PROGRAM, INFORMATION PROCESSING APPARATUS AND INFORMATION PROCESSING METHOD
The platform system increases user and player motivation by enabling viewers to purchase and trade NFT trading cards associated with video content, distributing revenue to players based on contribution and popularity, addressing the lack of direct benefits in existing systems.
Patent Information
- Application Number
- JP2022112277
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-07-13
- Publication Date
- 2025-08-26
- Estimated Expiration
- 2042-07-13
AI Technical Summary
Existing systems fail to adequately increase user motivation by providing benefits to players related to video content, particularly in events where multiple participants contribute.
A platform system that allows viewers to purchase value media, such as NFT trading cards, associated with video content, and distributes revenue generated from these purchases to participating players, with mechanisms to determine distribution amounts based on contribution levels and popularity, enabling secondary trading and customization of these media.
Enhances player motivation by providing direct financial benefits and allows users to engage in activities that support players, while ensuring a stable supply of value media through separate distribution periods and customization options.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, an information processing device, and an information processing method. [Background technology]
[0002] Conventionally, there is known a technique for distributing a video of an event in which multiple players participate to user terminal devices, increasing the prize money for the event in accordance with contributions (so-called tips) from each user regarding the video, and distributing the increased prize money to the participating players (see Patent Document 1). Such a technique can improve the motivation of players participating in the event. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2021-144628 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-described prior art, the act of providing video of an event brings benefits to the player, but the user only receives a record of having performed the act. Therefore, there is room for improvement in improving user motivation in the act of providing benefits to players related to videos of content such as events.
[0005] The present disclosure provides a program, an information processing device, and a computer system that can increase a player's motivation to participate in content while also increasing a user's motivation to take actions that bring benefits to the player related to the content's video. [Means for solving the problem]
[0006] The first aspect is a program that causes a computer to function as a request receiving means that receives a request from a viewer of a video of content in which multiple players participate to purchase a value medium related to the video, a determination means that determines a first distribution amount for distributing revenue generated from the purchase of the value medium to each of one or more players among the multiple players in response to the request, and an association means that associates the value medium with the viewer in response to payment of the purchase price of the value medium by the viewer.
[0007] In addition, in the first aspect, the associating means can associate one or more of the plurality of value media with at least one of the plurality of players.
[0008] Also, in the first aspect, a plurality of value media may be generated, and the value media may include identification information for uniquely identifying each of the plurality of value media.
[0009] Also, in the first aspect, the computer is made to function as a value identification means for identifying the value of each identification information of a plurality of value media, and the associating means associates a value media having an identification information value higher than that of the value media associated with the viewer with one or more of the plurality of players.
[0010] In addition, in a first aspect, the identification information is a series of numbers assigned to multiple value media, and the associating means associates the value media with each of one or more players by treating at least one of the lower numbers in the series of numbers and the serial number as a number with higher value.
[0011] Also, in the first aspect, the computer is made to realize a contribution level identification means for identifying a contribution level indicating the degree of contribution of each of a plurality of players to the video, and the determination means determines at least one of the first distribution amount and the quantity of value media to be associated with the player based on the contribution level, and the associating means associates the determined quantity of value media with the player.
[0012] Also, in the first aspect, the computer is made to realize a contribution level determination means for determining a contribution level indicating the degree of contribution of each of multiple players to the video, and a determination means determines identification information to be associated with each of the one or more players based on the contribution level.
[0013] In addition, in the first aspect, there are multiple videos and / or audio corresponding to the videos for the content, and a selection receiving means is realized that receives from the viewer a selection of a video or audio to be viewed from at least one of the multiple videos and / or audio, and a determination means determines a second distribution amount for distributing revenue to video-related parties involved in the filming of the selected video or audio-related parties involved in the recording of the selected audio, other than the multiple players.
[0014] The second aspect is an information processing device comprising: a request receiving unit that receives a request from a viewer of a video of content in which multiple players participate to purchase a value medium related to the video; a determination unit that determines a first distribution amount for distributing profits generated by the purchase of the value medium to each of one or more players among the multiple players in response to the request; and an awarding unit that awards the value medium to the viewer in response to payment of the purchase price of the value medium by the viewer.
[0015] A third aspect is an information processing method in which a computer accepts a request from a viewer of a video of content in which multiple players participate to purchase a value medium related to the video, and in response to the request, determines a first distribution amount for distributing profits generated by the purchase of the value medium to each of one or more players among the multiple players, and grants the value medium to the viewer in response to payment of the purchase price of the value medium by the viewer.
[0016] According to the present disclosure, a program, an information processing device, and a computer system are provided that increase the motivation of players to participate in content while also increasing the motivation of users to take actions that bring benefits to players related to the video content. [Brief explanation of the drawings]
[0017] [Figure 1] 1 is a block diagram showing a configuration of a platform system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram for explaining an overview of a platform system according to an embodiment of the present invention. [Figure 3] FIG. 10 is a diagram showing an example of a revenue distribution rate in the platform system according to the present embodiment. [Figure 4] FIG. 1 is a diagram for explaining an overview of a platform system according to an embodiment of the present invention. [Figure 5] FIG. 2 is a diagram for explaining an example of a screen of the platform system according to the present embodiment. [Figure 6] FIG. 2 is a sequence diagram showing a series of operations of the platform system in this embodiment. [Figure 7] FIG. 2 is a sequence diagram showing a series of operations of the platform system in this embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0018] A platform system 1 according to an embodiment of the present disclosure (hereinafter also referred to as "the present embodiment") will be described with reference to the drawings.
[0019] <Platform system explanation> The platform system 1 is one aspect of a computer system, and is a system for distributing videos of content in which multiple players participate (hereinafter simply referred to as "content"). The platform system 1 also provides a platform for generating a medium of value (hereinafter simply referred to as "medium of value") related to the video of this content and for selling and distributing it. The medium of value related to the video of the content may be defined by digital data (in other words, may be represented by digital data), and may be, for example, a non-fungible token (hereinafter also referred to as "NFT"). In this embodiment, an example in which the medium of value is an NFT will be described. Furthermore, as a medium of value according to this embodiment, an NFT-ized digital trading card (hereinafter simply referred to as "card") will be referred to as an "NFT trading card" hereinafter.
[0020] For example, multiple videos of content and / or audio corresponding to the videos of content may exist for one content. For example, if the content is a competitive game, there may be multiple videos of the content, such as a main video that captures the entire competitive game and videos that focus on each of the multiple players competing. Also, there may be multiple audio, such as a main audio and a secondary audio.
[0021] For example, multiple value media are generated. The value media may include identification information (hereinafter also referred to as "medium identification information") for uniquely identifying each of the multiple value media. With this configuration, each of the multiple value media generated can be uniquely identified, and it can be proven that each is an irreplaceable, one-of-a-kind entity.
[0022] The medium identification information may be, for example, a series of numbers (so-called serial numbers) assigned to a plurality of value media.
[0023] The medium identification information may be issued, for example, according to the number of purchase requests from each of a plurality of viewers.
[0024] The medium identification information may be assigned to the value medium based on the status of the content at the time when the request to purchase the value medium is received, for example. The status of the content may be determined to be popular or not based on, for example, the amount of comments on the content. The amount of comments may include, for example, the number of comments on each play or each player, the presence or number of enthusiastic comments, and the amount of consumable media (tips) given to each player. The amount of comments may also be determined based on, for example, a history of comments from viewers posted on the content within a predetermined period. For example, if the status of the content at the time when the purchase request is received is determined to be popular, a serial number with a higher value may be assigned to the value medium as the medium identification information.
[0025] In the platform system 1, as primary distribution, companies that operate the platform system 1, game operating companies, or distributors (e.g., retailers) can sell NFTs, such as NFT trading cards, online. Hereinafter, the environment for realizing primary distribution in the platform system 1 (e.g., the operating environment for hardware, software, etc.) is also referred to as the "first platform." In addition, in the platform system 1, as secondary distribution, sold NFTs can be bought and sold through transactions between users. Hereinafter, the environment for realizing secondary distribution in the platform system 1 is also referred to as the "second platform."
