Computer systems and control methods
The computer system addresses the challenge of facilitating user-generated object transactions by using generation process information to control display and evaluation, ensuring rare and creative objects are prominently displayed, thus enhancing transaction success.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- BANDAI NAMCO ENTERTAINMENT INC
- Filing Date
- 2022-12-14
- Publication Date
- 2026-07-09
Smart Images

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Abstract
Description
Technical Field
[0006] , ,
[0005] , , ,
[0001] The present invention relates to a computer system or the like that controls the execution of transactions of game objects.
Background Art
[0002] As one of the game specifications, there is known a function for generating user-generated objects, which is a specification for generating game objects such as items and characters that can be used in the game based on user operations. According to this generation function, a user can change the appearance of an existing game object to a desired design and generate it as a user-generated object of their own creation. Alternatively, it is also possible to design a game object from scratch and generate a completely new user-generated object.
[0003] On the other hand, Patent Document 1 discloses a technique for reflecting the value of a game object in a transaction price when a user (player) conducts a transaction such as selling a game object (owned item) they own.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] When attempting to realize a transaction of user-generated game objects between users, a procedure can be considered where the user-generated objects presented by the seller user as transaction candidates are presented in a list for selection by the buyer user, and the user-generated object that the buyer wishes to purchase is selected and obtained.
[0006] However, among the user-generated objects presented as potential transactions, some may possess original designs or be rare and require considerable effort to create, while others may be commonplace and easily conceived. Therefore, simply listing user-generated objects as potential transactions in order of listing or price presents several problems. For example, for buyers, finding a rare user-generated object among many other potential transactions is a tedious task. For sellers, if their carefully crafted user-generated objects are buried among other potential transactions and difficult to spot, their motivation to list them may diminish. Furthermore, this could lead to situations where transactions between sellers and buyers are not successfully completed.
[0007] The problem that this invention aims to solve is to propose a new presentation method technology for facilitating and promoting the transaction of user-generated objects. [Means for solving the problem]
[0008] The first invention for solving the above problems is a computer system for controlling the trading of user-generated objects, which are game objects generated based on the operations of creator users, between users, and comprising: acquisition means (for example, object information generation unit 239 in Figure 12) for acquiring generation process information relating to the generation process of each user-generated object; and display control means (for example, display control unit 251 in Figure 12) for performing predetermined display control based on the generation process information when displaying a plurality of user-generated objects that are candidates for trading in a selectable manner.
[0009] According to the first invention, it is possible to obtain generation process information for user-generated objects generated based on the operations of the creator user. Then, when displaying and presenting multiple user-generated objects that are candidates for transaction to the user in a selectable format, predetermined display control can be performed based on the generation process information. Therefore, for example, it is possible to realize a display that reflects the generation process information of each of the multiple user-generated objects that are candidates for transaction. As a result, a new method for presenting transaction candidates that facilitates and promotes transactions of user-generated objects can be realized.
[0010] Furthermore, the second invention is a computer system in which the acquisition means acquires the generation process information from an external system having a function for generating the user-generated object, or acquires the generation process information from a function for generating the user-generated object provided by the computer system.
[0011] According to the second invention, generation process information can be obtained from an external system that has a function for generating user-generated objects. Alternatively, if the system itself has a function for generating user-generated objects, generation process information can be obtained from that function.
[0012] Furthermore, the third invention is a computer system that, in the above invention, further comprises evaluation means (for example, evaluation unit 241 in Figure 12) for evaluating the user-generated object, which includes at least the evaluation of the generation process information, and the display control means performs predetermined display control based on the result of the evaluation of the generation process information.
[0013] According to the third invention, predetermined display control can be realized based on the results of evaluation of a user-generated object, which includes at least an evaluation of generation process information.
[0014] Furthermore, the fourth invention is a computer system in which, in the above invention, the generation process information includes any of the following information: the time required to generate the user-generated object, the number of steps required for said generation, and the materials used for said generation.
[0015] According to the fourth invention, predetermined display control can be realized based on the time required, the number of steps involved in generating a user-generated object, and the materials used for its generation.
[0016] Furthermore, the fifth invention is a computer system in which, in the above invention, the generation process information includes information on whether or not a given template usable for generating the user-generated object was used, and the type of template used.
[0017] According to the fifth invention, predetermined display control can be realized based on whether or not a template was used to generate a user-generated object, and the type of the template.
[0018] Furthermore, the sixth invention is a computer system in which, in the above invention, the generation process information includes information on the materials used to generate the user-generated object, and the material information includes information on the difficulty of obtaining the materials.
[0019] According to the sixth invention, predetermined display control can be realized based on the difficulty of obtaining the materials used to generate user-generated objects.
[0020] Furthermore, the seventh invention is a computer system in the above invention in which the generation process information includes information on the operation history of the creator user, and the operation history information includes information indicating that another user has viewed information on the generation of the user-generated object, communication information with other users regarding the generation of the user-generated object, or information indicating that the user-generated object was generated using another user's user-generated object.
[0021] According to the seventh invention, for example, in the process of generating a user-generated object, based on whether information related to the generation of a user-generated object by another user has been viewed, whether communication has been made with another user, the content of the communication, whether a user-generated object has been generated using the user-generated object of another user, etc., it is possible to realize predetermined display control.
[0022] Further, according to the eighth invention, in the above invention, when the user-generated object is traded, privilege granting control means (for example, privilege granting control unit 259 in FIG. 12) for granting a given privilege to the other user based on the generation process information of the user-generated object is further provided in the computer system.
[0023] According to the eighth invention, for example, when information related to the generation of a user-generated object by another user is viewed in the process of generating a user-generated object, or when communication is made with another user, and when the generated user-generated object is traded, it is possible to grant a privilege to the other user.
[0024] Further, according to the ninth invention, in the above invention, the generation function has a public disclosure function for publicly disclosing information indicating the state of the generation process of the user-generated object by the creator user, and the generation process information includes viewer information related to the state of the generation process of the user-generated object publicly disclosed by the public disclosure function, in the computer system.
[0025] According to the ninth invention, when information indicating the state of the generation process of a user-generated object is publicly disclosed, predetermined display control based on the information of the viewers who have viewed the publicly disclosed information can be realized.
[0026] Further, according to the tenth invention, in the above invention, the generation process information includes information of the creator user, in the computer system.
[0027] According to the tenth invention, predetermined display control based on the information of the creator user can be realized.
[0028] Further, according to the eleventh invention, in the above invention, the display control means further uses at least one of the in-game circulation amount of the game object that satisfies a predetermined equivalent condition with the user-generated object, the number of times the game object that satisfies the equivalent condition has been traded in the past, and the inventory number of the game object that satisfies the equivalent condition that can be traded, to perform the predetermined display control. It is a computer system.
[0029] According to the eleventh invention, predetermined display control using the in-game circulation amount, the number of transactions, and the inventory number of the game object that satisfies a predetermined equivalent condition with the user-generated object can be realized.
[0030] Further, according to the twelfth invention, in the above invention, the predetermined display control includes at least one of the control of the display position, the order of display, the display size, and the display ratio occupied on the display screen when displaying a plurality of the user-generated objects that are transaction candidates. It is a computer system.
[0031] According to the twelfth invention, control regarding the display position, the order of display, the display size, and the display ratio occupied on the display screen when displaying the user-generated object as a transaction candidate can be performed as the predetermined display control.
[0032] Further, according to the thirteenth invention, in the above invention, the display control means controls the number of times or the frequency of performing the predetermined display control based on the generation process information of the user-generated object. It is a computer system.
[0033] According to the thirteenth invention, the number of times and the frequency of performing the predetermined display control can be controlled according to the generation process information of the user-generated object.
[0034] Furthermore, the fourteenth invention is a computer system in which, in the above invention, the display control means controls the period during which it performs the predetermined display control based on the generation process information of the user-generated object.
[0035] According to the 14th invention, the duration of a predetermined display control can be controlled according to the generation process information of a user-generated object.
[0036] Furthermore, the 15th invention is a computer system that, in addition to the above invention, further comprises a transaction user information acquisition means (for example, an object information generation unit 239 in Figure 12) for acquiring user information of a transaction user, wherein the display control means performs predetermined display control based on the user information of the transaction user and the generation process information when displaying a plurality of user-generated objects that are candidates for transactions on the transaction screen of the transaction user in a selectable manner.
[0037] According to the 15th invention, a predetermined display control can be realized using user information of trading users.
[0038] Furthermore, the 16th invention is a control method for a computer system to perform control for trading user-generated objects, which are game objects generated based on the operations of a creator user, between users, and the control method includes: an acquisition step of acquiring generation process information relating to the generation process of each user-generated object; and a display control step of performing predetermined display control based on the generation process information when displaying a plurality of user-generated objects that are candidates for trading in a selectable manner.
