usage history (described later), or may be displayed in different manners based on these. Using a common manner makes it easy to recognize that the first item corresponds to the first product, while using different manners can further enhance the sense of exclusivity associated with owning the first item. It is also possible to adopt suggestive information SI that combines the characteristics of both by displaying the shape, etc. in different manners while displaying the color tone and texture in a common manner. Furthermore, the expression of the color tone and texture may be varied depending on the usage history of the first product. This can also encourage the user to replace the first product.
[0074] To summarize the above, the information processing device 2 includes a control unit 23. The control unit 23 includes the following units: As an acquisition step, the acquisition unit 230 acquires a first relationship that the owner of the first electronic data DT1 in the virtual space is a first user. The first electronic data DT1 is associated with a first product / service, which is a product or service in the real space. As a first display step, the display control unit 231 displays the first electronic data DT1 in association with suggestion information SI in a field of view corresponding to a second user different from the first user, based on the first relationship. The suggestion information SI is information suggesting that the owner of the first product / service corresponding to the first electronic data DT1 is the first user.
[0075] According to these aspects, it is possible to provide a method for utilizing electronic data associated with a real-world product or service, and to provide a technology for improving interest in a virtual space. In particular, by linking a first item to a real-world first product whose value a user can easily recognize, it is possible to give the user a sense of exclusivity in owning the first item in the virtual space.
[0076] In addition, by selectively displaying suggestive information SI based on the relationship between the first user and the second user, it is possible to create an opportunity for conversation between users and further promote communication between users. It also makes it easier for users to discover other users with similar interests in the virtual space.
[0077] Furthermore, by making the first item wearable when the first relationship is acquired, it is possible to provide a stronger motivation for users to own NFTs. Furthermore, by creating meaning for owning NFTs for purposes other than speculation, it is possible to further increase the interest in owning electronic data.
[0078] 3.2 Details of information processing The details of the information processing outlined above will be explained using the drawings.
[0079] <Avatar AV Coordination Settings> 6 is an image diagram showing an example of a field of view 7a corresponding to a first user. For example, the field of view 7a is a screen displayed on the display 4a of the first game device in activity A102 of FIG.
[0080] The field of view 7a is the field of view of the first avatar AV1 (i.e., the field of view corresponding to the first user) virtually placed in an area 70 (in the example of FIG. 6, the first user's own room). Specifically, the field of view 7a is, for example, a screen displayed on the display 4a of the game device 3 of the first user. The field of view 7a includes a display window 71, an area name 701, a setting content display 702, a virtual object 703, and the like, which are virtually placed within the area 70.
[0081] For example, the area name 701 displays the name of the area 70. For example, the area name 701 displays the area attribute RA of the area 70. In the example of FIG. 6, it is displayed that the area attribute RA of the area 70 is set to "casual." The name and area attribute RA of the area 70, etc., are managed by, for example, the management unit 236. The area name 701 and the setting content display 702 may be hidden.
[0082] The area attribute RA is information about attributes set for each area R. Specifically, the area attribute RA is an attribute that represents an impression, such as formal, casual, urban, modern, cool, stylish, classic, elegant, traditional, bohemian, chic, antique, vintage, retro, industrial, natural, country, simple, pop, cute, minimalist, sports, rock, etc. Furthermore, the area attribute RA is an attribute that represents a style of a real region, era, or culture, such as Nordic, Asian, Japanese, or mid-century. Furthermore, the area attribute RA may be represented by a specific brand name.
[0083] Virtual object 703 is a virtual object virtually placed within area 70. Virtual object 703 is, for example, furniture, home appliances, interior decoration, food and drink, buildings, vehicles, flora and fauna, objects resulting from meteorological phenomena, characters other than avatars, etc. In the example of Fig. 6, virtual object 703 is a full-length mirror placed within area 70, and shows the current display mode of first avatar AV1 corresponding to the first user.
[0084] For example, virtual objects 703 may be controlled to have functions associated with each virtual object 703. In the example of Fig. 6, in response to an operation by the first user to move the first avatar AV1 in front of a full-length mirror, a display window 71 for setting coordinates for the first avatar AV1 is displayed.