[0026] The content according to this embodiment is, for example, a competitive game played by multiple players, a so-called e-sports game. However, the content according to this embodiment is not limited to this. For example, the content according to this embodiment may be a real sports match or live event that takes place in real space.
[0027] 1, a platform system 1 includes a server device 2, a distribution device 3, and a plurality of user devices 5. In the platform system 1, the server device 2 and the plurality of user devices 5 are connected to each other via a communication network 6 so as to be able to communicate with each other.
[0028] The server device 2 is an information processing device used by a vendor selling NFT trading cards (hereinafter also referred to as "vendor"). By executing a predetermined program, the server device 2 realizes functions such as managing an EC server for selling NFTs to users and NFT transactions between users. In this embodiment, for simplicity of explanation, an example will be described in which the vendor is also the operator (hereinafter also referred to as "system operator") that operates the platform system 1.
[0029] The distribution device 3 is an information processing device used by a person who distributes video content (hereinafter also referred to as "distributor"). The distribution device 3 executes a predetermined program to output video content such as game footage of an e-sports league to a user device 5. The distribution device 3 also generates a value medium related to the video content. In this embodiment, for simplicity of explanation, an example will be described in which the distributor is also the operator of an e-sports league.
[0030] The user device 5 is an information processing device used by users such as viewers of content videos. The user device 5 may be a general-purpose terminal device such as a smartphone or a laptop, or may be a device dedicated to the platform system 1. By executing a predetermined program, the user device 5 provides a user interface for trading value media to the user. The predetermined program may be, for example, an application program dedicated to the platform system 1 (hereinafter also referred to as a "delivery app"), or may be a web browser commonly provided in the information processing device. The user device 5 receives (specifically, downloads and installs) the delivery app from the server device 2 or the application store via, for example, the communication network 6. The delivery app may have, for example, a wallet function for storing and managing NFTs held by the user.
[0031] In the platform system 1, for user account authentication, account information including user identification information and a password is assigned to each user. This account information is transmitted from the user device 5 to the server device 2 when logging in from the delivery app or the web browser, and the server device 2 executes the account authentication process. After passing the account authentication, mutual communication between the server device 2 and the user device 5 becomes possible. After logging in, when the user device 5 receives data necessary for NFT token trading from the server device 2, it outputs the image and voice of the NFT token to the display and speaker based on the user's operation.
[0032] <NFT Token Purchase Process> Here, referring to Figure 2, an example of the NFT token purchase process in the platform system 1 will be described.
[0033] As shown in Figure 2, in the platform system 1, viewers can purchase NFT tokens associated with images (including at least either still images or moving images of each game) of each game in each e-sports league game.
[0034] (1) During the first match of the e-sports league, viewers can request to purchase NFT trading cards for this match from user device 5 while watching the first match. (2) The server device 2 accepts the request to purchase NFT trading cards for the first match from user device 5. (3) During the second match, viewers can also request to purchase NFT trading cards for this match from user device 5 while watching the second match. (4) The server device 2 accepts this purchase request from user device 5.
[0035] The period during which videos of content such as each match in the e-sports league are distributed is also referred to as the "first period." The distribution format of videos during the first period may include live streaming as well as archived streaming. The period during which requests to purchase valuable items such as NFT trading cards for each match are accepted is also referred to as the "second period." The second period may be the same as or different from the first period. For example, the second period may begin when the video of each match begins and end when the video of each match ends. As another example, the second period may end when the e-sports league ends, or when the award ceremony for the e-sports league ends if the match is a final. Note that during the second period, the NFT trading cards do not necessarily have to be associated with the requesting viewer until a purchase request for the NFT trading cards is accepted. For example, the NFT trading cards may be associated with the requesting viewer upon payment of the purchase price for the NFT trading cards after the second period has elapsed.
[0036] (5) When the e-sports league ends, the server device 2 causes the distribution device 3 to generate NFT trading cards for each match in the e-sports league for which purchase requests were accepted (in other words, to issue NFT trading cards). In other words, the server device 2 causes the distribution device to generate NFT trading cards for each match for which purchase requests were accepted. (6) The server device 2 associates the requested NFT trading card with the viewer for whom a purchase request was accepted (in other words, to grant the NFT trading card).
[0037] (7) Viewers who have purchased an NFT trading card can list the NFT trading card on an NFT e-commerce market (hereinafter also referred to as the "NFT marketplace") from their user device 5. For example, another user who wishes to purchase an NFT trading card can select the listed NFT trading card displayed on the screen of the NFT marketplace and issue a purchase instruction. Then, in response to this purchase instruction, the association between the viewer and the NFT trading card is released, and the NFT trading card is associated with this other user (in other words, the NFT trading card is transferred from the viewer to the other user).
[0038] The NFT marketplace is a so-called secondary distribution market (resale market). In the NFT marketplace, for example, the digital data to be traded may be limited to NFTs only. In other words, in the NFT marketplace, the data to be traded may be limited to data for which the authenticity of the data and the authenticity of the data owner are ensured to a certain extent. The marketplace is realized, for example, by a website or distribution app provided by the server device 2.
[0039] With the above configuration, platform system 1 allows viewers to request the purchase of NFT trading cards related to the video of an e-sports league match, with revenues distributed to players, during the video broadcast. This allows viewers to support players in ways other than watching the match and posting comments about the match. Furthermore, even after the match ends, viewers can keep the NFT trading cards as part of their collection or sell them to other users to earn revenue. This increases players' motivation to participate in the content, while also increasing users' motivation to engage in activities that benefit players related to the content video. Furthermore, by limiting the period for accepting purchase requests for NFT trading cards for each match to a second period, the number of NFT trading cards available for sale can be limited, ensuring their scarcity.
[0040] When value media are traded between users, the price of the value media is determined through agreement formation between the users, so the price can fluctuate. Therefore, if the period of primary distribution during which a seller accepts requests from viewers to purchase value media overlaps with the period of secondary distribution that enables the trading of value media among users including viewers, there is a concern that it may prevent the stable supply of value media, such as the occurrence of hoarding in primary distribution when the price of value media rises in secondary distribution. Under the above configuration, in the platform system 1, since these periods can be separated, a stable supply of value media can be ensured in primary distribution.
[0041] <Distribution of Profits of NFT Trading Cards> Referring to FIG. 3 here, an example of a method for distributing the profits of NFT trading cards in the platform system 1 in the example of FIG. 2 above will be described.
[0042] As shown in FIG. 3, in the platform system 1, regarding the NFT trading cards of the Nth game (N: natural number) in which Player A and Player B played against each other in an e-sports league, the profits are distributed to the parties involved in the e-sports league. The amount for distributing the profits generated by the purchase of value media such as NFT trading cards is also referred to as the "first distribution amount". For example, assume that the NFT trading cards of the Nth game are issued at 100 yen per card and 10,000 cards are issued. In this case, for each of the multiple players (specifically, Player A and Player B) who played against each other in the Nth game, 50,000 yen, which is 5% of the profits, can be determined as the first distribution amount and distributed to each of them. Also, for the seller, 300,000 yen, which is 30% of the profits, can be determined as the first distribution amount and distributed as the sales commission for the NFT trading cards. Also, for the distributor of the content image and the operator of the e-sports league, 500,000 yen, which is 50% of the profits, can be determined as the first distribution amount and distributed. Also, 100,000 yen, which is 10% of the profits, can be determined as the first distribution amount and distributed to the prize pool of the e-sports league.
[0043] Under the above configuration, the revenue of the NFT trading cards can be distributed to multiple players. Therefore, the motivation of players to participate in the content can be improved.
[0044] <Card body and card parts of NFT trading cards> In the platform system 1, the NFT trading card may be composed of a plurality of NFTs such as a card body and card parts. Referring to FIG. 4 here, an example of the card body and card parts constituting the NFT trading card will be described.
