Game program and game system
The game system uses distributed ledger technology to manage and trade usage rights for virtual media, addressing the lack of transaction management in existing systems, thereby enhancing game dynamics and player interaction.
Patent Information
- Application Number
- JP2021203282
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-15
- Publication Date
- 2025-10-23
- Estimated Expiration
- 2041-12-15
AI Technical Summary
Existing game systems do not manage transactions of usage rights for virtual media, such as stallions, which are used to generate new virtual media like foals, limiting the ability to trade and utilize these rights effectively.
A game system utilizing distributed ledger technology to manage and track usage rights for virtual media, allowing multiple users to individually utilize these rights, with limits and restrictions based on game results and time, and enabling generation of new virtual media through events.
Enables effective management and trading of usage rights for virtual media, enhancing game dynamics and player interaction by integrating blockchain technology for secure and transparent transactions.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program and a game system. [Background technology]
[0002] Patent Document 1 discloses a game system comprising an image display device, an input device, and a control device. The input device outputs signals in response to player operations. The control device, while referring to the output of the input device, progresses the game of breeding and raising racehorses, and displays images in response to the progress of the game on the screen of the display device.
[0003] The game system also includes evaluation value storage means, control means, evaluation value update means, stallion designation means, offspring performance determination means, and offspring performance correction means. The evaluation value storage means stores evaluation values for each of a plurality of stallions. The control means progresses the game based on the evaluation values. The evaluation value update means updates the evaluation values for each of the stallions at regular intervals during the progress of the game.
[0004] The stallion designation means receives a stallion designation from the player. The offspring ability determination means determines the basic ability value of the offspring based on the pedigree data of the designated stallion. The offspring ability correction means corrects the basic ability value of the offspring of the designated stallion based on the amount of change in the evaluation value due to the update. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent No. 3315678 Summary of the Invention [Problem to be solved by the invention]
[0006] In a game such as that disclosed in Patent Document 1, an event is held in which a material medium (a stallion in Patent Document 1), which is a virtual medium serving as a raw material, is used to generate a new virtual medium (a foal in Patent Document 1). However, Patent Document 1 does not disclose or suggest anything about the trading of rights (usage rights) that can use the material medium.
[0007] An object of the present invention is to enable management of transactions of usage rights that allow the use of material media. [Means for solving the problem]
[0008] In a first aspect, a computer is configured to function as a progression unit, a management unit, and a generation unit, the progression unit progresses a game including a first event performed using a first virtual medium and a second event that generates a second virtual medium; the second virtual medium is a virtual medium generated using a material medium related to the first virtual medium and a third virtual medium; the management unit associates a usage right that allows the use of the material medium at the second event with a user who uses the usage right based on distributed ledger technology; The right of use has an upper limit on the number of users who can use it, and is a right that can be used individually by multiple users who have requested and been approved for use, the generation unit generates the second virtual medium using the material medium and the third virtual medium in response to an instruction from a user who uses the usage right at the second event; The generation is affected by a game result in the first event of the first virtual medium associated with the material medium. The game program is characterized by the above.
[0009] In addition, in the first aspect, The generation unit may generate a plurality of the material media based on the first virtual medium, The material medium may be a virtual medium that is consumed through use in the second event.
[0010] In addition, in the first aspect, The material medium may be the first virtual medium permitted for use in the second event, and may be allowed to be used a number of times in the second event according to the number of uses of the usage right.
[0011] In addition, in the first aspect, The material medium may be a virtual medium associated with the first virtual medium whose use in the first event is restricted.
[0012] In addition, in the first aspect, The third virtual medium may be available at the first event; The generation of the second virtual medium may be influenced by the game results of the first event of the first virtual medium associated with the material medium and the game results of the first event of the third virtual medium.
[0013] In addition, in the first aspect, Whether or not the second virtual medium is generated may be determined according to a predetermined probability of success. A game program characterized by:
[0014] In addition, in the first aspect, The success probability may change depending on the passage of time or the number of times the material medium is used in the second event.
[0015] In addition, in the first aspect, The number of the usage rights that can be used may be determined for each predetermined period, The parameter for the usage rights in the second event may change over time or according to the number of times the material medium is used in the second event.
[0016] In addition, in the first aspect, A parameter of the first virtual medium may change over time, and the parameter may affect a game outcome in the first event.
[0017] In addition, in the first aspect, If an unusable condition for the first virtual medium is met during the first event, the first virtual medium may become unusable in the first event, and certain restrictions may be imposed on the use of the material medium in the second event.
[0018] In addition, in the first aspect, If an unusable condition is met for the material medium during the second event, the material medium may become unusable in the second event.
[0019] In addition, in the first aspect, The second virtual medium may be available at the first event; The value of the material medium may vary depending on at least one of the performance of the material medium in the second event and the performance of the second virtual medium generated using the material medium in the first event.
[0020] In addition, in the first aspect, The first virtual medium may be capable of obtaining a reward in the first event; The management unit A reward claim right that can receive a portion of the reward obtained by the first virtual medium may be set for a plurality of users; Based on the distributed ledger technology, the reward rights may be associated with the users who own the reward rights.
[0021] In addition, in the first aspect, The management unit A predetermined amount may be consumed by an approved user who requests the use of the usage right; A right to receive a portion of the consideration may be set for a plurality of users; The right to receive consideration may be associated with the user who owns the right to receive consideration based on the distributed ledger technology. A game program characterized by:
[0022] In addition, in the first aspect, The right to use may be set for the user who owns the right to receive the consideration. A game program characterized by:
[0023] In addition, in the first aspect, The management unit may associate ownership rights that allow the first virtual medium to be used in the first event with users who use the ownership rights, based on the distributed ledger technology.
[0024] In addition, in the first aspect, The management unit may associate ownership rights that allow the second virtual medium to be used in the first event with users who use the ownership rights, based on the distributed ledger technology.
[0025] In addition, in the first aspect, At least one of the first virtual medium, the material medium, and the second virtual medium may be copyable, and the virtual medium generated by copying may be subject to restrictions in the game.
[0026] The second aspect is a storage unit that stores a game program according to a first aspect; a computer that executes the game program; This is a game system characterized by the above. [Effects of the Invention]
[0027] According to the present invention, it is possible to manage transactions of usage rights that allow the use of material media. [Brief explanation of the drawings]
[0028] [Figure 1] 1 is a block diagram illustrating the configuration of a game system according to a first embodiment. [Figure 2] FIG. 1 is a block diagram illustrating a configuration of a game device. [Figure 3] FIG. 2 is a conceptual diagram illustrating the main part of the processing in the first embodiment. [Figure 4] FIG. 1 is a conceptual diagram illustrating the structure of data stored in a distributed ledger. [Figure 5] FIG. 2 is a conceptual diagram illustrating usage right information according to the first embodiment. [Figure 6] 1 is a flowchart illustrating a buying and selling process according to the first embodiment. [Figure 7] 1 is a flowchart illustrating the race entry process of the first embodiment. [Figure 8] 10 is a flowchart illustrating a stallion conversion process according to the first embodiment. [Figure 9] 10 is a flowchart illustrating a filly conversion process according to the first embodiment. [Figure 10] 1 is a flowchart illustrating a blending process according to the first embodiment. [Figure 11] FIG. 10 is a block diagram illustrating the configuration of a game system according to a first modified example of the first embodiment. [Figure 12] FIG. 10 is a conceptual diagram illustrating the main part of the processing in the second embodiment. [Figure 13] FIG. 10 is a conceptual diagram illustrating usage right information according to the second embodiment. [Figure 14] 10 is a flowchart illustrating a stallion conversion process according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0029] Hereinafter, the embodiments will be described in detail with reference to the drawings. In the drawings, the same or corresponding parts are designated by the same reference numerals and their description will not be repeated.
[0030] (Game Description) In the following description, a "game" refers to a video game that progresses in response to user operations. This game includes a first event that takes place using a first virtual medium and a second event that generates a second virtual medium. The second virtual medium is generated using a source medium related to the first virtual medium and a third virtual medium.
[0031] In the following examples, the source medium is a virtual medium related to a first virtual medium whose use in a first event is restricted. The source medium is a virtual medium generated based on the first virtual medium. Alternatively, the source medium is a first virtual medium whose use in a second event is permitted. The third virtual medium is usable in both the first and second events.
[0032] Furthermore, the second virtual medium changes into the first virtual medium or the third virtual medium that can be used in the first event by satisfying a predetermined condition.
[0033] In the following explanation, we will use as an example a simulation game in which players can experience buying and selling and raising horses (virtual media) in a virtual space. In this simulation game, initial setup is first performed. In the initial setup, the ranch, ranch manager, trainer, secretary, etc. are selected and set up. Once the initial setup is complete, the game progresses. This simulation game includes events such as buying and selling events, training events, racing events, and breeding events.
[0034] The horses (virtual media) that appear in this simulation game are broadly divided into "stallions" and "mares." Stallions include "racing stallions" and "stallions." Racing stallions are stallions that can be used in racing events. Stallions are stallions that can be used in breeding events. Similarly, mares include "racing mares" that can be used in racing events and "broodmares" that can be used in breeding events. Racing mares are mares that can be used in racing events, and broodmares are mares that can be used in breeding events.
[0035] For example, when a racehorse retires from a racing event, it is no longer available as a racehorse in that racing event, but becomes a stud horse available for breeding events. When a racemare retires from a racing event, it is no longer available as a racehorse in that racing event, but becomes a broodmare available for breeding events. Stallions are treated as "stallion breeds related to the racing stallion (stallion breed)" as shown in Figure 3. Alternatively, stallions are treated as "stallions permitted for use in breeding events (stallions)" as shown in Figure 12.
