Systems, information processing methods, and programs

JP7936615B2Active Publication Date: 2026-10-16KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025034863
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-03-05
Publication Date
2026-10-16
Estimated Expiration
2042-11-10

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Patent Text Reader

Abstract

To provide a material for determining a value of an exhibited game medium.SOLUTION: A trade server (10) includes: an exhibited game medium information acquisition unit (112) for acquiring information indicating an exhibited game medium exhibited by a first user, which is a game medium used at least in some games of the games progressed by a plurality of game progressing servers; an evaluation information acquisition unit (113) for specifying a game progressing server in which a game medium of the same kind as the exhibited game medium is used out of the plurality of game progressing servers, and acquiring evaluation information including information indicating evaluation by a second user other than the first user on the game medium from the specified game progressing server; and a display control unit (114) for displaying a user interface for receiving an instruction for acquiring an exhibited game medium by a third user other than the first user and the evaluation information on the exhibited game medium in a display unit that the third user views.SELECTED DRAWING: Figure 2
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Description

Technical Field

[0001] The present invention relates to a technology for trading game media between users.

Background Art

[0002] Patent Document 1 describes a method of conducting an auction using an auction server for item data having privileges in an online game, and transferring the item data from a first user account to a second user account.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of Invention

Problems to be Solved by the Invention

[0004] However, in the method described in Patent Document 1, there is little in-game information about the relevant game media, making it difficult to understand the value of the relevant game media in the game. Therefore, the information may be insufficient for users to determine whether to execute trades, auctions, or the like.

[0005] One aspect of the present invention has been made to solve the above-mentioned problems, and one of its objects is to provide materials for judging the value of game media put up as transaction targets in trades, auctions, and the like.

Means for Solving the Problems

[0006] To solve the above problems, a system according to one aspect of the present invention includes: a communication control unit that communicates with a plurality of game progress servers that are running different games from each other; a listing game medium information acquisition unit that acquires information indicating a listing game medium, which is a game medium used in at least some of the games among the games that the plurality of game progress servers are running, and which, in response to an instruction from a first user, is identified as a game medium from among the game media associated with the first user, and in which the user associated with the game medium can be changed to a user other than the first user; an evaluation information acquisition unit that identifies a game medium from among the plurality of game progress servers that uses a game medium associated with the same game medium identification information as the listing game medium, and acquires evaluation information from the identified game progress server, which includes an evaluation of the game medium and information indicating an evaluation by a second user other than the first user; a user interface for receiving an instruction from a third user other than the first user to associate the listing game medium with the third user; and a display control unit that displays the evaluation information for the listing game medium on a display unit that the third user can view.

[0007] To solve the above problems, an information processing method according to one aspect of the present invention is an information processing method executed by one or more computers, comprising: a communication control step of communicating with a plurality of game progress servers that are running different games from each other; an information acquisition step of listing game media, which is a game medium used in at least some of the games among the games that the plurality of game progress servers are running, and which, in response to the instructions of a first user, is identified as a game medium from among the game media associated with the first user that can change the user associated with the game medium to a user other than the first user; and a method of recognizing the type of game medium for the game medium. The system includes: an evaluation information acquisition step, in which separate game media identification information is associated with a game media, and from among the plurality of game progress servers, a game progress server is identified in which a game media associated with the same game media identification information as the listed game media is used, and evaluation information is obtained from the identified game progress server, which includes an evaluation of the game media, including information indicating an evaluation by a second user other than the first user; a user interface for receiving instructions from a third user other than the first user to associate the listed game media with the third user; and a display control step for displaying the evaluation information for the listed game media on a display unit viewed by the third user.

[0008] To solve the above problems, a program according to one aspect of the present invention includes: a communication control step of communicating with one or more computers and a plurality of game progress servers that are running different games from each other; a listing game medium information acquisition step of acquiring information indicating a listing game medium, which is a game medium used in at least some of the games among the games that the plurality of game progress servers are running, and which, in response to the instruction of a first user, is identified as a game medium from among the game media associated with the first user, in which the user associated with the game medium can be changed to a user other than the first user; and a game medium identifier that identifies the type of game medium. The system is configured to perform the following steps: an evaluation information acquisition step, in which, if other information is associated with the system, it identifies a game progress server from among the multiple game progress servers that uses a game medium associated with the same game medium identification information as the listed game medium, and obtains evaluation information from the identified game progress server, which includes an evaluation of the game medium and information indicating an evaluation by a second user other than the first user; a user interface for receiving instructions from a third user other than the first user to associate the listed game medium with the third user; and a display control step for displaying the evaluation information for the listed game medium on a display unit viewed by the third user. [Brief explanation of the drawing]

[0009] [Figure 1] This is a block diagram showing an example of the system configuration for a subset of 50 [Figure 2] This block diagram shows the functional configuration of the trade server as shown in Figure 1. [Figure 3] Figure 1 is a block diagram showing the functional configuration of the game progress server. [Figure 4] This figure shows an example of user information in one embodiment of the present invention. [Figure 5] This figure shows an example of usage result information in one embodiment of the present invention. [Figure 6]This figure shows an example of user input evaluation information in one embodiment of the present invention. [Figure 7] Figure 1 is a block diagram showing the functional configuration of the user terminal. [Figure 8] This is a flowchart illustrating the flow of an information processing method related to one embodiment of the present invention. [Figure 9] This figure shows an example of a purchase UI screen in one embodiment of the present invention. [Figure 10] This figure shows an example of the purchase page screen for a listed character in one embodiment of the present invention. [Figure 11] This figure shows an example of evaluation information that is periodically generated in one embodiment of the present invention. [Figure 12] This figure shows an example of a modified purchase UI screen using evaluation information, including the ranking of the listed characters. [Modes for carrying out the invention]

[0010] [Embodiment 1] The following describes in detail System 1 according to one embodiment of the present invention.