[0085] Display window 71 is a virtual screen displayed within area 70. In the example of Fig. 6, display window 71 includes tabs 711, operation buttons 712, an item display area 713, items 714, a first item 715, and a linked display 716. Acquisition unit 330 acquires the coordinate settings of first avatar AV1 via a selection input of tab 711 or operation button 712 by the first user.
[0086] For example, items are categorized into major categories such as "hairstyle," "clothes," and "accessories," and minor categories such as "tops," "bottoms," "outfit sets," "hats," and "shoes." The example in Fig. 6 shows a state in which the "clothes" tab 711 and the "tops" operation button 712 have been selected by the first user.
[0087] A list of items 714 owned by the first user (i.e., associated with the first user's account) is displayed in the item display area 713. The example in Fig. 6 shows a state in which the first user owns a first item 715 associated with a first product, and further shows a state in which the first avatar AV1 is wearing the first item 715.
[0088] For example, when the first relationship is acquired by the acquisition unit 230, an association display 716 corresponding to the first item 715 is displayed. The association display 716 is, for example, an indication that the first item 715 is linked to a product in the real world. For example, the display window 71 may further display a data attribute DA associated with the item 714. In the example of FIG. 6, it is displayed that the data attribute DA of the first item 715 is "casual" and that the first item 715 is an item linked to a product in the real world.
[0089] The data attribute DA is information managed in association with an item. Specifically, for example, the data attribute DA is information similar to the area attribute RA. The data attribute DA is also information indicating the condition or characteristics of the item, such as the age, rarity, whether the item is dirty, or whether it is damaged.
[0090] The first user sets the outfit for the first avatar AV1 by selecting the "Auto" or "Decide" operation button 712 in the display window 71. Also, for example, by selecting the "Shop" operation button 712, a screen is displayed where the first user can purchase items.
[0091] As shown in FIG. 6, the first avatar AV1 includes an item AV1a. Specifically, the item AV1a is displayed in association with the first avatar AV1. In the example of FIG. 6, the item AV1a is the hairstyle and clothing of the first avatar AV1. For example, when the acquisition unit 230 acquires the first relationship, the first user can dress the first avatar AV1 in a first item 715. In the example of FIG. 6, the first item 715 worn by the first avatar AV1 is displayed with suggestive information SI attached. Note that the suggestive information SI only needs to be visible to users other than the first user, and may not be displayed on the display 4a of the first game device.
[0092] <Move to another region R> 7 is an image diagram showing an example of a field of view 7b corresponding to a first user. For example, field of view 7b is a screen displayed on display 4a of the first game device in activity A105 of FIG. 5. Differences from field of view 7a will be described below. Field of view 7b includes a display window 72, an area name 701, a setting content display 702, a virtual object 703, and the like, which are virtually arranged within field 70.
[0093] 7, the virtual object 703 is a door connecting the area 70 to another area R. For example, in response to an operation by the first user to move the first avatar AV1 in front of the door, the display window 72 is displayed.
[0094] The display window 72 is a virtual screen displayed within the area 70. For example, the display window 72 includes a plurality of operation buttons 721. The acquisition unit 330 accepts the designation of the area R, which is the destination, via the first user's selection input of the operation button 721. For example, the display control unit 331 displays the area R that the first user frequently uses as a candidate destination. Furthermore, for example, in response to the first user's selection of the "destination list" operation button 721, the display control unit 331 displays a search screen for the area R to which the user can move.
[0095] <Display of first avatar AV1 in specific region R1> FIG. 8 is an image diagram showing an example of a field of view 8 corresponding to a second user. The second user is a user other than the first user. For example, a second avatar AV2 (not shown) corresponding to the second user is virtually placed within an area 80. For example, the field of view 8 is a screen displayed on the display 4a of the second game device in the activity A111 of FIG. 5. The field of view 8 includes an avatar AV, a first avatar AV1, a virtual object 801, and the like, which are virtually placed within the area 80 (a park in the example of FIG. 8).
