Information processing device, information processing system, information processing method, and program

The information processing system addresses unintended trading of associated game media by controlling listings and managing separate value systems, ensuring appropriate market sales and optimized transactions.

JP7894016B2Active Publication Date: 2026-07-23MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
MIXI INC
Filing Date
2023-01-12
Publication Date
2026-07-23

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Abstract

To provide an information processing device, an information processing system, an information processing method, and a program that allow a game medium to be exhibited in a suitable market in a suitable state.SOLUTION: An information processing device includes: an exhibition control unit for controlling a game medium including a first game medium and a second game medium to be exhibited in a market that a first user selects out of a plurality of markets including a first market and a second market; and a notification unit for notifying the first user that the second game medium is associated with the first game medium when an exhibition operation for exhibiting the first game medium associated with the second game medium in the first market is received from the first user. The exhibition control unit allows the first game medium to be exhibited in the first market when the association of the second game medium is released from the first game medium.SELECTED DRAWING: Figure 7
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Description

Technical Field

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[0001] The present invention relates to an information processing apparatus, an information processing system, an information processing method, and a program.

Background Art

[0002] As an example of e-commerce, a user who plays a game may put up for sale in an online market a game medium owned within the game and transfer or sell it to other users (see, for example, Patent Document 1). Patent Document 1 describes an in-game auction system in which a user bids on a game medium that can be used in a game and is put up for sale by an operator.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, there are also games in which other game media can be associated with a game medium. Also, the value to be exchanged by the game medium may differ, or the value available for transactions in the market may differ. In such a case, if a game medium associated with another game medium having a different exchange target value is put up for sale in the market as it is, there may be inconveniences such as trading other game media that are not originally intended to be traded together.

[0005] Therefore, one of the objects of the present invention is to put up a game medium for sale in an appropriate market in an appropriate state.

Means for Solving the Problems

[0006] An information processing device according to one aspect of the present invention includes: an listing control unit that controls a game medium owned by a first user, which includes a first game medium that can be traded in exchange for a first value or a second value and a second game medium that can be traded in exchange for a second value, to be listed on a market selected by the first user from among a plurality of markets including a first market where it can be traded for the first value and a second market where it can be traded for the second value; and a notification unit that, when it receives a listing operation from the first user to list the first game medium, which is associated with the second game medium, on the first market, notifies the first user that the second game medium is associated with the first game medium, and the listing control unit makes the first game medium available for listing on the first market when the association between the first game medium and the second game medium is released. [Effects of the Invention]

[0007] According to one aspect of the present invention, game media can be offered for sale in an appropriate market in an appropriate condition. [Brief explanation of the drawing]

[0008] [Figure 1] This figure shows an example configuration of an information processing system according to one embodiment of the present invention. [Figure 2] This figure shows an example of user information. [Figure 3] This figure shows an example of game media information. [Figure 4] This is a diagram showing an example of market information. [Figure 5] This figure shows an example of second-party market information. [Figure 6] This figure shows an example of listing information. [Figure 7] This is an explanatory diagram illustrating the functions of an information processing system according to one embodiment of the present invention. [Figure 8] This figure shows the information processing flow related to one embodiment of the present invention. [Figure 9] This figure shows another information processing flow related to one embodiment of the present invention. [Figure 10] This figure shows another information processing flow related to one embodiment of the present invention. [Figure 11] This figure shows another information processing flow related to one embodiment of the present invention. [Modes for carrying out the invention]

[0009] <Summary of the Invention> This invention relates to information processing technology for online transactions (electronic commerce), and more particularly to information processing technology for transactions of game media owned by users in games.

[0010] Hereinafter, the information processing apparatus, information processing system, information processing method, and program of the present invention will be described in detail with reference to the preferred embodiment shown in the attached drawings (hereinafter referred to as "this embodiment"). Furthermore, since the fundamental data processing technologies (communication / transmission technologies, data acquisition technologies, data recording technologies, data processing / analysis technologies, image processing technologies, and visualization technologies, etc.) required to realize the contents of this embodiment are known technologies, their explanation will be omitted.

[0011] Users can play games using their own game media. Here, "game" refers to a video game, such as an online game. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading a dedicated application program like mobile games, and regularly updated online games such as play-by-web (PBW).

[0012] Game media refers to data (digital data) usable within a game, and is subject to acquisition, ownership, use (consumption), management, exchange, synthesis, enhancement, sale, disposal, or gifting within the game. However, the forms of use of game media within a game are not limited to those described above.

[0013] Game media includes, for example, characters, items, cards, avatars, etc. used in the game. Each game media has its own personality, and for each game media, various parameters indicating name, rarity, attribute, appearance, and ability (values related to level, physical strength, attack power, special ability, etc.) are set. These parameters are indicators that affect the progress of the game, including those expressed numerically, those expressed by letters, etc. and represented as ranks, and those expressed by signs such as gauges. Also, among the parameters, there are those that vary as the game progresses and those that are constant and do not change regardless of the progress of the game. Hereinafter, unless otherwise specified, parameters that vary as the game progresses will simply be referred to as parameters.

[0014] The user can improve the parameters of the game media by associating the game media they own in the game with other game media. For example, by equipping a strengthening item such as a gem to a weapon item, the parameters (e.g., attack power) of the weapon item equipped with the strengthening item are improved. Then, the user can equip the strengthened weapon item to the user character they operate and play the game using the user character equipped with that weapon item in the quest. Note that the strengthening item equipped to the weapon item and the weapon item equipped to the user character can also be disassembled at any timing to解除 the association. At this time, the game media whose association has been解除 may be automatically associated with other replaceable game media. For example, the strengthening item "gem" removed from the weapon item "sword" may be equipped automatically or based on the user's operation to the weapon item "spear" that is replaceable with the weapon item "sword".

[0015] Also, for example, when the second game medium is associated with the first game medium, such as when an enhancement item is equipped on a weapon item or a weapon item is equipped on the user character, the predetermined in-game effects exerted according to the associated second game medium include, in addition to improving the parameters of the first game medium as described above, affecting enemy characters such as reducing the parameters of enemy characters, changing gimmicks such as obstacles and setups developed through quests, and clearing quests, including all events that occur in the game. In the above example, in the former case, the weapon item corresponds to the first game medium and the enhancement item corresponds to the second game medium. In the latter case, the user character corresponds to the first game medium and the weapon item corresponds to the second game medium.

[0016] Also, the user can possess in-game currency used in the game. The in-game currency includes, for example, coins, gold, medals, tickets, stones, etc. The in-game currency has a value as a price to be consumed for exchanging with other items or game media such as characters in the game, playing quests or missions that are the constituent units of the game, gacha, which is a random item providing method called lottery, or other events. Furthermore, the in-game currency includes paid in-game currency that can be obtained by charging and free in-game currency that can be obtained without charging. Charging means that the user pays the usage fee of the game to the game provider, etc. Specifically, in response to a charging request, cash, electronic money, credit card, prepaid card, etc. are used to pay the usage fee of the game.

[0017] Furthermore, users can utilize the market through the functions of the information processing device or information processing system of the present invention. The market is an online market, and in the present invention, it is a market that handles game media. Users can select game media to list from among the game media they own and list those game media on the market to request a transfer. Hereinafter, a user who lists game media on the market will be referred to as the "first user".

[0018] In the marketplace, users, including the first user, can request to acquire game media listed on the marketplace. Hereinafter, a user who wishes to acquire (purchase) game media in the marketplace will be referred to as the "second user." When a second user makes an acquisition request in the marketplace, a transaction based on that request is executed. A transaction based on an acquisition request is a series of information processing steps to allow the second user to acquire the game media in question. Specifically, it involves the process of transferring the game media to the second user who made the acquisition request, and any related processes. Then, a second user who acquires the game medium through the marketplace can use that medium in the game. In other words, transferring (trading) the game medium through the marketplace means transferring the right to use that game medium within the game.

[0019] In this embodiment, there are multiple markets where game media can be traded, including at least a first market and a second market. The first market and the second market are independent markets and are provided by different platforms. Here, the first market and the second market represent relative concepts. For example, if the above multiple markets include three or more markets, and we focus on two of them, one of them corresponds to the first market and the other to the second market. In the following explanation, we will use the example of a case where multiple markets include two markets, that is, a first market and a second market.

[0020] In this embodiment, a user may choose to list a game medium in either the first market or the second market, or the market to which the game medium is listed may be automatically determined. Furthermore, the same game medium may be listed in both the first and second markets simultaneously. Simultaneous listing does not necessarily mean listing at exactly the same time, but includes cases where the listing period in the first market and the listing period in the second market overlap for at least a portion of the time. The specific method for listing a game medium is the same as, or similar to, known methods for listing game mediums in existing marketplaces. The listing process includes at least the selection of the game medium to be listed and the setting of the transfer price (transaction price) for the game medium.