[0045] As shown in FIG. 4, a user such as a viewer can purchase the card body C1 constituting the NFT trading card during the distribution of the content video, and can also purchase the card part P at an online store operated by a seller. This online store is one of the online store services realized by the first platform.
[0046] In the first platform, for each of the first NFT defining the card body C1 and the second NFT defining the card part P, a consideration (hereinafter, also referred to as "first purchase consideration") for associating the first NFT and the second NFT with the user respectively is set. The second NFT is a different type of NFT from the first NFT, and for example, it may be usable in association with the first NFT. The first purchase consideration is the consideration paid by a user who is a consumer from a seller or the like in an online store to purchase the NFT, that is, the consideration for a BtoC transaction. Also, the first purchase consideration of the card body C1 is distributed as the first distribution amount and the second distribution amount to those different from the user, such as a system operator, a game operator, a retailer, a player, a video-related person, and / or an audio-related person.
[0047] Specifically, on the first platform, a user selects the NFT they wish to purchase from among those displayed on the screen of a website (for example, a video distribution site or an e-commerce site) or an official shop of a distribution app provided by the server device 2, requests the purchase, and associates the purchased NFT with the user in response to this purchase request (in other words, grants the NFT). In addition, when purchasing an NFT from this online shop, the user pays a first purchase price to a seller or the like that sells the NFT at the online shop.
[0048] The card body C1 is the base and main body of the NFT trading card. The card body C1 can be used alone to form an NFT trading card. The data that defines the card body C1 is the NFT.
[0049] Card parts P are components that make up an NFT trading card. Data defining card parts P is also an NFT. Card parts P include, for example, a frame P1 (referred to as "card frame" in FIG. 4) that decorates the frame of the NFT trading card, a signature part P2 (referred to as "player signature" in FIG. 4) that shows the signature of a player such as an e-sports player displayed on the NFT trading card, and a sticker part P3 (referred to as "sticker" in FIG. 4) that shows a sticker of the team mark to which the e-sports player belongs or a sticker of a game character. The signature part P2 and sticker part P3 can be freely positioned in various locations on the image of the NFT trading card. In other words, card parts P are game media that can customize the card body C1. Furthermore, the issuer of the NFT information for signature part P2 may be indicated, for example, by the player who signed it.
[0050] In the platform system 1, for example, a user may purchase a first NFT of the card body C1 and a second NFT of the frame P1, and may be given the second NFT of the signature part P2 as a first benefit, which will be described later.
[0051] In the platform system 1, a user can associate a first NFT of a purchased card body C1 with a second NFT of a frame P1 that the user also purchased and a second NFT of an attached signature part P2. By associating them in this way, the user can decorate (so-called decorate) the card body C1 with the frame P1 and the signature part P2. In other words, the user can combine the frame P1 and the signature part P2 with the card body C1.
[0052] With the above configuration, platform system 1 allows users to associate multiple NFTs with each other, allowing them to freely change the state of the NFT trading card itself based on the frame, signature parts, etc. Since the value of an NFT trading card can change depending on its state, when changing the state of an NFT trading card, users can find it fun to be creative and inventive in increasing its value or to explore popular designs.
[0053] <Server device configuration> Continuing the explanation, returning to Fig. 1, the hardware configuration and functional configuration of the server device 2 will be explained below.
[0054] The server device 2 has 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.
[0055] The network interface 21 is communicatively connected to each user device 5 via a communication network 6 such as the Internet or a LAN.
[0056] The storage unit 22 is a device that stores programs and data, such as a main storage device, an auxiliary storage device, or an external storage device. The storage unit 22 is configured, for example, with an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive). The storage unit 22 stores various programs including a part of the program according to this embodiment, as well as various data such as a user DB 221 and a token DB 222.
[0057] The program according to this embodiment can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a USB memory or a CD-ROM.
[0058] The user DB 221 stores, for each user identification information of a user playing a game, information indicative of a medium of value (e.g., NFT) held by the user (e.g., NFT type and / or serial number for each type), a balance of electronic value available within the platform system 1, attribute information indicating the user's attributes, and the like, all in association with each other. Hereinafter, this information is collectively referred to as "user information." Here, "electronic value" may be, for example, digital currency (e.g., electronic money or crypto assets).
[0059] The token DB 222 stores, for each medium identification information of an NFT circulating on the platform system 1, parameters, release date and time (issue date and time), seller (issuer), total number of issues, current owner, transaction history (in other words, owner history), and other information in association with each other. This information may be included in the corresponding NFT (specifically, digital data defining the NFT). The transaction history may include, for example, the seller, buyer, and transaction date and time for each transaction. The serial number is a unique number assigned to each NFT issued for the same type of NFT. The NFT type and serial number, or the serial number, is one aspect of medium identification information. For example, in the example of FIG. 2 above, the NFT type may distinguish each game. For unsold NFTs, the token DB 222 may store unique digital data associated with each NFT, i.e., each serial number. The NFT may include at least one digital certificate verifying its authenticity and / or verifying its current owner. Then, when sold to a user, this NFT may be moved (sent) to the user device 5 and deleted from the trading card DB 222. Hereinafter, this information will be collectively referred to as "NFT information."
[0060] "Parameters" include, for example, the combat power, attack power, defense power, stamina (HP), intelligence, skill level, skill type, rank, or rarity of a medium such as an NFT trading card.
[0061] The control unit 23 is a processing device (e.g., a processor) that is configured with a microcomputer including a CPU and a semiconductor memory and that controls the operation of the device 2 itself, i.e., performs data calculations, processing, and transfers, executes programs, and controls other devices. The control unit 23 can realize various functions in the server device 2 by executing programs stored in the storage unit 22.
[0062] The control unit 23 executes various programs to function as an information processing unit 231, a matching unit 232, a receiving unit 233, a generation control unit 234, a determining unit 235, a specifying unit 236, an associating unit 237, and an assigning unit 238.
[0063] -Information processing means- The information processing means 231 transmits and receives various data to and from each user device 5. Main data received by the information processing means 231 includes requests for output information, various requests in response to user operations (for example, requests to purchase a medium of value), user information, NFT information (including the NFT itself), etc. Main data transmitted by the information processing means 231 includes distribution apps, NFT information, etc. The information processing means 231 may also generate output information for outputting NFT trading cards, etc. to the user device 5 via a website or distribution app, for example.
[0064] The information processing means 231 may, for example, execute processing for payment settlement of the purchase price of the value medium based on a request for the purchase of the value medium accepted by the request accepting means 2331. The processing for payment settlement of the purchase price may, for example, be executed using a payment method designated by the user. Possible payment methods include card payment, carrier payment, electronic money payment, and bank transfer payment. For example, if the payment method designated by the user is credit card payment, the information processing means 231 may, as processing for payment settlement of the purchase price, send a credit card payment instruction including the purchase price, payee information, and credit card information to a credit card company's system.
[0065] -Method of verification- The verification means 232 uses the user identification information received from the user device 5 to authenticate the user account.
[0066] -Method of reception- The receiving means 233 receives various selections, instructions, requests, etc. from the user. The receiving means 233 receives an instruction from the viewer to transfer the value medium to another user, or an instruction to purchase the value medium from a user different from the viewer.
[0067] -Means for accepting requests- The receiving means 233 may include a request receiving means 2331. The request receiving means 2331 receives a request from a viewer of a video of content in which multiple players participate to purchase a valuable medium related to the video. For example, as described in the example of FIG. 2 above, if the content is an event such as a game match, the valuable medium related to the video may be an NFT trading card associated with an image of the game distributed at the event. Furthermore, the content video may be a video distributed during a first period, and the request receiving means 2331 may receive a request to purchase a valuable medium related to the video during a second period based on the first period. If the content is an e-sports league match, the first period may be the period during which the match video is being live-streamed, i.e., during the match, and the second period may be the period from the start of the match to the end of the e-sports league. As another example, the first period and the second period may be the same period.