[0096] 8, the virtual objects 801 are, for example, trees, flowers, benches, etc. that are virtually placed in the area 80. The avatars AV placed in the area 80 may be operated by the user, or may be operated by the avatar control unit 232 without the user's operation. In the example of FIG. 8, suggestive information SI is displayed on an item worn by a specific avatar AV including the first avatar AV1.
[0097] [others] The information processing method according to the above-described embodiment may be modified as follows.
[0098] In one embodiment, the first item may be associated with a service. Also, the right to receive any service in the real world may be treated as a product in the real world.
[0099] <Update the display mode of the first item and move it to the specific area R1> Fig. 9 is an activity diagram showing a modified example of information processing executed by the information processing system 1. Using Fig. 9, a process of placing the first avatar AV1 in a specific region R1 in a situation where the first avatar AV1 is wearing a first item will be described.
[0100] First, the acquisition unit 330 of the first game device acquires the data attribute DA of the first item from the information processing device 2 (activity A201). Here, the manner in which the first avatar AV1 or the first item is displayed is determined based on the data attribute DA associated with the first item. This allows the unique characteristics of the item to be expressed in the item's appearance, further increasing the user's desire to own each individual item.
[0101] Next, the display control unit 331 changes the display mode of the first item based on the data attribute DA acquired by the acquisition unit 330 (activity A202). For example, the data attribute DA is updated based on the first user's use history of the first product / service in the real world or the use history of the first item in the virtual space. From another perspective, the display mode of the first avatar AV1 or the first item is updated in response to the data attribute DA being updated based on the use history. This allows for an effect similar to that of the real world, in which an item ages, even in the virtual space. This allows for the creation of a new value standard for the item relative to the time axis, further enhancing the interest in the virtual space. As an example, the use history of a product in the real world may be acquired based on the measurement results of a sensor embedded in the product. For example, if the product is shoes, the mileage measured by the sensor may be recorded as the use history.
[0102] Next, the acquisition unit 330 acquires input from the first user via the input device 4c to move the first avatar AV1 from the first user's room to the event venue (an example of the specific area R1) (activity A203).
[0103] Next, the acquisition unit 230 of the information processing device 2 acquires the first relation (activity A204) as an acquisition step. If the first relation is not acquired, the process of moving the first avatar AV1 is not executed.
[0104] On the other hand, if the first relation is acquired, the acquiring unit 230 acquires the data attribute DA of the first item (activity A205), and further acquires the area attribute RA of the event venue (activity A206).
[0105] Next, the avatar control unit 232 compares the data attribute DA and the area attribute RA acquired by the acquisition unit 230 (activity A207). If a specific condition is not met, the process of moving the first avatar AV1 is not executed.
[0106] On the other hand, if a specific condition is met, the avatar control unit 232 controls the first avatar AV1 to be placed in the event venue (activity A208). Here, the specific condition may be that the data attribute DA of an item worn by the first avatar AV1 or an item owned by the first user matches the area attribute RA. For example, in the case of an event co-hosted by multiple brands, two or more area attributes RA may be set for the event venue. In this case, the specific condition may be that the data attribute DA of at least one item matches the area attribute RA. In another aspect, whether the first avatar AV1 is allowed to enter the venue may be determined based on the usage history of the first product or first item. For example, the predetermined condition may be that the first user owns shoes that have traveled a certain distance or more, or an item corresponding to shoes.
[0107] Next, the display control unit 331 of the first game device causes the display 4a to display the scenery inside the event venue in a manner visible to the first user (activity A209). Specifically, for example, the display control unit 331 causes the display 4a to display the field of view corresponding to the first avatar AV1 placed in the event venue in a manner visible to the first user.
[0108] From another perspective, the specific information processing is processing for placing the first avatar AV1 in a specific area R1 in the virtual space. In the execution step, the specific information processing is selectively executed based on a data attribute DA associated with the first item. Preferably, in the execution step, the specific information processing is selectively executed based on a relationship between the data attribute DA and an area attribute RA associated with the specific area R1.