[0011] <System 1 Configuration> Figure 1 is a block diagram showing an example configuration of System 1. As shown in Figure 1, System 1 includes a trade server 10, game progress servers 30-1, 30-2, ..., user terminals 50-1, 50-2, ..., and a blockchain system 70. When there is no need to distinguish between the game progress servers 30-1, 30-2, ..., they will each be simply referred to as game progress server 30. Similarly, when there is no need to distinguish between the user terminals 50-1, 50-2, ..., they will each be simply referred to as user terminal 50. These devices are connected to each other via a network NW. The network NW includes, but is not limited to, the internet. Although Figure 1 shows two game progress servers 30 and two user terminals 50, the number of game progress servers 30 and user terminals 50 included in System 1 may be three or more, respectively.

[0012] The trade server 10 is a device that communicates with multiple game progression servers 30, each running a different game. The trade server 10 is also a device that executes processing to allow users to trade game media used in at least some of the games run by the multiple game progression servers 30. The game progression servers 30 are devices that advance the game in response to user operations. The user terminal 50 accepts operations to play some or all of the games run by the multiple game progression servers 30. The user terminal 50 also accepts operations to trade game media. The blockchain system 70 stores non-fungible tokens (NFTs) associated with the game media used in the game.

[0013] (Game progress server 30 is running the game) The game progress server 30 progresses the game by executing a game program. Note that a part of the game program may be executed by another device different from the game progress server 30 (for example, a user terminal 50 or the like). The game progress server 30 provides a game that progresses using a game medium to be described later, based on a user's operation.

[0014] Further, the game progressed by the game progress server 30 may be a multiplayer game that progresses by operations of a plurality of users, or may be a single-player game that progresses by an operation of a single user. In the case of a multiplayer game, the game may be an online game that progresses as the user terminals 50 used by the respective users communicate with each other, or may be a game that progresses as a plurality of users operate a single user terminal 50. Further, the game progressed by the game progress server 30 may be a competitive game that progresses as a plurality of users (or a user and a computer) compete against each other. Further, the game may be a cooperative game that is progressed by a plurality of users (or a user and a computer) in cooperation.

[0015] (Game Medium) The "game medium" refers to an in-game medium used for progressing a game. For example, the game medium may be a game object such as a character appearing in the game or a character card corresponding to the character, various items used in the game (for example, an item that exerts a predetermined effect by being equipped on the character), or in-game value (for example, in-game currency, points for exchanging for items). Further, for example, the game medium is a unit that can be possessed by a user. The possessable unit is, for example, the minimum unit when being consumed or specified as a candidate game medium to be described later. Note that if the game is different, the game medium used in the game is different. That is, when the game progressed by the game progress server 30-1 and the game progressed by the game progress server 30-2 are different, the game medium of the game progressed by the game progress server 30-1 cannot be used in the game progressed by the game progress server 30-2, and vice versa.

[0016] Further, game media are associated with game media identification information (hereinafter also referred to as "game media ID") for identifying the type of the game media. Examples of the game media ID include the name of the game media itself (e.g., a character name, etc.), an identifier for identifying the type of the game media, and the like. Further, the game media may be associated with serial information (hereinafter referred to as "game media serial") for identifying each individual game medium. In other words, even for game media having the same game media ID, the associated game media serials are mutually different among the plurality of game media. Hereinafter, "game media associated with the same game media ID" will also be described as "game media of the same type".

[0017] Further, a user who can use the game media in the progress of a game is associated with the game media. This association is performed on a per game media serial basis. Hereinafter, "game media associated with a user" is also referred to as "game media possessed by the user" or the like. Further, "a user associated with game media" is also referred to as "the owner of the game media" or the like. Further, "associating a user with game media" is referred to as "assigning the game media to the user", and "a user being associated with game media" is also referred to as "the user acquiring the game media". In addition, the owner of the game media can be updated. That is, after game media are initially assigned to a certain user, the owner may be changed to another user. Such "updating of the owner of the game media" corresponds to "a new user being associated with the game media".

[0018] Ownership updates occur either in-game or out-of-game. In-game owner updates are performed by the game progress server 30. Examples of in-game owner updates include winning a game medium through a lottery, or when the owner of a game medium changes through a transaction. Specific forms of transactions include buying and selling between users, exchanging game mediums between users, auctions, and purchasing from the game operator (hereinafter simply referred to as "operator"). In-game owner updates may be performed on the condition that the new owner user consumes game value. Out-of-game owner updates are performed, for example, by the trade server 10. "Buying and selling between users" means that a user sets a consumption amount of consumption value for a game medium they possess, and another user grants that game medium to that other user on the condition that the other user consumes that amount of consumption value they possess. Consumption value can be, for example, in-game value or out-of-game value. In-game value can be, for example, in-game currency or points that can be exchanged for items. Out-of-game value can be, for example, money or cryptocurrency. Examples of monetary transactions include money associated with bank accounts, credit cards, and cashless payment services. Furthermore, "exchange of game media between users" refers to a user transferring ownership of game media they possess to another user in exchange for transferring ownership of game media possessed by that other user to the original user. "Auction" refers to a situation where a user puts up for auction, and other users propose the amount of their own consumption value that they should consume to acquire the game media. The user who proposes the highest amount of consumption value is granted the game media to the user who made the proposal, on the condition that they consume the consumption value of that amount.

[0019] Furthermore, game media includes game media with associated NFTs (hereinafter referred to as "NFT game media") and game media without associated NFTs. The owner of NFT game media is managed within the blockchain system 70. The owner of game media without associated NFTs is managed by the game progress server 30. By associating NFTs with game media, information regarding transaction history can be obtained more easily. In addition, by associating NFTs with game media, the credibility of the game media can be maintained. For example, it can be shown that it was not generated through fraudulent activity. Moreover, NFT game media can be traded not only by users who play games that can use the NFT game media, but also by users who do not play the games. This is because the owner of the NFT game media is managed by the blockchain system 70 independently of the game progress server 30.

[0020] (Hardware configuration of trade server 10) As shown in Figure 1, the trade server 10 includes, for example, a processor 11, memory 12, and a communication interface 13. These components are connected via a bus 19.