[0021] In this embodiment, when acquiring a game medium listed on the first or second market, the user (second user) makes an acquisition request in the market where the game medium is listed. An acquisition request is an act of expressing the intention to acquire the game medium and is made through the user terminal 16 described later. The specific method of making an acquisition request is not particularly limited, but is the same as or similar to known methods for making acquisition requests for game mediums in existing marketplaces. An acquisition request includes at least the selection of the game medium to be acquired.

[0022] Furthermore, in this embodiment, acquiring game media in the market requires exchange for a predetermined value. Examples of this value include cash and electronic money, cryptocurrencies, in-game currency usable within the game, the number of followers / supporters on a Social Networking Service (SNS), the number of emotional indicators that quantify emotions (for example, the number of reactions such as "likes" on SNS or in games), and game media that can be exchanged for value.

[0023] Each user owns at least one of the values ​​available in the first market and the values ​​available in the second market. The quantity of value owned by each user is managed separately for each market and updated as transactions are executed. For example, if a second user makes a request to acquire a game medium in either the first or second market, and a transaction based on that request is executed, the second user's value ownership (specifically, the value ownership corresponding to the market in which the acquisition request was made) is reduced according to the transaction price of the game medium. On the other hand, the first user's value ownership (specifically, the value ownership corresponding to the market in which the acquisition request was made) is increased according to the transaction price of the game medium.

[0024] The trading price of a game medium refers to the value required to acquire the game medium in the first or second market. While the first user can set the trading price arbitrarily when listing the game medium, it may also be automatically set based on factors such as the type of game medium, parameters like ability scores, rarity, and market popularity (number of acquisition requests), or it may automatically fluctuate based on market popularity and the time elapsed since it was listed.

[0025] Here, we will explain the first and second markets in detail. The first market is an independent market provided by a platform different from the game, which is playable using game media. The first market may be accessible from within the game, meaning that connection to the first market may be provided as a function of the game, or it may be accessible from outside the game, meaning that it may be accessible through an e-commerce website (EC site) that deals in game media. In the case of a market accessible from within the game, users can move to the first market while playing the game to list game media for sale, and can also move to the first market while playing the game to request acquisition of listed game media. On the other hand, in the case of a market accessible from outside the game, users can list game media in the first market and request acquisition of listed game media while accessing the aforementioned website. Furthermore, if the first market is accessible from outside the game, the first game media purchased in the first market may become usable within the game by linking the first market user account with the game user account, or by associating the first market user account and the game user account with another account such as a common account. Furthermore, there are no particular limitations on the types of e-commerce sites that make up the first market; for example, they may be mall-type sites or sites managed by the market operating company itself.

[0026] When acquiring game media in the First Market, it is necessary to spend value available in the First Market (First Value), specifically money such as cash and electronic money, or crypto assets such as virtual currency. In other words, acquiring game media in the First Market means paying value available in the First Market (including First Value) and purchasing game media in exchange for that value. Furthermore, in the first market, it may be possible to acquire game media in exchange for a value that can also be used in the second market (second value), or for other values. In this case, in the first market, game media can be traded using multiple values, including the first value.

[0027] The second market is an in-game market that can be used within the game, meaning it is an in-game market provided as a function of the game. In other words, users can list game media for sale in the in-game second market while playing the game, and can also request to acquire game media listed in the in-game second market while playing the game.

[0028] When acquiring game media in the second market, it is necessary to spend value usable in the second market (second value), specifically in-game currency usable in the game, such as coins or gold. In other words, acquiring game media in the second market means paying value usable in the second market (excluding first value) and purchasing game media in exchange for that value. Unlike the first market, the second market does not allow the acquisition of game media using the first value, which includes cash, electronic money, or cryptocurrencies. However, game media may be acquired using other values ​​besides the first value, similar to the second value. In this case, the second market can be used to trade game media using multiple values ​​other than the first value.

[0029] As described above, at least the first value and the second value are of different types of value. In this embodiment, direct conversion (exchange of value) between the first value and the second value may be possible, but direct conversion between the first value and the second value may be restricted. In other words, it may be the case that the first value cannot be converted to the second value and used in the second market, and the second value cannot be converted to the first value and used in the first market. Restrictions may include not only prohibiting direct exchange between the first value and the second value at all, setting a limit such as up to XX yen per day to restrict direct exchange, or prohibiting direct exchange in one direction from the second value to the first value. Furthermore, the second type of value, being in-game currency, is value that users can acquire within the game by playing the game, etc. On the other hand, the first type of value, unlike the second type, is value that users cannot acquire within the game, even by playing the game, etc.

[0030] Furthermore, in this embodiment, the game medium may be traded as an NFT (Non-fungible Token) in at least one of the first and second markets. In this case, the data of the game medium, more specifically, the data regarding the current status of the game medium in the game, is managed in a way that prevents tampering using known blockchain technology. However, this is not limited to the case where the game medium is traded as an NFT in each market; the game medium may also be traded as an FT (Fungible Token). For example, in this embodiment, the first game medium is an NFT, and the transaction history of the first game medium in the first market, that is, information showing the changes in ownership from the past to the present, such as when and who owned the first game medium, is managed as data on the blockchain. On the other hand, the second game medium is an FT, and the transaction history of the second game medium in the second market is not managed as data on the blockchain.

[0031] In general, with NFTs, ownership of the NFT is transferred, while copyright and other rights remain with the original rights holder. In contrast, in this embodiment, copyright and other rights may be transferred to the transferee (specifically, the purchaser of the NFT) along with ownership of the NFT. Furthermore, copyright and other rights may also be managed using blockchain technology as part of the NFT.

[0032] In this embodiment, the first game medium is a game medium that can be exchanged for the first value, the second value, or other values ​​in the first market or the second market. On the other hand, the second game medium cannot be traded in the first market, but can be exchanged for the second value or other values ​​in the second market. Therefore, as long as the second game medium remains associated with the first game medium, such as when an enhancement item is equipped to a weapon item, the first game medium (in this case, the weapon item) cannot be put up for sale in the first market. Therefore, in this embodiment, when a first user lists a first game medium associated with a second game medium on the first market, the first user is notified that the second game medium is associated with the first game medium, and when the association between the first game medium and the second game medium is released, the first game medium can be listed on the first market.

[0033] Specifically, when the system receives a listing request from the first user to list the first game media, which is still associated with the second game media, on the first marketplace, it will inquire with the first user whether or not to unlink the first game media from the second game media. If the first user responds that they wish to unlink the second game media, the system will unlink the second game media from the first game media, accept the listing request from the first user, and list the first game media on the first marketplace. On the other hand, if the first user responds that they wish not to unlink the second game media, the system will instruct the first user to list the first game media, which is still associated with the second game media, on the second marketplace. If the response is to unlink the second game media, the association will be removed without any additional unlinking operations.

[0034] Furthermore, if the association between the first and second game media is removed and the first game media is put up for sale on the first market, the second game media that was removed from the first game media may be automatically put up for sale on the second market. In this case, users who purchase the second game media that has been put up for sale on the second market will be notified of the first game media to which the second game media was associated by the first user, that is, information about the first game media that the first user has put up for sale on the first or second market. In other words, users who purchase the second game media will be notified that a first game media that can be associated with, or is recommended to be associated with, the second game media is available for purchase on the first or second market. Also, if the second user already owns the first game media, it may be recommended that they associate the second game media with the first game media. Furthermore, since the second game medium is FT, the second game medium offered on the second marketplace here is not limited to the second game medium originally owned by the first user. In other words, even if it is the same game medium, it may not be the game medium owned by the first user, but rather a game medium newly provided by the game system.

[0035] Furthermore, if the association between the first game medium and the second game medium is broken, and the first game medium is put up for sale on the first market, the second game medium that was broken from the first game medium may be automatically or based on the first user's actions to be associated with a game medium owned by the first user that is interchangeable with the first game medium that was put up for sale. For example, an enhancement item "gem" removed from a weapon item "sword" may be automatically or based on the user's actions to be equipped to a weapon item "spear" that is interchangeable with the weapon item "sword".

[0036] Furthermore, when the first user requests to list a first game medium, which is associated with a second game medium, on the second marketplace, the first game medium can be listed on the second marketplace in that state, i.e., with the second game medium still associated with it. In this case, the first and second game mediums may be traded at different values ​​in the second marketplace. Specifically, the first game medium (e.g., a weapon item) will have its trading price set at the first second value (e.g., in-game currency such as coins). On the other hand, the second game medium (e.g., an enhancement item) will have its trading price set at a second second value different from the first second value (e.g., in-game currency such as gold). In this case, the first game medium may be set so that it cannot be acquired at the second second value. The first and second game mediums can be acquired not only on the marketplace, but also through quests, missions, gacha (lottery), or other in-game events. Furthermore, since the first game medium is an NFT, the second value of the first may be more difficult to obtain than the second value of the second.