[0109] By allowing the avatar AV to enter the specific area R1 only when the first relationship is obtained, it is possible to provide a stronger motivation for users to own NFTs. Furthermore, by determining whether the avatar AV can enter the specific area R1 in association with the data attribute DA or the area attribute RA, the item can function as an entrance ticket, creating a more diverse range of value for the item.
[0110] In another embodiment, the process of displaying the first item may be restricted by updating the data attribute DA based on the usage history of the first product or first item. Specifically, for example, if the usage period or usage amount meets a specific condition, a process may be executed to prevent the user from using the first item in the virtual space. Furthermore, a process may be executed to make an item that has become unusable usable again depending on the user's behavior in the real space or the virtual space. For example, a process may be executed to make the item usable by repairing the item in response to payment. Such an embodiment allows the virtual space to become more similar to the real space, further increasing the interest in the virtual space.
[0111] Fig. 10 is an image diagram showing an example of a field of view 7c corresponding to a first user. For example, the field of view 7c is a screen displayed on the display 4a of the first game device in activity A209 in Fig. 9. The field of view 7c includes a plurality of avatars AV and virtual objects 703, etc., virtually arranged in an area 70 (an event venue in the example of Fig. 10).
[0112] For example, the event venue shown in Fig. 10 is the venue for an event held by a particular fashion brand, and is set up so that only avatars AV wearing items associated with the brand's products are allowed to enter. In the example of Fig. 10, the avatars AV are wearing different items, and suggestion information SI suggesting an association with a product in the real world is displayed attached to each item.
[0113] <Transfer of the first product and first item> In one embodiment, the first product may be transferable between users at the event venue. From another perspective, the specific area R1 may function as an NFT exchange (marketplace). Preferably, the first product and the first item are transferred to another user while maintaining the association between the first product and the first item. This can suppress fluctuations in the value of the first item that does not exist in real space.
[0114] 11 and 12 are activity diagrams showing modified examples of information processing executed by the information processing system 1. Using these diagrams, the flow of the transfer process of the first product and the first item will be explained. In the examples of Fig. 11 and Fig. 12, the first item is transferred together with the first product, but the reverse is also possible.
[0115] First, the acquisition unit 330 of the first game device acquires an input from the first user via the input device 4c requesting the sale of the first product and the NFT linked to the first product (activity A301).
[0116] Next, the acquisition unit 330 of the second game device acquires information about the first product put up for sale by the first user from the information processing device 2 or the blockchain system 6. Subsequently, the presentation unit 333 presents the information acquired by the acquisition unit 330 (specifically, for example, the presented information PI) in a manner that can be understood by the second user (activity A302). The presented information PI is information about the first product or first item, and specifically may be, for example, the appearance, characteristics, usage history, price, transaction history, number of repairs, manufacturer (or issuer), etc. of the first product or first item. From another perspective, as the presentation step, the presentation unit 234 presents information about the first product / service or the first item to the second user when the first avatar AV1 and the second avatar AV2 corresponding to the second user are placed in the specific area R1. This manner can promote communication between users about items.
[0117] Next, the acquisition unit 330 of the second game device acquires, via the input device 4c, an input from the second user requesting the purchase of the first product and the NFT linked to the first product (activity A303).
[0118] Next, the node device 5 included in the blockchain system 6 records the owner of the NFT linked to the first product as the second user in the blockchain (activity A304).
[0119] Next, the display control unit 331 of the second game device displays a notification on the display 4a of the second game device in a manner visible to the second user (activity A305). Specifically, for example, the notification indicates that the second user has acquired an NFT linked to the first product.
[0120] Meanwhile, in response to the acquisition unit 330 of the first game device acquiring the transaction information TI, the display control unit 331 displays a notification on the display 4a of the first game device in a manner visible to the first user (activity A306). Specifically, for example, the notification indicates that the transfer of the NFT linked to the first product to the second user has been completed. From another perspective, in the acquisition step, when the first avatar AV1 and the second avatar AV2 corresponding to the second user are placed in the specific area R1, transaction information TI of the first item is further acquired. The transaction information TI includes information indicating that the first item has been transferred from the first user to the second user. For example, the transaction information TI may be transaction data of virtual currency or NFTs recorded on a blockchain.