[0039] According to the 16th invention, a control method that produces the same effects as the first invention can be realized. [Brief explanation of the drawing]
[0040] [Figure 1] A diagram showing an example of the overall structure of the game system. [Figure 2]A diagram showing an example of the device configuration of a user terminal. [Figure 3] An example of a game's home screen. [Figure 4] This diagram shows an example of a submenu screen for a menu item you want to create. [Figure 5] This figure shows an example of a screen transition following Figure 4. [Figure 6] This figure shows an example of a screen transition following Figure 4. [Figure 7] A diagram showing an example of screen transitions from the Market menu. [Figure 8] A diagram showing an example of the data structure of user-generated object information. [Figure 9] A diagram showing an example of the screen layout of the trading candidate screen. [Figure 10] This figure shows an example of how the trading candidate screen is displayed in a modified example. [Figure 11] This figure shows an example of how the trading candidate screen is displayed in other modified cases. [Figure 12] A block diagram showing an example of the functional configuration of a server system. [Figure 13] A diagram showing an example of the data structure of user management data. [Figure 14] A diagram showing an example of the data structure of game settings data. [Figure 15] A diagram showing an example of the data structure for listing management data. [Figure 16] A block diagram showing an example of the functional configuration of a user terminal. [Figure 17] A flowchart illustrating the processing flow performed by a server system. [Figure 18] A diagram showing a modified system configuration. [Modes for carrying out the invention]
[0041] Preferred embodiments of the present invention will be described below with reference to the drawings. However, the present invention is not limited to the embodiments described below, nor are the applicable forms of the present invention limited to the embodiments described below. Furthermore, the same parts are denoted by the same reference numerals in the drawings.
[0042] [Overall structure] Figure 1 shows an example of the overall configuration of the game system 1000 in this embodiment. As shown in Figure 1, the game system 1000 is a computer system that includes a server system 1100 and a user terminal 1500 owned by a user (player) 2 of the game in this embodiment, and these are connected to each other via a network N so that they can communicate data with one another.
[0043] Network N refers to a communication path capable of data communication. In other words, Network N includes not only LANs (Local Area Networks) using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connections, but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method is either wired or wireless.
[0044] The server system 1100 is a computer system comprising a main unit 1101, a keyboard 1106, a touch panel 1108, and storage 1140. The main unit 1101 incorporates a control board 1150 on which various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153 are mounted. Note that part or all of the control board 1150 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (field-programmable gate array), or a SoC (System on a Chip).
[0045] This server system 1100 implements user management functions related to user registration, etc., and game management functions that provide data necessary for playing games on user terminals 1500 and manage the execution control of games on user terminals 1500, by having the CPU 1151 and other components perform calculations based on predetermined programs and data. In other words, the game in this embodiment is implemented as a type of client-server online game.
[0046] Furthermore, in this embodiment, the server system 1100 implements a generation function that generates user-generated objects, which are game objects, based on the operations of a creator user, by having the CPU 1151 and the like perform calculation processing based on predetermined programs and data, and a transaction execution function that controls the trading of user-generated objects generated by the generation function between users. In this embodiment, the generation function has a distribution function that distributes information showing the process of generating user-generated objects by a creator user, as a publishing function.
[0047] User 2 accesses the server system 1100 using their user terminal 1500, logs in using the issued account (user ID), and enjoys the game of this embodiment. User 2 can also freely design game objects, customize parameter values to create user-generated objects, and enjoy trading these user-generated objects with other users.
[0048] Furthermore, the server system 1100 cooperates with an external electronic payment server operated by an electronic payment service provider to perform the purchase procedure (billing process) for game coins, which are the in-game currency. During the billing process, the electronic payment server responds to inquiries from the server system 1100 and settles the purchase amount of game coins using the user 2's credit card, prepaid card, etc. The server system 1100 then grants the user 2 game coins equivalent to the purchase amount settled by the electronic payment server.
[0049] Furthermore, the server system 1100 is not limited to the single configuration shown in Figure 1. It may also be configured with multiple blade servers, each handling different functions, connected to each other via an internal bus for data communication. Alternatively, it may be configured so that multiple independent servers located in different locations communicate via a network N, functioning as a single server system 1100.
[0050] The user terminal 1500 is a computer system that performs the functions of a human-machine interface and can connect to the network N via a mobile phone base station, wireless communication base station, etc., and communicate data with the server system 1100. This user terminal 1500 can take the form of, for example, a smartphone, mobile phone, portable game console, home game console, controller for home game console, arcade game console, personal computer, tablet computer, wearable computer, etc.
[0051] Figure 2 shows an example of the device configuration of a smartphone, which is an example of a user terminal 1500. As shown in Figure 2, the user terminal 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as both an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data to a memory card 1540, which is a computer-readable storage medium. Other components, such as a power button and volume control buttons (not shown), are also provided.
[0052] The control board 1550 is equipped with various microprocessors such as a CPU 1551, GPU, and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless communication base stations connected to network N, and an interface circuit 1557. The interface circuit 1557 includes a circuit for receiving signals from the directional input keys 1502 and home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating audio signals collected by the microphone 1512, a circuit for inputting image data of images captured by the camera 1520, and a signal input / output circuit for the memory card reader 1542. Each of these elements mounted on the control board 1550 is electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception. Note that part or all of the control board 1550 may be configured with ASICs, FPGAs, or SoCs.
[0053] In this control board 1550, the IC memory 1552 stores the game client program and various setting data necessary to execute this game client program. The game client program and other data are downloaded from the server system 1100 at appropriate times. Alternatively, the data may be read from a separate storage medium such as a memory card 1540. The CPU 1551 and other components then execute the game client program and perform calculations, controlling various parts of the user terminal 1500 in response to input from the touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling user 2 to play the game.
[0054] [detail] 1. About the game Figure 3 shows an example of the home screen of the game in this embodiment. As shown in Figure 3, the home screen displays various menus M11, M13, M15, M17, and M19, such as "Gameplay," "Lottery," "Inventory," "Craft," and "Market," which are presented by their respective selection buttons.
[0055] In the game of this embodiment, the user of user terminal 1500 can become a creator and generate game objects (user-generated objects) that can be used in the game. The user is assigned a pre-set creative skill, and the rank of the creative skill increases by repeatedly generating user-generated objects. For example, when a user generates a user-generated object, they are awarded creative points according to the evaluation value calculated for that user-generated object. More creative points are awarded for higher evaluation values. The rank of the creative skill then increases according to the total number of creative points earned.
[0056] Users can then list user-generated objects on the marketplace and trade them with other users.
[0057] Game objects include, for example, 1) characters that can be selected as player characters, 2) various items such as weapons, armor, accessories, ammunition, medicine, and enhancement materials that player characters can equip or use, 3) mounts for player characters, 4) skins, 5) summoned creatures, 6) additional abilities that can be added to player characters such as special moves, magic, skills, and attributes, 7) new game stages and maps, and 8) lottery tickets for drawing characters, items, etc.
[0058] 1-1. Play Menu The play menu M11 is a menu that instructs the user to start playing the game. The server system 1100 manages the execution control of the game through its game management function. The content of the game is not particularly limited, but in this embodiment, for example, a so-called open-world type role-playing game is used as an example. Prior to gameplay, the user selects a player character from among their owned characters and appropriately sets items such as equipment and possessions. The player character's skin (appearance) can also be set.
[0059] During gameplay, when a player character encounters an enemy character within the game space, an encounter occurs and a battle (versus) is initiated. Enemy characters are computer-controlled characters (NPCs), but if multiple users share the game space, the system can be configured so that players battle other player characters they encounter. Alternatively, the system can be configured so that when players encounter other player characters, they can chat with those users or play the game together.
[0060] Furthermore, during gameplay, users are granted game objects through login bonuses, dropped objects, rewards for participating in and completing various events, and lotteries using predetermined methods. They may also be obtained by obtaining them from treasure chests within the game space. In addition to game objects, the game of this embodiment also provides templates that can be used to create user-generated objects, as well as creative recipes, which will be described later.
[0061] 1-2. Lottery Menu In the lottery menu M13, users can participate in a lottery to win game objects, templates, creative recipes, etc., in exchange for spending a predetermined amount of game coins (in-game currency). The payment collected is not limited to game coins; it may also be real currency used in the real world.
[0062] 1-3. What to bring The Inventory Menu M15 is a menu that displays a list of game objects owned by the user (hereinafter also referred to as "owned objects"). When the Inventory Menu M15 is selected, a list of owned objects (inventory list) is displayed in an order based on, for example, the order in which they were acquired. The menu also accepts user selection of categories such as "characters," "equipment," "healing items," "enhancement materials," and "skins," as well as keyword input, to narrow down the list of owned objects displayed. In addition, it may be possible to display a list that is limited to user-generated objects.
[0063] 1-4. Menu to make Figure 4 shows an example of a submenu screen that appears when the "Create" menu M17 is selected. It also shows an example of a screen transition. In the "Create" menu M17, the server system 1100 generates user-generated objects based on the operations of the creator user using the user-generated object generation function.
[0064] As shown in Figure 4, when you select the "Create" tab T21 on the submenu screen, you will be presented with three submenus: M21, which generates from a base without using a template; M23, which generates using a template; and M25, which generates a specific game object using a creation recipe. By selecting any of the submenus M21, M23, or M25 and then selecting the "Start Creation" button B2, you can generate a user-generated object according to the procedure corresponding to the selected submenu M21, M23, or M25.
[0065] Furthermore, if a user wants to stream the creation process, they check checkbox CB2 and then select the "Start Creation" button B2. In this case, the server system 1100 uses its streaming function to stream a video of the subsequent creation process of the user-generated object.