[0068] -Selection method of reception- The receiving means 233 may include a selection receiving means 2332. The selection receiving means 2332 receives from the viewer a selection of a video or audio to be viewed from at least one of a plurality of videos and a plurality of audios in the content.
[0069] -Settings acceptance method- The accepting means 233 may include a setting accepting means 2333. The setting accepting means 2333 accepts the setting of a first purchase condition related to content from a viewer. The first purchase condition is a condition for purchasing a value medium regardless of a purchase request from the viewer. In other words, the first purchase condition is a condition for automatically purchasing a value medium depending on the content.
[0070] The setting receiving means 2333 receives, for example, from a viewer, the setting of second purchase conditions regarding purchases by other viewers. The second purchase conditions are conditions for purchasing a value medium regardless of a purchase request from the viewer himself / herself. In other words, the second purchase conditions are conditions for automatically purchasing a value medium in response to a purchase request from another viewer.
[0071] -Generation control means- The generation control means 234 instructs the distribution device 3 to generate a value medium in response to a purchase request received by the request receiving means 2331. The generation control means 234 may acquire the generated value medium from the distribution device 3 in response to this instruction. The generation control means 234 may provide the acquired value medium to the user device 5 of the viewer who originated the request. As another example, the value medium generated by the distribution device 3 may be provided directly from the distribution device 3 to the user device 5 of the viewer who originated the request. The generation control means 234 may instruct, for example, to generate a number of value mediums equal to the total number of purchase requests and the number to be assigned to one or more players. Furthermore, the generation control means 234 may instruct, for example, to assign medium identification information to the generated value medium. If the medium identification information is a serial number, which number is assigned to which value medium may be determined randomly or in the order in which the purchase requests are received.
[0072] There may be multiple viewers requesting the purchase of value media. In this case, the generation control means 234 may cause the distribution device 3 to generate multiple value media in accordance with the number of purchase requests from each of the multiple viewers. The generation control means 234 may, for example, cause the distribution device 3 to generate as many value media as there are purchase requests. With this configuration, it is possible to generate as many value media as there are purchase requests. This prevents a situation in which viewers who want to support a player by purchasing value media are unable to purchase them because the number prepared in advance has sold out, i.e., they want to support a player by purchasing NFT trading cards but are unable to do so. This makes it possible to provide a platform system 1 that provides a high level of satisfaction to viewers.
[0073] -Decision Method- The determination means 235 determines a first distribution amount for distributing the profits generated by the purchase of the value medium to each of one or more players among the multiple players in response to the purchase request received by the request receiving means 2331. For example, as in the example of FIG. 3 above, the determination means 235 may determine the first distribution amount as 50,000 yen each to Player A and Player B who competed in the Nth match. With this configuration, the profits generated by the purchase of the value medium can be distributed to players participating in the content. This can increase the players' motivation to participate in the content.
[0074] The determination means 235 may, for example, determine at least one of the first distribution amount and the quantity of media of value to be granted to players who participated in the content based on the degree of contribution identified by the contribution degree identification means 2362. For example, if player A's degree of contribution in the Nth game is identified as "high" and player B's degree of contribution is identified as "low," the determination means 235 may adjust the distribution rate of the revenue from the Nth game's NFT trading cards described in FIG. 3 above to 7% for player A and 3% for player B, thereby determining the first distribution amount to be 70,000 yen for player A and 30,000 yen for player B. Furthermore, for example, if player A's degree of contribution in the Nth game is identified as "high" and player B's degree of contribution is identified as "low," the determination means 235 may determine the number of NFT trading cards to be granted to player A in the Nth game to be 10, and the number of NFT trading cards to be granted to player B to be 5.
[0075] The determination means 235 may determine the identification information of a value medium to be associated with each of one or more players, for example, based on the contribution level identified by the contribution level identification means 2362. For example, when the serial numbers of NFT trading cards range from #1 to #100, the determination means 235 may determine the serial number of the NFT trading card to be associated with a player identified as having a contribution level of "A" to be the lowest number, i.e., the most valuable number, #1. With this configuration, the identification information of a value medium to be associated with a player can be determined according to the player's contribution level to the video. This can motivate players to participate in content with the goal of obtaining a value medium with better identification information.
[0076] The determination means 235 may determine a distribution amount (hereinafter also referred to as a "second distribution amount") to distribute profits to video participants involved in filming the video selected by the viewer or audio participants involved in recording the selected audio, other than the multiple players. Video participants involved in filming the video of the content (hereinafter also simply referred to as "video participants") may include, for example, a cameraman who filmed the video selected by the viewer and / or a video editor who edited the video. Furthermore, audio participants involved in recording the audio of the content (hereinafter also simply referred to as "audio participants") may include, for example, a narrator who was in charge of the audio selected by the viewer and / or an audio editor who edited the audio. This configuration can also increase the motivation of content participants other than players to provide viewers with better video or audio.
[0077] -Specific means- The identification means 236 identifies various parameters. For example, the identification means 236 may identify the status of the content when the purchase request was received. For example, the identification means 236 may identify the status of the content based on one or more comment histories when the purchase request was received. For example, the identification means 236 may identify the status of the content as "popular" if the amount of comments when the purchase request was received exceeds a threshold.
[0078] -Means of identifying value- The determination means 236 may include, for example, a value determination means 2361. The value determination means 2361 determines the value of the medium identification information of each of the multiple value media. The value determination means 2361 may, for example, determine the value of each serial number (one aspect of the medium identification information) of the multiple generated NFT trading cards. A method for determining the value of the medium identification information may, for example, be registered in advance in the storage unit 22. For example, if the medium identification information is a series of numbers #1 to #100, the value determination means 2361 may sort this series of numbers in ascending order, with lower numbers having higher values. In other words, the value determination means 2361 may set #1 as the number with the highest value, and then sequentially decrease the value until #100 is the number with the lowest value.
[0079] -Means for identifying contribution level- The identification means 236 may include, for example, a contribution level identification means 2362. The contribution level identification means 2362 identifies the contribution level (hereinafter simply referred to as "contribution level") indicating the degree of contribution of each of a plurality of players to the video of the content.
[0080] The contribution degree identifying means 2362 may identify, for example, the degree to which the content was popular at the time the purchase request was accepted (hereinafter also referred to as "interesting degree") as the contribution degree.
[0081] The contribution level identification means 2362 may, for example, identify the level of excitement for each of one or more scenes (e.g., a predetermined unit frame period) included in a video of content based on the amount of comments from viewers on the video of the content. For example, the contribution level identification means 2362 first calculates the amount of comments on the content based on the comment history. The amount of comments may include, for example, the number of comments on each play, the presence or absence of highly enthusiastic comments or the number of such comments, the amount of consumable media (e.g., tips) given to each player, etc. Next, the contribution level identification means 2362 may identify the level of excitement for each of multiple players who participated in the content (e.g., three levels: "high," "medium," and "low") based on these calculated amounts.
[0082] The contribution degree identifying means 2362 may identify the excitement level based on the situation of the content, in addition to the viewer's reaction to the video of the content. For example, if the content is a game, the contribution degree identifying means 2362 may identify a scene in which a big move is executed in a battle, or a scene in which the player character's parameters (HP, etc.) fluctuate significantly, as an increased excitement level. On the other hand, the contribution degree identifying means 2362 may identify a scene in which the competing player characters observe each other from a distance, as a decreased excitement level. Furthermore, the excitement level may be identified based on the viewer's reaction at a venue where a real event is held, in addition to the viewer's reaction to the distributed video of the game. For example, the contribution degree identifying means 2362 may identify the excitement level based on the volume, volume, and content of the viewer's cheers.
[0083] -Association method- The associating means 237 associates the user with the NFT in response to a purchase request from the user accepted by the request accepting means 2331.
[0084] The associating means 237 associates the value medium with the viewer in response to the viewer's payment of the purchase price of the value medium. In making this association, the associating means 237 may perform processing to make payment and settlement of the consideration for this association (first purchase price of the value medium) using a payment method designated by the viewer (for example, debit from a bank account or payment by electronic value). The associating means 237 may associate the value medium with the viewer who made the payment when the processing to make this payment and settlement is completed.