[0036] In the following explanation, the collective term for racing stallions and racing mares will be referred to as "racehorses." Horses born from the mating (breeding) of a stallion and a broodmare will be referred to as "offspring." Offspring include both offspring of stallions and offspring of mares.
[0037] [Buying and Selling Events] At a buying and selling event, horses are bought and sold. For example, a horse auction is held. When this sale is completed, the "ownership" of the horse, which is the right to own the horse, is transferred from the seller to the buyer, and the buyer pays the price to the seller. Examples of horses that can be bought and sold include racehorses (including offspring), broodmares, and stallions.
[0038] In addition, at the sales event, "usage rights," which are the right to use stallions (stud breeds) in breeding events, are also sold. When this sale is completed, the usage rights are transferred from the seller to the buyer, and the buyer pays the seller the price.
[0039] [Training Event] In training events, racehorses are trained. For example, a trainer who will be in charge of training the racehorse is selected, and a training menu is decided. By training the racehorse, it is possible to change the racehorse's parameters (ability values). For example, the racehorse's parameters can be improved.
[0040] [Racing Events] In a race event, racehorses compete in races and races are held. When the race is completed, prize money according to the results of the race is awarded to the owner of the racehorse. In addition, the results of the race event are stored in association with the racehorses that competed in the races in that race event.
[0041] [Breeding Event] In breeding events, stallions and broodmares are mated (inseminated). If the mating between a stallion and a broodmare is successful, an offspring will be born. The offspring will be raised by the ranch manager at the ranch until they reach a predetermined age (specifically, two years old).
[0042] After the offspring reach a certain age, they are trained as racehorses in training events and can be used in race events. Specifically, offspring can be raised to become racehorses of the next generation. In other words, offspring born from the mating of an "nth generation stallion and broodmare" corresponding to an nth generation racehorse and racemare can be raised to become an "n-1th generation racehorse."
[0043] [The flow of time] Furthermore, in this simulation game, there is a predetermined flow of time. This flow of time may be the same as the flow of time in the real world, or it may be a flow of time that progresses within the game (a flow of time that differs from the flow of time in the real world). The various events described above are held during predetermined periods. For example, racing events can be held on weekends (Saturday and Sunday), and events other than racing events can be held on weekdays (Monday to Friday). Breeding events can only be held in May and June. If the breeding event is successful, offspring will be born during a predetermined period (for example, March to May).
[0044] [Terminology correspondence] A racing event is an example of a "first event conducted using a first virtual medium." A breeding event is an example of a "second event that generates a second virtual medium." A stallion (specifically, a racing stallion) is an example of a "first virtual medium." A foal is an example of a "second virtual medium."
[0045] A mare is an example of a "third virtual medium." Specifically, a racemare is an example of a "third virtual medium available in a first event," and a broodmare is an example of a "third virtual medium available in a second event." For example, a broodmare can give birth to one foal once a year.
[0046] A stallion is an example of a "material medium related to the first virtual medium." Specifically, a stallion breed (stallion breed) related to a racing stallion is an example of a "material medium generated based on the first virtual medium," and a stallion (stallion) permitted for use in a breeding event is an example of a "material medium that is the first virtual medium permitted for use in a second event."
[0047] (Embodiment 1) 1 illustrates the configuration of a game system 1 according to a first embodiment. The game system 1 includes a server device 10 and a plurality of game devices 20. In the game system 1, the server device 10 and the plurality of game devices 20 are communicatively connected via a communication network 5. Examples of the communication network 5 include the Internet and a LAN.
[0048] [Game system overview] The server device 10 manages users and games. A display 31, a speaker 32, and a game controller 33 are connected to each of the multiple game devices 20. The game devices 20 execute games. For example, the game devices 20 are commercially available devices such as personal computers, PlayStation (registered trademark), XBox (registered trademark), and Nintendo Switch (registered trademark). In the case of a cloud-based game, the game device 20 is, for example, a device such as a game server. In this case, a game screen is displayed on the display 31 connected via a communication network 5.
[0049] The server device 10 and the game devices 20 communicate with each other via a communication network 5. For example, the server device 10 transmits a game program and game data for executing a game as needed (for example, in response to a request from the game device 20). The game device 20 receives (downloads) the game program and game data from the server device 10 via the communication network 5 and installs them.
[0050] For example, in a game in which multiple users (players) participate simultaneously, the game progresses through cooperative operation between the server device 10 and the game devices 20. In this case, the progress of the game is managed by the server device 10.
[0051] Specifically, the server device 10 transmits game data for executing a game to the game device 20. The game device 20 outputs images and sounds related to the game to the display 31 and the speaker 32 based on the game data transmitted from the server device 10. The user operates the game controller 33 in accordance with the images and sounds output from the display 31 and the speaker 32.
[0052] The game device 20 transmits operation information indicating an operation input to the game controller 33 to the server device 10. Based on the operation information transmitted from the game device 20, the server device 10 generates game data reflecting the operation information, and transmits the game data to the game device 20.
[0053] The above process is repeated to progress the game.
[0054] In this example, each of the game devices 20 is one of multiple nodes that make up a distributed ledger (a so-called blockchain). Each of the multiple nodes (communication terminals) shares distributed ledger data. Note that "distributed ledger data" and "information stored in a distributed ledger" will be explained in detail later.
[0055] [Hardware configuration of server device] 1, the server device 10 includes a network interface 11, a storage unit 12, and a control unit 13. The network interface 11 and the storage unit 12 are electrically connected to the control unit 13 via a bus 14.
[0056] The network interface 11 is connected to a plurality of game devices 20 via a communication network 5 so as to be able to communicate with each other.
[0057] The storage unit 12 stores various types of information and data. The storage unit 12 is composed of an HDD, SSD, RAM, ROM, etc. For example, the storage unit 12 stores game programs and game data for executing games. The information stored in the storage unit 12 will be described in detail later.
[0058] The control unit 13 controls the operation of the server device 10. The control unit 13 transmits and receives various types of information and data, and processes the various types of information and data. The control unit 13 has a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs for operating the CPU, etc.
[0059] [Hardware configuration of game device] 2, the game device 20 includes a network interface 21, a graphics processing unit 22, an audio processing unit 23, an operation unit 24, a storage unit 25, and a control unit 26. The network interface 21, the graphics processing unit 22, the audio processing unit 23, the operation unit 24, and the storage unit 25 are electrically connected to the control unit 26 via a bus 27.
[0060] The network interface 21 is connected to the server device 10 via the communication network 5 so as to be able to communicate with the server device 10 .
[0061] A display 31 is connected to the graphics processing unit 22. The graphics processing unit 22 renders game images including various objects related to the virtual space in a moving image format in accordance with game image information output from the control unit 26. The game images rendered in a moving image format are displayed on the display 31 as a game screen.
[0062] A speaker 32 is connected to the audio processing unit 23. The audio processing unit 23 plays and synthesizes game sounds in accordance with instructions from the control unit 26. The game sounds played and synthesized by the audio processing unit 23 are output from the speaker 32.
[0063] A game controller 33 is connected to the operation unit 24. The operation unit 24 transmits and receives data related to operation inputs to and from the game controller 33. The operation unit 24 then transmits operation information indicating operations input to the game controller 33 to the control unit 26.
[0064] For example, the game controller 33 is provided with various operators such as buttons. The user operates the various operators of the game controller 33 to input operation signals to the game device 20. That is, when the user operates the game controller 33, the game controller 33 transmits an operation signal corresponding to the user's operation to the operation unit 24. The operation unit 24 generates operation information based on the operation signal and transmits the operation information to the control unit 26.
[0065] The storage unit 25 stores various types of information and data. The storage unit 25 is composed of an HDD, SSD, RAM, ROM, etc. For example, the storage unit 25 stores game programs and game data for executing games. The information stored in the storage unit 25 will be described in detail later.
[0066] The control unit 26 controls the operation of the game device 20. The control unit 26 transmits and receives various information and data, and processes various information and data. The control unit 26 has a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs for operating the CPU, etc.
[0067] [Functional configuration of the control unit in the game device] Control unit 26 of game device 20 has a progression unit 201, a management unit 202, and a generation unit 203. Specifically, control unit 26 functions as progression unit 201, management unit 202, and generation unit 203 by the CPU thereof executing various programs.
[0068] 〈Progress section〉 The progression unit 201 progresses the game. The game includes race events that are held using racehorses and breeding events that generate offspring. As shown in FIG. 3, offspring are virtual media generated using a stallion breed (stallion breed) related to a racehorse and a broodmare. A stallion breed is virtual media generated based on a racehorse, and is virtual media that is consumed through use in breeding events.
[0069] In this example, the game includes racing events and breeding events as well as buying and selling events, training events, etc. A stallion is a virtual medium associated with a stallion (stud) that is restricted for use in racing events.
[0070] <Management Department> The management unit 202 manages the rights used in the game (for example, ownership of horses). The management unit 202 also performs ledger registration processing. The ledger registration processing is a process for processing various transactions in the game and registering (storing and approving, the same applies below) the results in the distributed ledger. The ledger registration processing will be explained in detail later.
[0071] In this example, the management unit 202 associates a "usage right" related to a stallion breed (a breed of a stud horse) with a "user" who uses the usage right based on distributed ledger technology. Specifically, when a transaction related to the usage right is made, the management unit 202 performs a ledger registration process to register the results of the transaction in the distributed ledger.
[0072] The usage right for stallions is the right to use stallions in breeding events. The usage right has a limit on the number of available stallions. The usage right can be used individually by multiple users who have requested and been approved.
[0073] In this example, the usage right is a right with a set number of times it can be used. When a usage right is used once, the number of times it can be used decreases by one. When the number of times it can be used reaches zero, it can no longer be used.