[0021] The processor 11 controls various parts of the trade server 10 by executing programs stored in the memory 12. The processor 11 is composed of integrated circuits such as a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit).

[0022] Memory 12 stores programs executed by the processor 11 and various data used by the processor 11. Memory 12 is composed of, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), an EEPROM (Electrically Erasable Programmable Read-Only Memory), a ROM (Read Only Memory), a RAM (Random Access Memory), or a combination thereof. Note that part or all of memory 12 is not limited to being built into the trade server 10, but may also be externally connected via an input / output interface (not shown) such as USB (Universal Serial Bus). Furthermore, part or all of memory 12 may be connected to the trade server 10 via a network as a device independent of the trade server 10.

[0023] The communication interface 13 is an interface that connects to the network NW. The communication interface 13 is composed of, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).

[0024] (Hardware configuration of game progress server 30) As shown in Figure 1, the game progression server 30 includes, for example, a processor 31, memory 32, and a communication interface 33. These components are connected via a bus 39. Each of these components will be described in the same way as the components of the same name in the trade server 10, so a detailed description will not be repeated.

[0025] (Hardware configuration of user terminal 50) As shown in Figure 1, the user terminal 50 includes, for example, a processor 51, memory 52, a communication interface 53, an input device 54, and a display device 55. These components are connected via a bus 59.

[0026] The processor 51, memory 52, and communication interface 53 will be described in the same way as the components of the same name that are present in the trade server 10, so a detailed explanation will not be repeated. The input device 54 is a device that accepts user input and consists of, for example, a controller, keyboard, mouse, touchpad, microphone, or a combination thereof. The display device 55 is a device that displays the game screen, etc., and consists of, for example, a display. The user terminal 50 may also include various input / output devices necessary for playing the game, such as a camera, speaker, and microphone (none of which are shown).

[0027] (Configuration of Blockchain System 70) The blockchain system 70 stores a blockchain, which is a sequence of blocks containing transaction data including NFTs associated with NFT game media and owner information of said NFT game media, distributed across multiple distributed nodes (not shown). Transaction data is generated and stored in the blockchain system 70 in response to updates to the owner information of NFT game media. Details of the information included in the transaction data will be described later.

[0028] Blockchain system 70 is implemented using publicly known blockchain technology. For example, blockchain system 70 includes multiple distributed nodes. Each distributed node performs mining to generate blocks containing transaction data to be stored. Blocks generated by nodes that successfully mine according to a predetermined consensus algorithm are added to the end of the blockchain as legitimate blocks. The blockchain stored by each node is synchronized with the blockchain to which the legitimate block has been added. If the blockchain forks, the longest blockchain becomes the legitimate blockchain. The blockchain to which the illegitimate block has been added is shorter than the other blockchains and is therefore overwritten by the legitimate blockchain.

[0029] Transaction data stored in such a blockchain system 70 has the characteristic of being difficult to tamper with or erase. Therefore, by referring to the transaction data stored in the blockchain system 70, it is possible to obtain highly reliable owner information, highly reliable transaction history information, etc., regarding NFT game media.

[0030] (Functional configuration of Trade Server 10) Figure 2 is a block diagram showing the functional configuration of the trade server 10. As shown in Figure 2, the trade server 10 includes a control unit 110 and a storage unit 130. The control unit 110 is realized by the processor 11 executing a program stored in the memory 12. The storage unit 130 is comprised of the memory 12.

[0031] The control unit 110 includes a communication control unit 111, a listing game media information acquisition unit 112, an evaluation information acquisition unit 113, a display control unit 114, and a trade processing unit 115. The storage unit 130 stores the listing game media information.

[0032] The communication control unit 111 communicates with multiple game progress servers 30, each running a different game. The communication control unit 111 also communicates with the user terminal 50 and the blockchain system 70, respectively.

[0033] The listed game media information acquisition unit 112 acquires information indicating listed game media (hereinafter referred to as "listed game media information") which are game media used in at least some of the games among the games being played by multiple game progress servers 30, and which, in response to instructions from the first user, are identified as game media that can change the user associated with the game media to a user other than the first user from among the game media associated with the first user.

[0034] The listed game media may be associated with a non-fungible token (NFT) whose holder is managed on the blockchain. This allows a third-party user to acquire the NFT game media even if they are not a player of the game using the NFT game media (for example, not registered as a user on the server running the game). For example, a third-party user can acquire a high-value NFT game media and then start playing the game using that NFT game media. Furthermore, the association of an NFT helps maintain the credibility of the game media. For example, it can show that it was not generated through fraudulent activity. Also, the association of an NFT makes it easier to obtain information about the transaction history. However, the listed game media does not have to be associated with an NFT.

[0035] In this specification, "first user" refers to a user who puts a game medium up for sale. "Putting a game medium up for sale" means identifying one of the game mediums owned by the user as a game medium for sale, which is a game medium whose owner can be updated. The game medium for sale information may include, for example, information identifying the game on which the game medium can be used, the game medium serial number associated with the game medium for sale, the type of game medium for sale, and information identifying the first user who is the current owner. The game medium for sale information may also include the transaction method and transaction conditions (for example, the amount of necessary consumption value such as the sales price if consumption of consumption value is involved). The game medium for sale information acquisition unit 112 acquires the game medium for sale information based on the instructions of the first user and stores it in the storage unit 130.

[0036] In this embodiment, the listed game media information acquisition unit 112 is described as acquiring listed game media information from a user terminal 50 capable of playing the game by communicating with the game progress server 30, but the present invention is not limited to this embodiment. The listed game media information acquisition unit 112 may also acquire listed game media information from a terminal that does not communicate with the game progress server 30 (i.e., a terminal that cannot play the game progressed by the game progress server 30). For example, the first user may send listed game media information to the trade server 10 from a terminal that does not play the game (for example, a PC, smartphone, tablet terminal, etc. that is not used to play the game).