[0066] Although not shown in the diagram, switching to the View tab T23 presents two menus: a View menu for watching the generation process in progress during streaming, and a Browse menu for viewing publicly available user-generated objects. From the View menu, you can watch the generation process in progress during streaming, similar to when selecting the View button B32 in Figures 5 and 6 described later. From the Browse menu, you can view publicly available user-generated objects, similar to when selecting the Browse button B33 in Figures 5 and 6.
[0067] When creating from scratch, the user selects submenu M21. Figure 5 shows an example of the screen transitions when submenu M21 is selected. First, the user specifies the game object to be used as the base on the base specification screen W31 in Figure 5(a). For example, the user first specifies the base by selecting the category of the user-generated object they want to use as the base, the type corresponding to that category, subtype, etc., in the respective selection boxes. After that, the user generates the user-generated object by performing operations on the base on the creation screen W33 in Figure 5(b).
[0068] The creation screen W33 comprises a work window W331 and a chat window W333. The creation screen W33 also includes a viewing button B32 for viewing the creation process in progress during streaming, and a browsing button B33 for viewing publicly available user-generated objects.
[0069] The W331 work window displays the base game object specified in the W31 base selection screen, and accepts operations such as processing and enhancement on a part-by-part basis. For example, the user can change the design by adding, changing, or deleting colors and patterns, improve ability values by combining equipment and enhancement materials, or change parameter values by adding skills. The user can also select the reset button B34 to return to the base state and redo the operation. In Figure 5(a), "Longsword" is specified as the base, so the creator user can create an original longsword from scratch by applying their preferred design to each part and enhancing it by freely combining and synthesizing materials.
[0070] The chat window W333 allows users to send and receive text messages. It can also be configured to allow sending and receiving videos and stamps, and to conduct voice chats. Users can chat with other users in the chat window W333 while simultaneously performing operations related to the creation of user-generated objects in the work window W331. If the creation process is being streamed, users can also receive feedback and advice from viewers while working.
[0071] Furthermore, selecting the viewing button B32 allows users to watch the generation process in progress during the broadcast. On the other hand, selecting the browsing button B33 allows users to view user-generated objects published by creator users. By selecting the publishing button B36 on the confirmation screen W35 in Figure 5(c) or the confirmation screen W45 in Figure 6(c), users can instruct the publication of the user-generated object. Therefore, users can create user-generated objects while referring to, for example, the generation process of other users or the appearance of other users' creations. The broadcast screen for the generation process and the publishing screen for user-generated objects are configured to accept "like" and "applause" operations from viewer users and viewers, input of comments directed to creator users, and chat operations with creator users.
[0072] To finish operations in the work window W331 and complete the user-generated object, the user selects the complete button B35. In the example in Figure 5(b), operations are performed in the work window W331 to add an engraved pattern to the blade, change the color of the grip, and synthesize a reinforcing gem onto the guard. The confirmation screen W35 in Figure 5(c) shows an example of the user-generated object generated based on these operations.
[0073] The confirmation screen W35 displays not only the appearance of the user-generated object but also the parameter values set during the creation of that user-generated object. The parameter values include various ability scores and skills, as well as attributes, rarity, etc. In this embodiment, for example, initial values for various parameter values are set in advance for each base. The server system 1100 then sets the parameter values by changing the initial values according to the type of materials used in the synthesis operation. The confirmation screen W35 also includes a publish button B36 for instructing the user to publish the completed user-generated object.
[0074] Return to Figure 4. If you choose to "Use a template," the user selects submenu 23. Figure 6 shows an example of the screen transitions when submenu 23 is selected. First, the user specifies the template to be used on the template selection screen W41 in Figure 6(a). The templates that can be specified on the template selection screen W41 include templates that can be used from the beginning of the game, as well as templates that the user has obtained during gameplay, and templates that have become available according to the play level. The user specifies the template by selecting the template to be used. After that, the user performs operations on the template on the creation screen W43 in Figure 6(b) to generate a user-generated object.
[0075] Here, templates are provided for things like major equipment items, and are basically used when you want to change the appearance and create a design you like. For parameter values, default values set in advance for each template are used. Depending on the type of template, it is possible to enhance parameter values by attaching reinforcement materials or special accessories to the attachment points of accessories. In that case, the parameter values can be set by changing the default values defined in the template according to the materials attached.
[0076] The creation screen W43 has the same screen configuration as the creation screen W33 in Figure 5(b), and includes a work window W331, a chat window W333, a viewing button B32, and a browsing button B33. The work window W331 displays the template specified in the template selection screen W41, and accepts operations such as processing and strengthening on a part-by-part basis, similar to the work window W331 in Figure 5(b). When the user finishes operations in the work window W331 and completes the user-generated object, the user selects the complete button B35. In the example in Figure 6(b), "Wizard's Cloak" is selected in the template selection screen W41, and operations such as adding a pattern to the cloak and changing the color of the fasteners are performed in the work window W331. The confirmation screen W45 in Figure 6(c) shows an example of the creation of a user-generated object based on these operations.
[0077] Returning to Figure 4, if you choose to "Use a Recipe," the user selects submenu M25. Then, on the recipe selection screen (not shown), select a custom recipe. After that, by following the steps on the subsequent custom creation screen (not shown) and selecting the necessary materials, the game object related to that custom recipe can be generated.
[0078] Here, a creation recipe defines the types, quantities, combinations, and order in which materials are synthesized necessary to create a specific game object. Creation recipes can be obtained, for example, during gameplay. When a user obtains a creation recipe for a desired game object, they can collect the necessary materials and then perform the operations described above on the creation screen to create that game object as a user-generated object.
[0079] 1-5. Market Menu The Market Menu M19 is a menu for users to trade user-generated objects with other users. Figure 7 shows an example of screen transitions from the Market Menu M19. When the Market Menu M19 is selected, the submenu screen W71 is displayed (Figure 7(a)), and the Listing Menu M71 and Search Menu M73 are presented. If a user wants to list a user-generated object they own, they select the Listing Menu M71. Then, on the Listing Object Selection screen W72, they select the user-generated object to be listed, confirm the transaction price (Figure 7(b)), and list the object on the market.
[0080] Regarding transaction prices, for example, they are uniformly set by the server system 1100. This can be achieved by pre-setting a transaction price for each game object that applies when a user-generated object meeting predetermined equivalent conditions is put up for sale.
[0081] Here, the equivalent condition is predetermined as "the appearance is similar and the parameter values are within the same range." Specifically, even if the game objects being compared are not exactly the same, the equivalent condition is met if the difference in color is a difference between similar colors, the difference in pattern is a minor difference, or even if there are differences in parameter values, the difference is small enough to satisfy the predetermined slight difference condition. The determination of whether the equivalent condition regarding appearance, such as color and pattern, is met can be made by performing a predetermined similarity calculation process on the two game objects being compared to calculate the similarity, and then determining if the similarity falls within a predetermined range that is considered identical or similar.
[0082] Alternatively, a transaction price can be set for each classification such as category, type, or subtype, and the transaction price can be set according to the classification of the listed object. It is also acceptable to allow individual seller users to set their own transaction prices. Furthermore, the form of transaction is not limited to the paid transfer exemplified above; it may also include trades where objects are exchanged for objects owned by the other user, or free transfers.
[0083] On the other hand, users can find and purchase the user-generated objects they want by selecting the search menu M73 on the submenu screen W71 in Figure 7(a). In this case, the user first specifies the search criteria on the search criteria specification screen W73 by entering keywords in the input field IB7 or by selecting categories and other classifications in the selection boxes B71, SB73, SB75, etc. (Figure 7(c)).
[0084] When the server system 1100 detects the specification of search conditions on the search condition specification screen W73, it searches for listing objects that match the search conditions from all listing objects and extracts them as user-generated objects that are candidates for transactions (hereinafter also referred to as "candidate objects for transactions"). Then, the server system 1100 controls the listing of candidate objects for transactions on the candidate object screen W8, which will be described later with reference to Figure 9, so that the candidate objects for transactions can be selected. The user selects a candidate object for transactions they wish to trade from the list and purchases the candidate object by paying the seller user the amount of game coins equivalent to the transaction price.
[0085] In this case, simply displaying the transaction candidate objects in the transaction candidate screen in the order of listing or price would result in a problem where even unusual items would be buried among other transaction candidates and difficult to find. Therefore, in this embodiment, the server system 1100 performs predetermined display control when displaying the transaction candidate screen so that elaborately designed transaction candidate objects and the like are more noticeable. In this embodiment, the predetermined display control is achieved by preferential display control, as will be explained.
[0086] To this end, in this embodiment, when a new user-generated object is generated, the server system 1100 performs an object information generation process that generates user-generated object information including generation process information related to the generation process, and an evaluation process that calculates an evaluation value of the user-generated object using at least the generation process information. When displaying the transaction candidate screen, the server system 1100 performs a display control process that displays multiple transaction candidate objects as selectable by performing preferential display control using the evaluation value. Furthermore, when a transaction is made with a transaction candidate object selected on the transaction candidate screen, the server system 1100 performs a benefit granting control process.
[0087] 2. Object information generation process In the object information generation process, the server system 1100 generates user-generated object information for newly generated user-generated objects, including generation process information related to the generation process.
[0088] Figure 8 shows an example of the data structure of user-generated object information 540. As shown in Figure 8, user-generated object information 540 includes a user-generated object ID 541 unique to the user-generated object, creator user information 543, parameter value data 545, generation process information 550, evaluation value 579, and preferential display settings 580.