[0037] Furthermore, if the first game medium is an NFT, giving paying users an advantage in acquiring the first game medium could constitute gambling. Therefore, the probability of obtaining the first second value as a play reward or completion reward may be the same for both the first and second quests of different difficulty levels (the probability of obtaining the second second value may be higher for quests of higher difficulty). The first second value may also be given as a login bonus at predetermined intervals (for example, once a day). The first second value may also be made unobtainable through user payments (the second second value may be obtainable through user payments). The first second value may also be made usable only for trading the first game medium.

[0038] Furthermore, the system may notify a second user who actually purchases a first game media listed on the first marketplace (a first game media from which the association with the second game media has been removed), or a second user who wishes to purchase it by selecting it on the screen, of information regarding the second game media that the first user originally associated with that first game media. In this case, if the second user owns the second game medium that has been notified to the second user, after the second user purchases the first game medium, the second user will be notified of guidance information on how to associate the second game medium with the first game medium. Furthermore, this guidance information may include not only the history information of the second game medium that the first user had associated with the first game medium before listing it on the market, but also the history information of the second game medium that that user had associated with the first game medium. In other words, if there were other users who owned the first game medium before the first user owned it, the history information of the second game medium that those users had associated will be provided.

[0039] Furthermore, regarding the history information (guidance information) of the second game medium, if the first user has associated multiple second game mediums, all history information will be notified, and priority may be given to notifying based on conditions such as those exemplified below. Prioritizing notification includes cases where the information is displayed earlier than others, where the display position is higher than others (top of the screen), or where the display method is emphasized more than others. (a) Among the associated second game media, the information of the second game media that has the highest parameters for the first game media will be given priority in notification. (b) Of the associated secondary game media, the notification will prioritize the secondary game media that the first user last associated. (c) Among the associated second game media, the notification will prioritize the second game media currently owned by the second user. (d) Notifications are made based on the combination of (a) to (c) above. For example, information on the second game medium that has the highest parameters of the first game medium among the second game mediums currently owned by the second user is given priority in notification.

[0040] On the other hand, if the second user does not own the second game media that has been notified to the second user, the second game media that the second user does not own will be identified or preferentially notified to the second user. In this case, if the first user has listed the unowned second game media on the second market, the second user will be notified of information informing them that they can purchase the unowned second game media on the second market. Conversely, if the first user has not listed the unowned second game media on the second market, the first user will be notified of information requesting them to list the unowned second game media. If the first user lists the unowned second game media after receiving the request information, the second user will be notified that the unowned second game media has been listed on the second market.

[0041] Furthermore, while the first game medium, which is an NFT, can be traded in either the first or second market, the transaction history of the first game medium may not be managed as data on the blockchain at the time a transaction of the first game medium is completed in the second market. On the other hand, after a transaction of the first game medium, which has a transaction history in the second market, is completed in the first market, the information on the blockchain regarding the first game medium may be updated based on the transaction history in the second market and the transaction history in the first market. In other words, at the time a transaction is completed in the first market, the information on the blockchain, including the past transaction history in the second market, is updated all at once.

[0042] <Configuration of the information processing system and peripheral equipment according to this embodiment> Next, the information processing system and peripheral equipment according to this embodiment will be described with reference to Figure 1. Note that in Figure 1, for illustrative purposes, the number of user terminals 16, which will be described later, is shown as three. However, in reality, there are a number of user terminals 16 corresponding to the number of users who utilize the functions of the information processing system of this embodiment (hereinafter referred to as the information processing system 10).

[0043] The information processing system 10 is composed of one or more server computers, and in the following description, it will be composed of two servers, a first server 12 and a second server 14, as shown in Figure 1. The first server 12 manages the first market and executes transactions of game media in the first market. The second server 14 manages the game and the second market, and executes the progress of the game and transactions of game media in the second market. Note that each of the first server 12 and the second server 14 may be configured as a system including multiple computers.

[0044] Transactions in each market are conducted through data communication in the communication system S shown in Figure 1. In the communication system S, the first server 12 and the second server 14 can communicate with the user terminal 16 via the network N, as shown in Figure 1. Users of the first market or the second market operate the user terminal 16 when listing game media for sale in the market or acquiring game media that have been listed. Data indicating the user's operations is transmitted from the user terminal 16 to the first server 12 or the second server 14. Of the first server 12 and the second server 14, the server that receives the data from the user terminal 16 performs processing according to that data.

[0045] Transactions in each marketplace include, for example, the transfer of the traded game media, the associated settlement process, the process of making the transferred game media usable in the game, and the recording and updating of various data related to the transaction. Since the details of these processes are the same as those for publicly known transactions involving game media, a detailed explanation will be omitted.

[0046] Furthermore, as shown in Figure 1, the first server 12 and the second server 14 can communicate with each other via the network N. For example, if a game medium is listed for sale or a request for acquisition of a game medium is made in either the first or second market, the server managing that market notifies the other server that the game medium has been listed for sale or that a request for acquisition of the game medium has been made. In addition, the first server 12 and the second server 14 share the usage history of each user in the first and second market. Market usage history is information that indicates the extent to which each user has used the market so far, and specifically includes usage frequency or number of uses, including listing history and transaction history in the market, as well as the total value used in transactions in the market.

[0047] Furthermore, in this embodiment, the game progresses through the cooperation of the second server 14 and the user terminal 16 via data communication in the communication system S shown in Figure 1. Specifically, when the user plays the game, they operate the user terminal 16, and data indicating the user's operations is transmitted from the user terminal 16 to the second server 14. When the second server 14 receives data from the user terminal 16, it executes processing corresponding to that data. At this time, the second server 14 performs part of the game progress processing, while the user terminal 16 performs part of the graphics processing, etc. For example, the second server 14 executes a program that includes certain rules, logic, and algorithms. On the other hand, the user terminal 16 progresses the game in synchronization with the second server 14, using the same rules, logic, and algorithms as the program executed by the second server 14. That is, while playing the game, the user terminal 16 displays the game's display screen, such as the game play screen, on a display or the like, and also displays the display data sent from the second server 14 as it is received, and displays the images and text information indicated by that display data on the game play screen.

[0048] The hardware configurations of the first server 12 and the second server 14 are described below. Each server is, for example, an SNS server or a server computer for cloud services. Server computers for cloud services include server computers for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). Furthermore, each of the first server 12 and the second server 14 may be a single computer or multiple computers distributed in parallel. For example, if the first server 12 is composed of multiple computers, it may be a blockchain network using blockchain technology where the transaction history of game media is managed in a distributed manner, or other distributed ledger technology may be used. Also, for example, if the second server 14 is composed of multiple computers, the computer that performs processing related to game progress and the computer that performs transactions of game media may be separate devices.

[0049] Each of the first server 12 and the second server 14 has, as hardware equipment, a processor 21, memory 22, communication interface 23, and storage 24, as shown in Figure 1, and these are electrically connected via a bus 25.

[0050] The processor 21 may consist of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), or an ASIC (Application Specific Integrated Circuit), etc.

[0051] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).

[0052] The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G to 5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).

[0053] Storage 24 may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. Storage 24 may be built into the server body, attached to the server body as an external device, or may be a NAS (Network Attached Storage), etc. The storage 24 may be composed of a third computer, such as a database server or online storage, that is connected to the first server 12 and the second server 14 in a manner that allows communication. In this case, the first server 12 and the second server 14, together with the third computer that constitutes the storage 24, constitute the information processing system of the present invention.

[0054] Storage 24 stores and accumulates various types of information. Specifically, Storage 24 stores user information shown in Figure 2, game media information shown in Figure 3, first market information shown in Figure 4, second market information shown in Figure 5, and listing information shown in Figure 6, among others.

[0055] User information refers to information about users of the game and marketplace, and is stored for each user. User information includes, for example, personal information such as user ID and username, account information, game information, marketplace information, value information, and friend information, as shown in Figure 2. Account information includes, if the user has both a primary marketplace account and a game account (shared with the primary marketplace account), information such as the account ID and password for each. Game information includes game progress, such as quest play history showing the number of quests played and completed, as well as information to identify the game media owned by the user (e.g., game media ID) and the number of copies of that game media owned. Game media information is classified into NFTs, which correspond to the first game media, and FTs, which correspond to the second game media. Market information includes transaction history for both the first and second markets, showing listing history such as the number of times an item has been listed, and purchase history such as the number of times an item has been purchased. Specifically, for game media that a user has traded in the past (including both game media currently owned and game media not currently owned), it includes information to identify the game media that was traded (such as game media ID), the date and time of the transaction, the trading partner, the details of the transaction, the transaction price (amount of value), and the number of transactions. Value information includes information indicating the number of each value owned by the user for trading in each market, namely, the primary value, secondary value, and other values. Friend information includes information that identifies other users (friends) with whom the user has a friendship relationship (for example, the friend's user ID or username). A friendship relationship is established when a user requests to be friends with another user and that other user accepts the request.