[0037] Furthermore, in this embodiment, a configuration in which the listed game media information acquisition unit 112 acquires listed game media information from the user terminal 50 without going through the game progress server 30 is described, but the present invention is not limited to this configuration. For example, the trade server 10 may acquire listed game media information from the game progress server 30. In this case, for example, the game progress server 30 may provide a user interface that accepts listings to the trade server 10 in the game it is running, and use this user interface to accept input of listed game media information from a first user. Next, the game progress server 30 transmits the received listed game media information to the trade server 10, and the listed game media information acquisition unit 112 acquires the listed game media information.

[0038] The evaluation information acquisition unit 113 associates game media identification information, which identifies the type of game media, with the game media. From among multiple game progress servers 30, it identifies a game progress server 30 that uses a game media associated with the same game media identification information as the listed game media. From the identified game progress server 30, it acquires evaluation information, including information indicating evaluations of the game media by a second user other than the first user. One method for the evaluation information acquisition unit 113 to identify a game progress server 30 that uses a game media associated with the same game media identification information as the listed game media is to associate the listed game media information with game identification information in advance, and then the evaluation information acquisition unit 113 identifies the game identification information associated with the listed game media information to identify the game progress server 30 that uses the listed game media.

[0039] One method for associating the listed game media information with the game identification information is to have the first user input it. More specifically, the trade server 10 may request the first user who intends to list a game media to input the listed game media information indicating the listed game media, as well as information identifying the game in which the listed game media is used (hereinafter referred to as "game identification information"). Another example of a method for associating the listed game media information with the game identification information is that, as mentioned above, when the trade server 10 obtains the listed game media information from the game progress server 30, the game progress server 30 may associate the listed game media identification information with the game identification information and send it to the trade server 10.

[0040] The display control unit 114 displays a user interface for receiving instructions from a third user other than the first user, which associate the listed game media with the third user, and displays the evaluation information for the listed game media on the display device 55 viewed by the third user. This provides the third user with information to judge the value of the listed game media.

[0041] "Second User" refers to a user different from the first user who is involved in evaluating the listed game media. "Third User" refers to a user different from the first user who performs the operations to acquire the listed game media. The third user may be the same as or different from the second user.

[0042] "Evaluation information" refers to information that shows the results of an evaluation of the subject being evaluated. When referring to evaluation information in the context of a game medium, it refers to information that shows the results of an evaluation of the game medium. Furthermore, "evaluation by a second user" refers to evaluations that a second user directly inputs into the game medium, or evaluations generated by a computer based on the results of a second user's use of the game medium.

[0043] The evaluation information for game media includes information indicating evaluations by second users, specifically evaluations based on the results of second users using game media (same type of game media) associated with the same game media ID as the listed game media. This provides third users with material to judge the value of the listed game media, based on its usage history within the game. Information based on the results of second users using the game media includes, for example, the results of second users using the game media to complete tasks set in the game. Such results include, for example, the number of times, percentages, and results of battles against specific enemy characters controlled by other users or the computer when a particular task is completed. These results may be statistics of usage results from multiple second users. For example, the aforementioned number of times, percentages, and battle results may be calculated from the total number of second users who used the game media.

[0044] Furthermore, the evaluation information for the game media includes information entered by a second user indicating evaluations of other game media associated with the same game media ID as the listed game media. This provides a third user with material based on other users' evaluations to use when judging the value of the listed game media. Information entered by the second user for the game media may include, for example, the result of a score given for the game media and comments. Here, the second user who enters an evaluation for the game media is not limited to game players, but also includes game operators.

[0045] Furthermore, the evaluation information for game media includes information indicating the ranking of the listed game media among a predetermined number of game media, including the listed game media, based on predetermined conditions, as information showing evaluations by second users. This provides users with material to judge the value of the listed game media, showing its relative evaluation compared to other game media. The predetermined conditions for calculating the ranking of the listed game media include, for example, elements within the game that are subject to ranking, and performance data that are subject to calculation. Elements within the game include, for example, specific events within the game, battles against specific enemy characters controlled by other users or the computer, etc. Performance data that are subject to calculation includes, for example, the number of times or percentage of times a particular game media of the same type was used when a particular game media was used when the aforementioned battles took place.

[0046] Furthermore, the evaluation information for the game medium may include information showing evaluation results by second users other than those described above. For example, the second user may be the operator of the game in which the game medium is used, and the evaluation information may be information showing the operator's evaluation.

[0047] Furthermore, the evaluation information for game media may or may not include information indicating the evaluation by the first user themselves. Examples of information indicating the evaluation by the first user include information based on the results of use by the first user, the first user's scoring results, and comments. Also, for example, when calculating the statistics of usage results by multiple second users as mentioned above, the results of use by the first user may also be included in the calculation, and the information indicating the ranking of listed game media as mentioned above may also reflect the results of use by the first user.

[0048] Furthermore, the evaluation information may include, in addition to, or instead of, information indicating evaluations by second users, evaluation information that is not based on users. Examples of evaluation information that is not based on users include information indicating scores calculated based on the parameters of the game medium, and evaluation information based on the number of copies of the same type of game medium distributed.

[0049] The trade processing unit 115 acquires information indicating the listed game media identified in response to the instructions of the first user. The trade processing unit 115 also updates the owner of the listed game media from the first user to the third user in response to the instructions of the third user. Specifically, the trade processing unit 115 may determine whether the information entered by the third user satisfies the transaction conditions included in the listed game media information, and if it does, update the owner of the listed game media from the first user to the third user.

[0050] (Functional configuration of game progress server 30) Figure 3 is a block diagram showing the functional configuration of the game progress server 30. As shown in Figure 3, the game progress server 30 includes a control unit 310 and a storage unit 330. The control unit 310 is realized by the processor 31 executing a program stored in the memory 32. The storage unit 330 is comprised of the memory 32.

[0051] The control unit 310 includes a communication control unit 311, an evaluation information generation unit 312, and a game progress unit 313. The storage unit 330 stores user information, usage result information, and user input evaluation information.