[0085] According to the above configuration, viewers can purchase value media related to the video content, and the revenue from the value media will be distributed to players. Furthermore, even after the content ends, viewers can use the value media for various purposes, such as keeping the value media in their own collection or selling the value media to other users to earn revenue. This increases players' motivation to participate in the content, while also increasing users' motivation to take actions that bring profits to players.
[0086] For example, the associating means 237 may associate one or more of the multiple value media with at least one of the multiple players participating in the content. For example, the associating means 237 may associate the NFT trading card of the Nth game, which was generated to be associated with the winning player, with the winning player of the Nth game.
[0087] According to the above configuration, by participating in content, players can acquire value media related to the content video, such as NFT trading cards of matches. For example, players can sell the acquired value media on a second platform, which is a secondary distribution market. Furthermore, if the value media is an NFT, the player's name will be displayed to the seller as part of the transaction history of the NFT information, which may result in a higher value than if the item were offered by an ordinary user. This provides players with a new source of revenue, further increasing their motivation to participate in the content.
[0088] The associating means 237 may, for example, associate a value medium having a value of medium identification information higher in value than the value medium associated with the viewer with one or more of the multiple players.
[0089] According to the above configuration, by participating in content, players can acquire valuable media such as NFT trading cards that include medium identification information such as highly rare serial numbers. Furthermore, players can acquire valuable media that are more valuable than those associated with viewers. Furthermore, players can sell the acquired valuable media, which are given serial numbers or other attributes that are more valuable than those sold by viewers, on the second platform, which is a secondary distribution market.
[0090] The associating means 237 may associate a medium of value with one or more players, for example, by designating at least one of the lower numbers in the series of numbers assigned to the medium of value and the half-number as a high-value number. Half-numbers are so-called half-numbers, and may be, for example, at least one of the following numbers: a repeated number, a number with one or more consecutive zeros, a number that is a power of 10, a consecutive number, a palindrome, or a number that is a pun. For example, if the value identifying means 2361 identifies the lower numbers among the serial numbers #1 to #100 assigned to the medium of value as having high value, the associating means 237 may associate NFT trading cards assigned serial numbers #1 and #2 with players A and B who competed in a match. The associating means 237 may associate the remaining #3 to #100 with viewers whose purchase requests were accepted. This configuration makes it possible to associate medium of value assigned medium identification information with lower numbers or half-numbers, which are generally more likely to be premium numbers, with players. Therefore, the player can possess a premium value medium and sell it to other users on the second platform.
[0091] The associating means 237 may, for example, associate the number of value media determined by the determining means 235 with the player. With this configuration, the player can acquire the number of value media determined according to the degree of contribution to each video. This can increase the player's motivation to participate in the content.
[0092] -First association means- The associating means 237 may include a first associating means 2371. The first associating means 2371 associates a value medium with a viewer during the second period. The first associating means 2371 may associate a value medium with the viewer in response to a request from the viewer received by the request receiving means 2331, for example.
[0093] For example, if the content satisfies a first purchase condition, the first associating means 2371 may associate a value medium with the viewer. The content may indicate whether a specific player will participate, for example.
[0094] For example, the first associating means 2371 may associate a value medium with a viewer when the content situation satisfies a first purchase condition. For example, if the content is a game part and the first purchase condition is "one of multiple players performing a great move," the first associating means 2371 may associate a value medium with a viewer when one of the players performs a great move in the game part. As another example, if the first purchase condition is "the excitement level is 'high'," the first associating means 2371 may associate a value medium with a viewer when the amount of comments exceeds a threshold and the excitement level of the content is identified as "high." With this configuration, a viewer can automatically purchase a value medium when the content situation satisfies the first purchase condition. Even if a viewer is so engrossed in watching a video of the content or posting comments of support that they forget to request a purchase of the value medium, i.e., forget to buy it, they can still purchase the value medium for a video of the content in a situation that satisfies the condition.
[0095] For example, the first associating means 2371 may associate a value medium with a viewer when the number of purchase requests for the value medium from other viewers satisfies a second purchase condition. If the second purchase condition includes a condition that "the number of purchase requests from other viewers is 100 or more," the first associating means 2371 may count the number of purchase requests for the Nth game by other viewers, and associate the Nth game's NFT trading card with the viewer when the number of purchase requests reaches 100. With this configuration, a viewer can automatically purchase the value medium when the number of purchase requests from other viewers satisfies the second purchase condition. Even if a viewer is so engrossed in watching content videos or posting comments of support that they forget to make a purchase request for the value medium, i.e., forget to buy it, they can still purchase the value medium if the number of purchase requests for the value medium from other viewers, i.e., the number of purchase orders, satisfies the condition.
[0096] -Second association method- The associating means 237 may include second associating means 2372. During a third period after the second period has elapsed, the second associating means 2372 disassociates the viewer from the value medium in response to an instruction from the viewer or a user different from the viewer, and associates the disassociated value medium with the different user. In other words, the second associating means 2372 transfers the value medium from the viewer to the different user. This configuration allows the second period of primary distribution and the third period of secondary distribution to be separated. This makes it possible to prevent transactions (resales) of value mediums between users during the second period of primary distribution. This makes it possible to prevent the same value medium from being sold by a seller, even though the price of the value medium is determined by consensus among users and therefore may fluctuate.
[0097] -Means of granting- The granting means 238 grants benefits to users such as viewers.
[0098] -First granting means- The granting unit 238 includes a first granting unit 2381. The first granting unit 2381 grants a first benefit based on the medium identification information to each of a plurality of viewers who have purchased a medium of value. This first benefit may be, for example, a card part P for decorating an NFT trading card or an effect to be granted to the NFT trading card. For example, if the issued serial number is #1, the first granting unit 2381 may grant the first benefit by referencing the association between the number #1 and the first benefit. As another example, the first granting unit 2381 may draw the first benefit using a lottery table associated with the serial number #1, which is used to draw the first benefit. This configuration can motivate viewers to obtain better medium identification information in order to obtain a better first benefit.
[0099] For example, the first granting unit 2381 may grant the first benefit after the second period has elapsed in response to the payment by each of the viewers of the purchase price of the value medium. If the first benefit is granted within the second period, the content of the first benefit may have an impact, such as a sudden increase or decrease in purchase requests. With this configuration, the first benefit is granted after the second period for accepting purchase requests has elapsed, thereby avoiding the risk of such an impact.
[0100] The first granting means 2381 may grant a first benefit to each of a plurality of viewers based on the status of the content when the request to purchase the value medium is received, for example. If the status of the content is determined to be "popular," the first granting means 2381 may grant a first benefit that is rarer or more valuable than standard to the viewer whose purchase request was received at that time. With this configuration, when the status of the content is better, i.e., when the content is popular, viewers can be made to request the purchase of the value medium. Therefore, the excitement for the content can be further boosted by viewers' requests to purchase the value medium.
[0101] -Second means of providing- The granting means 238 includes a second granting means 2382. The second granting means 2382 grants a second benefit to a viewer based on a combination of multiple value media associated with the viewer. For example, if the value media is an NFT trading card, the second benefit may be a card part P that decorates the NFT trading card. Furthermore, if the combination of multiple value media is a combination of value media related to a video of content in which a specific player participated, the second benefit may be a signature part P of the specific player. As another example, if the combination of multiple value media is a combination of value media related to a video of content in which a specific player participated, the second benefit may include historical data of the specific player's operation inputs in the video. In the latter case, for example, if the content is a competitive game, not only may a video of the competitive game be output as the NFT trading card, but historical data of the specific player's operation inputs in the competitive game may also be output as the second benefit. With this configuration, historical data of the operation inputs that cannot be obtained by hard screen capture is also output as the NFT trading card, further increasing its rarity.