[0074] In the first embodiment, the transfer of the usage right is performed together with the transfer of the stallion. For example, when 10 uses of stallion A are granted to user A, a usage right (usage right of stallion A) with a number of uses set to 10 is granted to user A. Furthermore, when 5 uses of stallion A are transferred from user A to user B, the number of uses of the usage right (usage right of stallion A) granted to user A is reduced from 10 to 5, and a usage right (usage right of stallion A) with a number of uses set to 5 is granted to user B.
[0075] Furthermore, the "available parameters" of the usage rights correspond to the total number of times that the stallion breed (material medium) that can be used with the usage rights can be used in breeding events (maximum number of usage rights that can be issued). Specifically, the above-mentioned "available parameters" correspond to the number of times that a stallion can be bred (number of times that it can be bred) in its lifetime.
[0076] In the first embodiment, the "available parameter" of the usage rights for a stallion breed is the same as the total number of stallions generated based on the racehorses in the stallion conversion process described below. Also, the total number of times all usage rights for a stallion breed can be used is the same as the remaining number of that stallion breed.
[0077] Furthermore, the management unit 202 associates "ownership rights" regarding a racehorse with "users" who use the ownership rights based on distributed ledger technology. Specifically, when a transaction regarding ownership rights is made, the management unit 202 performs a ledger registration process to register the results of the transaction in the distributed ledger. Note that the ownership rights regarding a racehorse are the right to use the racehorse in a first event.
[0078] Furthermore, the management unit 202 associates "ownership rights" regarding the offspring with "users" who use the ownership rights based on distributed ledger technology. Specifically, when a transaction regarding ownership rights is made, the management unit 202 performs ledger registration processing to register the results of the transaction in the distributed ledger. Note that ownership rights regarding the offspring are rights that allow the offspring to be used in the first event.
[0079] <Generation part> The generation unit 203 generates virtual media (for example, stallions) to be used in the game. The generation unit 203 also grants (sets) rights to be used in the game (for example, ownership of horses).
[0080] As shown in Fig. 3, the generation unit 203 generates a plurality of stallions based on a racing stallion in the stallion conversion process. The mare conversion process is a process for converting a racing stallion into a breeding stallion and generating stallions. The stallion conversion process will be described in detail later.
[0081] 3, the generation unit 203 converts a racemare into a broodmare in a filly conversion process. The filly conversion process is a process for converting a racemare into a broodmare. The filly conversion process will be described in detail later.
[0082] 3, the generation unit 203 generates a foal using a stallion and a broodmare in accordance with instructions from a user using a usage right during a breeding process performed in a breeding event. The breeding process is a process for generating a foal using a stallion and a broodmare. The breeding process will be described in detail later.
[0083] The generation of the above-mentioned offspring is affected by the "game results in race events of race stallions related to the stallion's breed." In this example, the generation of the above-mentioned offspring is affected not only by the "game results in race events of race stallions related to the stallion's breed," but also by the "game results in race events of broodmares (game results in race events when the horse was a race mare)."
[0084] Furthermore, in a breeding event, whether or not an offspring is generated is determined according to a predetermined probability of success. In other words, breeding (breeding) in a breeding event is successful according to a predetermined probability of success. If the breeding is successful, an offspring is born, and if the breeding is unsuccessful, an offspring is not born.
[0085] [Distributed ledger data] Next, with reference to FIG. 4, the distributed ledger data (blockchain data) shared by each of the multiple nodes that make up the distributed ledger will be described.
[0086] As shown in Figure 4, distributed ledger data consists of multiple blocks strung together. A block is data that includes a hash value, a nonce value, a transaction (token), etc. A transaction includes historical data that indicates the results of the transaction. The historical data includes information to identify the target of the transaction, information to identify the parties to the transaction, etc.
[0087] In the example of Figure 4, the transaction in the kth block indicates that the usage rights for "Sire A" were transferred from "User A" to "User B," and that the consideration for the transfer of the usage rights was paid by "User B" to "User A."
[0088] [Ledger registration process] Next, we will explain the ledger registration process performed by the manager 202. In the ledger registration process, the manager 202 generates history data indicating the results of transactions and generates transactions that include the history data. The manager 202 then transmits the generated transactions to the distributed ledger (specifically, to the multiple nodes that make up the distributed ledger).
[0089] In a distributed ledger, a process is performed to add a new block containing a newly generated transaction to distributed ledger data (blockchain data). This process can employ well-known distributed ledger technology. By performing this process, the transaction is approved, and the distributed ledger data shared by multiple nodes that make up the distributed ledger is updated to new distributed ledger data with the new block added.
[0090] [Information stored in a distributed ledger] As shown in Figure 1, the distributed ledger stores performance information 60, location information 61, and usage rights information 62. These pieces of information can be obtained based on the transaction results indicated in the transactions of each block included in the distributed ledger data (see Figure 4).
[0091] <Battle Record Information> The race record information 60 is information for managing the race record of a horse in a racing event. For example, the race record information 60 indicates the results of the horse in the racing event for each horse. The results of the horse's racing event include the race name, finishing order, time, track condition, weather, race development, starting position, jockey, odds, etc. The results of the horse's racing event also include information on other horses that ran in the race with the horse, and the results of races between the horse and predetermined rival horses.
[0092] <Location information> Location information 61 is information for managing the location (owner and location) of a horse. For example, location information 61 indicates, for each horse, the history of the horse's current owner (the user who has ownership of the horse) and the history of the ranch where the horse is raised. The horse's owner history includes the horse's current owner and the horse's previous owners. The horse's ranch history includes the ranch where the horse is currently being raised and the ranch where the horse was previously raised.
[0093] <Usage Rights Information> The usage right information 62 is information for managing usage rights related to stallions. For example, the usage right information 62 indicates, for each stallion, the content of the usage right for that stallion, the users who have that usage right, etc. As shown in Figure 5, in this example, the usage right information 62 indicates, for each stallion, the number of times the usage right can be used to use that stallion, and the users who have that usage right.
[0094] [Information stored in the memory unit of the server device] As shown in FIG. 1, the storage unit 12 of the server device 10 stores horse characteristic information 51 and horse pedigree information 52.
[0095] <Horse characteristics information> The horse characteristic information 51 is information that indicates the characteristics of a horse. For example, the horse characteristic information 51 indicates the parameters of each horse. Examples of horse parameters include ability scores, characteristics, aptitude, leg quality, temperament, growth type, age, appearance, and motion (running style). Examples of ability scores include speed, tenacity, momentum, strength, durability, and wisdom, which are reflected in race events.
[0096] <Horse pedigree information> The horse pedigree information 52 is information for managing the pedigree (ancestors) of a horse. For example, the horse pedigree information 52 indicates, for each horse, a pedigree chart showing the blood relationship between the horse and its ancestors, the characteristics of the horse's pedigree, etc.
[0097] The pedigree chart included in the horse pedigree information 52 includes information on horses of each generation. For example, the pedigree chart is a five-generation pedigree chart that includes information on horses of each generation up to five generations back. This pedigree chart includes a female lineage chart, which is a maternal lineage chart. This pedigree chart also includes information on horses that are siblings on the same maternal side, information on horses that are closely related, and so on.
[0098] In addition, pedigrees include combinations (breeding theories) that have a significant impact on the parameters of offspring. Examples of such combinations include inbreeding, outbreeding, line breeding, and nicks. The horse pedigree information 52 includes information on such combinations (breeding theories).
[0099] Inbreed Inbreeding is a combination (bloodline) in which the same ancestor exists up to five generations back in the pedigree chart. Inbreeding is also called crossing or inbreeding. Inbreeding can make the blood (characteristics, genes) of horses with the same ancestor stronger, making it easier to produce offspring that strongly inherit the characteristics (for example, abilities) of the ancestor horse.
[0100] The horse pedigree information 52 also includes inbreeding information that indicates which generations contain the blood of horses with the same ancestor. For example, if a horse with the same ancestor is "Horse A" and that horse's blood is contained in "four generations ago" and "three generations ago," "Horse A" is displayed in association with "4x3."
[0101] The inbreeding information also shows the amount of blood from horses with the same ancestor. For example, the amount of blood from one generation ago is set to "50%," the amount from two generations ago to "25%, the amount from three generations ago to "12.5%, the amount from four generations ago to "6.25%, and the amount from five generations ago to "3.125%." If the blood of "Horse A," a horse with the same ancestor, is included in "four generations ago" and "three generations ago," the amount of blood from "Horse A" will be "18.75%," which is the sum of the amount of blood from four generations ago (6.25%) and the amount of blood from three generations ago (12.5%). The parameters of the offspring are determined based on the amount of blood from horses with the same ancestor.
[0102] However, if the blood content of horses with the same ancestors becomes too high, it is likely to have a negative impact on the breeding. Examples of such negative effects include a decrease in fertility, a decrease in the success rate of offspring birth, and a deterioration in the offspring's parameters (such as a decrease in stamina). Considering the balance between the benefits and negative effects of inbreeding, the optimal blood content of horses with the same ancestors is "18.75%."
[0103] Outbreed Outbreeding is a combination of bloodlines in which there are no identical ancestors in the previous five generations in the pedigree chart. Outbreeding helps prevent horses from having too much blood from the same ancestor.
[0104] Linebleed Line breeding is the combination (combination of bloodlines) of a stallion and a broodmare of the same lineage. Line breeding can occur even if there are no horses with the same ancestor up to five generations ago. Horse pedigree information 52 includes lineage information that indicates the lineage of horses in each generation. For example, the name of the lineage indicated in the lineage information cites the name of a stallion that had a significant influence on the performance of its offspring. Line breeding makes it more likely that offspring will be produced that strongly inherit the characteristics (for example, ability) of the horse's lineage.
[0105] Knicks A nick is a combination of bloodlines that has a high probability of producing an excellent racehorse. The combinations that will become nicks are determined in advance. In addition, the combinations that will become nicks are updated based on statistics such as the performance (achievement) of the offspring produced by repeated breeding.