[0089] Creator user information 543 stores the username of the creator user of the user object, the game's play level, the game's play time, the creator skill rank, and the attributes.
[0090] Parameter value data 545 stores various parameter values such as ability scores, skills, attributes, and rarity of the user-generated object.
[0091] The generation process information 550 stores the generation time 551, which is the time required to generate the user object; the number of steps 553 required to generate the user object; material information 560; template usage information 571; recipe usage information 573; creator user operation history information, which includes operation history information 575 related to communication with other users during the generation process; and a list of communication partners 577.
[0092] The process count of 553 is set as the number of operations performed by the creator user related to the creation of the user-generated object from the time the creation start button B2 is selected on the submenu screen in Figure 4 until the user-generated object is completed. Specifically, the server system 1100 stores the total number of operations performed by the creator user on buttons, selection boxes, and input fields on various screens during the creation process, as well as the number of operations performed on the base and template in the work window W331 in Figures 5(b) and 6(b), as the process count of 553.
[0093] Material information 560 is prepared for each material used to create the user-generated object, and stores the type of material 561, the number used 563, and the difficulty of obtaining it 565.
[0094] The acquisition difficulty of 565 is set as high difficulty if the material is difficult to obtain, and low difficulty if it is easy to obtain. For example, server system 1100 sets the acquisition difficulty of 565 as high difficulty for materials that can be obtained by clearing a specific event that is held for a limited time, materials that can be obtained by reaching a certain high level of play, or materials that can be obtained by defeating enemy characters that rarely appear. In addition, if the material is a user-generated object, the acquisition difficulty of 565 can be set based on the evaluation value calculated in the evaluation process for that user-generated object. For example, the higher the evaluation value, the higher the difficulty.
[0095] Template usage information 571 stores information on whether a template was used to create the user-generated object, and if a template was used, the type of template.
[0096] Recipe usage information 573 stores information on whether or not a custom recipe was used to create the user-generated object, and if a custom recipe was used, the type of custom recipe.
[0097] The operation history information 575 stores information indicating that other users have viewed information about user-generated objects, including the number of times the creator user viewed the generation process via the viewing button B32 in Figures 5 and 6, and the number of times the user viewed the user-generated object via the viewing button B33 in Figures 5 and 6. The operation history information 575 also stores communication information with other users regarding the generation of user-generated objects, including the number of times the creator user performed "like" or "clap" operations while viewing the stream, the number of times comments were sent while viewing, the number of times "like" or "clap" operations were performed while viewing, the number of times comments were sent while viewing, the number of chats in the chat window W333 in Figures 5 and 6 (number of times messages were sent and received with other users), and the number of chats on or on the viewing screen.
[0098] Furthermore, the operation history information 575 may be configured to include information indicating that a user-generated object was created using a user-generated object created by another user. This can be achieved by including a flag in the operation history information 575 indicating whether or not another user's user-generated object was used as material when creating the user-generated object.
[0099] The communication partner list 577 stores the user IDs of the communication partners with whom the creator user chatted during the creation process.
[0100] In addition, the generation process information 550 may include the number of times the reset button B34 was selected in the work window W331 in Figures 5 and 6, the number of times the undo operation was performed while working in the work window W331, or the total number of such operations as the number of failures. Furthermore, if the user-generated object was designed using a drawing tool, the details of the operations performed with the drawing tool used may also be included.
[0101] The evaluation value 579 stores the evaluation value calculated during the evaluation process for the user-generated object in question.
[0102] The preferential display setting 580 stores flag information 581 indicating whether or not the user-generated object should be subject to preferential display control (preferred display target), and, if it is to be subject to preferential display, a preferential display period 583. This preferential display setting 580 is a setting related to preferential display control performed on the user-generated object, and is referenced when displaying the user-generated object as a transaction candidate object on the transaction candidate screen. For example, the server system 1100 sets the flag information 581 to "subject to preferential display" if the evaluation value 579 of the user-generated object is above a predetermined value. In that case, the server system 1100 also sets the preferential display period 583 as, for example, the period from the time the user-generated object was created. Therefore, even if the flag information 581 is set to be subject to preferential display, if the preferential display period 583 has elapsed, it will not be subject to preferential display. For example, the preferential display period 583 is set to be longer the higher the evaluation value 579 is.
[0103] 3. Evaluation process In the evaluation process, the server system 1100 evaluates the user-generated object to be evaluated. In this embodiment, the server system 1100 calculates an evaluation value by referring to the user-generated object information 540 of the user-generated object generated in the object information generation process. Specifically, the evaluation value is calculated, for example, using an evaluation function (1) based on n coefficients Kn for each evaluation item. Evaluation value = f{K1,K2,···,Kn} ···(1)
[0104] Evaluation criteria can be set as appropriate, but at a minimum, they must include evaluation criteria related to the creation process. For example, evaluation criteria may include (a) play level, (b) creative skill, (c) creation time, (d) number of steps, (e) difficulty in obtaining materials, (f) whether or not a template or creative recipe was used, (g) viewing status of other users' streams, (h) viewing status of other users' creations, and (i) communication status with other users.
[0105] Then, in the evaluation process, the server system 1100 uses the user-generated object information 540 of the user-generated object to determine each coefficient Kn (n=9 in this example) related to the evaluation items (a) to (i). For example, this can be achieved by preparing a formula for calculating the coefficient Kn related to each evaluation item (a) to (i). Then, the server system 1100 uses the determined coefficients Kn related to each evaluation item (a) to (i) to calculate the evaluation value of the user-generated object according to the evaluation function (1).
[0106] (a) Play level The coefficient related to the play level is determined by referring to the creator user information 543. For example, the server system 1100 determines the coefficient so that the value increases as the play level increases. As a result, creations by users with high play levels will receive higher evaluation values. Alternatively, the coefficient may be determined so that the value increases as the play level decreases.
[0107] (b) Creative skills The coefficient related to creative skill is determined by referring to the creator user information 543. For example, the server system 1100 determines the coefficient such that the value increases as the rank of creative skill increases. As a result, creative works by users with a high rank of creative skill will have a higher evaluation value. Alternatively, the coefficient may be determined such that the value increases as the rank of evaluation skill decreases.
[0108] (c) Generation time The coefficient related to generation time is determined using the generation time 551. For example, the server system 1100 determines this coefficient so that the value increases as the generation time 551 increases. User-generated objects that take a long time to create are considered to have been labor-intensive and can therefore be given a higher evaluation value.
[0109] (d) Number of processes The coefficient related to the number of processes is determined using the number of processes, 553. For example, the server system 1100 determines this coefficient so that the value increases as the number of processes, 553, increases. The more operations performed in the generation process related to the creation of user-generated objects, the more effort is considered to have been involved, and a higher evaluation value can be calculated.
[0110] (e) Difficulty of obtaining materials The coefficient related to the difficulty of obtaining materials is determined using an acquisition difficulty of 565. For example, the server system 1100 determines this coefficient so that the value increases as the acquisition difficulty of 565 increases. If the materials used are difficult to obtain, it is possible to calculate a higher evaluation value, as it is assumed that effort was put into obtaining them.
[0111] (f) Whether or not a template or original recipe was used The coefficient relating to whether or not a template or original recipe was used is determined by referring to template usage information 571 and recipe usage information 573. For example, the server system 1100 determines the coefficient such that the value is higher when neither a template nor an original recipe is used to generate the user-generated object (in this embodiment, when it is created from scratch using a base) compared to when a template or original recipe is used to generate the user-generated object. This makes it possible to calculate a higher evaluation value for objects created from scratch without using a template, etc., as they are considered to have taken more effort.
[0112] (g) Viewing status of the stream by other users The coefficient related to the viewing status of other users' streams is determined by referring to the operation history information 575. For example, the server system 1100 determines the coefficient such that the value increases as the number of views of the stream during the creation process decreases. If the number of views is low, it can be judged that the work is highly original because it was not created referencing the creation process of others, and a high evaluation value can be calculated.
[0113] Furthermore, the coefficient may be determined such that its value increases with the number of views. When there are many views, it can be said that the creator has put in a lot of effort, referencing the creative processes of various users. Alternatively, instead of the number of views, the coefficient may be determined based on the number of "likes" or "applause" actions performed during the view, or the number of comments sent during the view. Or, the coefficient may be determined by combining the number of views, the number of "likes" and other actions, and the number of comments sent.
[0114] (h) Viewing status of other users' creative works The coefficient related to the viewing status of other users' creations is determined by referring to the operation history information 575. For example, the server system 1100 determines the coefficient such that the value increases as the number of views of a published user-generated object decreases. If the number of views is low, it can be judged that the work is highly original because it was not created referencing other users' user-generated objects, and a high evaluation value can be calculated.
[0115] Furthermore, the coefficient may be determined in the same way as in the case of the number of views in (g), such that the value increases as the number of views increases. In addition to the number of views, the coefficient may also be determined based on the number of "likes" or "applause" actions performed during the viewing, the number of comments sent during the viewing, or a combination of these factors.
[0116] (i) Communication status with other users The coefficient related to the communication status with other users is determined by referring to the operation history information 575. For example, the server system 1100 determines the coefficient such that the value increases as the number of chats in the chat window W333 in Figures 5 and 6 decreases. If the number of chats is low, it can be judged that the user has not received advice from other users and is therefore highly original, and a higher evaluation value can be calculated.