[0056] Game media information is information about game media available within the game, and is stored for each game media. Game media information includes, for example, identification information such as game media ID and name, type indicating the distribution form of the game media (NFT or FT), various parameters indicating capabilities, information for identifying other game media that can be associated (e.g., game media ID), status indicating whether or not other game media are associated, market tradable value, and information regarding transaction history. The status indicating whether or not other game media are associated includes information indicating whether or not other game media are currently associated, and, if there are other associated game media, information to identify those associated game media (e.g., game media ID). The transaction history includes information showing the changes in ownership up to the present, such as who owned it and when. If no transaction history exists, i.e., if no owner has ever been assigned, NULL or an empty string will be recorded.

[0057] The first market information is information regarding the current state of the first market, and as shown in Figure 4, it includes information such as the number of users (number of users who have accounts to use the first market), the types of available value (first value in this embodiment), the number of listings for each type of game media, the average price for each type of game media, and information regarding game media currently listed (game media currently on the market). The first market information may also include the market priority set for each game media. The number of listings is recorded for each type of game media and includes the current number of listings on the first marketplace and the total number of listings that have been made on the first marketplace to date. The average price is stored for each type of game media and includes the average price of the same type of game media currently listed on the primary marketplace, as well as the average price of the same type of game media that have been listed on the primary marketplace to date. The game media listed for sale includes information to identify the listed game media, such as the listing ID assigned to each game media listed on the first marketplace.

[0058] The second market information is information regarding the current state of the second market, and as shown in Figure 5, it includes information such as the number of users (number of users with accounts for the second market), the types of available value (second value in this embodiment), the number of listings for each type of game media, the average price for each type of game media, and information regarding game media currently listed (game media currently on the market). The second market information may also include the market priority set for each game media. The number of listings is recorded for each type of game media and includes the current number of listings on the second marketplace and the total number of listings that have been made on the second marketplace to date. The average price is recorded for each type of game media and includes the average price of the same type of game media currently listed on the 2nd Market, as well as the average price of the same type of game media that have been listed on the 2nd Market to date. The game media listed for sale includes information to identify the listed game media, such as the listing ID assigned to each game media listed on the second marketplace.

[0059] The listing information is information about game media listed on the marketplace and is stored for each listed game media. The listing information includes, for example, as shown in Figure 6, the listing ID, the marketplace where the listing is currently located (first marketplace or second marketplace), the type of game media listed, the ID or account ID of the first user who is the seller, the listing date and time, the set transfer price (transaction price), whether or not there is a request to acquire the item, the ID or account ID of the second user who made the acquisition request, the date and time the acquisition request was made, and the current status, etc. The status includes the status of the game media associated with the listing information, such as "listed," "withdrawn from listing," "in transaction," or "transaction completed."

[0060] The information stored in storage 24 is not limited to the information shown in Figures 2-6, and may include other information. Furthermore, the items included in the information shown in Figures 2-6 are not particularly limited and may include items other than those listed in the above description.

[0061] Each of the first server 12 and the second server 14 has an operating system (OS) program and a program for processing information related to the trading of game media in the market installed. The second server 14 also has a program for processing information related to game progress installed. These programs correspond to the "programs" of the present invention and are programs that control each of the first server 12 and the second server 14. In other words, by being executed by the processor 21, the first server 12 and the second server 14 perform their functions as an information processing system 10. Furthermore, the programs for processing information related to the trading of game media in the market, and the programs for processing information related to game progress, may be obtained by reading them from a computer-readable recording medium (media). Alternatively, the above programs may be obtained (downloaded) via a network such as the Internet or an intranet.

[0062] As shown in Figure 1, the user terminal 16 is a terminal operated by the user when playing a game or using the market, and it works in conjunction with the information processing system 10 to construct the communication system S. The user terminal 16 can be, for example, a personal computer, smartphone, mobile phone, tablet, game console, television receiver capable of inputting information, or wearable device. The user terminal 16 also has an input device that accepts user input and a display device that constitutes a display screen such as a display. The user terminal 16 may be a device owned by the user, or it may be a device installed in a store or other establishment that is not owned by the user but can be used by entering a PIN or password, or making a deposit, when visiting the store or other establishment.

[0063] The user terminal 16 has a game application program and other programs such as a web browser installed. By launching the game application program on the user terminal 16, the user can play the game and trade game media within the game, i.e., trade in the second market. In addition, by launching the web browser on the user terminal 16, the user can access, for example, a website for trading NFTs and trade game media on that site, i.e., trade in the first market. In this embodiment, users can also access the first market from the game application program, and can conduct transactions of game media outside of the game, i.e., transactions on the first market, while the game application program is running.

[0064] Furthermore, when listing a game media on the first or second market, the screen of the first user's user terminal 16 displays information (game media selection screen) for selecting a game media of any choice from among the game media owned by the first user. On the other hand, when acquiring a game media listed on the first or second market, the screen of the second user's user terminal 16 displays information (game media selection screen) for selecting a desired game media from among the game media currently listed on each market.

[0065] <Functions of the information processing system according to this embodiment> Next, referring to Figure 7, we will explain the configuration of the information processing system 10 from a functional perspective. In the following explanation, we will limit the description to the functions of the information processing system 10 related to game play and the trading of game media in the marketplace.

[0066] As shown in Figure 7, the information processing system 10 includes a storage unit 30, a display control unit 31, a listing control unit 32, a transaction control unit 33, a game control unit 34, and a notification unit 35. These functional units are realized through the cooperation of hardware equipment provided by the server computers constituting the information processing system 10, more specifically by the first server 12 and the second server 14, and programs as software installed on each server. In this embodiment, some of the above functional units are provided by the first server 12 and the second server 14. The remaining functional units are provided by only one of the first server 12 and the second server 14, or are configured through the cooperation of the first server 12 and the second server 14. The following describes each of the above-mentioned functional components.

[0067] (Storage part) The memory unit 30 is provided in both the first server 12 and the second server 14, and is composed of the storage 24 of each server. The memory unit 30 stores information related to the trading of game media in the market, specifically the user information, game media information, first market information, second market information, and listing information mentioned above. For example, when a game media is listed for sale in the first market, listing information is generated by the first server 12, and the generated listing information is stored in the memory unit 30 of the first server 12. Similarly, when a game media is listed for sale in the second market, listing information is generated by the second server 14, and the generated listing information is stored in the memory unit 30 of the second server 14.

[0068] (Display Control Unit) The display control unit 31 is provided in both the first server 12 and the second server 14, and controls the user terminal 16 to display information for playing the game and information for trading in each market on the screen of the user terminal 16 used by users of the game and each market. Specifically, the display control unit 31 generates display data for displaying the results of information processing by the listing control unit 32, transaction control unit 33, game control unit 34, notification unit 35, etc., which will be described later, and transmits the generated display data to the user terminal 16 via the network N. For example, the display control unit 31 of the second server 14 displays the game play screen, etc., on the user's user terminal 16.

[0069] Furthermore, the display control unit 31 of the first server 12 controls the first user's user terminal 16 to display information about the game media to be listed on the first market (for example, the listing screen) on the screen of the user terminal 16. Similarly, the display control unit 31 of the second server 14 controls the first user's user terminal 16 to display information about the game media to be listed on the second market (for example, the listing screen) on the screen of the user terminal 16. The listing screen displays information that allows the first user to select the game media to be listed on the first or second market from among the game media owned by the first user.

[0070] Furthermore, the display control unit 31 of the first server 12 controls the user terminal 16 of the user (including the second user) to display information about game media listed on the first market (for example, a list screen of listed game media and a screen for applying to acquire game media) on the screen of the user terminal 16. Similarly, the display control unit 31 of the second server 14 controls the user terminal 16 of the user (including the second user) to display information about game media listed on the second market (for example, a list screen of listed game media and a screen for applying to acquire game media) on the screen of the user terminal 16. The game media list screen displays information that allows the second user to select the game media they desire from among the game media listed on each market, such as the type of game media, the username or user ID of the first user who is the seller, and the transaction price of the game media.

[0071] (Exhibition Control Unit) The listing control unit 32 is provided in both the first server 12 and the second server 14, and controls the listing of game media (including the first game media and the second game media) owned by the first user in the game to multiple marketplaces, including the first marketplace and the second marketplace. Specifically, the first user operates the user terminal 16 to select the game media to be listed from among the game media they own within the game, and selects and specifies the market to which it will be listed. When data indicating the content of this operation is transmitted from the user terminal 16, the listing control unit 32 receives the above data transmitted from the user terminal 16, accepts the listing of the game media, and processes the listing of the selected game media to the specified market. At this time, the listing control unit 32 of each server accepts the listing of game media for each market and lists the selected game media to the respective market. The information set for the game media by the listing control unit 32 at the time of listing includes whether or not it needs to be listed, the market to list it in, the listing date and time, the listing period, the transaction price, and other information necessary for the transaction.