[0106] In this way, the horse pedigree information 52 includes information on breeding theory (bloodline combinations) as described above. This allows the user to select a stallion breed (stud horse) and broodmare to breed while carefully examining the horse's pedigree. Such breeding allows for the production of offspring that inherit the characteristics of the ancestor horses (ability scores, characteristics, aptitude, running style, temperament, growth type, age, appearance, motion (running style), etc.). By repeating these breedings over the generations, new breedings (combinations of bloodlines) emerge that will produce successful offspring.
[0107] [Buying and Selling Processing] Next, the buying and selling process performed in the game system of embodiment 1 will be described with reference to Fig. 6. The buying and selling process is a process for transferring the object of the sale from a seller user (a user who will be the seller) to a buyer user (a user who will be the buyer), and for the buyer user to pay the price. Examples of the object of the sale include ownership of a horse and the right to use a stallion breed. Below, we will take as an example a case where the object of the sale is a "use right."
[0108] <Step S11> First, the buyer user operates the game controller 33 to specify the usage rights to be purchased. For example, the management unit 202 of the buyer user's game device 20 causes the display 31 to display an image of a buying and selling screen listing the "usage rights desired to be sold" among the usage rights indicated in the usage right information 62 (see FIG. 5). Then, the buyer user inputs an operation into the game controller 33 to specify the usage rights to be purchased from the buying and selling screen.
[0109] <Step S12> Next, the management unit 202 of the buyer user's game device 20 notifies the seller user who holds the usage right that the buyer user wishes to purchase the usage right specified in step S11. For example, the usage right information 62 includes contact information (e.g., an IP address) for identifying the seller user's game device 20 who holds the usage right. Then, the management unit 202 of the buyer user's game device 20 references the contact information and transmits purchase request information indicating that the buyer user wishes to purchase the usage right to the seller user's game device 20.
[0110] When the seller user agrees to the sale and purchase of the usage right in response to a request from the buyer user, the sale and purchase of the usage right is completed. For example, when the management unit 202 of the seller user's game device 20 receives the purchase request information transmitted from the buyer user's game device 20, it causes the display 31 to display an image showing the purchase request information.
[0111] When the seller user agrees to the sale and purchase of the usage right, the seller user inputs an operation to consent to the sale and purchase of the usage right into the game controller 33. In response to the operation, the management unit 202 of the seller user's game device 20 transmits sale and purchase agreement information indicating that the seller user agrees to the sale and purchase of the usage right to the buyer user's game device 20. When the management unit 202 of the buyer user's game device 20 receives the sale and purchase agreement information transmitted from the seller user's game device 20, it determines that the sale and purchase of the usage right has been established.
[0112] When the sale of the usage right is completed, the usage right is transferred from the seller user to the buyer user, and the buyer user pays the seller user a fee. The buyer user is an example of a user who has requested and been approved to use the usage right.
[0113] <Step S13> Next, the management unit 202 of the buyer user's game device 20 performs a ledger registration process to register the results of the transaction concluded in step S12 in the distributed ledger. As a result, the distributed ledger registers the results of the transaction, which state that "the usage rights specified in step S11 were transferred from the seller user to the buyer user, and the price was paid from the buyer user to the seller user." In the first embodiment, along with the transfer of the usage rights, the stallions that can be used with those usage rights are also transferred.
[0114] Furthermore, in the buying and selling process of embodiment 1, the buying and selling (transfer) of stallions may be carried out instead of the buying and selling (transfer) of usage rights. In this case, the image of the buying and selling screen displayed on the display 31 in step S11 displays "stallions that can be sold" instead of "usage rights that can be sold." In this case, along with the transfer of the stallion, the usage rights that allow the use of that stallion are also transferred.
[0115] [Race entry processing] Next, the race entry process performed in the game system of embodiment 1 will be described with reference to Figure 7. The race entry process is a process for entering a racehorse in a race event. The following process is performed during the period before the start of the race event (specifically, during the acceptance period for the race event).
[0116] <Step S21> First, a user who wishes to enter a racehorse in a race event operates the game controller 33 to specify the racehorse to be entered in the race event. For example, the management unit 202 of the game device 20 refers to the location information 61 and causes the display 31 to display an image of a race screen showing racehorses owned by the user. The user then inputs an operation into the game controller 33 to specify the racehorse to be entered in the race event from the race screen.
[0117] The user also operates the game controller 33 to designate a jockey who will ride a racehorse to be entered in a race event. For example, the user inputs an operation to the game controller 33 to designate a jockey.
[0118] <Step S22> Next, the progression unit 201 of the game device 20 progresses the game so that the racehorse specified in step S21 runs in the race event. For example, the progression unit 201 detects parameters of the racehorse specified in step S21 from the horse characteristic information 51 stored in the memory unit 12 of the server device 10, and generates game data (game images and game sounds) for the race event according to the parameters of the racehorse. The progression unit 201 then plays the game images and game sounds on the display 31 and speaker 32, respectively.
[0119] When a racehorse completes a race in a race event, the racehorse (specifically, the owner of the racehorse) is awarded a prize (reward) according to the racehorse's results in the race event.
[0120] <Step S23> Next, the management unit 202 performs a ledger registration process to register the results of the completed race event in the distributed ledger in step S23. As a result, the results of the racehorse race event are registered in the distributed ledger. The results of the racehorse race event include the win or loss of the racehorse, the finishing order of the racehorse, the results (win or loss) of races against predetermined rivals, prize money awarded to the racehorse, etc.
[0121] [Stallion conversion process] Next, the stallion conversion process performed in the game system of embodiment 1 will be described with reference to Fig. 8. The stallion conversion process is a process for converting a racing stallion into a breeding stallion and for generating a stallion breed.
[0122] <Step S31> The user operates the game controller 33 to specify a racehorse to be converted into a breeding stallion. For example, the management unit 202 of the game device 20 refers to the location information 61 and causes the display 31 to display an image of a racehorse screen showing racehorses owned by the user. The user then inputs an operation into the game controller 33 to specify a racehorse to be converted into a breeding stallion from the racehorse screen.
[0123] <Step S32> Next, the generation unit 203 of the game device 20 generates a plurality of stallions based on the racehorse specified in step S31. Each of the plurality of stallions is a virtual medium consumed through use in a breeding event. The number of stallions generated based on the racehorse is a predetermined number (in this example, the parameter for the available usage rights). Note that the number of stallions generated based on the racehorse may vary depending on the parameters of the racehorse.
[0124] For example, the number of stallions may be determined by lottery. Alternatively, the number of stallions may be determined based on the track record (racing results) of the race stallion that is the origin of the stallion in the racing event, the age at which the race stallion retires (i.e., becomes a breeding stallion), the number of races the race stallion has run in the racing event, the pedigree of the race stallion, or a combination of these.
[0125] The stallion generated by the generation unit 203 is granted to the user who owned the race stallion that is the basis for that stallion. In addition to granting the stallion, the generation unit 203 also grants the user who owned the race stallion that is the basis for the stallion a usage right to use that stallion. The race stallion that is the basis for that stallion becomes unusable in race events, and the ownership of that horse as a race stallion is extinguished. In addition, the user who owned the race stallion that is the basis for the stallion is granted ownership of that horse as a stud stallion (stud). In this way, a stallion is generated based on the race stallion, and that race stallion is converted into a stud stallion.
[0126] If there is a user who reserves the transfer of some (or all) of the stallions, some (or all) of the stallions generated by the generation unit 203 will be granted to that user along with a usage right that allows them to use the stallions. A user who reserves the transfer of some (or all) of the stallions is an example of a user who has requested and been approved to use a usage right.
[0127] <Step S33> Next, the management unit 202 of the game device 20 performs a ledger registration process to register the results of the transaction (transfer of usage rights) concluded in step S23 in the distributed ledger. As a result, the following transaction results are registered in the distributed ledger: "multiple stallions and usage rights (usage rights related to that stallion) were generated based on the racehorse specified in step S31, the usage rights of the generated stallion were granted to a specified user, ownership of the horse as a racehorse was terminated, and ownership of the horse as a stud (stud) was granted to the user (the user who owned the racehorse)."
[0128] [Mare conversion process] Next, the filly conversion process performed in the game system of embodiment 1 will be described with reference to Figure 9. The filly conversion process is a process for converting a racemare into a broodmare. In other words, the filly conversion process is a process for converting the attributes of a filly from "a racemare available in race events" to "a broodmare available in breeding events."
[0129] <Step S41> The user operates the game controller 33 to specify a racemare that is to be converted into a broodmare. For example, the management unit 202 of the game device 20 refers to the location information 61 and causes the display 31 to display an image of a racemare screen showing racemares owned by the user. The user then inputs an operation into the game controller 33 to specify a racemare that is to be converted into a broodmare from the racemare screen.
[0130] <Step S42> Next, the generation unit 203 of the game device 20 converts the racemare specified in step S41 into a broodmare. In other words, the generation unit 203 converts the attribute of the mare specified in step S41 from "a racemare available in race events" to "a broodmare available in breeding events."
[0131] The ownership of the broodmare obtained by the conversion by the generation unit 203 is granted to the owner (user who has ownership) of the racemare before it was converted into that broodmare. Furthermore, the racemare before it was converted into that broodmare becomes unavailable for use in race events, and the ownership of that horse as a racemare is extinguished. Furthermore, the user who owned the racemare before it was converted into a broodmare is granted the ownership of that horse as a broodmare.