[0121] Next, the acquisition unit 330 of the first game device acquires, via the input device 4c, an input from the first user indicating that the delivery of the first product to the second user has been completed (activity A307). For example, anonymous delivery using account information managed by the information processing device 2 may be used for the exchange of products between users.
[0122] Next, the management unit 236 of the information processing device 2 deletes the first item from the account of the first user (activity A308). Specifically, for example, the acquisition unit 230 accepts the information input in activity A307. Then, the management unit 236 deletes the first item from the account of the first user in a database that manages items owned by each user in the virtual space.
[0123] Next, the display control unit 331 of the second game device displays a notification on the display 4a of the second game device in a manner visible to the second user (activity A309). Specifically, for example, the notification indicates that the first user has completed shipping of the first product.
[0124] Next, after the second user receives the first product, the acquisition unit 330 of the second game device acquires the first identification information IF1 from the first product, and in response, processing starts (activity A401).
[0125] Next, the node device 5 included in the blockchain system 6 records the transaction history of the first product in the blockchain based on the information output from the information processing device 2 (activity A402).
[0126] Next, the display control unit 331 of the second game device displays a notification on the display 4a of the second game device in a manner visible to the second user (activity A403). Specifically, for example, the notification indicates that the second user has acquired the first item linked to the first product.
[0127] Next, the management unit 236 of the information processing device 2 manages the first item in association with the account of the second user (activity A404).
[0128] Next, the display control unit 331 of the second game device causes the display 4a of the second game device to display the first item in a manner that is visible to the second user (activity A405).
[0129] Next, the granting unit 235 of the information processing device 2 grants the price for the first product (and the first item) paid by the second user to the first user.
[0130] In the specific area R1, the transfer of the first product or first item between users can be made, which can motivate users to enter the specific area R1. As another embodiment, the specific area R1 may be not only an event venue, but also a trading room where users can negotiate a trade one-on-one. Furthermore, the presentation or transfer of information about the first product or first item may be possible only in this trading room.
[0131] In another embodiment, a user may be able to temporarily borrow only an item from another user. A user may be able to try out the first item and have an avatar AV wear it before purchasing the first product. Furthermore, if the first identification information IF1 is not read by the second user within a predetermined period of time after the transfer of the NFT from the first user to the second user is completed, the ownership of the NFT may be returned to the first user.
[0132] <Other ways to obtain items> Fig. 13 is an activity diagram showing a modified example of information processing executed by the information processing system 1. Using Fig. 13, a process will be described in which a first user purchases a second product based on electronic medium EM obtained in a virtual space.
[0133] First, the acquisition unit 330 of the second game device acquires an input from the second user via the input device 4c to transfer the electronic medium EM to the first user (activity A501). The electronic medium EM is, for example, information associated with a second product or service, which is a product or service in real space. Specifically, for example, the electronic medium EM may be an NFT (e.g., an NFT ticket), an electronic ticket other than an NFT, an electronic coupon, a serial code, a link to a website, or the like. The electronic medium EM may be obtainable by the first user via a first avatar AV1 placed in virtual space. The electronic medium EM may be, for example, an electronic ticket granted to a user who purchases a specific product. Furthermore, a user who obtains an electronic ticket may be restricted from using the electronic ticket for his or her own purposes. This can stimulate the exchange of electronic tickets between users and motivate users to participate in exclusive events.
[0134] Next, the acquisition unit 330 of the first game device acquires the electronic medium EM from the second game device (activity A502). Subsequently, the acquisition unit 330 of the first game device acquires an input for using the electronic medium EM from the first user via the input device 4c.
[0135] Next, the acquisition unit 330 of the information processing device 2 acquires the electronic medium EM and authenticates the first user (activity A503).