[0117] Furthermore, the coefficient may be determined in the same way as in the case of the number of views in (g), such that the value increases as the number of chats increases. Alternatively, the coefficient may be determined by referring to the communication partner list 577 and counting the number of communication partners (i.e., the number of other users who chatted during the creation process). Or, the coefficient may be determined by combining the number of chats on the viewing screen and public screen, the number of actions such as "likes", and the number of comments sent.
[0118] Furthermore, if the operation history information 575 includes flag information indicating whether or not another user's user-generated object was used as material when creating the user-generated object, this flag information can also be used to determine the coefficient.
[0119] In addition to the evaluation items (a) to (i), coefficients related to evaluation items such as the creator user's game play time, attributes, types and number of materials used, types of templates used, and types of creative recipes used may also be determined by referring to the user-generated object information 540 and used in calculating the evaluation value. Alternatively, the evaluation of user-generated objects may be reflected in the evaluation value. For example, coefficients related to parameter values such as various ability values and rarity may be determined and used in calculating the evaluation value.
[0120] 4. Display control processing In the display control process, when a trading user who wishes to trade a user-generated object specifies search conditions on the search condition specification screen W73 in Figure 7(c), the server system 1100 displays a trading candidate screen and makes trading candidate objects selectable. At that time, the server system 1100 performs preferential display control, which is a display control that gives preferential treatment based on the generation process information.
[0121] For example, first, the server system 1100 assigns the transaction candidate objects that are eligible for preferential display to the first group. Specifically, according to the preferential display setting 580 for transaction candidate objects (see Figure 8), the server system 1100 assigns to the first group transaction candidate objects whose flag information 581 indicates they are eligible for preferential display, and whose preferential display period 583 has not yet expired. Transaction candidate objects with a high evaluation value of 579 will be assigned to the first group.
[0122] Next, the server system 1100 extracts recommended objects for trading users from the remaining candidate objects and distributes them to a second group. The extraction of recommended objects is performed using the trading user's user management data 510 (see Figure 13). Here, the server system 1100 refers to, for example, the transaction history data 525 and the search history data 527 to estimate the classification of game objects that the trading user is interested in and the designs that the trading user prefers, based on the classification of user-generated objects that the trading user has traded in the past, such as categories, types, and subtypes, and the classifications and keywords specified as search conditions during past searches. Then, based on the estimation results, the server system 1100 extracts recommended objects from the candidate objects and distributes them to a second group.
[0123] Then, the server system 1100 distributes the remaining candidate transaction objects to a third group.
[0124] Next, the server system 1100 extracts recommended objects for trading users from the entire set of listing objects and distributes them to a fourth group. This can be achieved by performing the same estimation as when distributing to the second group, but on all listing objects.
[0125] Furthermore, recommended objects may be extracted by further using classifications of user-generated objects whose generation process was viewed by trading users on the viewing screen, and classifications of user-generated objects viewed by trading users on the public screen. Alternatively, the system may be configured to extract recommended objects based on the trading user's play level (513), age, gender, etc.
[0126] The server system 1100 then displays a trading candidate screen in which trading candidate objects are arranged in order of evaluation value 579 in the display area for each group, thereby realizing preferential display control based on generation process information.
[0127] Figure 9 shows an example of the screen configuration of the trading candidate screen W8. For example, in the trading candidate screen W8, trading candidate objects are displayed in predetermined numbers using a page-turning function, and the user views them by turning the pages sequentially from the first page. Note that in Figure 9, all trading candidate objects are illustrated as rectangles to simplify the display.
[0128] As shown in the margin of the transaction candidate screen W8 in Figure 9, the top display position of each page is the display area A81 for the first group. The server system 1100 displays the transaction candidate objects of the first group in this display area A81, for example, sorted in descending order of evaluation value 579, starting from the leftmost display position on the first page. Therefore, unusual user-generated objects that require extra effort are more likely to stand out on the transaction candidate screen W8.
[0129] Next, each display position on the first page, excluding the top row, is designated as the display area A82 for the fourth group. For example, the server system 1100 displays the recommended objects of the fourth group in display area A82, sorted in descending order of their evaluation value of 579. To view all recommended objects belonging to the fourth group, the user selects an unshown display button located on the page. In other words, recommended objects that cannot be displayed on the first page because they are ranked lower in transaction price can be viewed by selecting this display button. This makes it possible to display the recommended objects with the highest transaction prices, extracted from the listed objects based on the user management data 510 of the trading user, on the first page of the trading candidate screen W8.
[0130] Next, each display position on the second page and beyond, excluding the top row, corresponding to the number of recommended objects belonging to the second group, is designated as the display area A83 for the second group. For example, the server system 1100 displays the recommended objects of the second group in this display area A83, sorted in descending order of evaluation value 579. This makes it possible to display recommended objects extracted from the candidate objects based on the trading user's user management data 510, starting from the second page of the candidate trading screen W8, in order of evaluation value 579.
[0131] Then, the display position of the recommended objects from the second group onward becomes the display area A84 of the third group. For example, the server system 1100 displays the candidate transaction objects of the third group in the display area A84, sorted in descending order of their evaluation value of 579.
[0132] In the example above, we described an example where trading candidate objects and recommended objects are displayed in order of their evaluation value of 579 for each of the 1st to 4th groups. However, it is also possible to further control the display of preferential treatment using the in-game circulation volume, number of transactions, and inventory of each object at the time of the search. For example, the server system 1100 may reflect the in-game circulation volume, etc., in the evaluation value of 579 for each of the trading candidate objects and recommended objects before using them for sorting.
[0133] In that case, the server system 1100 first obtains the in-game circulation amount of each object and game objects that satisfy the above equivalent conditions from the in-game circulation amount table 640 (see Figure 12). Then, the server system 1100 determines a coefficient Kα related to the in-game circulation amount of each object, for example, such that the value increases as the obtained in-game circulation amount decreases.
[0134] Similarly, the server system 1100 obtains the number of transactions in which the object and equivalent game objects have been traded in the past from the transaction history data 635 (see Figure 15). Then, the server system 1100 calculates a coefficient Kβ related to the number of transactions for each object, such that the value increases as the number of transactions obtained decreases. The server system 1100 also obtains the number of game objects in stock that are equivalent to the object from the inventory management table 633 (see Figure 15). Then, the server system 1100 determines a coefficient γ related to the number of items in stock for each object, such that the value increases as the number of items in stock obtained decreases.
[0135] Then, the server system 1100 modifies each of these objects by multiplying the evaluation value 579 by the three determined coefficients Kα, Kβ, and Kγ, and uses these modifiers for the sorting described above for each of the first to fourth groups.
[0136] According to this, items with low in-game circulation, low transaction count, and low stock levels are considered rare and difficult to obtain, and their evaluation value of 579 can be increased and used for sorting. Therefore, the relevant transaction candidate objects and recommended objects can be displayed more conspicuously. Note that the evaluation value of 579 is not limited to reflecting all three factors: in-game circulation, transaction count, and stock level. Alternatively, a coefficient can be determined for one of these factors and reflected in the evaluation value of 579. Or, a coefficient can be determined for two of the three factors: in-game circulation, transaction count, and stock level, and reflected in the evaluation value of 579.
[0137] Furthermore, the above example described setting a preferential display period 583 for user-generated objects that are subject to preferential display, and using this for preferential display control on the transaction candidate screen W8. Alternatively, a configuration may be used that sets the number or frequency of times preferential display control is performed. In that case, the number of times or frequency of preferential display should be set in the preferential display setting 580.
[0138] Specifically, the server system 1100 sets the number of times or frequency of preferential display to increase as the evaluation value of 579 increases. Then, in the display control process, the server system 1100 determines which of the transaction candidate objects that are set to be subject to preferential display according to the flag information 581 should be assigned to the first group, based on the number of times or frequency of preferential display. That is, by prioritizing the assignment of transaction candidate objects with a high number of times of preferential display to the first group, the system controls that user-generated objects that are subject to preferential display to be displayed in display area A81 at least the number of times they have been given preferential display. Alternatively, by prioritizing the assignment of transaction candidate objects with a high frequency of preferential display to the first group, the system controls that user-generated objects that are subject to preferential display to be displayed in display area A81 at least the frequency of that preferential display. This process can be achieved by storing the display history of display area A81 on the transaction candidate screen for each listing object.
[0139] Furthermore, in the above example, preferential display control was implemented by controlling the display position and order of the transaction candidate objects. Alternatively, the display size of the acquisition candidate objects could be controlled. Figure 10 shows an example of the display of transaction candidate objects on the transaction candidate screen in this modified example. Note that in Figure 10, the display of transaction candidate objects is simplified and shown as rectangles, similar to Figure 9. In this modified example, the grouping as in the above example is not performed, and transaction candidate objects that match the search criteria are displayed from the top left of the screen in the order of listing. In this case, as shown in Figure 10, the display size of transaction candidate object O81, which is subject to preferential display control, is controlled to be larger than that of the other transaction candidate objects O83. Controlling the display size also makes it possible to achieve a display that makes user-generated objects with a high evaluation value of 579 more noticeable.