[0132] <Step S43> Next, management unit 202 of game device 20 performs a ledger registration process to register the results of the transaction (transfer of ownership) concluded in step S33 in the distributed ledger. As a result, the following transaction results are registered in the distributed ledger: "The racemare specified in step S31 was converted into a broodmare, ownership of the broodmare was granted to the owner of the racemare (the racemare before it was converted into a broodmare), ownership of the racemare was terminated, and ownership of the horse as a broodmare was granted to the user (the user who owned the racemare)."
[0133] [Mixing treatment] Next, the breeding process performed in the game system of embodiment 1 will be described with reference to Figure 10. The breeding process is a process for generating offspring using a stallion and a broodmare. In a breeding event, the following process is performed.
[0134] <Step S51> A user who wishes to breed operates the game controller 33 to specify the stallion breed to be used in the breeding event. For example, the management unit 202 of the game device 20 refers to the usage right information 62 and causes the display 31 to display an image of a stallion breed screen listing stallions owned by the user (specifically, stallions for which the user has usage rights). The user then inputs an operation into the game controller 33 to specify the stallion breed to be used in the breeding event from the stallion breed screen.
[0135] Alternatively, in response to a user's operation, the management unit 202 of the game device 20 displays on the display 31 an image of a purchase list listing stallions that the user can purchase (stallions that the user does not own). The user then inputs an operation into the game controller 33 to specify a stallion to purchase from the purchase list for use in the breeding event. This allows the user to purchase the stallion that the user wishes to use in the breeding event. The stallion purchased in the breeding event can then be used immediately.
[0136] Furthermore, a user who wishes to breed operates the game controller 33 to specify the broodmare to be used in the breeding event. For example, the management unit 202 of the game device 20 refers to the location information 61 and causes the display 31 to display an image of a broodmare screen listing the broodmares owned by the user (specifically, broodmares that the user has ownership rights over). The user then inputs an operation into the game controller 33 to specify the broodmare to be used in the breeding event from the broodmare screen.
[0137] Alternatively, in response to a user's operation, the management unit 202 of the game device 20 displays on the display 31 an image of a rental list listing broodmares available for rental by the user (broodmares not owned by the user). The user then inputs an operation into the game controller 33 to specify a broodmares from the rental list to rent for use in a breeding event. This allows the user to use broodmares not owned by the user in a breeding event. The user who owns a rentable broodmares is then paid a fee by the user who rented the broodmares.
[0138] <Step S52> Next, the generation unit 203 extracts information related to the stallion breed specified in step S51 from each of the horse characteristic information 51, horse pedigree information 52, race record information 60, and location information 61.
[0139] Specifically, parameters of the race stallion that is the basis for the stallion breed are extracted from the horse characteristic information 51. Information such as the pedigree chart of the race stallion that is the basis for the stallion breed, characteristics of the race stallion's pedigree, and information regarding the breeding theory of the race stallion (combination of pedigrees) are extracted from the horse pedigree information 52. Information such as the results of the race stallion that is the basis for the stallion breed in race events and the results of offspring (specifically, racehorses grown from offspring) generated using the stallion breed in race events are extracted from the track record information 60. Information such as the history of the owner of the race stallion that is the basis for the stallion breed and the history of the ranch that raises the race stallion are extracted from the location information 61.
[0140] Furthermore, the generation unit 203 extracts information related to the broodmare specified in step S51 from each of the horse characteristic information 51, horse pedigree information 52, race record information 60, and location information 61.
[0141] Specifically, parameters of the broodmare are extracted from horse characteristic information 51. Information such as the broodmare's pedigree chart, the characteristics of the broodmare's pedigree, and information regarding the broodmare's breeding theory (bloodline combination) is extracted from horse pedigree information 52. Results of the broodmare (specifically, the racemare before being converted into a broodmare) in racing events, and results of offspring produced using the broodmare in racing events are extracted from track record information 60. History of the broodmare's owner, history of the ranch that raises the broodmare, and the like are extracted from location information 61.
[0142] The extracted information described above can be used to determine the parameters of the offspring produced by breeding.
[0143] <Step S53> Next, the generation unit 203 generates a foal using the stallion and the broodmare based on the information obtained in step S52. The stallion is consumed by use. In addition, the number of times the usage right for the stallion can be used is reduced by one.
[0144] The management unit 202 performs a ledger registration process to register in the distributed ledger that the stallion has been consumed through use and the number of times the usage right can be used has been reduced by one. As a result, the distributed ledger registers the result of the transaction: "The stallion specified in step S51 has been consumed through use and the number of times the usage right can be used for that stallion has been reduced by one." As a result, the number of times the usage right can be used for the stallion indicated in the usage right information 62 (the stallion specified in step S51) is reduced by one.
[0145] The generation of the offspring is affected by at least one of the pieces of information obtained in step S52. Specifically, the generation unit 203 determines the parameters of the offspring based on at least one of the pieces of information obtained in step S52.
[0146] For example, the generation unit 203 has an offspring generation table that indicates the correspondence between "combinations of information obtained in step S52 (information that can be used to determine the parameters of an offspring generated by breeding)" and "offspring parameters." The generation unit 203 then detects, from the offspring generation table, the offspring parameters that correspond to the combination of information actually obtained in step S52, and determines the detected offspring parameters as the "offspring parameters generated by breeding."
[0147] In this example, the generation of offspring is influenced by the results in race events of race stallions related to the stallion breed specified in step S51. For example, the parameters of the offspring are determined (corrected) so that the better the results of the race stallion in race events, the better the parameters of the offspring will be.
[0148] Similarly, the generation of offspring is affected by the results in race events of the broodmare (specifically, the racemare before being converted into a broodmare) designated in step S51. For example, the parameters of the offspring are determined (corrected) so that the better the results of the racemare in race events, the better the parameters of the offspring will be.
[0149] Furthermore, some of the parameters (e.g., "characteristics") of the race stallion related to the stallion breed specified in step S51 are passed on to offspring generated using that stallion breed. For example, the passing on of such characteristics occurs with a predetermined probability. Similarly, some of the parameters (e.g., "characteristics") of the broodmare specified in step S51 are passed on to offspring generated using that broodmare.
[0150] Furthermore, the generation of offspring is affected by the results of races between the racehorse related to the stallion breed specified in step S51 and its rivals. For example, the parameters of the offspring are determined (corrected) so that the more victories the racehorse has in races against its rivals, the better the offspring's parameters will be. Similarly, the generation of offspring is affected by the results of races between the racehorse specified in step S51 (specifically, the racehorse before being converted into a broodmare) and its rivals.
[0151] Furthermore, the generation of offspring is affected by the relationship between the stallion and the broodmare specified in step S51. For example, if a "race stallion related to a stallion" and a "race mare before being converted into a broodmare" are in a rival relationship, the parameters of the offspring are determined (corrected) so that the parameters of the offspring are favorable.
[0152] Furthermore, the generation of offspring is affected by the breeding theory (combination of bloodlines) established between the stallion and broodmare specified in step S51. For example, if inbreeding occurs between a stallion and a broodmare, the parameters of the offspring are determined (corrected) according to the amount of blood of horses with the same ancestor.
[0153] <Step S54> Next, the generation unit 203 determines whether or not the breeding in step S53 (the generation of a foal using a stallion and a broodmare) was successful. If the breeding in step S53 was successful, the process of step S55 is performed, and if the breeding in step S53 was unsuccessful, the process of step S56 is performed.
[0154] <Step S55> If the breeding in step S53 is successful, a foal is born. Ownership of the foal is granted to the owner of the broodmare used to produce the foal (the user who owns the broodmare). The foal is placed at a ranch where broodmares are raised, and is raised at that ranch.
[0155] The management unit 202 adds information about the offspring to both the horse characteristic information 51 and the horse pedigree information 52. Specifically, the parameters of the offspring are added to the horse characteristic information 51. A bloodline of the offspring is added to the horse pedigree information 52. In this way, the horse characteristic information 51 and the horse pedigree information 52 are updated.
[0156] Furthermore, the management unit 202 performs a ledger registration process to register the results of the breeding in the distributed ledger. As a result, the following result is registered in the distributed ledger: "A foal is born from the mating of the stallion breed specified in step S51 with the broodmare, ownership of the foal is granted to the owner of the broodmare (the broodmare used to produce the foal), and the foal is raised at the ranch where the broodmare is raised."
[0157] <Step S56> On the other hand, if the breeding in step S53 fails, no offspring will be born. In this case, the management unit 202 notifies the user that the breeding in step S53 has failed. For example, the management unit 202 causes the display 31 to display an image indicating that the breeding has failed.
[0158] [Value of Stallion Breeds] The value of a stallion changes depending on at least one of the stallion's performance in breeding events and the performance in race events of offspring generated using the stallion (specifically, racehorses developed from the offspring). Specifically, the more performance a stallion has in breeding events (e.g., the number of times it is used), the higher the stallion's value. Also, the more performance a stallion has in race events (e.g., the number of wins), the higher the stallion's value.
[0159] [Summary of Embodiment 1] To sum up, the game program of the first embodiment causes the control unit 26 (computer) to function as a progression unit 201, a management unit 202, and a generation unit 203.
[0160] The progression unit 201 progresses a game including a race event (first event) that is held using a race stallion (first virtual medium) and a breeding event (second event) that generates a foal (second virtual medium). The foal (second virtual medium) is a virtual medium that is generated using a stallion breed (material medium) related to the race stallion (first virtual medium) and a broodmare (third virtual medium).
[0161] The management unit 202 associates usage rights that allow the use of stallions (material media) in the breeding event (second event) with users who use the usage rights based on distributed ledger technology. The usage rights have an upper limit on the number of users who can use them, and are available to multiple users who have requested and been approved for use.
[0162] The generation unit 203 generates a foal (second virtual medium) using a stallion (material medium) and a broodmare (third virtual medium) in a breeding event (second event) in response to instructions from a user using the usage right. The generation of the foal (second virtual medium) is affected by the game results in a race event (first event) of a racing stallion (first virtual medium) related to the stallion (material medium).