[0052] The communication control unit 311 communicates with the trade server 10, the user terminal 50, and the blockchain system 70. The evaluation information generation unit 312 generates evaluation information about the game medium, including information indicating the evaluation by a second user. Details of the evaluation information about the game medium are as described above. For example, the evaluation information generation unit 312 generates evaluation information about the game medium by referring to user information, usage result information, or user input evaluation information stored in the storage unit 330. The game progress unit 313 processes the game to progress using the game medium. The game progress unit 313 also processes the generation and updating of user information, usage result information, and user input evaluation information in accordance with the progress of the game and stores them in the storage unit 130.

[0053] Figure 4 shows an example of user information. User information consists of identification information that identifies a user, and information managed for each user in association with the information that identifies the user. As shown in Figure 4, user information includes user ID, username, user level, user-versus-user battle record, event X progress, event Y progress, possession information, and information indicating deck configuration. User information is transmitted to the user terminal 50 used by the user in response to updates to the user information. User ID is an example of identification information that identifies a user, and in the example shown in Figure 4, it is "00001234". User name is the name of the user used in the game, and in this example, it is "AAA". User level is an indicator that shows the degree of game experience which increases as the game is played, and in this example, it is "30". User-versus-user battle history shows the user's battle record in user-versus-user battles, and in this example, it is "50 wins and 40 losses". Event X progress is information that shows the progress of event X provided in the game. In this example, event X consists of 1 to 100 floors, and the progress shows that 60 floors have been cleared. For example, the higher the number in the hierarchy, the more difficult the level, and the highest number (the most difficult level) is also called the "top floor." Event Y progress is information that shows the progress of Event Y provided in the game. In this example, the progress shows that Event Y has already been cleared. Note that "clearing" the event may mean winning against an opponent if it is a competitive event, and in that case the opponent may be another user or a computer (NPC: Non-Player Character). Note that the event is not limited to competitive events; it may also be an event with tasks that must be completed without competition.

[0054] Possession information refers to information indicating the game media owned by the user. In this example, possession information includes information indicating characters A, B, C, ... and items A, B, .... In other words, the user owns game media for characters A, B, C, ... and items A, B, .... Furthermore, possession information includes information indicating the game media ID associated with each game media. In this example, the letter "A" at the end of strings such as the game media name "Character A" indicates the game media ID (i.e., the type of game media). Although not shown in the illustration, possession information may also include the game media serial number associated with each game media.

[0055] Furthermore, ownership information includes the identification information of the NFT associated with the game medium owned by the user, if the game medium owned by the user is an NFT game medium. In this example, characters A and C are NFT game mediums with associated NFTs. For example, the identification information of the NFT associated with character A is 00009876. Character B, items A and B are game mediums without associated NFTs. The owners of characters A and C, which are NFT game mediums, are managed in the blockchain system 70. The blockchain system 70 records transaction data generated in response to updates to the owners of characters A and C. The transaction data generated in response to the update of the owner of character A includes the identification information of the NFT associated with character A, "00009876". The transaction data generated in response to the update of the owner of character C includes the identification information of the NFT associated with character A, "00001357". The owners of characters B, items A and B, which do not have associated NFTs, are managed in the game progress server 30.

[0056] Furthermore, ownership information is updated when a transaction related to the game medium is executed, either within or outside the game. Ownership information for NFT game mediums included in user information is updated to match the owner information managed in the blockchain system 70. For example, the control unit 310 may obtain owner information for NFT game mediums included in user information by communicating with the blockchain system 70 at predetermined intervals (e.g., periodically), and update the ownership information to match the obtained owner information. By adjusting the length of the communication interval with the blockchain system 70, the ownership information of NFT game mediums can be matched with the owner information while minimizing the impact of communication delays on processing. However, if communication delays between the game progress server 30 and the blockchain system 70 do not need to be considered, the control unit 110 may match the ownership information for NFT game mediums with the owner information managed in the blockchain system 70 in real time. Also, if such communication delays do not need to be considered, the control unit 110 may update the ownership information for NFT game mediums by querying the blockchain system 70 for such information when it is needed. Furthermore, if the game progress server 30 does not need to consider processing costs such as mining, it may function as one of several nodes included in the blockchain system 70. In this case, the control unit 310 can easily obtain ownership information regarding NFT game media by referring to the blockchain stored in its own device.

[0057] The deck configuration is information that shows the composition of a deck made up of some or all of the game media owned by the user. In this example, the game run by the game server 30 is a game that is played using a deck. Frames 1, 2, ... each represent information that indicates the game media owned by the user that has been identified by the user. In this example, the deck is made up of characters A, D, ...

[0058] Figure 5 shows an example of usage result information. Usage result information is information that shows the result of a user using the game medium in a game. In the example in Figure 5, the usage result information includes information that shows the result of a user's battle against an enemy character using a deck in "Event X Top Floor" included in a certain game. As shown in Figure 5, the usage result information includes battle ID, user ID, win / loss, and deck information. The battle ID is identification information that identifies the battle and is assigned to each individual battle. The user ID is information that identifies the user who performed the battle. Note that the same user may battle the same enemy character multiple times. In that case, multiple usage result information entries with the same user ID but different battle IDs are stored. The win / loss is information that shows the battle result for each individual battle (in this example, the win or loss against a specific enemy character in that battle). The deck information is information that shows the characters that make up the deck used by the user in each battle. In this example, for example, the usage result information including battle ID "00002" shows that user ID "00001234" won against the enemy character using a deck including characters A and D.

[0059] Figure 6 shows an example of user input evaluation information. User input evaluation information includes information indicating the evaluation of the game medium entered by the user. For example, when an evaluation is entered for a game medium available in the game, the game progress unit 313 generates or updates user input evaluation information. For example, when an evaluation value is entered by the user for a specific game medium, the game progress unit 313 may generate user input evaluation information for that game medium. Alternatively, when one of several game mediums available in the game is selected by the user, the game progress unit 313 may generate user input evaluation information for the selected game medium.