[0102] If the content is each of multiple game parts played during the first period, the second granting means 2382 may grant the second benefit based on, for example, information integrating the results of each of the multiple game parts. For example, if the game parts are each match in an e-sports league, and the multiple NFT trading cards purchased by the viewer are NFT trading cards for videos of all matches in which player A participated, and player A won all of the matches, the second granting means 2382 may grant the second benefit as a benefit for player A, the winner, completing all of the matches. With this configuration, the second benefit is granted based on the results of each of the multiple game parts, allowing the viewer to request the purchase of a value medium while taking into account the progress of the multiple game parts. This can increase the interest in requesting the purchase of a value medium.
[0103] <Examples of screens and screen transitions> 5, an example of screens and screen transitions related to video distribution of content in the platform system 1 will be described. In this example, the content is Game G, which is one of the tournament matches in an e-sports league.
[0104] 5, a distribution device 3 distributing video of Match G causes a viewer's user device 5 to output a viewing screen 810. The viewing screen 810 includes a video display area 811, a video switching operation area 812, an audio switching operation area 813, a purchase request button 814 (labeled "Purchase Support NFT" in FIG. 5), an automatic purchase setting screen button 815, and a chat field 816 in which chats posted in response to the video of Match G are displayed.
[0105] Video display area 811 is an area that displays video of e-sports match G. Video switching operation area 812 is an area for switching the video displayed in video display area 811. Video switching operation area 812 includes a main camera button 812a for switching to the main camera, a player A button 812b for switching to a camera that focuses on player A, and a player B button 812c for switching to a camera that focuses on player B.
[0106] For example, distribution device 3 displays, by default, the video captured by the main camera in video display area 811. When a viewer presses player A button 812b, viewing screen 810 switches the video displayed in video display area 811 from the video captured by the default main camera to video captured by a camera focused on player A, i.e., video centered on player A. Similarly, when a viewer presses player B button 812c, the video displayed in video display area 811 switches to video captured by a camera focused on player B, i.e., video centered on player B.
[0107] For example, if a request to purchase NFT trading cards for match G is received from a viewer while video centered on player A is displayed in video display area 811, the determination means 235 may, in response to this request, determine the first distribution amount so that the amount to be distributed to player A is greater than the amount to be distributed to player B. Specifically, the determination means 235 may determine the first distribution amount by setting the distribution rate for player A to 7% and the distribution rate for player B to 3%. Conversely, if a request to purchase NFT trading cards for match G is received from a viewer while video centered on player B is displayed, the determination means 235 may, for example, determine the first distribution amount by setting the distribution rate for player B to 7% and the distribution rate for player A to 3%.
[0108] For example, if a request to purchase an NFT trading card for match G is received from a viewer while a video centered on player A is being displayed in video display area 811, determination means 235 may, in response to this request, determine a second distribution amount so that the profits from the NFT trading card are also distributed to the cameraman who shot the video centered on player A.
[0109] The audio switching operation area 813 is an area for switching the audio to be output along with the video of the match G. The audio switching operation area 813 includes a main audio button 813a for outputting the main audio including the audio of the game, commentator C, and commentator D, a commentator audio button 813b for outputting the secondary audio of commentator C, and a commentator audio button 813c for outputting the secondary audio of commentator D.
[0110] For example, by default, the distribution device 3 outputs the main audio along with the video of game G. When the user presses the commentator audio button 813b, the viewing screen 810 switches the audio output along with the live video of the game from the main audio to the secondary audio of commentator C.
[0111] For example, if a request to purchase an NFT trading card for match G is received from a viewer while a secondary audio commentary by commentator C is being output, the determination means 235 may determine a second distribution amount in response to this request so that the profits from the NFT trading card are also distributed to commentator C.
[0112] When a viewer presses the purchase request button 814, the user device 5 sends a request to purchase the NFT trading card of match G to the server device 2. When the request receiving means 2331 of the server device 2 receives this purchase request, after the end of match G, the NFT trading card of match G is associated with this viewer (in other words, the NFT trading card is granted) in response to the viewer who made the request paying the purchase price for the NFT trading card.
[0113] The automatic purchase setting screen button 815 is a button for displaying the automatic purchase setting screen 820. When the viewer presses the automatic purchase setting screen button 815, the user device 5 causes the automatic purchase setting screen 820 to be displayed.
[0114] The automatic purchase setting screen 820 is a screen for setting the first purchase condition and the second purchase condition. The automatic purchase setting screen 820 includes a game status setting area 821, a sales status setting area 822, and a player setting area 823.
[0115] The game status setting area 821 is an area for setting a first purchase condition related to the game status. The game status setting area 821 displays check boxes for setting first purchase conditions, such as (a) a specific round (e.g., semi-finals or later), (b) the level of excitement regarding the chat displayed in the chat field 816 is "medium" (indicated as "exciting chat" in FIG. 5), and (c) a specific move is used (indicated as "showy play included" in FIG. 5). When a viewer specifies the conditions to be adopted in these check boxes and presses the OK button 824, the user device 5 generates specified condition information indicating the specified first purchase condition and transmits it to the server device 2. The setting accepting means 2333 of the server device 2 receives the specified condition information from the user device 5 and accepts the setting of the first purchase condition related to the content.
[0116] The sales status setting area 822 is an area for setting second purchase conditions related to the sales status of NFT trading cards. The sales status setting area 822 displays check boxes for setting second purchase conditions, such as that the number of purchase requests from other viewers be within a predetermined range (indicated as "greater than or equal to XX and less than or equal to XX" in FIG. 5). The upper and lower limits of this predetermined range may be implemented so that they can be adjusted by the viewer using a drop-down list or the like. When the viewer makes a selection in this check box and presses the OK button 824, the user device 5 generates specified condition information indicating the specified second purchase conditions and transmits it to the server device 2. The setting accepting means 2333 of the server device 2 receives the specified condition information from the user device 5 and accepts the setting of second purchase conditions related to purchases by other viewers.
[0117] The player setting area 823 is an area for setting a first purchase condition related to a player. The sales status setting area 822 displays check boxes for setting a first purchase condition, such as that the content must involve a specific player, such as Player A or Player B. When a viewer specifies a player to be used in these check boxes and presses the OK button 824, the user device 5 generates specified condition information indicating the specified second purchase condition and transmits it to the server device 2. The setting accepting means 2333 of the server device 2 receives the specified condition information from the user device 5 and accepts the setting of the first purchase condition related to the content.
[0118] <Platform system operation flow> An example of transaction processing in each of primary and secondary distribution in the platform system 1 will be described with reference to FIGS.
[0119] FIG. 6(a) is a sequence diagram showing the process flow and interactions from the time when the video of the content is output to the time when a request to purchase a value medium as primary distribution is received from the first user who is the viewer during the first period and the second period. FIG. 6(b) is a sequence diagram showing the process flow and interactions from the time when the value medium is generated and the purchase price is paid to the time when the value medium is associated with the first user after the second period has elapsed. In this example, the first period and the second period are the same period.
[0120] As shown in FIG. 6(a), during the first and second periods, the server device 2, the first user device 5a, and the distribution device 3 execute processing within the area indicated by the combined fragment opt1 (Option1).
[0121] Specifically, first, the distribution device 3 generates output information for outputting a video of content in which multiple players participate, in order to distribute the video of the content to the first user device 5a of the first user who is viewing the content (step st11). Next, the distribution device 3 transmits the generated output information to the first user device 5a (step st12). Next, the first user device 5a outputs the video of the content to the first user based on the output information (step st13).
[0122] Next, the first user device 5a receives a request from the first user to purchase a value medium related to the video of the content being output (step st14). Next, the first user device 5a transmits this request to the server device 2 (step st15). Next, the request receiving means 2331 of the server device 2 receives the request to purchase this value medium (step st17). The first user device 5a also transmits this request to the distribution device 3 (step st16). Next, the distribution device 3 receives the request to purchase this value medium (step st18). As another example, the first user device 5a may transmit a request to purchase the value medium to the distribution device 3, and the request receiving means 2331 of the server device 2 may receive this request via the distribution device 3.