[0163] [Effects of the First Embodiment] As described above, in the first embodiment, by associating usage rights with users, transactions related to usage rights (for example, granting usage rights to users, buying and selling of usage rights between users, etc.) can be managed in a distributed ledger.
[0164] Furthermore, by managing transactions related to usage rights using a distributed ledger, the reliability of transactions related to usage rights can be improved compared to when transactions related to usage rights are managed in a single location (for example, server device 10).
[0165] Furthermore, in the first embodiment, the generation of offspring is influenced by the game results in race events of racehorses related to the stallion breed, which makes the game more entertaining than when the characteristics of offspring are determined solely based on the characteristics of the stallion and broodmare.
[0166] (Modification 1 of Embodiment 1) 11 illustrates the configuration of a game system 1 according to a first modification of the first embodiment. The game system 1 according to the first modification of the first embodiment differs from the game system 1 according to the first embodiment in the "operation of the management unit 202" and the "information stored in the distributed ledger." The other configurations of the game system 1 according to the first modification of the first embodiment are the same as those of the game system 1 according to the first embodiment.
[0167] As mentioned above, race stallions can earn prize money (rewards) in race events. Specifically, prize money (rewards) based on the game results in the race events are awarded to the owners of the race stallions.
[0168] [Management Department] In a first variation of the first embodiment, the management unit 202 assigns "reward rights" related to a racehorse to multiple users. The reward rights related to a racehorse are rights that allow users to receive a portion of the reward earned by the racehorse. Furthermore, the management unit 202 associates the reward rights with the users who own the reward rights based on distributed ledger technology. Specifically, when a transaction related to the reward rights is concluded, the management unit 202 performs a ledger registration process to register the results of the transaction in the distributed ledger.
[0169] As described above, the management unit 202 causes a user who has requested and approved the use of the usage right to consume a predetermined fee. Specifically, when the sale of the usage right is completed, the management unit 202 transfers the usage right from the seller to the buyer, and causes the buyer to pay the fee to the seller.
[0170] In a first variation of the first embodiment, the management unit 202 sets "received value rights" related to the usage rights for multiple users. The receivable value rights related to the usage rights are rights that enable a user to receive a portion of the value for the transfer of the usage rights (the value for the sale and purchase of the usage rights). Furthermore, the management unit 202 associates the receivable value rights with the users who own the receivable value rights based on distributed ledger technology. Specifically, when a transaction related to the receivable value rights is concluded, the management unit 202 performs a ledger registration process to register the results of the transaction in the distributed ledger.
[0171] In addition, in the first modification of the first embodiment, a usage right is set for a user who possesses a right to receive consideration. Specifically, the right to receive consideration is accompanied by a usage right (a usage right exchanged for the consideration) corresponding to the consideration that can be received with the right to receive consideration. The management unit 202 associates the user who possesses the right to receive consideration with the usage right accompanied by the right to receive consideration.
[0172] [Information stored in a distributed ledger] As shown in Fig. 11, in the first variation of the first embodiment, the distributed ledger stores reward entitlement information 65 and consideration entitlement information 66 in addition to battle record information 60, location information 61, and usage right information 62. The reward entitlement information 65 and consideration entitlement information 66 can be obtained based on the transaction results indicated in the transactions of each block included in the distributed ledger data (see Fig. 4).
[0173] <Reward entitlement information> The reward right information 65 is information for managing reward right. For example, the reward right information 65 indicates, for each horse, the reward right associated with that horse, the user who owns that reward right, and the like.
[0174] <Right to receive consideration information> The consideration receipt right information 66 is information for managing consideration receipt rights. For example, the consideration receipt right information 66 indicates, for each stallion, the consideration receipt right associated with that stallion, the user who owns that consideration receipt right, etc.
[0175] [Effects of Modification 1 of Embodiment 1] As described above, in the first modification of the first embodiment, the right to receive rewards is set for multiple users, thereby increasing the motivation of multiple users to play the game.
[0176] Furthermore, in the first modification of the first embodiment, the right to receive value is set for multiple users, thereby increasing the motivation of multiple users to play the game.
[0177] (Modification 2 of Embodiment 1) The game system 1 of the second variation of the first embodiment differs from the game system 1 of the first embodiment in the "success rate of breeding in a breeding event" and the "generation of offspring in a breeding event." The other configurations of the game system 1 of the second variation of the first embodiment are the same as those of the game system 1 of the first embodiment.
[0178] In the second variation of the first embodiment, the success rate of breeding in a breeding event varies depending on the passage of time or the number of stallions used in the breeding event. Specifically, the longer the passage of time, the lower the success rate of breeding in the breeding event. Also, the more stallions used in the breeding event, the lower the success rate of breeding in the breeding event.
[0179] Furthermore, in Variation 2 of Embodiment 1, the generation of offspring in a breeding event is affected by the probability of successful breeding in the breeding event. Specifically, if the probability of successful breeding in the breeding event is not below a threshold, the first breeding theory table (an information table showing the correspondence between combinations of various information and offspring parameters) is used in the breeding process, and if the probability of successful breeding in the breeding event is below the threshold, the second breeding theory table is used in the breeding process. The second breeding theory table is a special information table (for example, an information table that represents offspring mutations) that is different from the first breeding theory table.
[0180] [Effects of Modification 2 of Embodiment 1] As described above, in the second modification of the first embodiment, the decline of a stallion can be expressed by changing the probability of successful breeding in a breeding event depending on the passage of time or the number of times the stallion is used in the breeding event. This can increase the entertainment value of the game.
[0181] In addition, in the second modification of the first embodiment, the generation of offspring in a breeding event is affected by the success rate of the breeding event, which makes it possible to express the mutation of offspring caused by the decline of the stallion, thereby improving the entertainment value of the game.
[0182] (Modification 3 of Embodiment 1) The game system 1 of the third variation of the first embodiment differs from the game system 1 of the first embodiment in the "settings related to usage rights" and the "generation of offspring in breeding events." The other configurations of the game system 1 of the third variation of the first embodiment are the same as those of the game system 1 of the first embodiment.
[0183] In the third variation of the first embodiment, a parameter for the usage right that can be used for each predetermined period (for example, each year) is determined. Specifically, for each predetermined period, the number of times the usage right is used within that predetermined period is counted, and when the number of times the usage right is used within that predetermined period reaches a predetermined upper limit (the same number of times as the parameter for the usage right that can be used within that predetermined period), the usage of the usage right is prohibited within that predetermined period. For example, when the number of times the usage right for stallion breed A is used within a predetermined period reaches the upper limit, the usage of the usage right for stallion breed A within that predetermined period is prohibited.
[0184] Furthermore, in the third variation of the first embodiment, the number of available rights to use in a breeding event changes depending on the "passage of time" or the "number of times a stallion is used in a breeding event." Specifically, the longer the time passes, the fewer the number of available rights to use in a breeding event. The more times a stallion is used in a breeding event, the fewer the number of available rights to use in a breeding event.
[0185] Furthermore, in Variation 3 of Embodiment 1, the generation of offspring in a breeding event is affected by the number of parameters available for use in the breeding event. Specifically, if the number of parameters available for use in the breeding event is not below a threshold, the first breeding theory table (an information table showing the correspondence between combinations of various information and offspring parameters) is used in the breeding process, and if the number of parameters available for use in the breeding event is below the threshold, the second breeding theory table is used in the breeding process. The second breeding theory table is a special information table (for example, an information table expressing offspring mutations) that is different from the first breeding theory table.
[0186] [Effects of Modification 3 of Embodiment 1] As described above, in the third variation of the first embodiment, the decline of a stallion can be expressed by changing the parameter for the number of usage rights available in a breeding event depending on "the passage of time" or "the number of times a stallion has been used in a breeding event." This can increase the entertainment value of the game.
[0187] In addition, in the second modification of the first embodiment, the generation of offspring in a breeding event is affected by the number of available usage rights in the breeding event, which makes it possible to express the mutation of offspring caused by the decline of a stallion. This can increase the entertainment value of the game.
[0188] (Fourth Modification of First Embodiment) The game system 1 of the fourth modified example of the first embodiment differs from the game system 1 of the first embodiment in the "racehorse parameters" and the "racemare parameters." The other configurations of the game system 1 of the fourth modified example of the first embodiment are the same as those of the game system 1 of the first embodiment.
[0189] In the fourth modification of the first embodiment, the parameters of the racehorse change over time. The parameters of the racehorse affect the game results in the race event. Specifically, the better the parameters of the racehorse, the more likely the game results in the race event for that racehorse will be good.
[0190] Similarly, in Modification 4 of Embodiment 1, the parameters of the racemare change over time. The parameters of the racemare affect the game results in the race event. Specifically, the better the parameters of the racemare, the more likely that the game results in the race event for that racemare will be good.
[0191] [Effects of Modification 4 of Embodiment 1] As described above, in the fourth modification of the first embodiment, the parameters of the racehorse (or racemare) are changed over time to represent the decline of the racehorse (or racemare) due to aging, thereby making the game more entertaining.
[0192] (Fifth Modification of First Embodiment) The game system 1 of Variant 5 of Embodiment 1 differs from the game system 1 of Embodiment 1 in "handling of racing stallions and stallion breeds" and "handling of racing stallions and broodmares." The other configurations of the game system 1 of Variant 5 of Embodiment 1 are the same as those of the game system 1 of Embodiment 1.
[0193] In variant example 5 of embodiment 1, if an unusable condition is met for a racing stallion during a race event, the racing stallion becomes ineligible for use in the race event, and certain restrictions are imposed on the use of stallion breeds (stallion breeds related to the racing stallion) in breeding events.