[0060] As shown in Figure 6, user-input evaluation information includes a user ID, the subject of evaluation, and points. The user ID is identification information that identifies the user who entered the evaluation information. The subject of evaluation is information that indicates the type of game medium being evaluated. Points are information that indicates the evaluation value entered by the user corresponding to the user ID for the subject of evaluation. For example, points may be any number within a predetermined range (in this example, 0 to 10 points), or any of the options (for example, the number of stars from 0 to 5) may be entered. Also, for example, points may indicate that a higher value means a higher evaluation. Also, for example, a user may be able to enter evaluation information for game mediums they own, or for game mediums they have used. In this example, for example, user-input evaluation information including user ID "00001234" indicates that the user entered points "8" for character A as the evaluation subject.

[0061] (Functional configuration of user terminal 50) Figure 7 is a block diagram showing the functional configuration of the user terminal 50. As shown in Figure 7, the user terminal 50 includes a control unit 510 and a storage unit 530. The control unit 510 is realized by the processor 51 executing a program stored in the memory 52. ​​The storage unit 530 is composed of the memory 52. ​​In this embodiment, it is assumed that the first user uses user terminal 50-1 and the third user uses user terminal 50-2.

[0062] The control unit 510 includes a communication control unit 511, a trade UI (user interface) unit 512, and a game UI unit 513. The storage unit 530 stores user information. When a user plays multiple games, the storage unit 530 stores user information for each of the games. This user information is synchronized with the user information stored in the game progress server 30 that runs the game. For example, the user information is transmitted from the game progress server 30 at a predetermined timing. However, if there is no need to consider the delay in communication between the user terminal 50 and the game progress server 30, the storage unit 530 does not need to store user information. In this case, the user terminal 50 obtains user information by querying the game progress server 30 as needed.

[0063] The communication control unit 511 communicates with the game progress server 30 and the trade server 10, respectively. On user terminal 50-1, the trade UI unit 512 displays a user interface (hereinafter also called the listing UI) on the display device 55 for receiving instructions from the first user to list a game medium for sale. On user terminal 50-2, the trade UI unit 512 displays a user interface (hereinafter also called the purchase UI) on the display device 55 for receiving instructions from the third user to purchase a listed game medium for sale. The trade UI unit 512 also transmits information based on the instructions received via the listing UI or purchase UI to the trade server 10. The trade UI unit 512 also updates the listing UI or purchase UI based on the information received from the trade server 10.

[0064] The game UI unit 513 displays a user interface (hereinafter also referred to as the game UI) on the display device 55 for accepting operations to play a game being played by one of the multiple game progress servers 30. When a user plays multiple games, the control unit 510 includes a game UI unit 513 corresponding to each game. The game UI unit 513 transmits information based on operations received from the user via the game UI to the corresponding game progress server 30. The game UI unit 513 also updates the game UI based on information received from the game progress server 30. As mentioned above, NFT game media can be traded even if the user is not a player of a game that can use the NFT game media. Therefore, the user terminal 50 used by a first user listing an NFT game media, or a third user trying to acquire the NFT game media, does not necessarily have to have a game UI unit 513.

[0065] <Overview of System 1's processing> System 1, configured as described above, executes information processing method S1. Figure 8 is a flowchart illustrating the flow of information processing method S1. In the following explanation of information processing method S1, we will describe an example where a character is used as the game medium. Therefore, in the following explanation, the listed game medium will be referred to as the "listed character," the listed game medium information as the "listed character information," and characters associated with the same game medium ID as "characters of the same type." Furthermore, in the explanation of information processing method S1, we will describe an example where the transaction method for trading characters is sales.

[0066] As shown in Figure 8, the information processing method S1 includes steps S101 to S131. In steps S101 to S105, the listed game media information acquisition unit 112 acquires listed character information from the user terminal 50-1, which indicates a listed character used in at least some of the games among the games being played by the multiple game progress servers 30, and which has been put up for sale by the first user. In steps S107 to S109, the display control unit 114 displays a purchase UI, which includes a list of listed characters that the third user can purchase, on the display device 55 of the user terminal 50-2 viewed by the third user. In steps S111 to S115, the evaluation information acquisition unit 113 acquires evaluation information, which includes an evaluation of a character of the same type as the listed character, and which includes an evaluation by the second user, from the game progress server 30 in which the character is used. In steps S117 to S119, the display control unit 114 displays the evaluation information for the listed character on the display device 55 of the user terminal 50-2 viewed by the third user. In steps S121 to S133, the trade processing unit 115 updates the owner of the listed character from the first user to the third user. The details of each step are described below.

[0067] <Flow of information processing method S1> In step S101, the trade UI unit 512 of the user terminal 50-1 displays the listing UI on the display device 55. The listing UI includes, for example, a list of characters owned by the first user. The list of characters owned by the first user is obtained by referring to user information stored in the storage unit 530. The listing UI also has a function to receive instructions to identify any of the characters in the list as the listing character.

[0068] In step S103, the trade UI unit 512 receives instructions from the first user to identify one of the characters in the character list as the character to be offered for sale. The trade UI unit 512 also receives instructions from the first user to set the selling price, etc. The trade UI unit 512 also obtains information identifying the game in which the character can be used, based on input from the first user. The trade UI unit 512 transmits information indicating the character to be offered for sale, including the character and selling price, and information identifying the game in which the character can be used, to the trade server 10.

[0069] In step S105, the trade server 10's listed game media information acquisition unit 112 receives information indicating a listed character and information identifying a game in which that listed character can be used, and stores these in association in the storage unit 130. The storage unit 130 stores information indicating one or more listed characters that have been received so far, and information identifying a game in which each listed character can be used, in association with each other.

[0070] In step S107, the display control unit 114 refers to the storage unit 130 and transmits information showing a list of characters for sale to the user terminal 50-2. This step may be performed immediately after step S105, or after step S105 has been performed in response to a request from the user terminal 50-2. In step S109, the trade UI unit 512 of the user terminal 50-2 displays the purchase UI, including the list of characters for sale, on the display device 55.