[0136] Next, the display control unit 231 of the information processing device 2 displays a website where the second item can be purchased on the display 4a of the first game device in a manner visible to the first user (activity A504). From another perspective, as a second display step, when an electronic medium EM corresponding to a second product or service in the real world is identified, the display control unit 231 displays information related to obtaining the second product or service in a manner visible to the first user. This manner further strengthens the link between the virtual space and the real world and diversifies the routes for obtaining products in the real world. Furthermore, it is possible to promote communication in the virtual space between users who want to obtain limited-edition products and users who own the electronic medium EM.
[0137] Next, the acquisition unit 330 of the first game device acquires an input to purchase the second product from the first user via the input device 4c (activity A505).
[0138] Next, the execution unit 233 of the information processing device 2 executes a process for purchasing a second product based on the input acquired from the first game device (activity A506).
[0139] Thereafter, the first user can obtain a second item associated with the second product by reading the second identification information IF2 of the second product using the first game device. The process of obtaining the second item may be the same as the process described in FIG. 4, and therefore a description thereof will be omitted.
[0140] From another perspective, in the granting step, when information identifying the second product or service (e.g., second identification information IF2) is identified, the granting unit 235 grants the second electronic data DT2 (e.g., second item) associated with the second product or service to the first user. This allows the user to obtain the second item from the electronic medium EM distributed in the virtual space via the second product in the real space. This creates a circulation of goods between the real space and the virtual space, further increasing the interest in the virtual space.
[0141] 14 is an image diagram showing a modified example of a screen displayed on the display 4a. For example, a purchase screen 9 is a screen displayed on the display 4a of the first game device in activity A504 of FIG. 13. The purchase screen 9 includes a product photo 91, product information 92, and operation buttons 93. The field of view 7d may be the same as the field of view 7a of FIG. 6, and therefore will not be described here.
[0142] For example, the purchase screen 9 may not be displayed unless authentication using the electronic medium EM is completed. For example, the product photo 91 shows the appearance of the second product, and the product information 92 shows information about the second product, such as the price. The information processing device 2 may execute the purchase process based on input from the user via the operation button 93.
[0143] View 7d shows an example of a screen in which the first user has read the second identification information IF2 from the second product and acquired the second item. For example, in the list of items owned by the first user, the second item 717 and a linked display 716 associated with the second item 717 are displayed.
[0144] The various pieces of information described in the above examples may be stored in the blockchain system 6, the storage unit 22 of the information processing device 2, or the storage unit 32 of the game device 3. Furthermore, the information processing system 1 may be a system that does not include the blockchain system 6. In that case, the electronic data associated with the product does not have to be an NFT. Note that the device operated by the user is not limited to the game device 3, and there are no particular restrictions on the type of device as long as it has a similar configuration.
[0145] The above-described embodiments may be implemented as a program that causes a computer (for example, the information processing device 2) to execute the steps of the information processing method.
[0146] Furthermore, it may be provided in the following aspects.
[0147] (1) An information processing method executed by an information processing system, comprising the following steps: in the acquisition step, a first relationship is acquired in which the owner of first electronic data in a virtual space is a first user, wherein the first electronic data is associated with a first product or service that is a product or service in a real space; in the first display step, based on the first relationship, suggestive information is associated with the first electronic data and displayed in a field of view corresponding to a second user different from the first user, wherein the suggestive information is information suggesting that the owner of the first product or service corresponding to the first electronic data is the first user.
[0148] (2) In the information processing method described in (1) above, in the first display step, the suggestion information is selectively displayed based on the relationship between the first user and the second user.
[0149] (3) In the information processing method described in (1) or (2) above, the avatar control step further controls a first avatar corresponding to the first user to be placed in a virtual space, and the execution step executes specific information processing related to the first avatar when the first relationship is acquired.
[0150] (4) In the information processing method described in (3) above, the specific information processing is a process of placing the first avatar in a specific area in the virtual space, and in the execution step, the specific information processing is selectively executed based on data attributes associated with the first electronic data.