[0194] Examples of unusable conditions for race stallions include injury, illness, death of the race stallion, etc. Examples of predetermined restrictions on the use of stallions in breeding events include prohibition of the use of stallions in breeding events, an increased incidence of deterioration of offspring born from breeding events (for example, injury, illness, death, etc.), a decreased probability of successful breeding in breeding events, a decrease in the number of available usage rights, an increased incidence of deterioration of stallions (for example, a decrease in the number of available usage rights or a decreased probability of successful breeding), etc.
[0195] Similarly, in variant example 5 of embodiment 1, if an unavailability condition is met for a racemare during a race event, the racemare becomes ineligible for use in the race event, and certain restrictions are imposed on the use of broodmares (broodmares related to that racemare) in breeding events.
[0196] Examples of conditions that make a racehorse unusable include injury, illness, death of a racemare, etc. Examples of predetermined restrictions on the use of broodmares in breeding events include prohibiting the use of broodmares in breeding events, an increased incidence of deterioration of offspring born from breeding events, a decreased probability of successful breeding in breeding events, an increased incidence of deterioration of broodmares (e.g., a decreased probability of successful breeding), etc.
[0197] [Effects of Modification 5 of Embodiment 1] As described above, in the fifth modification of the first embodiment, if a disabling condition for a racehorse is met during a race event, the racehorse becomes unavailable for use in the race event, and a predetermined restriction is imposed on the use of stallions (stallions related to the racehorse) in breeding events. This makes it possible to represent the deterioration of the racehorse (for example, injury, illness, or death), thereby increasing the entertainment value of the game.
[0198] In addition, in Modification 5 of Embodiment 1, if a disabling condition for a racemare is met during a race event, that racemare becomes unavailable for use in the race event, and a predetermined restriction is imposed on the use of broodmares (broodmares related to that racemare) in breeding events. This makes it possible to represent the deterioration of a racemare (for example, injury, illness, or death), thereby increasing the entertainment value of the game.
[0199] (Modification 6 of Embodiment 1) The game system 1 of the sixth variation of the first embodiment differs from the game system 1 of the first embodiment in the "handling of stallions" and "handling of broodmares." The other configurations of the game system 1 of the sixth variation of the first embodiment are the same as those of the game system 1 of the first embodiment.
[0200] In a sixth variation of the first embodiment, if a stallion's unavailability condition is met during a breeding event, that stallion will be unavailable for use in the breeding event. Also, if a broodmare's unavailability condition is met during a breeding event, that broodmare will be unavailable for use in the breeding event.
[0201] Examples of unavailability conditions for stallions include injury, illness, or death of a stallion related to the stallion. Examples of unavailability conditions for broodmares include injury, illness, or death of a broodmare.
[0202] [Variation 6 of Embodiment 1] As described above, in the sixth modification of the first embodiment, if a stallion's unusable condition is met during a breeding event, that stallion will become unusable in the breeding event. This allows the deterioration of the stallion (for example, injury, illness, or death) to be expressed, thereby increasing the entertainment value of the game.
[0203] In addition, in Modification 6 of Embodiment 1, if a condition for disabling a broodmare is met during a breeding event, that broodmare will become unavailable for use in the breeding event. This allows the deterioration of the broodmare (for example, injury, illness, death, etc.) to be expressed, thereby increasing the entertainment value of the game.
[0204] (Seventh Modification of the First Embodiment) The game system 1 of the seventh modified example of the first embodiment differs from the game system 1 of the first embodiment in the way it handles virtual media. The other configurations of the game system 1 of the seventh modified example of the first embodiment are the same as those of the game system 1 of the first embodiment.
[0205] In the seventh modification of the first embodiment, at least one of a racehorse, a racemare, a stallion, a broodmare, and a foal can be duplicated. Specifically, the generation unit 203 duplicates at least one of a racehorse, a racemare, a stallion, a broodmare, and a foal in response to a user instruction. The virtual medium generated by duplication is subject to restrictions in the game.
[0206] Examples of restrictions that may be imposed on virtual media generated by duplication in games include prohibiting their use in racing events (especially official matches such as e-sports), prohibiting their use in breeding events, increasing the likelihood of offspring produced by breeding events becoming inferior, and decreasing the probability of successful breeding in breeding events.
[0207] [Effects of Modification 7 of Embodiment 1] As described above, in variant example 7 of embodiment 1, by making the virtual medium generated by duplication subject to restrictions in the game, it is possible to prevent the value of the original virtual medium from decreasing due to duplication of the virtual medium.
[0208] (Embodiment 2) The game system 1 of the second embodiment differs from the game system 1 of the first embodiment in the material media related to racehorses. The other configurations of the game system 1 of the second embodiment are the same as those of the game system 1 of the first embodiment.
[0209] As shown in Figure 12, in the second embodiment, the material medium related to the racehorse is a stallion (stallion) that is permitted for use in a breeding event. This stallion (material medium) can be used a number of times in a breeding event according to the number of uses of the usage right. Specifically, in the second embodiment, the generation unit 203 converts the racehorse into a stallion.
[0210] In the second embodiment, the transfer of the usage right is performed independently of the stallion. For example, when a "usage right with a set number of times of use set to 5" is transferred from user A who has a usage right with a set number of times of use set to 10 to user B, the number of times of use of the usage right held by user A is reduced from 10 to 5.
[0211] In addition, in the second embodiment, the "available parameter" of the usage right for a stallion corresponds to the total number of times that the stallion converted from a race stallion in the stallion conversion process described below can be used in breeding events (the number of times that the stallion can be bred in its lifetime). The total number of times that all usage rights for a stallion can be used is the same as the remaining number of times that the stallion can be used in breeding events.
[0212] [Usage rights information] As shown in FIG. 13, in the second embodiment, the usage right information 62 indicates, for each stallion, the number of times that the usage right can be used to use that stallion and the user who has that usage right.
[0213] [Processing performed in the game system] As in embodiment 1, the game system of embodiment 2 performs buying and selling processing, race entry processing, stallion conversion processing, mare conversion processing, and breeding processing. The buying and selling processing, race entry processing, and mare conversion processing of embodiment 2 are the same as the buying and selling processing, race entry processing, and mare conversion processing of embodiment 1.
[0214] [Stallion conversion process] Next, the stallion conversion process of the second embodiment will be described with reference to FIG.
[0215] <Step S35> As in step S31, the user operates the game controller 33 to specify the racehorse to be converted into a breeding stallion.
[0216] <Step S36> Next, the generation unit 203 of the game device 20 converts the racehorse designated in step S35 into a breeding stallion. In other words, the generation unit 203 converts the attribute of the stallion designated in step S35 from "a racehorse available in race events" to "a breeding stallion available in breeding events."
[0217] The ownership of a stallion converted from a racehorse by the generation unit 203 is granted to the user who owned the racehorse before it was converted into that stallion. In addition to granting ownership of the stallion, the generation unit 203 also grants the right to use that stallion to the user who owned the racehorse before it was converted into that stallion. Note that the racehorse from which the stallion was created cannot be used in race events, and the ownership of that horse as a racehorse is extinguished.
[0218] In addition, if there is a user who reserves the transfer of some (or all) of the usage rights related to a stallion, some (or all) of the usage rights related to the stallion converted from a racehorse by the generation unit 203 will be granted to that user. A user who reserves the transfer of some (or all) of the usage rights related to a stallion is an example of a user who has requested and been approved to use the usage rights.
[0219] <Step S37> Next, similar to step S33, the management unit 202 of the game device 20 performs a ledger registration process to register the results of the transaction (transfer of the usage rights) concluded in step S23 in the distributed ledger. As a result, the following transaction results are registered in the distributed ledger: "The racehorse designated in step S35 was converted into a stud, the usage rights of that stallion were granted to a specified user, ownership of that stallion was granted to the user who owned the racehorse (the racehorse from which that stallion was derived), and ownership of that horse as a racehorse has expired."
[0220] [Mixing treatment] The breeding process of the second embodiment is the same as the breeding process of the first embodiment shown in Figure 10. In the breeding process of the second embodiment, a stallion is used instead of a breeding stallion. In the breeding process of the second embodiment, a foal is produced using a stallion and a broodmare.
[0221] <Step S51> In step S51 of the second embodiment, a user who wishes to perform breeding operates the game controller 33 to specify a stallion (a stallion the user has the right to use) and a broodmare to be used in the breeding event.
[0222] <Step S52> In step S52 of embodiment 2, the generation unit 203 extracts information related to the stallion and broodmare specified in step S51 from each of the horse characteristic information 51, horse pedigree information 52, race record information 60, and location information 61.
[0223] <Step S53> In step S53 of the second embodiment, the generation unit 203 generates a foal using the stallion and broodmare based on the information obtained in step S52. Note that the stallion is not consumed by use. In addition, the number of times the usage right for the stallion can be used is reduced by one.
[0224] The management unit 202 performs a ledger registration process to register in the distributed ledger that the number of times the usage right for the stallion can be used has been reduced by one. As a result, the distributed ledger registers the result of the transaction: "The stallion specified in step S51 has been used in breeding, and the number of times the usage right for that stallion can be used has been reduced by one." As a result, the number of times the usage right for the stallion indicated in the usage right information 62 (the stallion specified in step S51) can be used is reduced by one.
[0225] <Steps S54 to S56> Steps S54 to S56 in the second embodiment are the same as steps S54 to S56 in the first embodiment.
[0226] [Effects of the Second Embodiment] The game system 1 of the second embodiment can achieve the same effects as those of the game system 1 of the first embodiment.
[0227] (Other embodiments) In the above explanation, an example has been given in which the use rights are granted all at once in the stallion conversion process, but this is not limiting. The use rights may also be granted at predetermined intervals (for example, once a year). In this case, the granting of the use rights may end when the total number of times the use rights granted at each predetermined period (for example, the total number of stallions) can be used reaches the "parameter number of usable use rights." Alternatively, the granting of the use rights may end when the number of times a predetermined period has arrived (the number of times the use rights have been granted) reaches a predetermined number. The same applies to the stallions in embodiment 1.