[0071] Figure 9 shows an example screen G1 of the purchase UI. As shown in Figure 9, example screen G1 includes UI objects G11 to G12. UI object G11 (list of listed characters) includes a UI object G12 corresponding to each listed character. UI object G12 receives instructions to display the purchase page for the corresponding listed character. In step S111, when an operation is received on a UI object G12 corresponding to any listed character, the trade UI unit 512 sends information to the trade server 10 requesting the purchase page for that listed character.

[0072] In step S113, the evaluation information acquisition unit 113 of the trade server 10 identifies a game progression server 30 that runs a game that can use the same type of game medium as the listed character for which a purchase page has been requested from the user terminal 50-2. For example, the evaluation information acquisition unit 113 may identify the corresponding game progression server 30 by referring to information that identifies the game associated with the listed character information. The evaluation information acquisition unit 113 also sends information to the identified game progression server 30 requesting detailed information about the listed character. In this embodiment, "detailed information" is information that includes a description of the character, and includes at least evaluation information, and may include information other than evaluation information. Information other than evaluation information included in the detailed information may include the character's parameters. Parameters associated with the listed character may include some or all of parameters common to characters of the same type as the listed character, parameters unique to the listed character, variable parameters, fixed parameters, etc. Information other than evaluation information included in the detailed information may also include the number of characters of the same type as the listed character in circulation within the game. As described above, the evaluation information includes information indicating evaluations by second users, and the details of this information are as described above.

[0073] In step S115, the evaluation information generation unit 312 of the game progress server 30 generates evaluation information for the listed character based on the user information, usage result information, or user input evaluation information stored in the storage unit 330. The evaluation information generation unit 312 also generates information other than the evaluation information included in the detailed information for the listed character. As a result, the evaluation information generation unit 312 generates detailed information and sends the generated detailed information to the trade server 10. The evaluation information acquisition unit 113 of the trade server 10 acquires detailed information about the listed character from the game progress server 30. A specific example of the process for generating evaluation information will be described later.

[0074] In step S117, the display control unit 114 generates information indicating the purchase page for the listed character based on detailed information about the listed character obtained from the game progress server 30 and the listed character information stored in the storage unit 130. The display control unit 114 also transmits the information indicating the purchase page for the listed character to the user terminal 50-2. In step S119, the trade UI unit 512 of the user terminal 50-2 displays the purchase page for the listed character on the display device 55. As a result, the detailed information of the listed character is displayed on the user terminal 50-2 viewed by the third user.

[0075] Figure 10 shows an example screen G2 of the purchase page for listed characters. As shown in Figure 10, example screen G2 includes UI objects G21 to G27.

[0076] UI object G21 contains the name, appearance, and selling price of the character being offered for sale. The information contained in UI object G21 is based on the character information stored in the storage unit 130 of the trade server 10 and is information set by the first user.

[0077] UI object G22 includes the circulation count, which is an example of information other than evaluation information among the detailed information of the listed character. UI object G23 (details button) accepts instructions to display more detailed information about the listed character than the information included in screen example G2. When an operation on UI object G23 is accepted, the trade UI unit 512 displays the detailed information of the listed character on the display device 55. An example screen displaying the detailed information of the listed character is not specifically illustrated, but it includes, for example, parameters associated with the listed character. The circulation count included in UI object G22 and the detailed information displayed by the operation on UI object G23 were generated by the game progress server 30 in step S115.

[0078] UI objects G24-G26 are evaluation information included in the detailed information obtained from the game progress server 30. For example, UI object G24 includes "Clear Deck Usage Rate" (85%). UI object G25 includes "User vs. User Win Rate" (40%). "Clear Deck Usage Rate" and "User vs. User Win Rate" are examples of "information that shows evaluation based on the results of a second user using a character of the same type as the exhibited character." UI object G26 includes "Everyone's Rating" (8.7 out of 10). "Everyone's Rating" is an example of "information that shows evaluations of a character of the same type as the exhibited character entered by a second user."

[0079] The detailed information displayed in example screen G2, and the detailed information displayed through operations on UI object G23, may be information dynamically generated in response to a third-party user viewing the purchase page, or it may be the latest information updated at a predetermined time. This allows the third-party user to know the most recent detailed information about the listed character.

[0080] (Example of evaluation information generation process) Using the "Clear Deck Usage Rate," "Deck Battle Win Rate," and "Everyone's Rating" included in Screen Example G2 as examples, a concrete example of the evaluation information generation process in step S115 will be explained. In this example, the exhibited character is "Character A." In this embodiment, the elements of the game for which evaluation information is created, such as Event X and battles described later, can be appropriately set, for example, for each game and for each period depending on the game.

[0081] The "Clear Deck Usage Rate" indicates the percentage of matches in which a deck containing character A was used among the matches in which the top floor of Event X was cleared. For example, the evaluation information generation unit 312 extracts matches in which the match result was "win" from the usage result information of the top floor of Event X shown in Figure 5. The evaluation information generation unit 312 then calculates the percentage of the extracted matches in which character A was used as the "Clear Deck Usage Rate".

[0082] The "User-to-User Deck Battle Win Rate" indicates the percentage of user-to-user battles in this game in which a deck containing character A was used and which were won. For example, the evaluation information generation unit 312 extracts user-to-user battles in which a deck containing character A was used from the usage result information for each event in the game. The usage result information indicating user-to-user battles includes, for example, the same information as in Figure 5, as well as the deck information used by the opposing user. The evaluation information generation unit 312 may choose not to extract user-to-user battles in which both users used decks containing character A. The evaluation information generation unit 312 also calculates the "User-to-User Deck Battle Win Rate" as the percentage of the extracted user-to-user battles in which the battle result was "win".

[0083] "Everyone's rating" represents the ratings given to character A by one or more second users. For example, the rating information generation unit 312 extracts ratings for character A from the user input rating information shown in Figure 6 and calculates a statistical value (e.g., the average value) of these ratings as "Everyone's rating".