[0072] As described above, the first game medium is a game medium that can be exchanged for the first value, the second value, or other values ​​in the first market or the second market. On the other hand, the second game medium cannot be traded in the first market, but is a game medium that can be exchanged for the second value or other values ​​in the second market. Therefore, when a first user lists a first game medium associated with the second game medium on the first market, the listing control unit 32 controls the first game medium to be listed on the first market only after the association between the first game medium and the second game medium has been released. On the other hand, if the second game medium remains associated with the first game medium, the first game medium is controlled to be unavailable for listing on the first market.

[0073] Furthermore, when the listing control unit 32 receives a listing operation from the first user to list the first game media, which is associated with the second game media, on the first market, it asks the first user whether or not to unlink the second game media from the first game media. If the first user responds that they wish to unlink the second game media as a result of the above inquiry, the listing control unit 32 automatically unlinks the second game media from the first game media without requiring any additional operations from the first user, such as unlinking or listing operations, and automatically lists the first game media that the first user has listed on the first market. On the other hand, if the first user responds that they wish not to unlink the media, the listing control unit 32 provides the first user with instructions to list the first game media, which is still associated with the second game media, on the second market.

[0074] Furthermore, if the association between the first game medium and the second game medium is released, and the first game medium is put up for sale on the first market, the listing control unit 32 will put up for sale on the second market, either based on the instructions of the first user or automatically. At this time, the listing control unit 32 will put up for sale on the second market the second game medium that the first user originally owned, or a game medium that is the same as the second game medium that the first user originally owned, but is newly provided by the game system (a game medium different from the game medium that the first user originally owned).

[0075] Furthermore, when the listing control unit 32 receives a listing operation from the first user to list the first game medium, with the second game medium associated with it, on the second market, it lists the first game medium on the second market in that state, i.e., with the second game medium associated with it. At this time, the listing control unit 32 sets the transaction price for the first game medium using the first second value (for example, in-game currency such as coins), and sets the transaction price for the second game medium using a second second value different from the first second value (for example, in-game currency such as gold).

[0076] (Transaction Control Section) The transaction control unit 33 is provided in both the first server 12 and the second server 14, and receives acquisition requests for game media from users (second users) in each market, and controls the trading of game media in multiple markets, including the first market and the second market. To explain in more detail, when the transaction control unit 33 receives an acquisition request for a game medium from the second user, it executes processing based on that acquisition request, specifically executing a transaction based on the acquisition request for the game medium. To explain in more detail, as a transaction for the game medium, the transaction control unit 33 executes the process of transferring the game medium to the second user who made the acquisition request for the game medium, and the process of subtracting the quantity of value owned by the second user according to the game medium (more precisely, the transaction price of the game medium). In addition, the transaction control unit 33 also executes the process of adding the quantity of value owned by the first user according to the game medium (more precisely, the transaction price of the game medium) in conjunction with the execution of the transaction. At this time, the transaction control unit 33 of the first server 12 controls the game medium to be tradable in the first market in exchange for a first value, a second value, or other value. Meanwhile, the transaction control unit 33 of the second server 14 controls the game medium to be tradable in the second market in exchange for a value other than the first value, i.e., a second value or other value.

[0077] Furthermore, the transaction control unit 33 does not manage the transaction history of the first game medium as data on the blockchain when a transaction of the first game medium is completed in the second market. Instead, after a transaction of the first game medium, which has a transaction history in the second market, is completed in the first market, it updates the information on the blockchain regarding the first game medium based on the transaction history in the second market and the transaction history in the first market. In other words, the first game medium, which is an NFT, can be traded in either the first or second market. However, regarding the transaction history of the first game medium in the second market, at the time a transaction of the first game medium in the second market is completed, the transaction history of the first game medium is not managed as data on the blockchain. On the other hand, after a transaction of the first game medium, which has a transaction history in the second market, is completed in the first market, the transaction history of the game medium, including past transaction history in the second market, is managed (updated) all at once as information on the blockchain.

[0078] (Game Control Unit) The game control unit 34 is provided in at least the second server 14 and performs information processing necessary for game progression, such as advancing the game in accordance with operation information obtained from the user terminal 16. Specifically, the game control unit 34 performs actions such as moving game media, including user characters equipped with weapon items, in response to the user's actions while playing the game. The game control unit 34 also changes the settings of the game media parameters according to the progress of the game. For example, the game control unit 34 controls the user character to move or attack other characters. If an attack by the user character hits another character, such as an enemy, the game control unit 34 reduces parameters such as the health of the other character based on the user character's attack power (which increases with weapon items and weapon items equipped with enhancement items) and the other character's defense power.

[0079] Furthermore, the game control unit 34 associates the second game medium with the first game medium based on the user's actions, such as equipping enhancement items to weapon items or equipping weapon items to user characters. When the game control unit 34 associates the second game medium with the first game medium, it performs processing to produce predetermined in-game effects, such as improving the parameters of the first game medium according to the parameters set in the associated second game medium. Furthermore, the game control unit 34 removes the second game medium that was associated with the first game medium based on the user's operation, thereby releasing the association. At this time, the game control unit 34 may process the second game medium, which has been released from its association, to automatically associate it with another game medium that can replace the first game medium. The game control unit 34 may automatically associate the first game medium with the second game medium, or unassociate associated game mediums, regardless of user operation. For example, if the second user owns a second game medium (a second game medium that can be associated with the first game medium, or is recommended to be associated with the first game medium) that is included in the guidance information notified to the second user by the notification unit 35 described later, the game control unit 34 may (automatically) associate the second game medium with the first game medium after the second user purchases the first game medium, without accepting any association operation from the second user.

[0080] (Notification Department) The notification unit 35 is provided in each or either of the first server 12 and the second server 14, or is configured through the cooperation of the first server 12 and the second server 14. For example, when the listing control unit 32 of the first server 12 accepts a listing for a game medium, the notification unit 35 of the first server 12 notifies the user that the game medium has been listed for sale on the first market. Similarly, when the listing control unit 32 of the second server 14 accepts a listing for a game medium, the notification unit 35 of the second server 14 notifies the user that the game medium has been listed for sale on the second market. Furthermore, when the transaction control unit 33 of the first server 12 receives a request to acquire a game medium, the notification unit 35 of the first server 12 notifies the first user who has listed the game medium on the first marketplace that a request to acquire the game medium has been made on the first marketplace. Similarly, when the transaction control unit 33 of the second server 14 receives a request to acquire a game medium, the notification unit 35 of the second server 14 notifies the first user who has listed the game medium on the second marketplace that a request to acquire the game medium has been made on the second marketplace.

[0081] Furthermore, when the notification unit 35 receives a listing operation from the first user to list the first game media, to which the second game media is associated, on the first market, it notifies the first user that the second game media is associated with the first game media.

[0082] Furthermore, the notification unit 35 notifies users who have purchased a second game medium listed on the second marketplace of information about the first game medium to which the second game medium was associated by the first user, that is, information about the first game medium that the first user has listed on the first marketplace. In other words, it notifies users who have purchased a second game medium that can be associated with it, or that is recommended to be associated with it, and that can be purchased on the first marketplace.

[0083] Furthermore, the notification unit 35 notifies the second user who has actually purchased the first game media listed on the first market, or the second user who wishes to purchase it by selecting it on the screen, etc., of information about the second game media that the first user had originally associated with the first game media. In other words, it notifies the user who has purchased or wishes to purchase the first game media of information about second game media that can be associated with it, or that are recommended to be associated with it. At this time, if the second user owns the second game medium that has been notified to the second user, the notification unit 35 notifies the second user of guidance information instructing them to associate the second game medium with the first game medium after the second user purchases the first game medium. On the other hand, if the second user does not own the second game media that has been notified to the second user, the notification unit 35 will identify or preferentially notify the second game media that the second user does not own from among the second game media that have been notified to the second user. Furthermore, if the first user has listed the second game media that the second user does not own on the second market, the notification unit 35 will notify the second user of information informing them that the second game media that the second game media that the second user does not own can be purchased on the second market. Conversely, if the first user has not listed the second game media that the first user does not own on the second market, the notification unit 35 will notify the first user of a request to list the second game media that the first user does not own on the second market. If the first user lists the second game media that the first user does not own after receiving the request, the notification unit 35 will notify the second user that the second game media that the first user does not own has been listed on the second market.

[0084] The configurations and functions of the information processing system 10, including the first server 12 and the second server 14, and the user terminal 16 have been described above. In general, the first server 12, the second server 14, and the user terminal 16 have various other functions besides those described above, but here only the characteristic functions that have an effect in the communication system S of the present invention will be described, and other known functions will not be illustrated or described.