[0151] (5) In the information processing method described in (4) above, the execution step selectively executes the specific information processing based on the relationship between the data attribute and an area attribute associated with the specific area.
[0152] (6) In the information processing method described in (5) above, the presentation step further comprises presenting information regarding the first product / service or the first electronic data to the second user when the first avatar and a second avatar corresponding to the second user are placed in the specific area.
[0153] (7) In the information processing method described in (5) or (6) above, in the acquisition step, when the first avatar and a second avatar corresponding to the second user are placed in the specific area, transaction information of the first electronic data is further acquired, wherein the transaction information includes information indicating that the first electronic data has been transferred from the first user to the second user.
[0154] (8) In the information processing method described in any one of (3) to (7) above, the specific information processing is processing for displaying the first electronic data in association with the first avatar, and the manner in which the first avatar or the first electronic data is displayed is determined based on data attributes associated with the first electronic data.
[0155] (9) In the information processing method described in (8) above, the data attributes are updated based on the first user's usage history of the first product / service in the real space or the first electronic data in the virtual space.
[0156] (10) In the information processing method described in (9) above, the aspect is updated when the data attribute is updated based on the usage history.
[0157] (11) In the information processing method described in (9) or (10) above, the process of displaying the first electronic data is restricted because the data attributes have been updated based on the usage history.
[0158] (12) In the information processing method described in any one of (3) to (11) above, the second display step further includes, when an electronic medium corresponding to a second product or service, which is a product or service in the real space, displaying information regarding the acquisition of the second product or service in a manner visible to the first user, wherein the electronic medium can be obtained by the first user via the first avatar placed in the virtual space.
[0159] (13) In the information processing method described in (12) above, the granting step further comprises granting second electronic data associated with the second product or service to the first user when information identifying the second product or service is identified.
[0160] (14) A program that causes a computer to execute each step described in any one of (1) to (13) above.
[0161] (15) An information processing system comprising a control unit, the control unit being configured to execute each step described in any one of (1) to (13) above. Of course, this is not the case.
[0162] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]
[0163] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 230: Acquisition Department 231: Display control unit 232: Avatar control unit 233: Executive Department 234:Presentation part 235: Granting section 236: Management Department 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 330: Acquisition Department 331: Display control unit 332: Executive Department 333: Presentation part 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 5: Node device 50: Communication bus 51: Communications Department 52: Storage section 53: Control unit 6: Blockchain system 7a: Field of view 7b: Field of view 7c: Field of view 7d: Field of view 70: area 701: Area name 702: Setting details display 703: Virtual Objects 71: Display window 711: Tab 712: Operation button 713: Item display area 714: Item 715: 1st item 716: Linked display 717: Second item 72: Display window 721: Operation button 8: Field of view 80: area 801: Virtual Objects 9: Purchase screen 91: Product photo 92:Product information 93: Operation button AV:Avatar AV1: First Avatar AV1a: Item AV2: Second Avatar DA: Data Attributes DT1: First electronic data DT2: Second electronic data EM:Electronic media IF1: First identification information IF2: Second identification information PI: Presentation information R: area R1: Specific area RA: Area attribute SI: Suggestive Information TI: Transaction Information
Claims
1. An information processing method executed by an information processing system, It includes the following steps: In the avatar control step, a first avatar corresponding to the first user is controlled to be placed in the virtual space; In the obtaining step, a first relationship is obtained in which the owner of the first electronic data in the virtual space is the first user, the first electronic data is associated with a first product or service that is a product or service in real space; In the first display step, both the first avatar and the first electronic data are displayed in a field of view corresponding to a second user different from the first user based on the first relationship, and suggestive information is associated with the first electronic data and displayed; A method, wherein the suggestive information is information suggesting that the owner of the first product or service corresponding to the first electronic data is the first user.
2. An information processing method executed by an information processing system, comprising: It includes the following steps: In the obtaining step, a first relationship is obtained in which the owner of the first electronic data in the virtual space is the first user, the first electronic data is associated with a first product or service that is a product or service in real space; In the first display step, suggestion information is associated with the first electronic data and displayed in a field of view corresponding to a second user different from the first user based on the first relationship, The suggestion information is information indicating that the owner of the first product or service corresponding to the first electronic data is the first user; The method is selectively displayed based on a relationship between the first user and the second user.