[0140] Furthermore, it is possible to configure the system to control the display ratio of potential acquisition objects on the display screen. For example, the display ratio of potential transaction objects that are given preferential display control can be made larger than that of other potential transaction objects. Figure 11 shows an example of how potential transaction objects are displayed on the potential transaction screen in this modified example. Note that in Figure 11, as in Figure 9, the potential transaction objects are simplified and shown as rectangles. For example, potential transaction object O91 that is given preferential display control can be displayed using half the area of display area A9, while other potential transaction objects O93 can be displayed using a smaller area than potential transaction object O91 (for example, 1 / 12 of the area of display area A9). Controlling the display ratio on the display screen also makes it possible to make user-generated objects with a high evaluation value of 579 more noticeable.
[0141] 5. Reward Granting Control Process If a trading user wishes to trade any of the trading candidate objects displayed on the trading candidate screen W8, they select that trading candidate object. The trading user then confirms the trading price on a trading screen (not shown) and gives the instruction to trade. In the reward granting control process, the server system 1100 controls the granting of rewards to the trading user when executing the trade at this point.
[0142] Specifically, the server system 1100 grants a benefit to a trading user if the seller user of the trading candidate object is the creator user, and the user ID of the trading user is set in the communication partner list 577 in the user-generated object information 540 of the trading candidate object. The content of the benefit is not particularly limited, but for example, a benefit of discounting the trading price by a predetermined discount rate may be granted. It may also be configured to grant a predetermined game object.
[0143] According to this, if a user who creates a user-generated object receives advice from another user or communicates with them during the creation process, and that user purchases the user-generated object, the user can be granted a discount on the transaction price.
[0144] [Functional Configuration] 1. Server System Figure 12 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in Figure 12, the server system 1100 of this embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, an audio output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0145] The operation input unit 100s is for inputting various operations for system management and maintenance, and can be implemented using, for example, a keyboard, mouse, or touch panel. In Figure 1, the keyboard 1106 and touch panel 1108 correspond to this.
[0146] The server processing unit 200s can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100s and the server storage unit 500s. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100s, and data received from the user terminal 1500, and comprehensively controls the operation of the server system 1100. In Figure 1, the control board 1150 and its CPU 1151 correspond to this.
[0147] This server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0148] The User Management Unit 210 handles user registration processes and manages data for each registered user linked to a user ID (account). For example, it can perform processes such as assigning unique accounts to registered users, managing registration information for each account, and managing usage history, including login and logout history. Of course, it can also include management processes for other data linked to accounts as appropriate.
[0149] The billing processing unit 220 performs billing processing in response to a user's purchase operation for game coins and grants the user game coins equivalent to the purchase amount.
[0150] The game management unit 230 performs various processes related to the execution management of the game. Since the game in this embodiment is a client-server type online game, the game management unit 230 performs control to provide the data necessary for gameplay while communicating with the user terminal 1500.
[0151] Furthermore, the game management unit 230 includes a generation processing unit 231, a distribution control unit 235, an object information generation unit 239, an evaluation unit 241, a display control unit 251, a transaction execution control unit 257, and a bonus granting control unit 259.
[0152] The generation processing unit 231 is a functional unit that performs processing to realize the function of generating user-generated objects, and generates user-generated objects based on user operations.
[0153] The distribution control unit 235 is a functional unit that performs processing to realize the distribution function, and controls the distribution of the process by which a user generates a user-generated object.
[0154] The object information generation unit 239 is a functional unit that executes object information generation processing. Each time a user-generated object is generated by the generation processing unit 231, it generates user-generated object information 540, including generation process information 550 (see Figure 8), for that user-generated object.
[0155] The evaluation unit 241 is a functional unit that executes evaluation processing, and each time a user-generated object is generated by the generation processing unit 231, it calculates an evaluation value of the user-generated object using at least the generation process information 550.
[0156] The display control unit 251 is a functional unit that executes display control processing, and when displaying the acquisition candidate screen, it performs predetermined display control regarding the transaction candidate object using the respective evaluation values 579. In this embodiment, in order to achieve predetermined display control by preferential display control, the display control unit 251 performs preferential display control regarding the transaction candidate object.
[0157] The transaction execution control unit 257 is a functional unit that performs processing to realize the transaction execution function, and it lists user-generated objects and controls the execution of those transactions.
[0158] The benefit granting control unit 259 is a functional unit that executes benefit granting control processing. In this embodiment, the benefit granting control unit 259 performs control to grant benefits to the transaction user, such as discounting the transaction price, when the transaction execution control unit 257 executes a transaction.
[0159] The timing unit 280s uses the system clock to determine the current date and time, time limits, and other time information.
[0160] The image generation unit 290s generates images related to the system management of the server system 1100 and outputs them to the image display unit 390s.
[0161] The sound generation unit 292s is implemented by executing ICs and software that generate and decode audio data, generating or decoding audio data such as operation sounds and background music related to system management and video distribution of the server system 1100. Audio signals related to system management are output to the sound output unit 392s.
[0162] The communication control unit 294s performs communication connection and data processing for data communication with an external device (e.g., user terminal 1500) via the communication unit 394s, thereby enabling data exchange with the external device.
[0163] The image display unit 390s displays various screens for system management and other purposes based on the image signals input from the image generation unit 290s. This can be achieved using image display devices such as flat panel displays, projectors, and head-mounted displays. In Figure 1, the touch panel 1108 is an example of this.
[0164] The sound output unit 392s emits the audio signal input from the sound generation unit 292s. In Figure 1, this corresponds to the speaker (not shown) provided by the main unit 1101 and the touch panel 1108.
[0165] The communication unit 394s connects to the network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA (terminal adapter), jacks and control circuits for wired communication cables, etc. In Figure 1, the communication device 1153 corresponds to this.
[0166] The server storage unit 500s pre-stores programs for operating the server system 1100 and realizing the various functions of the server system 1100, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 1, the IC memory 1152 and storage 1140 correspond to this.
[0167] Furthermore, the server memory unit 500s stores the server program 501, the game client program 503 for distribution, user management data 510, game setting data 530, user-generated object information 540, distribution data 610, public object data 620, listing management data 630, and the in-game circulation volume table 640. In addition, other necessary data such as timers, counters, various tables, thresholds, and flags are stored as appropriate.
[0168] The server program 501 is a program that causes the server processing unit 200s to function as a user management unit 210, a billing processing unit 220, and a game management unit 230. Programs that cause the image generation unit 290s, sound generation unit 292s, and communication control unit 294s may also be included as appropriate.
[0169] The game client program 503 for distribution is the original version of the game client program 502 (see Figure 16) that is downloaded to the user terminal 1500.
[0170] User management data 510 is prepared for each user who has completed user registration and stores various management data related to the user's gameplay, including the user information of the user in question. Specifically, as shown in Figure 13, one user management data 510 includes the user ID 511, payment medium ledger data 512, play level 513, creative skill data 515, owned object information 517, template usage settings 521, recipe usage settings 522, play history data 523, transaction history data 525, and search history data 527. In addition, it also stores save data related to the user's gameplay status, as well as personal information such as age, gender, and birthday.
[0171] The payment medium ledger data 512 stores information on the income and expenses of the electronic payment medium (game coins in this embodiment) associated with the user, such as the purchase date and time and the number of game coins purchased (amount charged), and the consumption date and time and the number of game coins consumed.
[0172] Creative skill data 515 stores the rank of the user's creative skills.
[0173] The owned object information 517 stores a list of game objects, such as characters and items, that the user has acquired during the course of the game and currently owns. User-generated objects are identified by their user-generated object ID.
[0174] Template usage setting 521 stores a list of templates available to the user. Recipe usage setting 522 stores a list of original recipes available to the user.
[0175] Play history data 523 stores the date and time the user played the game, play duration, etc. Transaction history data 525 stores classification data indicating the category, type, subtype, etc. of the user-generated object traded by the user, the seller's user ID, transaction price, etc. for each transaction the user has made. Search history data 527 stores classification data indicating the category, etc., specified by the user as search conditions on the search condition specification screen, as well as keywords, etc.
[0176] Returning to Figure 12, the game setting data 530 stores various setting data necessary to run the game. Specifically, as shown in Figure 14, the game setting data 530 includes game object data 531, base data 533, template data 535, and recipe data 537. In addition, it also stores other data, such as stage setting data related to the game stage settings, enemy character setting data that defines the types of enemy characters that appear in the game, various parameter values, model data, and behavior patterns.
[0177] Game object data 531 refers to game objects such as characters and items that the user can obtain and use during the game, and is prepared for each pre-defined game object. Specifically, one game object data 531 stores the object ID, name, classification data, and various parameter values of the corresponding game object. In addition, if it is a character, it also stores model data and motion data used for motion control.
[0178] Base data 533 is prepared for each type of base and stores the name of the base, classification data of the game object related to the base, appearance data that defines the appearance, initial values of various parameter values, etc.
[0179] Template data 535 is prepared for each type of template and stores the name of the template, classification data of the game objects related to the template, appearance data, default values for various parameters, etc.
[0180] Recipe data 537 is prepared for each created recipe and stores the name of the created recipe, the object ID of the game object related to the created recipe, classification data, appearance data, the type and number of materials required, and the setting of the synthesis order.
[0181] User-generated object information 540 (see Figure 8) is generated and added by the object information generation unit 239 for each new user-generated object that is created.
[0182] Distribution data 610 is prepared for each generation process during distribution. Each distribution data 610 stores the user ID of the user who created the user-generated object related to that generation process, the video data of that generation process, etc.