[0085] <Information processing method according to this embodiment> This section describes an information processing flow using the information processing system 10 according to this embodiment, specifically the information processing flow for the basic processing of listing game media. The information processing flow according to this embodiment employs an information processing method according to one embodiment of the present invention and is realized by using a communication system S that functions as a computer system. In other words, each step in the information processing flow (specifically, each step shown in Figures 8 to 11) corresponds to a component of the information processing method according to one embodiment of the present invention. The information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps added, or the order of steps rearranged, without departing from the spirit of the present invention.

[0086] This information processing flow is the core process of the present invention, namely, the information processing for listing game media, and is the information processing executed in the information processing system 10. This information processing flow proceeds, for example, according to the flow shown in Figure 8. In the following, the first game medium is defined as a game medium that can be traded in the first or second market in exchange for the first or second value. On the other hand, the second game medium cannot be traded in the first market, but can be traded in the second market in exchange for the second value. Furthermore, the first market is defined as a market where transactions can be conducted using the first value. On the other hand, the second market is defined as a market where transactions can be conducted using the second value.

[0087] As shown in Figure 8, first, the processor 21 obtains information including information indicating the first game medium to be offered for sale, information indicating the first market to which it will be offered, and the transaction price of the first game medium through communication with the first user's user terminal 16. When it receives an offer operation from the first user to offer the first game medium for sale in the first market (S101), it determines whether the second game medium is associated with the first game medium (S102). If it determines that the second game medium is associated with the first game medium (S102:YES), it notifies the first user through communication with the first user's user terminal 16 that the second game medium is associated with the first game medium (S103). Then, if the processor 21 receives a request from the first user via communication with the first user's user terminal 16 to release the association between the first game medium and the second game medium (S104:YES), it releases the association between the first game medium and the second game medium (S105), lists the first game medium, from which the association with the second game medium has been released, on the first market (S106), and terminates the process. On the other hand, if the processor 21 determines that the second game medium is not associated with the first game medium (S102:NO), it simply lists the first game medium on the first market (S106) and terminates the process.

[0088] On the other hand, if the processor 21 has not received a request from the first user to release the association between the first game medium and the second game medium while the second game medium is associated with the first game medium (S104: NO), it communicates with the first user's user terminal 16 to instruct the first user to list the first game medium, which is still associated with the second game medium, on the second market (S107). Furthermore, if the processor 21 receives a request from the first user to list the first game medium on the second market (S108: YES), it lists the first game medium, which is still associated with the second game medium, on the second market (S109) and terminates the process. Furthermore, if the processor 21 has not received an order from the first user to list the first game media on the second market (S108: NO), it will terminate processing without listing the first game media on either the first or second market. In other words, it will cancel the order to list the first game media on the first market that was received from the first user. The above is an example of the information processing flow of the present invention.

[0089] Furthermore, the notification in S103 may include an inquiry as to whether or not to unlink the second game medium from the first game medium. In that case, if a response indicating to unlink is received instead of the unlinking operation in S104, the association between the second game medium and the first game medium will be unlinked (S105). If a response indicating not to unlink is received, instructions will be given to list the first game medium, with the second game medium still associated with it, on the second marketplace (S107). Furthermore, if the first game medium, from which the association with the second game medium has been removed, is put up for sale on the first market (S106), the second user who wishes to purchase the first game medium may be notified of the second game medium that the first user had associated with the first game medium (the second game medium that has been removed). In addition, if the second user owns the second game medium, after the second user purchases the first game medium, the second user may be notified of guidance information on how to associate the second game medium with the first game medium.

[0090] Next, based on Figure 9, an example of information processing for a second game medium that has been unassociated from the first game medium will be described. As shown in Figure 9, first, the processor 21, through communication with the first user's user terminal 16, receives a request from the first user to list the second game medium, which has been unassociated with the first game medium, on the second market (S201:YES). The processor then lists the second game medium on the second market (S201) and terminates the process. After this, the processor may notify the user who purchased the second game medium listed on the second market of information about the first game medium to which the second game medium was associated, that is, that the first game medium is listed on the first market. On the other hand, if the processor 21 has not received a listing operation from the first user to list the second game medium, which has been unassociated with the first game medium, on the second market (S201: NO), that is, if the first user has chosen to keep the second game medium, the processor 21 automatically associates the first game medium listed on the first market with a replaceable game medium, either by itself or based on the first user's operation (S203), and terminates the process.

[0091] Next, based on Figure 10, we will explain an example of information processing when a second user who wishes to purchase a first game medium from which the association of the second game medium listed on the first market has been removed is notified of the second game medium that the first user had associated with the first game medium (the removed second game medium), and the second user does not own that second game medium. Furthermore, if a user wishes to purchase a first game medium, this includes situations such as when the user makes a purchase request on a screen where they can view one or more first game mediums listed on the first marketplace, or when a first game medium that the user had previously specified is listed on the first marketplace.

[0092] As shown in Figure 10, first, the processor 21 communicates with the second user's user terminal 16 and notifies the second user, who wishes to purchase the first game media from which the second game media listed on the first market has been unassociated, of information about the second game media that the first user had associated with the first game media (the unassociated second game media). If the second user does not own that second game media, the processor 21 notifies the second user of the unowned second game media in an identifiable manner (S301). Then, if the processor 21 determines that the unowned second game medium is being offered for sale on the second market (S302: YES), it communicates with the second user's user terminal 16 to notify the second user that they can purchase the unowned second game medium on the second market (S303), and then terminates the process.

[0093] On the other hand, if the processor 21 determines that the unowned second game media is not listed on the second market (S302: NO), it communicates with the second user's user terminal 16 to inquire whether the second user wants to request the first user to list the unowned second game media (S304). If the processor 21 receives a request from the second user to list the unowned second game media from the first user (S305: YES), it communicates with the first user's user terminal 16 to notify the first user of the request to list the unowned second game media (S306). Then, after the first user receives notification of the request information, if the processor 21 receives a request from the first user via communication with the first user's user terminal 16 to list the unowned second game media on the second market (S307:YES), the processor 21 lists the unowned second game media on the second market (S308), and notifies the second user via communication with the second user's user terminal 16 that the unowned second game media has been listed on the second market (S309), and then terminates the process. If the processor 21 has not received a request from the second user to list the unowned second game media (S305:NO), or if the processor 21 has not received a request from the first user to list the unowned second game media on the second market (S307:NO), the process terminates.

[0094] Next, based on Figure 11, an example of information processing for managing the transaction history of the first game medium will be described. Here, the first game medium will be described as an NFT. As shown in Figure 11, first, after a transaction for the first game medium is completed in the second market (S401), if the processor 21 determines that there is a transaction for the first game medium in the first market (S402:YES), it completes a transaction for the first game medium in the first market that has a transaction history in the second market (S403), updates the blockchain information regarding the first game medium based on the transaction history in the second market and the transaction history in the first market (S404), and then terminates processing. On the other hand, if the processor 21 determines that there is no transaction for the first game medium in the first market (S402:NO), it terminates processing immediately. In other words, regarding the transaction history of the first game medium in the second market, when a transaction of the first game medium is completed in the second market, the transaction history of the first game medium is not managed as data on the blockchain. Instead, after a transaction of the first game medium, which has a transaction history in the second market, is completed in the first market, the transaction history of the game medium, including past transaction history in the second market, is managed all at once as information on the blockchain.

[0095] <Other Embodiments> To date, the information processing apparatus, information processing system, information processing method, and program of the present invention have been described with a specific example. However, the above embodiment is merely an example, and other embodiments are conceivable. Furthermore, the present invention includes equivalents thereof.

[0096] Furthermore, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples. In other words, the screen configuration examples, the content of the information displayed on the screen, and the GUI (Graphical User Interface), etc., can be freely designed and modified as appropriate according to the system design specifications and user preferences.

[0097] Furthermore, the specific means of notifying, contacting, or presenting various types of information (hereinafter referred to as "notifications, etc.") in the above embodiments are not particularly limited. For example, notifications may be sent via email, or notifications may be made by displaying a message on the screen of the user terminal 16 or playing sound / audio. In addition, when notifying users who have an SNS account (an account for posting articles, images, etc. on an SNS site, or for exchanging messages, etc. with other SNS users), posting or exchanging messages on the SNS may be utilized. The screen on which messages, etc. are displayed may be the waiting screen during gameplay, or the initial screen (standby screen) of the user terminal 16.

[0098] Furthermore, the display screen of the terminal in the above embodiment may be a screen composed of a display device built into the terminal itself, or a screen composed of a display device connected to the terminal by wire or wireless means. Display devices connected to the terminal may include not only general stationary displays, but also HMDs (Head Mounted Displays) such as VR goggles.

[0099] Furthermore, in the above embodiment, a server computer, or more precisely, multiple servers, perform the functions of the information processing system of the present invention. However, some of the functions of the information processing system of the present invention may be provided on the user terminal 16. In that case, the information processing system of the present invention will be configured through the cooperation of multiple servers and the user terminal 16.