[0123] As shown in FIG. 6(b), after the second period has elapsed, the server device 2, the first user device 5a, and the distribution device 3 execute the processes within the area indicated by the combined fragment opt2 (Option2).
[0124] Specifically, first, the distribution device 3 counts the number of accepted requests to purchase value media (step st21). Next, the distribution device 3 generates a plurality of value media equal to the number of counted purchase requests, and assigns medium identification information to each of the generated value media to uniquely identify it (step st22). Next, the distribution device 3 transmits the generated value media to the server device 2 (step st23).
[0125] Next, the information processing means 231 of the server device 2 executes a process for payment settlement of the purchase price of the value medium based on the received request for purchase of the value medium (step st24). Next, in response to this purchase request, the determination means 235 of the server device 2 determines a first distribution amount for distributing the profits generated by the purchase of the value medium to each of one or more players among the multiple players who participated in the content (step st25).
[0126] Next, the first associating means 2371 of the server device 2 associates the value medium with the first user in response to the purchase request and payment of the purchase price of the value medium (step st26). The first associating means 2371 of the server device 2 transmits the associated value medium to the first user device 5a via the network interface 21 (step st27). The first user device 5a receives the value medium from the server device 2 and stores this value medium in the wallet function of the distribution app (step st28).
[0127] FIG. 7 is a sequence diagram showing the process flow and interactions from when a second value medium is put up for sale by a first user as secondary distribution until when the second user purchases it.
[0128] As shown in Figure 7, during the third period after the second period has elapsed, the server device 2, the first user device 5a, and the second user device 5b perform processing within the area indicated by the combined fragment opt3 (Option3).
[0129] Specifically, first, the first user device 5a receives a request from the first user to put the associated value medium up for resale on the NFT marketplace (hereinafter also referred to as an "exhibition request") (step st31). Next, the first user device 5a transmits this exhibition request and the value medium to be put up for sale to the server device 2 (step st32).
[0130] Next, the request receiving means 2331 of the server device 2 receives the listing request for the value medium and acquires the value medium to be listed (step st33). Based on this listing request, the information processing means 231 of the server device 2 generates output information for displaying the listing of the value medium on the NFT marketplace (step st34). The information processing means 231 transmits the generated output information to each user device 5 (step st35). Based on the received output information, each user device 5 displays the listing of the value medium on the NFT marketplace via a website or distribution app (step st36).
[0131] Next, the second user device 5b receives a request from the second user to associate the displayed value medium with the second user in order to purchase the value medium from the first user (step st38). Next, the second user device 5b transmits this request to the server device 2 (step st37). Next, the request receiving means 2331 of the server device 2 receives this request from the second user device 5b (step st39). Based on this request, the second associating means 2372 of the server device 2 releases the association between the value medium and the first user (step st40). Next, the second associating means 2372 of the server device 2 transmits the value medium acquired from the first user device 5a to the second user device 5b (step st42). The second user device 5b receives the value medium from the server device 2 and stores this value medium in the wallet function of the distribution app (step st43).
[0132] To summarize the above, the control unit 23 (computer) of the server device 2 functions as a request receiving means (2331) that receives requests from viewers of videos of content in which multiple players participate to purchase a value medium related to the video, a determination means (235) that determines a first distribution amount for distributing revenue generated from the purchase of the value medium to each of one or more players among the multiple players in response to the request, and an association means (237) that associates the value medium with the viewer in response to payment of the purchase price of the value medium by the viewer.
[0133] <Effects> According to this embodiment, viewers can purchase a value medium that is related to the video of the content, and the revenue from that value medium is distributed to the player. Furthermore, even after the content ends, viewers can keep the value medium or sell it to other users to earn revenue themselves. This increases players' motivation to participate in the content, while also increasing users' motivation to take actions that bring benefits to players.
[0134] [Variations] Although the present invention has been described based on the above embodiment, the present invention is not limited to the above embodiment. The following cases are also included in the present invention.
[0135] [First Modification] In the above embodiment, an example in which the content is a game has been described, but the content according to the present invention is not limited to this. For example, the content may be a live event by an artist or idol. In this case, the multiple players participating in the content may be artists or idols. Furthermore, if the content is a live event, the value medium associated with the video of the content may be an NFT trading card associated with an image from the live performance. If the content is a live event by an idol group, there may be multiple videos of the live event, such as a main video capturing the entire group and videos capturing each member of the group.
[0136] [Second Modification] In the above embodiment, an example was described in which the value medium was a digital card such as an NFT trading card, but the value medium according to the present invention is not limited to this. The value medium may be, for example, any digital data related to the video of the content. For example, if the content is a live event, the value medium may be a fungible live cut image of a specific artist who participated in the live event.
[0137] [Third Modification] In the above embodiment, an example has been described in which the device that distributes the content video and generates the value medium is the distribution device 3, but the entity that distributes the content video and generates the value medium according to the present invention is not limited to this. For example, a seller may also serve as a distributor, and the server device 2 may distribute the content video to the user device 5 and generate the value medium. In this case, the control unit 23 of the server device 2 may include a distribution means and a generation means.
[0138] The distribution means distributes the video of the content to the user device 5. Specifically, the distribution means generates output information for outputting the video of the content on the user device 5, and transmits the generated output information to the user device 5 via the network interface 21. The output information may be, for example, information for outputting the viewing screen 810 and the automatic purchase setting screen 820 described in the example of FIG. 5 above.
[0139] The generating means generates value media in response to purchase requests received by the request receiving means 2331. The generating means may, for example, generate the number of value media equal to the total number of purchase requests and the number to be given to one or more players. The generating means may also, for example, assign medium identification information to the generated value media. If the medium identification information is a serial number, the number to be assigned to each value media may be determined randomly, or may be determined in the order in which the purchase requests are received.
[0140] There may be a plurality of viewers requesting the purchase of the value medium. In this case, the generation means may generate a plurality of value media in accordance with the number of purchase requests from each of the plurality of viewers, or may cause a third-party system to generate a plurality of value media. With this configuration, it is possible to generate as many value media as there are purchase requests. This prevents a situation in which viewers who wish to support a player by purchasing value media are unable to purchase, i.e., unable to support, because the number prepared in advance has sold out. This makes it possible to provide a platform system 1 that provides a high level of satisfaction to viewers.
[0141] [Fourth Modification] Although not shown in the above embodiment, the second period may be extended depending on the status of viewers' purchases of the value medium. Specifically, the request receiving means 2331 counts the number of requests to purchase the value medium received per unit period. For example, it counts the number of requests to purchase the value medium received per minute. If the number of counted requests exceeds a threshold, the request receiving means 2331 may extend the second period (for example, by an additional minute) and accept requests to purchase the value medium. With this configuration, the second period, which is the period for accepting purchase requests, can be extended in consideration of the status of purchases of the value medium. This makes it possible to achieve more flexible primary distribution.
[0142] [Fifth Modification] Although not shown in the above embodiment, the content of the benefits granted to viewers and the manner in which the medium identification information to be assigned to the value medium is issued may be changed depending on the manner in which the content video is distributed (for example, whether it is live distribution or archive distribution).
[0143] In the platform system 1, for example, the serial numbers assigned to NFT trading cards may be different for requests to purchase NFT trading cards received during the live streaming period of a content video and requests to purchase NFT trading cards received during the archive streaming period. During the live streaming period, only a series of numbers such as #1, #2, ... may be assigned, while during the archive streaming period, a combination of a single alphabet character and a series of numbers such as #M1, M2, ... may be assigned.