[0183] Public object data 620 is prepared for each publicly shared user-generated object and stores the user-generated object ID of that user-generated object, as well as the number of "likes" and "applause" operations, etc.
[0184] The listing management data 630 stores various management data related to listing objects. Specifically, as shown in Figure 15, the listing management data 630 includes listing object data 631, inventory management table 633, and transaction history data 635.
[0185] A listing object data entry 631 is prepared for each listing object. Each listing object data entry 631 stores the user-generated object ID, name, classification data, seller user ID, transaction price, rating, etc., of the corresponding listing object. If the seller user is different from the creator user, the creator user's user ID is also stored.
[0186] The inventory management table 633 manages the inventory count of user-generated objects in the marketplace. In this embodiment, for example, for each game object, the number of user-generated objects that meet equivalent conditions to the game object (hereinafter also referred to as "equivalent objects" of the game object) that are listed as listing objects is updated and managed as the inventory count of the game object.
[0187] Transaction history data 635 manages the number of transactions for user-generated objects in the market. In this embodiment, for example, for each game object, the number of transactions in which the corresponding object of that game object has been traded in the past (in this embodiment, the number of sales of the corresponding object in the market) is updated and managed as the transaction count of that game object.
[0188] The in-game circulation table 640 manages the in-game circulation of game objects. In this embodiment, for example, for each game object, the total number of the game object and its equivalent objects in the game world is updated and managed as the in-game circulation. For example, it can be calculated as the sum of the total number of the game object and its equivalent objects owned by each user and the number of equivalent objects listed on the market.
[0189] 2. User terminal Figure 16 is a block diagram showing an example of the functional configuration of a user terminal 1500. As shown in Figure 16, the user terminal 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, an audio output unit 392, a communication unit 394, and a terminal storage unit 500.
[0190] The operation input unit 100 is for the user to input various operations and can be implemented using, for example, a button switch, joystick, touchpad, trackball, accelerometer, angular velocity sensor, CCD module, etc. In Figure 2, the directional input keys 1502, home key 1504, and touch panel 1506 correspond to this.
[0191] The terminal processing unit 200 can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100 and the terminal storage unit 500. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100, data received from the server system 1100, etc., and comprehensively controls the operation of the user terminal 1500. In Figure 2, the control board 1550 and its CPU 1551 correspond to this. In this embodiment, the terminal processing unit 200 includes a user terminal calculation unit 270, a timing unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0192] The user terminal processing unit 270 performs various calculations to enable the user terminal 1500 to function as a terminal for the user to play games. For example, the user terminal processing unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0193] The operation signal transmission control unit 271 processes various data and request information to be transmitted to the server system 1100 in response to operation inputs to the operation input unit 100.
[0194] The game screen display control unit 273 controls the display of the game screen based on various data received from the server system 1100. For example, if the online game of this embodiment is implemented as a web game, it can be implemented using web technologies that actively control the screen display using HTML, Java (registered trademark), and CSS (Cascading Style Sheets) along with a web browser, or using plugins such as Adobe (registered trademark) Flash. Of course, other methods are also acceptable. In the configuration of this embodiment, the game space image (e.g., 3DCG) that forms the basis of the game screen is generated by the server system 1100, but it is also possible to configure the game space image to be generated by the user terminal 1500. In that case, the game screen display control unit 273 will control the objects placed in the virtual three-dimensional space for generating the 3DCG.
[0195] The image generation unit 290 works in conjunction with the game screen display control unit 273 to generate an image signal for displaying one game screen per frame (e.g., 1 / 60th of a second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. This can be implemented, for example, by a processor such as a GPU or digital signal processor (DSP), a program such as a video signal IC or video codec, and a drawing frame IC memory such as a frame buffer.
[0196] The sound generation unit 292 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec for playing audio files, and generates audio signals for game sound effects, background music, and various operation sounds, and outputs them to the sound output unit 392.
[0197] The communication control unit 294 performs communication connection and data processing for data communication with an external device (e.g., a server system 1100) via the communication unit 394, thereby realizing data exchange with the external device.
[0198] The image display unit 390 displays various screens, such as game screens, based on image signals input from the image generation unit 290. This can be achieved using image display devices such as flat panel displays, projectors, and head-mounted displays. In Figure 2, the touch panel 1506 is an example of this.
[0199] The sound output unit 392 emits sound effects, background music, etc., related to the game based on the audio signal input from the sound generation unit 292. In Figure 2, the speaker 1510 corresponds to this unit.
[0200] The communication unit 394 connects to the network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA, jacks and control circuits for wired communication cables, etc. In Figure 2, the wireless communication module 1553 corresponds to this.
[0201] The terminal storage unit 500 pre-stores programs for operating the user terminal 1500 and realizing the functions of the user terminal 1500, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 2, the IC memory 1552 and the memory card 1540 correspond to this.
[0202] Furthermore, the terminal storage unit 500 stores a game client program 502. The game client program 502 is a program that causes the terminal processing unit 200 to function as a user terminal processing unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing online games, or it may be composed of a web browser program and a plugin that realizes interactive image display. In this embodiment, it is a copy of the distribution game client program 503 (see Figure 12) provided from the server system 1100.
[0203] [Process flow] Figure 17 is a flowchart illustrating the processing flow of the server system 1100 regarding the creation of user-generated objects and the execution of transactions. The processing described here is achieved by the server processing unit 200s reading and executing the server program 501. Note that Figure 17 shows the processing flow focusing on one user terminal 1500.
[0204] In this process, when the user selects menu M17 (see Figure 3) (step S1: YES), the generation processing unit 231 generates a user-generated object based on the subsequent operations performed by the creator user to generate the user-generated object (step S3). If the creator user instructs the distribution of the generation process, the distribution control unit 235 controls the distribution of the status of the generation process. Furthermore, when the user-generated object is completed, the generation processing unit 231 adds the object ID of the user-generated object to the public object data 620 so that it can be made public on the public screen.
[0205] Next, the object information generation unit 239 executes the object information generation process and generates user-generated object information 540, which includes the generation process information 550 of the user-generated object generated in step S3 (step S5). Then, the evaluation unit 241 executes the evaluation process and calculates an evaluation value 579 by referring to the user-generated object information 540 of the user-generated object generated in step S3 (step S7).
[0206] Furthermore, in this process, if the user selects the listing menu M71 (see Figure 7(a)) in the market menu M19 (see Figure 3) (step S33: YES), the transaction execution control unit 257 controls the listing of the listing object at the transaction price set in step S35 (step S37).
[0207] Furthermore, if the system detects that the user has selected the search menu M73 (see Figure 7(a)) in the market menu M19 (see Figure 3) (step S39: YES), the transaction execution control unit 257 extracts transaction candidate objects from the listing objects that match the search conditions specified in the search menu (step S41). Subsequently, the display control unit 251 performs display control processing and performs preferential display control of transaction candidate objects using the evaluation value 579, and displays the transaction candidate screen (step S43).
[0208] Then, if a candidate transaction object is selected and the execution of the transaction is instructed (step S45: YES), the transaction execution control unit 257 controls the execution of the transaction for the candidate transaction object (step S47). At the same time, the reward granting control unit 259 executes the reward granting control process and controls the granting of rewards to the transaction user.
[0209] After that, a termination check is performed in step S49, and if the predetermined termination operation is not performed (step S49: NO), the process returns to step S1.
[0210] As described above, according to this embodiment, it is possible to evaluate user-generated objects and calculate evaluation values using at least generation process information related to the generation process of user-generated objects. Furthermore, when displaying the transaction candidate screen, preferential display control can be performed using the evaluation value to enable the display of multiple transaction candidate objects for selection. Therefore, when presenting multiple user-generated objects that are transaction candidates to the user, a display that reflects the generation process of each can be realized. As a result, a new method for presenting transaction candidates that facilitates and promotes transactions of user-generated objects can be realized.
[0211] It should be noted that the applicable embodiments of the present invention are not limited to those described above, and components can be added, omitted, or modified as appropriate.
[0212] For example, in the above embodiment, an example of preferential display control was described when displaying user-generated objects of transaction candidates on the transaction candidate screen. However, it is also possible to configure the system to perform preferential display control when displaying a list of owned objects in the inventory menu M15 (see Figure 3). For example, when displaying a list of owned objects limited to user-generated objects, preferential display control may be performed using evaluation values.
[0213] Alternatively, the system may be configured to award user-generated objects (listing objects) listed on the marketplace to users who wish to receive them through a lottery. For the lottery, the server system 1100 sets a lottery probability for each listing object according to its respective evaluation value of 579. The server system 1100 then executes the lottery for the listing objects according to the set lottery probabilities. For example, the user who instructs the execution of the lottery is collected in game coins equivalent to the transaction price to be paid to the listing user.
[0214] Furthermore, in the above embodiment, an example was described in which the process of creating a user-generated object by a creator user is distributed using a distribution function (publication function), and the viewing status of the distribution by other users is reflected in the evaluation value. Alternatively, as information showing the process of creation, for example, an image (screenshot) of the creation screen W33 may be made public. The number of times the screenshot is viewed by other users may also be reflected in the evaluation value as a viewing status.