[0100] In the above embodiment, the listing control unit 32, transaction control unit 33, game control unit 34, and notification unit 35, which are functions of the information processing system 10, are provided on either the first server 12 or the second server 14, or are configured through the cooperation of the two servers. However, the embodiment is not limited to this, and the above-mentioned functional units may be provided on both the first server 12 and the second server 14. Furthermore, all of the functional components of the information processing system 10 may be provided in only one of the first server 12 and the second server 14, or they may be configured through the cooperation of the first server 12 and the second server 14.

[0101] In the above embodiment, the value used in transactions in the first market (first value) is defined as money or cryptocurrency, and the value used in transactions in the second market (second value) is defined as in-game currency. However, it is not limited to this, and the second value may be money or cryptocurrency, and the first value may be in-game currency. Furthermore, the first value may be money and the second value may be cryptocurrency, or vice versa. In addition, the first value and the second value may be of the same type, for example, both values ​​may be money, cryptocurrency, or in-game currency.

[0102] In the above embodiment, an example was described in which a game medium owned by a user is the object of trading in the market. However, the object of trading is not limited to game mediums, but may be various digital content or tangible objects. Also, in the above embodiment, the transfer (sale) of game medium was described as an example of a transaction. However, the transaction is not limited to a transfer transaction, but may be a lending transaction.

[0103] Furthermore, the specific embodiments (including modified examples) described above may be combined as appropriate by combining elements and features of each embodiment. In other words, the configuration of any one embodiment among the multiple embodiments relating to the present invention may be applicable to other embodiments, and the effects resulting from that configuration may be similarly achieved.

[0104] <Summary> [General tasks] One of the objectives of this invention is to stimulate trading in the market. One of the objectives of this invention is to revitalize the trading of digital content in the market. One of the objectives of this invention is to revitalize the trading of game media in the market.

[0105] Issues related to [Appendix 1] One of the objectives of this invention is to offer game media in the appropriate market in the appropriate condition. [Note 1] The information processing device according to this embodiment includes: an listing control unit that controls a game medium owned by a first user, which includes a first game medium that can be traded in exchange for a first value or a second value and a second game medium that can be traded in exchange for a second value, to be listed on a market selected by the first user from among a plurality of markets including a first market where it can be traded for the first value and a second market where it can be traded for the second value; and a notification unit that, when it receives a listing operation from the first user to list the first game medium, which is associated with the second game medium, on the first market, notifies the first user that the second game medium is associated with the first game medium, and the listing control unit makes the first game medium available for listing on the first market when the association between the first game medium and the second game medium is released. According to the above-described information processing device, when a first user lists a first game medium associated with a second game medium on the first market, the first user is notified that the second game medium is associated with the first game medium. Once the association between the first game medium and the second game medium is released, the first game medium can be listed on the first market, thus enabling game media to be listed on the appropriate market in the appropriate condition.

[0106] Issues related to [Appendix 2] One of the objectives of this invention is to improve the enjoyment of games. [Note 2] The information processing apparatus described in [Appendix 1], which, in a game played using a first game medium and a second game medium, has a game control unit that, when the second game medium is associated with the first game medium, causes a predetermined in-game effect to be activated according to the associated second game medium. According to the above-mentioned information processing device, the appeal of a game can be improved by associating game media with different values ​​that are the subject of transactions and thereby triggering in-game effects.

[0107] Issues related to [Appendix 3] One of the objectives of this invention is to offer game media in the appropriate market in the appropriate condition. [Note 3] The listing control unit, upon receiving a listing operation from a first user for listing a first game medium associated with a second game medium on the first market, inquires with the first user whether or not to unlink the second game medium, and upon receiving a response operation from the first user indicating that the association should be unlinked, unlinks the second game medium from the first game medium and accepts the listing of the first game medium, as described in [Appendix 1]. According to the above-described information processing device, when a first user lists a first game medium, to which a second game medium is associated, on the first market, the first user is asked whether or not to revoke the association. If the first user responds that they wish to revoke the association, the association between the first game medium and the second game medium can be revoked without requiring any other additional operations such as revocation or listing operations, and the second game medium can be listed on the first market. This allows the game medium to be listed on the appropriate market in the appropriate condition.

[0108] Issues related to [Appendix 4] One of the objectives of this invention is to offer game media to other suitable markets. [Note 4] The listing control unit, upon receiving a response from the first user indicating that they do not wish to unlink the items, provides instructions to list the first game media on the second marketplace, as described in [Appendix 3]. According to the above-described information processing device, even if it is not possible to list a game medium on the first market without unlinking the second game medium from the first game medium, the game medium can be listed on another suitable market.

[0109] Issues related to [Appendix 5] One of the objectives of this invention is to make effective use of game media. [Note 5] The information processing apparatus described in [Appendix 1], which has a game control unit that associates a second game medium, which has been unassociated from the first game medium, with a game medium owned by the first user that is replaceable for the first game medium that was put up for sale. According to the above-described information processing device, the second game medium, which has been unassociated with the first game medium, can be associated with other interchangeable game mediums, thereby enabling effective utilization of game mediums.

[0110] Issues related to [Appendix 6] One of the objectives of this invention is to effectively utilize game media and revitalize multiple markets. [Note 6] The listing control unit, when the association between the first game medium and the second game medium is released and the second game medium is listed on the first market, lists the second game medium, which has been released from its association, on the second market, as described in [Appendix 1]. According to the above information processing device, a second game medium, which has been unassociated from the first game medium, can be listed on the second market, thus enabling effective utilization of game mediums and revitalizing multiple marketplaces.

[0111] Issues related to [Appendix 7] One of the objectives of this invention is to effectively utilize game media and revitalize multiple markets. [Note 7] The notification unit is an information processing device as described in [Appendix 6], which notifies a user who has purchased a second game medium listed on the second marketplace of information about the first game medium to which the second game medium was associated. According to the above information processing device, information regarding the first game medium to which the second game medium purchased in the second market is recommended is notified, thereby enabling effective use of game mediums and revitalizing multiple marketplaces.

[0112] Issues related to [Appendix 8] One of the objectives of this invention is to effectively utilize game media and revitalize multiple markets. [Note 8] The notification unit is an information processing device as described in [Appendix 1], which notifies a second user who wishes to purchase a first game medium listed on the first market of information regarding the second game medium that the first user had associated with the first game medium. According to the above information processing device, a second user who wishes to purchase a first game medium is notified of information regarding a second game medium that is recommended to be associated with the first game medium. This allows for effective use of game mediums and can revitalize multiple markets.

[0113] Issues related to [Appendix 9] One of the objectives of this invention is to improve user convenience. [Note 9] The notification unit is an information processing device as described in [Appendix 8] that identifies and notifies the second user of any second game media that the second user does not own among the second game media that have been notified to the second user. According to the above information processing device, the second user can be notified in an identifiable manner of any unowned second game media that the second user does not possess, thereby improving user convenience.

[0114] Issues related to [Appendix 10] One of the objectives of this invention is to improve user convenience. [Note 10] The notification unit is an information processing device as described in [Appendix 9], which, when the first user puts up for sale the second game media which it does not own on the second market, notifies the second user of guidance information guiding the second user on purchasing the second game media which it does not own. According to the above information processing device, the second user is guided to purchase a second game medium that they do not currently own, thereby improving user convenience.

[0115] Issues related to [Appendix 11] One of the objectives of this invention is to effectively utilize game media and revitalize multiple markets. [Note 11] The notification unit is an information processing device as described in [Appendix 9], which notifies the first user of a request to list the second game media that the first user does not own on the second market if the first user has not listed the second game media that the first user does not own on the second market. According to the above information processing device, the first user is asked to list any unowned second game media that the second user does not possess on the second marketplace, thereby enabling effective utilization of game media and revitalizing multiple marketplaces.

[0116] Issues related to [Appendix 12] One of the objectives of this invention is to improve user convenience. [Note 12] The notification unit, if the first user puts up for sale a second game medium that they do not own after receiving notification of the request information, notifies the second user that the second game medium that they do not own has been put up for sale on the second market, as described in [Appendix 11]. According to the above information processing device, the second user is notified that a second game medium that the second user does not own has been put up for sale on the second market, thereby improving user convenience.

[0117] Issues related to [Appendix 13] One of the objectives of this invention is to improve user convenience and make effective use of game media. [Note 13] The notification unit, if the second user possesses the second game medium that has been notified to the second user, notifies the second user of guidance information instructing the second user to associate the second game medium with the first game medium after the second user purchases the first game medium, as described in [Appendix 8]. According to the above-described information processing device, a second user is guided to associate their second game medium with the first game medium they purchased, thereby improving user convenience and enabling effective use of the game medium.

[0118] Issues related to [Appendix 14] One of the objectives of this invention is to effectively utilize game media and revitalize multiple markets. [Note 14] The listing control unit, upon receiving a listing operation from the first user for listing the first game medium, to which the second game medium is associated, on the second market, enables the listing of the first game medium on the second market with the second game medium associated, as described in [Appendix 1]. According to the above information processing device, the first game medium can be listed on the second marketplace while the second game medium is associated with it, thus enabling effective use of game mediums and revitalizing multiple marketplaces.