[0228] The above settings allow the lifespan of a stallion to be expressed. For example, when the total number of stallions (or the number of stallions granted) reaches a predetermined number, the stallion's lifespan ends, the granting of stallions related to that stallion ends, and the granting of the usage rights for that stallion also ends.
[0229] Furthermore, when the right of use is granted at predetermined intervals (for example, once a year), the total number of times the right of use can be used granted for each predetermined period may be the same or may be different. For example, the total number of times the right of use can be used granted in that predetermined period may decrease as the number of times the predetermined period arrives (the number of times the right of use is granted) increases. The same applies to the stallions in the first embodiment.
[0230] The above settings make it possible to represent the decline in fertility due to the aging of a stallion. For example, as a stallion gets older, the number of stallion breeds (stalion breeds related to the stallion) granted in a given period of time decreases, and the total number of times that the usage rights (usage rights related to those stallions) granted in that given period of time can be used also decreases.
[0231] In the above explanation, the usage right is a "right with a set number of times it can be used," but this is not limiting. For example, the usage right may be a right that is consumed in one use. In this case, the same number of usage rights as the number of times the usage right can be used is granted.
[0232] In the above description, a usage period may be set for the usage right. The usage right can be used within the usage period, and cannot be used outside the usage period. For example, if the usage right is granted every year, the usage period for the usage right may be set to one year from the date the usage right is granted.
[0233] In the above description, an expiration date may be set for the usage right. When the expiration date of the usage right expires, the usage right can no longer be used. For example, the expiration date of the usage right may be set to the end of the stallion's lifespan.
[0234] Furthermore, in the above explanation, an example was given in which a stallion is a virtual medium that is consumed by one use, but this is not limiting. For example, a stallion may be a virtual medium that is consumed by multiple uses. Specifically, a stallion may be a virtual medium that has a set number of times it can be used. In this case, when a stallion is used once, the number of times it can be used decreases by one. When the number of times a stallion can be used reaches zero, it becomes impossible to use that stallion.
[0235] In the above explanation, the stallion owner may be able to determine the amount of usage rights in circulation (the amount of issuance) within a range not exceeding the upper limit. This allows, for example, the amount of usage rights in circulation to be reduced, and the value of the usage rights to be increased if excellent offspring are produced using those usage rights.
[0236] Furthermore, in the above explanation, the fewer the number of times a usage right can be used (i.e., the number of times it can be used as a stallion) than the upper limit, the more advantageous the stallion used with that usage right (a stallion related to a stallion breed) becomes in the game. Examples of stallions having an advantage in the game include breedings using that stallion being more likely to produce excellent offspring (increasing the probability of producing excellent offspring), increasing the fertilization rate of breedings using that stallion, extending the stallion's lifespan, and suppressing the decrease over time of the upper limit number of usage rights for that stallion.
[0237] In addition, in the above description, the users (players) playing the game may include at least one of a user in charge of the owner of a racehorse, a user in charge of the breeder of a racehorse (e.g., a trainer), a user in charge of the operator who controls the racehorse in a race event (e.g., a jockey), a user in charge of the owner of a stallion breed (or stud), a user in charge of the owner of a racemare, a user in charge of the breeder of a racemare, a user in charge of the operator who controls the racemare in a race event, and an owner of a broodmare.
[0238] Furthermore, in the above description, a "simulation game in which players can experience buying, selling, and raising horses in a virtual space" has been given as an example of a game that can be played in the game system 1, but the present invention is not limited to this.
[0239] For example, the above game may be a game in which a "game play character" and a "training character" appear. In this game, the character's attributes are converted from "game play character" to "training character." The game play character is an example of a first virtual medium, and the training character is an example of a material medium related to the first virtual medium.
[0240] The above game may also be a game in which an "active player character" and a "retired character" appear. In this game, the character's attributes are converted from "active player" to "retired character." The active player character is an example of a first virtual medium, and the retired character is an example of a material medium related to the first virtual medium.
[0241] The above game may also be a game in which "characters that can be included in a deck" and "characters that cannot be included in a deck" appear. In this game, the character's attribute is converted from "characters that can be included in a deck" to "characters that cannot be included in a deck." Note that the characters that can be included in a deck are an example of a first virtual medium, and the characters that cannot be included in a deck are an example of a material medium related to the first virtual medium.
[0242] In the above description, the device used by the user is the game device 20, but the present invention is not limited to this. For example, the device used by the user may be an information terminal such as a personal computer or a smartphone.
[0243] The effects of the present invention 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. The above-described embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses. [Industrial Applicability]
[0244] As described above, the present invention is useful as a game program and a game system. [Explanation of symbols]
[0245] 1. Game System 10 Server device 20 Gaming Devices 25 Memory section 26 Control Unit 201 Progress Department 202 Management Department 203 Generation part
Claims
1. A computer is configured to function as a progression unit, a management unit, and a generation unit; the progression unit progresses a game including a first event that is performed using a first virtual medium and a second event that generates a second virtual medium; the second virtual medium is a virtual medium generated using a material medium related to the first virtual medium and a third virtual medium; the management unit associates a usage right that allows the use of the material medium at the second event with a user who uses the usage right based on distributed ledger technology; The right of use has an upper limit on the number of users who can use it, and is a right that can be used individually by multiple users who have requested and been approved for use, the generating unit generates the second virtual medium using the material medium and the third virtual medium in response to an instruction from a user who uses the usage right at the second event; the generation is influenced by a game result in the first event of the first virtual medium associated with the material medium; The number of available rights is determined for each predetermined period, The parameter of the usage rights in the second event changes depending on the passage of time or the number of times the material medium is used in the second event. A game program characterized by:
2. A computer is configured to function as a progression unit, a management unit, and a generation unit, the progression unit progresses a game including a first event that is performed using a first virtual medium and a second event that generates a second virtual medium; the second virtual medium is a virtual medium generated using a material medium related to the first virtual medium and a third virtual medium; the management unit associates a usage right that allows the use of the material medium at the second event with a user who uses the usage right based on distributed ledger technology; The right of use has an upper limit on the number of users who can use it, and is a right that can be used individually by multiple users who have requested and been approved for use, the generating unit generates the second virtual medium using the material medium and the third virtual medium in response to an instruction from a user who uses the usage right at the second event; the generation is influenced by a game result in the first event of the first virtual medium associated with the material medium; At least one of the first virtual medium, the material medium, and the second virtual medium is copyable, and the virtual medium generated by the copy is subject to restrictions in the game. A game program characterized by:
3. 3. The game program according to claim 1, the generation unit generates a plurality of the material media based on the first virtual medium; The material medium is a virtual medium consumed by use in the second event. A game program characterized by:
4. 3. The game program according to claim 1, The material medium is the first virtual medium permitted for use in the second event, and can be used a number of times in accordance with the number of uses of the usage right in the second event. A game program characterized by:
5. In any one of the game programs of claims 1 to 4, The material medium is a virtual medium related to the first virtual medium whose use in the first event is restricted. A game program characterized by:
6. In any one of claims 1 to 5, the third virtual medium is available at the first event; The generation of the second virtual medium is influenced by the game results of the first event of the first virtual medium associated with the material medium and the game results of the first event of the third virtual medium. A game program characterized by:
7. In any one of the game programs of claims 1 to 6, Whether or not the second virtual medium is generated is determined according to a predetermined success probability. A game program characterized by:
8. The game program of claim 7, The success probability varies depending on the passage of time or the number of times the material medium is used in the second event. A game program characterized by:
9. In any one of the game programs of claims 1 to 8, The parameters of the first virtual medium change over time, and the parameters affect the game outcome in the first event. A game program characterized by:
10. In any one of the game programs of claims 1 to 9, When an unusable condition is met for the first virtual medium during the first event, the first virtual medium becomes unusable in the first event, and a predetermined restriction is imposed on the use of the material medium in the second event. A game program characterized by:
11. In any one of claims 1 to 10, If an unusable condition is met for the material medium during the second event, the material medium becomes unusable in the second event. A game program characterized by:
12. In any one of claims 1 to 11, the second virtual medium is available at the first event; The usage rights are tradable; The value of the material medium corresponds to the consideration for the transfer of the usage right in the transaction of the usage right, and varies depending on at least one of the performance of the material medium in the second event and the performance of the second virtual medium generated using the material medium in the first event. A game program characterized by:
13. In any one of claims 1 to 12, The first virtual medium can be used to obtain a reward in the first event; The management unit setting a plurality of users with reward rights that allow them to receive a portion of the reward obtained from the first virtual medium; Based on the distributed ledger technology, the reward rights are associated with the users who own the reward rights. A game program characterized by:
14. In any one of claims 1 to 13, The management unit requesting the use of the right of use and causing the authorized user to consume a predetermined amount of consideration; setting a plurality of users with a right to receive a portion of the consideration; Based on the distributed ledger technology, the right to receive consideration is associated with the user who owns the right to receive consideration. A game program characterized by:
15. The game program of claim 14, The user who has the right to receive the consideration is given the right to use the service. A game program characterized by:
16. In any one of claims 1 to 15, The management unit associates ownership rights that can use the first virtual medium in the first event with users who use the ownership rights based on the distributed ledger technology. A game program characterized by:
17. In any one of claims 1 to 16, The management unit associates ownership rights that can use the second virtual medium in the first event with users who use the ownership rights based on the distributed ledger technology. A game program characterized by:
18. a storage unit that stores the game program according to any one of claims 1 to 17; a computer that executes the game program; A game system characterized by:
Citation Information
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