[0215] Furthermore, in the above embodiment, an example of preferential display control based on generation process information was described as a predetermined display control. In contrast, display control that does not give preferential treatment based on generation process information may also be performed as a predetermined display control. As an example of not giving preferential treatment, for example, a display control that places a transaction candidate object below other transaction candidate objects can be used. In the preferential display control process in that case, the server system 1100 first selects transaction candidate objects that are not set to be subject to preferential display according to the preferential display setting 580 (see Figure 8) for transaction candidate objects, or transaction candidate objects that are set to be subject to preferential display but whose preferential display period 583 has elapsed, as transaction candidate objects that do not give preferential display. Then, the server system 1100 arranges the remaining transaction candidate objects (transaction candidate objects other than the selected transaction candidate objects that do not give preferential display) in descending order of evaluation value 579. Next, the server system 1100 places the selected transaction candidate objects that do not give preferential display at the end of the arrangement in descending order of evaluation value 579. By controlling the order in which the candidate transaction objects are displayed, a predetermined display control may be performed. This makes it possible to select candidate transaction objects and assign lower display priority to them. Furthermore, if the display size of the candidate acquisition objects is to be controlled, a predetermined display control may be implemented to display candidate transaction objects that are not given preferential display at a smaller size compared to the other candidate transaction objects.
[0216] Furthermore, in the above embodiment, the system itself (server system 1100) has a function for generating user-generated objects, and an example configuration was shown in which generation process information for each user-generated object is obtained from this function and used for trading user-generated objects. In contrast, the generation process information may be obtained from an external system that has a function for generating user-generated objects. Figure 18 is a diagram showing an example of the overall system configuration in this modified example. In Figure 18, the system comprises a server system 1100, an external system called a game system 1200, and a user terminal 1500, and as shown by the dashed line in Figure 18, the game system 1200 has a function for generating user-generated objects 1210. Specifically, in addition to the generation function 1210, the game system 1200 also has a game management function. On the other hand, the server system 1100 has a transaction execution function and performs preferential display control based on the generation process information when displaying transaction candidate objects on the transaction candidate screen. To this end, the server system 1100 obtains the generation process information of user-generated objects from the game system 1200.
[0217] Furthermore, the user terminal 1500 shown in Figure 18 can also be configured to have a function for generating user-generated objects. The user terminal 1500 performs calculations based on the program and data that realize this generation function and generates user-generated objects based on the user's operations. In this case, the server system 1100 obtains information on the generation process of the user-generated object from the user terminal 1500 and uses it for preferential display control. [Explanation of Symbols]
[0218] 1000, 1200… Game System 1100…Server System 100s... Operation input section 200s... Server Processing Unit 210...User Management Department 220...Billing Processing Unit 230...Game Management Department 231...Generation Processing Unit 235…Distribution Control Unit 239...Object Information Generation Unit 241…Evaluation Department 251...Display Control Unit 257...Transaction Execution Control Unit 259… Reward Granting Control Unit 290s...Image generation unit 292s…sound generation section 294s...Communication Control Unit 390s...Image display section 392s... Audio output section 394s…Communication Department 500s... Server storage unit 501…Server program 503... Game client program for distribution 510...User management data 513... Play Level 515... Creative Skill Data 517...Owned object information 521...Template usage settings 522... Recipe usage settings 523... Play history data 525...Transaction history data 527… Search history data 530...Game settings data 533...Base data 535...Template data 537…Recipe data 540...User-generated object information 543... Creator User Information 545... Parameter value data 550…Generation process information 551…Generation time 553…Number of processes 560...Material Information 561...Types 563…Number of uses 565...Difficulty of obtaining 571…Template Usage Information 573…Recipe Usage Information 575... Operation history information 577... List of people to communicate with 579...Evaluation value 580...Settings for preferential display 581... Flag Information 583…Preferential display period 610…Distribution data 620…Public object data 630…Listing management data 631... Listing object data 633... Inventory Management Table 635…Transaction history data 640... In-game circulation table 1500... User terminal 100... Operation input section 200... Terminal Processing Unit 270...User terminal processing unit 271... Operation signal transmission control unit 273...Game screen display control unit 290...Image generation unit 292...Sound generation section 294...Communications Control Unit 390...Image display section 392...Sound output section 394... Communications Department 500... Terminal storage unit 502…Game Client Program N... Network 2…User
Claims
1. A computer system that controls the trading of user-generated objects, which are game objects generated based on the actions of creator users, between users. For each user-generated object, there is an acquisition means for acquiring generation process information related to the generation process of the user-generated object, When displaying multiple user-generated objects that are candidates for transactions in a selectable format, a display control means performs predetermined display control based on the generation process information, Equipped with, The generation process information includes the user creator's operation history information, The information in the operation history includes information indicating that another user has viewed information that the user has created the user-generated object, information regarding communication with other users concerning the creation of the user-generated object, or information indicating that the user has created the user-generated object using another user's user-generated object. Computer system.
2. When the user-generated object is traded, a benefit granting control means grants a given benefit to the other user based on the creation process information of the user-generated object. The computer system according to claim 1, further comprising:
3. A computer system that controls the trading of user-generated objects, which are game objects generated based on the actions of creator users, between users. For each user-generated object, there is an acquisition means for acquiring generation process information related to the generation process of the user-generated object, When displaying multiple user-generated objects that are candidates for transactions in a selectable format, a display control means performs predetermined display control based on the generation process information, Equipped with, The acquisition means acquires the generation process information from an external system having a function for generating user-generated objects, or acquires the generation process information from a function for generating user-generated objects provided by the computer system. The generation function has a publishing function that publishes information showing the process of how the creator user generates the user-generated object, The generation process information includes viewer information relating to the generation process of the user-generated object, which has been made public by the public disclosure function. Computer system.
4. A computer system that controls the trading of user-generated objects, which are game objects generated based on the actions of creator users, between users. For each user-generated object, an acquisition means for acquiring generation process information relating to the generation process of the user-generated object, including information on the difficulty of obtaining the materials used to generate the user-generated object; When displaying a selection of user-generated objects that are candidates for transactions, a display control means performs predetermined display control based on the acquisition difficulty information included in the generation process information, A computer system equipped with the following features.
5. Evaluation means for performing the evaluation of the user-generated object, which includes at least the evaluation of the generation process information, Furthermore, The display control means performs the predetermined display control based on the result of the evaluation of the generation process information. The computer system according to any one of claims 1 to 4.
6. The generation process information includes any of the following: the time required to generate the user-generated object, the number of steps required for said generation, and the materials used for said generation. The computer system according to any one of claims 1 to 4.
7. The generation process information includes information on whether a given template available for generating the user-generated object was used, and the type of template used. The computer system according to any one of claims 1 to 4.
8. The display control means performs the predetermined display control using at least one of the following: the in-game circulation volume of the user-generated object and game objects that satisfy predetermined equivalent conditions, the number of times game objects that satisfy the equivalent conditions have been traded in the past, and the number of tradable game objects that satisfy the equivalent conditions in stock. The computer system according to any one of claims 1 to 4.
9. The predetermined display control includes control over at least one of the following when displaying a plurality of user-generated objects that are potential transaction candidates: display position, order, display size, and display ratio on the display screen. The computer system according to any one of claims 1 to 4.
10. The display control means controls the number or frequency of performing the predetermined display control based on the generation process information of the user-generated object. The computer system according to any one of claims 1 to 4.
11. The display control means controls the period for performing the predetermined display control based on the generation process information of the user-generated object. The computer system according to any one of claims 1 to 4.
12. A means for obtaining user information of trading users, Furthermore, The display control means performs the predetermined display control based on the user information of the trading user and the generation process information when displaying a plurality of user-generated objects that are candidates for trades on the trading screen of the trading user. The computer system according to any one of claims 1 to 4.
13. A control method for a computer system to execute controls for trading user-generated objects, which are game objects generated based on the actions of creator users, between users, For each user-generated object, the acquisition step involves acquiring generation process information related to the generation process of the user-generated object. A display control step that performs predetermined display control based on the generation process information when displaying multiple user-generated objects that are candidates for transactions in a selectable format, Includes, The generation process information includes the user creator's operation history information, The information in the operation history includes information indicating that another user has viewed information that the user has created the user-generated object, information regarding communication with other users concerning the creation of the user-generated object, or information indicating that the user has created the user-generated object using another user's user-generated object. Control method.
14. A control method for a computer system to execute controls for trading user-generated objects, which are game objects generated based on the actions of creator users, between users, For each user-generated object, the acquisition step involves acquiring generation process information related to the generation process of the user-generated object. A display control step that performs predetermined display control based on the generation process information when displaying multiple user-generated objects that are candidates for transactions in a selectable format, Includes, The acquisition step is to acquire the generation process information from an external system having a function for generating user-generated objects, or to acquire the generation process information from a function for generating user-generated objects provided by the computer system. The generation function has a publishing function that publishes information showing the process of how the creator user generates the user-generated object, The generation process information includes viewer information relating to the generation process of the user-generated object, which has been made public by the public disclosure function. Control method.
15. A control method for a computer system to execute controls for trading user-generated objects, which are game objects generated based on the actions of creator users, between users, For each user-generated object, an acquisition step is made to acquire generation process information relating to the generation process of the user-generated object, including information on the difficulty of obtaining the materials used to generate the user-generated object. A display control step that performs predetermined display control based on the acquisition difficulty information included in the generation process information when displaying multiple user-generated objects that are candidates for transactions in a selectable manner, A control method including