[0119] Issues related to [Appendix 15] One of the objectives of this invention is to set appropriate transaction prices with appropriate values ​​for each game medium. [Note 15] The listing control unit, when the first game medium is listed on the second market with the second game medium associated with it, sets the transaction price of the first game medium at the first second value, and sets the transaction price of the second game medium at a second second value different from the first second value, as described in [Appendix 14]. According to the above information processing device, when a second game medium is listed on the second market, the transaction price is set with different values ​​for the first and second game mediums within the first game medium, so that an appropriate transaction price can be set with an appropriate value for each game medium.

[0120] Issues related to [Appendix 16] One of the objectives of this invention is to reduce the management burden on the blockchain. [Note 16] An information processing system having a computer that can communicate via a network with the information processing device described in [Note 1], wherein, in the case where the first game medium is a non-fungible token managed as data on a blockchain, the computer does not manage the transaction history of the first game medium as data on a blockchain at the time a transaction of the first game medium is concluded in the second market, and after a transaction of the first game medium having a transaction history in the second market is concluded in the first market, the information processing system has a transaction control unit that updates the information on the blockchain regarding the first game medium based on the transaction history in the second market and the transaction history in the first market. According to the above information processing device, the management burden on the blockchain can be reduced when managing the transaction history of game media.

[0121] Issues related to [Appendix 17] One of the objectives of this invention is to offer game media in the appropriate market in the appropriate condition. [Note 17] The information processing method according to this embodiment involves a processor controlling a game medium owned by a first user, which includes a first game medium that can be traded in exchange for a first value or a second value and a second game medium that can be traded in exchange for a second value, to be listed on a market selected by the first user from among a plurality of markets, including a first market where it can be traded for the first value and a second market where it can be traded for the second value. When the processor receives a listing operation from the first user to list the first game medium, which is associated with the second game medium, on the first market, it notifies the first user that the second game medium is associated with the first game medium, and the processor makes the first game medium available for listing on the first market when the association between the first game medium and the second game medium is released. According to the above information processing device, game media can be offered for sale in the appropriate market in the appropriate condition.

[0122] Issues related to [Appendix 18] One of the objectives of this invention is to offer game media in the appropriate market in the appropriate condition. [Note 18] The program according to this embodiment controls the processor to enable the first user to list a game medium owned by the first user, which includes a first game medium that can be traded in exchange for a first value or a second value, and a second game medium that can be traded in exchange for a second value, on a market selected by the first user from among a plurality of markets, including a first market where it can be traded at the first value and a second market where it can be traded at the second value. A program that, when a first user requests a listing operation to put up for sale on the first marketplace for a first game medium that is associated with a second game medium, the processor notifies the first user that the second game medium is associated with the first game medium, and instructs the processor to make the first game medium available for sale on the first marketplace once the association between the first and second game mediums is removed. According to the above information processing device, game media can be offered for sale in the appropriate market in the appropriate condition. [Explanation of Symbols]

[0123] 10 Information Processing Systems 12 Server 1 14 Server 2 16 User terminals 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 30 Storage section 31 Display Control Unit 32. Listing Control Unit 33 Transaction Control Section 34 Game Control Unit 35 Notification Department N Network S Communication System

Claims

1. A listing control unit controls a game medium owned by a first user, which includes a first game medium that can be traded in exchange for a first value or a second value and a second game medium that can be traded in exchange for the second value, to be listed for sale in a market selected by the first user from among a plurality of markets, including a first market where it can be traded at the first value and a second market where it can be traded at the second value. The system includes a notification unit that, when it receives a listing operation from a first user for listing the first game medium, to which the second game medium is associated, on the first marketplace, notifies the first user that the second game medium is associated with the first game medium. The listing control unit disables the listing of the first game medium if the second game medium is associated with the first game medium that is to be listed on the first market, and makes the first game medium available for listing on the first market when the association between the first game medium and the second game medium is released. Information processing device.

2. In a game played using the first game medium and the second game medium, when the second game medium is associated with the first game medium, the game control unit has a game control unit that causes a predetermined in-game effect to be produced according to the associated second game medium. The information processing apparatus according to claim 1.

3. The aforementioned listing control unit, When the first user submits an order to list the first game media, to which the second game media is associated, on the first marketplace, the system asks the first user whether or not to unassociate the second game media. If the first user responds with an action to unlink the two game media, the association between the first game media and the second game media will be unlinked and the listing of the first game media will be accepted. The information processing apparatus according to claim 1.

4. The aforementioned listing control unit, If the first user responds that they do not wish to unlink the item, instructions will be given on how to list the first game media on the second marketplace. The information processing apparatus according to claim 3.

5. The system includes a game control unit that associates the second game medium, which has been unassociated from the first game medium, with a game medium owned by the first user that is interchangeable with the first game medium that was put up for sale. The information processing apparatus according to claim 1.

6. The aforementioned listing control unit, If the association between the first game medium and the second game medium is removed and the second game medium is put up for sale on the first market, the second game medium, whose association has been removed, will be put up for sale on the second market. The information processing apparatus according to claim 1.

7. The aforementioned notification unit, To a user who has purchased the second game media listed on the second marketplace, information about the first game media to which the second game media was associated will be provided. The information processing apparatus according to claim 6.

8. The aforementioned notification unit, To a second user who wishes to purchase the first game media listed on the first market, the system notifies the second game media that the first user had associated with the first game media. The information processing apparatus according to claim 1.

9. The aforementioned notification unit, Of the second game media notified to the second user, the second game media that the second user does not own is notified in a way that allows for identification. The information processing apparatus according to claim 8.

10. The aforementioned notification unit, If the first user has listed the unowned second game media on the second marketplace, the second user will be notified of information guiding them to purchase the unowned second game media. The information processing apparatus according to claim 9.

11. The aforementioned notification unit, If the first user has not listed the unowned second game media on the second market, the first user is notified of a request to list the unowned second game media. The information processing apparatus according to claim 9.

12. The aforementioned notification unit, If the first user puts up for sale the unowned second game media after receiving notification of the request information, the second user shall be notified that the unowned second game media has been put up for sale on the second market. The information processing apparatus according to claim 11.

13. The aforementioned notification unit, If the second user possesses the second game medium that has been notified to the second user, after the second user purchases the first game medium, the second user is notified of guidance information instructing them to associate the second game medium with the first game medium. The information processing apparatus according to claim 8.

14. The aforementioned listing control unit, When the first user requests to list the first game media, to which the second game media is associated, on the second marketplace, the first game media can be listed on the second marketplace with the second game media associated with it. The information processing apparatus according to claim 1.

15. The aforementioned listing control unit, When the first game medium is put up for sale on the second marketplace with the second game medium associated with it, the first game medium sets its transaction price at the first second value, and the second game medium sets its transaction price at the second second value which is different from the first second value. The information processing apparatus according to claim 14.

16. An information processing system having a computer that can communicate with the information processing device described in claim 1 via a network, The aforementioned computer, In the case where the first game medium is a non-fungible token managed as data on the blockchain, when a transaction of the first game medium is completed in the second market, the transaction history of the first game medium is not managed as data on the blockchain. The first market has a transaction control unit that updates the information on the blockchain regarding the first game medium based on the transaction history in the second market and the transaction history in the first market after a transaction of the first game medium, which has a transaction history in the second market, has been completed. Information processing system.

17. The processor controls a game medium owned by a first user, which includes a first game medium that can be traded in exchange for a first value or a second value, and a second game medium that can be traded in exchange for the second value, to be listed for sale in a market selected by the first user from among a plurality of markets, including a first market where it can be traded at the first value and a second market where it can be traded at the second value. When the processor receives a listing operation from the first user for listing the first game medium, to which the second game medium is associated, on the first market, it notifies the first user that the second game medium is associated with the first game medium. The processor disables the listing of the first game medium if the second game medium is associated with the first game medium that is to be listed on the first market, and enables the listing of the first game medium on the first market when the association between the first game medium and the second game medium is removed. Information processing methods.

18. The processor controls the first user to be able to list a game medium owned by the first user, which includes a first game medium that can be traded in exchange for a first value or a second value, and a second game medium that can be traded in exchange for the second value, on a market selected by the first user from among a plurality of markets, including a first market where it can be traded at the first value and a second market where it can be traded at the second value. When the processor receives a listing operation from the first user for listing the first game medium, to which the second game medium is associated, on the first market, it notifies the first user that the second game medium is associated with the first game medium. The processor is configured to disable the listing of the first game medium if the second game medium is associated with the first game medium that is subject to listing on the first market, and to enable the listing of the first game medium on the first market when the association between the first game medium and the second game medium is removed. program.