[0144] In the platform system 1, for example, the second granting means 2382 may not grant a second benefit to a viewer based on a combination of multiple value media associated with a purchase request received during the archive distribution period. For example, purchasing NFT trading cards during the archive distribution period does not support players participating in the content while they are playing, as is the case with live streaming, and therefore contributes relatively little to livening up the content. Furthermore, during the archive distribution period, there is a possibility that NFT trading cards that were sold in primary distribution during the live streaming period may already be circulating in secondary distribution. With this configuration, by changing the content of the benefit and the manner in which the medium identification information is issued between live streaming and archive distribution, the degree of contribution to the content can be appropriately evaluated and the circulation of value media of the same value in primary and secondary distribution can be avoided.
[0145] [Sixth Modification] Although not shown in the above embodiment, the request accepting unit 2331 of the server device 2 may accept a request from a viewer via the user device 5 to cancel a previously accepted request for the purchase of a value medium (hereinafter also referred to as a "purchase cancellation"). The request accepting unit 2331 may also accept a purchase cancellation request within a fourth period. The fourth period is a period during which a purchase cancellation request can be accepted, and may be, for example, a period based on the first period. For example, if the first period is the period from the start to the end of each game in the e-sports league, the fourth period may be the period from the start of each game to the end of the semi-finals of the e-sports league. As another example, if the first period is the period from the start to the end of each game in the e-sports league, the fourth period may be the period until a predetermined time has elapsed after the end of each game (for example, up to one hour after the end of the game). This configuration can limit the time during which cancellations can be made, and can prevent, for example, a situation in which a viewer makes a large purchase request and then cancels all requests except for requests to purchase value media that are likely to become more valuable as the game progresses.
[0146] [Seventh Modification] Although not shown in the above embodiment, distributed ledger technology (e.g., blockchain technology) may be utilized in transactions between users of the second platform of the platform system 1. For example, in the second platform, in order to decentralize and manage transaction information on the user (edge) side, the transaction information may be decentralized and stored in each of multiple user devices 5, including the first user device 5a and the second user device 5b. With this configuration, transaction information indicating transactions between users can be decentralized to the user devices 5 and shared among the users, thereby preventing tampering with the transaction information.
[0147] In the second platform, for example, the value of an NFT, i.e., the price for transferring an NFT between users, may be set based on consensus among multiple users participating in the network of the platform system 1, not just the users who make the transaction to transfer the NFT (in the above example, the first user and the second user).
[0148] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design within the scope that does not change the gist of the present invention.
[0149] The games may be action games, shooting games, role-playing games, simulation games, board games, puzzle games, etc., and can be applied to various types of games.
[0150] In the above embodiment, the server device 2 and multiple user devices 5 are integrated to function as a program, but this is not limiting. All of the means of the program, i.e., the accepting means, the generating control means, the determining means, the identifying means, the associating means, the assigning means, etc., may be provided in the server device 2 alone, the user device 5 alone, a communication terminal other than the server device and the user device 5 alone, or two of these devices combined (e.g., distributed processing between the server device 2 and the user device 5). Furthermore, when the server device, the user devices, and the communication terminals are integrated to function as a program, it is also possible to appropriately change which means are to be operated by which device.
[0151] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]
[0152] 1 Platform System 2. Server device 23 Control Unit 233 Reception methods 2331 Request acceptance means 235 Decision-making means 237 Association Means 3. Distribution Device 5 User Device
Claims
1. Computer, a request receiving means for receiving a request from a viewer of a video of content in which a plurality of players participate to purchase a value medium related to the video; a generation control means for controlling the generation of a plurality of said value media in response to said request; a determination means for determining a first distribution amount for distributing a profit generated by the purchase of the value medium to each of one or more players among the plurality of players in response to the request; and functioning as an associating means for associating at least one of the plurality of value media generated under the control of the generation control means based on the request from the viewer with the viewer in response to payment of the purchase price of the value media by the viewer, and associating one or more of the plurality of value media with at least one player of the plurality of players. program.
2. The value medium includes identification information for uniquely identifying each of the multiple value media. The program according to claim 1.
3. A computer, a request receiving means for receiving a request from a viewer of a video of content in which a plurality of players participate to purchase a value medium related to the video; a determination means for determining a first distribution amount for distributing a profit generated by the purchase of the value medium to each of one or more players among the plurality of players in response to the request; functioning as an associating means for associating the viewer with the value medium in response to payment of the purchase price of the value medium by the viewer; A plurality of the value media are generated, the associating means associates one or more of the plurality of value media with at least one of the plurality of players; the value medium includes identification information for uniquely identifying each of the plurality of value media; causing the computer to function as a value identification means for identifying the value of each of the identification information of the plurality of value media; the associating means associates a value medium having identification information with a value higher than that of the value medium associated with the viewer with one or more of the plurality of players; program.
4. The identification information is a series of numbers assigned to the plurality of value media, the associating means associates the value medium with each of the one or more players by designating at least one of a lower number in the series of numbers and a serial number as the number with a higher value; The program according to claim 3.
5. A computer, a request receiving means for receiving a request from a viewer of a video of content in which a plurality of players participate to purchase a value medium related to the video; a determination means for determining a first distribution amount for distributing the profits generated by the purchase of the value medium to each of one or more players among the plurality of players in response to the request; functioning as an associating means for associating the viewer with the value medium in response to payment of the purchase price of the value medium by the viewer; A plurality of the value media are generated, the associating means associates one or more of the plurality of value media with at least one of the plurality of players; the value medium includes identification information for uniquely identifying each of the plurality of value media; a contribution degree specifying means for specifying a contribution degree indicating a degree of contribution of each of a plurality of players to the video; the determining means determines at least one of the first distribution amount and the quantity of the value medium to be associated with the player based on the degree of contribution; The associating means associates the determined quantity of value media with the player.
6. A computer, a request receiving means for receiving a request from a viewer of a video of content in which a plurality of players participate to purchase a value medium related to the video; a determination means for determining a first distribution amount for distributing the profits generated by the purchase of the value medium to each of one or more players among the plurality of players in response to the request; functioning as an associating means for associating the viewer with the value medium in response to payment of the purchase price of the value medium by the viewer; A plurality of the value media are generated, the associating means associates one or more of the plurality of value media with at least one of the plurality of players; the value medium includes identification information for uniquely identifying each of the plurality of value media; a contribution degree specifying means for specifying a contribution degree indicating a degree of contribution of each of a plurality of players to the video; the determination means determines the identification information to be associated with each of the one or more players based on the degree of contribution. program.
7. A computer, a request receiving means for receiving a request from a viewer of a video of content in which a plurality of players participate to purchase a value medium related to the video; a determination means for determining a first distribution amount for distributing the profits generated by the purchase of the value medium to each of one or more players among the plurality of players in response to the request; functioning as an associating means for associating the viewer with the value medium in response to payment of the purchase price of the value medium by the viewer; the content includes a plurality of videos and / or audio corresponding to the videos; a selection receiving means for receiving from the viewer a selection of a video or audio to be viewed from at least one of the plurality of videos and the plurality of audios; the determining means determines a second distribution amount for distributing the profit to a video participant involved in the filming of the selected video or an audio participant involved in the recording of the selected audio, other than the plurality of players; program.
8. a request receiving unit that receives a request from a viewer of a video of content in which multiple players participate to purchase a value medium related to the video; a generation control unit that controls the generation of the plurality of value media in response to the request; a determination unit that determines a first distribution amount for distributing a profit generated by the purchase of the value medium to each of one or more players among the plurality of players in response to the request; and a granting unit that grants at least one of the plurality of value media generated under the control of the generation control unit based on the request from the viewer to the viewer in response to payment of a purchase price for the value media by the viewer, and grants one or more of the plurality of value media to at least one player of the plurality of players. Information processing device.
9. The computer receiving a request from a viewer of a video of content in which multiple players participate to purchase a medium of value related to the video; Controlling the generation of a plurality of said value media in response to said request; In response to the request, determine a first distribution amount for distributing a profit generated by the purchase of the value medium to each of one or more players among the plurality of players; in response to payment by the viewer of a purchase price for the value medium, granting at least one of the plurality of value media generated by the control based on the request from the viewer to the viewer, and granting one or more of the plurality of value media to at least one player of the plurality of players; Information processing methods.
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