3. An information processing method executed by an information processing system, comprising: It includes the following steps: In the avatar control step, a first avatar corresponding to the first user is controlled to be placed in the virtual space; In the obtaining step, a first relationship is obtained in which the owner of the first electronic data in the virtual space is the first user, the first electronic data is associated with a first product or service that is a product or service in real space; In the execution step, when the first relationship is acquired, specific information processing related to the first avatar is executed, wherein: The specific information processing is placing the first avatar in a specific area in the virtual space; selectively performed based on data attributes associated with the first electronic data; In the first display step, suggestion information is associated with the first electronic data and displayed in a field of view corresponding to a second user different from the first user based on the first relationship, A method, wherein the suggestive information is information suggesting that the owner of the first product or service corresponding to the first electronic data is the first user.
4. 4. The information processing method according to claim 3, In the executing step, the specific information processing is selectively executed based on a relationship between the data attribute and a region attribute associated with the specific region.
5. 5. The information processing method according to claim 4, Furthermore, in the presentation step, when the first avatar and a second avatar corresponding to the second user are placed in the specific area, information regarding the first product / service or the first electronic data is presented to the second user.
6. 5. The information processing method according to claim 4, In the acquiring step, when the first avatar and a second avatar corresponding to the second user are located in the specific area, transaction information of the first electronic data is further acquired, The transaction information includes information indicating that the first electronic data has been transferred from the first user to the second user.
7. An information processing method executed by an information processing system, comprising: It includes the following steps: In the avatar control step, a first avatar corresponding to the first user is controlled to be placed in the virtual space; In the obtaining step, a first relationship is obtained in which the owner of the first electronic data in the virtual space is the first user, the first electronic data is associated with a first product or service that is a product or service in real space; In the execution step, when the first relationship is acquired, specific information processing related to the first avatar is executed, wherein: the specific information processing is processing of displaying the first electronic data in association with the first avatar, a manner in which the first avatar or the first electronic data is displayed is determined based on data attributes associated with the first electronic data; the data attribute is updated based on the first user's usage history of the first product / service in the real space or the first user's usage history of the first electronic data in the virtual space; The data attribute is updated based on the usage history, thereby restricting a process for displaying the first electronic data; In the first display step, suggestion information is associated with the first electronic data and displayed in a field of view corresponding to a second user different from the first user based on the first relationship, A method, wherein the suggestive information is information suggesting that the owner of the first product or service corresponding to the first electronic data is the first user.
8. 8. The information processing method according to claim 7, The method wherein the aspect is updated as the data attributes are updated based on the usage history.
9. An information processing method executed by an information processing system, comprising: It includes the following steps: In the avatar control step, a first avatar corresponding to the first user is controlled to be placed in the virtual space; In the obtaining step, a first relationship is obtained in which the owner of the first electronic data in the virtual space is the first user, the first electronic data is associated with a first product or service that is a product or service in real space; In the execution step, when the first relationship is acquired, specific information processing related to the first avatar is executed; In the first display step, suggestion information is associated with the first electronic data and displayed in a field of view corresponding to a second user different from the first user based on the first relationship, the suggestion information is information suggesting that the owner of the first product or service corresponding to the first electronic data is the first user; In the second display step, when an electronic medium corresponding to a second product or service that is a product or service in the real space is identified, information regarding acquisition of the second product or service is displayed in a manner that is visible to the first user, A method wherein the electronic medium is obtainable by the first user via the first avatar placed in the virtual space.
10. 10. The information processing method according to claim 9, Furthermore, in the granting step, when information identifying the second product or service is identified, second electronic data associated with the second product or service is granted to the first user.
11. A program, A method for causing a computer to execute each step according to any one of claims 1 to 10.
12. An information processing system, A control unit is provided, The control unit is configured to execute each step according to any one of claims 1 to 10.
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