[0084] In Figure 8, the evaluation information generation unit 312 of the game progress server 30 generates detailed information including evaluation information in response to a request from the trade server 10 (steps S113 to S115). However, the timing of generating detailed information is not limited to this. For example, the evaluation information generation unit 312 may generate detailed information at predetermined intervals (for example, periodically) and store it in the storage unit 330, and then transmit the stored detailed information in response to a request from the trade server 10. This can reduce the processing load on the game progress server 30.

[0085] Figure 11 shows an example of detailed information that the evaluation information generation unit 312 periodically generates (for example, twice a day, etc.) and stores in the storage unit 330. For example, the evaluation information generation unit 312 extracts matches in which the match result is "win" from the usage result information for the top floor of event X in the game. The evaluation information generation unit 312 also calculates the percentage of matches in which each character type was used (clear deck usage rate) from the extracted matches. The evaluation information generation unit 312 also stores the clear deck usage rates for each character type, which are calculated periodically in this way, in the storage unit 330. Next, when the trade server 10 requests detailed information on character A, the evaluation information generation unit 312 sends the clear deck usage rate for character A stored in the storage unit 330 to the trade server 10.

[0086] Furthermore, in Figure 8, the evaluation information acquisition unit 113 of the trade server 10 acquires detailed information from the game progress server 30 in response to a request from the user terminal 50-2 (steps S111 to S113). However, the timing of acquiring detailed information from the game progress server 30 is not limited to this. For example, after step S105, without waiting for step S111, step S113 may be executed with respect to the character corresponding to the acquired listing character information. For example, the evaluation information acquisition unit 113 acquires detailed information about at least some of the characters used by the game progress server 30 from the game progress server 30 at predetermined intervals (for example, periodically) and stores it in the storage unit 130. The characters from which detailed information is acquired may include characters that have not been identified as listing characters at the time of acquisition. Also, the evaluation information acquisition unit 113 may acquire detailed information about the requested listing character from the storage unit 130 in response to a request from the user terminal 50-2. For example, the evaluation information acquisition unit 113 periodically acquires detailed information as shown in Figure 11 and stores it in the storage unit 130. Then, when the evaluation information acquisition unit 113 receives a request from the user terminal 50-2 for the purchase page of character A, it simply reads the clear deck usage rate for character A from the storage unit 130. This reduces the communication load between the trade server 10 and the game progress server 30.

[0087] By referring to example screen G2, a third user can infer the usefulness of the offered character A based on the evaluation by the second user. For example, based on the evaluation information that character A has a clear deck usage rate of 85% and a user-versus-user usage rate of 40%, the third user can infer that character A is useful for clearing the top floor of Event X, but not so effective in user-versus-user battles. In this way, the third user can decide whether or not to purchase character A using the evaluation by the second user as a basis for judgment.

[0088] (Example of evaluation information including the ranking of submitted characters) The example purchase UI screen G1 (Figure 9) displayed in step S109 may include evaluation information, including the ranking of the listed characters. Figure 12 shows an example purchase UI screen G3 modified using evaluation information, including the ranking of the listed characters. As shown in Figure 12, example screen G3 includes UI objects G31 to G32. UI object G31 includes a ranking of the clear deck usage rates for the top floor of Event X for each character type, sorted in descending order. UI object G32 accepts instructions to display the purchase page for listed characters among those included in the ranking for which listed characters exist. In this example, since listed characters exist for characters A and F, the corresponding UI object G32 is displayed for each. The rankings of characters A and F (2nd and 4th) included in the clear deck usage rate ranking are an example of "information indicating the ranking in the game medium".

[0089] In this case, in step S107, the evaluation information acquisition unit 113 of the trade server 10 acquires evaluation information, including the clear deck usage rate for each character type, by requesting it from the game progress server 30. The evaluation information acquisition unit 113 also generates information for displaying screen example G3 on the display device 55 by arranging the clear deck usage rates included in the acquired evaluation information in descending order, and transmits this information to the user terminal 50-2. As mentioned above, if the evaluation information acquisition unit 113 periodically acquires detailed information from the game progress server 30 and stores it in the storage unit 130, the process of requesting it from the game progress server 30 in step S107 can be omitted, and the information for displaying screen example G3 on the display device 55 can be generated.

[0090] A third-party user can compare the ratings of the character being offered for sale and other characters in a specific event by referring to example screen G3. Therefore, the third-party user can decide whether or not to purchase character A by referring to the comparison results of the ratings of the character being offered for sale and other characters.

[0091] (Process to update the owner of the listed character) In step S121, when the trade UI unit 512 of user terminal 50-2 receives an operation on UI object G27 (purchase button) in screen example G2, it sends information to the trade server 10 indicating that a purchase has been instructed. Here, if the third user purchasing the listed character is a player of the game in which the listed character is available, the third user can purchase the listed character regardless of whether an NFT is associated with the character. Also, even if the third user is not a player of the game, the third user can purchase a listed character that has an NFT associated with it. Therefore, the process of updating the owner of the listed character will be explained separately for the following cases: (i) when the third user is a player of the game and no NFT is associated with the listed character, (ii) when the third user is a player of the game and an NFT is associated with the listed character, and (iii) when the third user is not a player of the game.

[0092] (i: If the third user is a player of the game and no NFT is associated with the character being offered) This section describes the process for updating the owner of a listed character when a third user purchasing the listed character is a player of a game in which the listed character is available, and no NFT is associated with the listed character. The third user, who is a player of the game, is assigned, for example, a user ID for that game. Therefore, in step S121, the trade UI unit 512 may include the user ID of the third user in the game in the information indicating that a purchase has been instructed and send it. In this case, when the trade UI unit 512 receives an operation on the UI object G27 (purchase button), it may display a UI for entering the user ID of the third user in the game, and include the entered user ID in the information indicating that a purchase has been instructed.

[0093] Alternatively, screens provided by the trade server 10, such as example screen G1 (list of listed characters) or example screen G2 (purchase page for listed characters), may be displayed by transitioning from an in-game screen provided by the game progress server 30. In this case, when transitioning from an in-game screen to a screen provided by the trade server 10, the game progress server 30 can notify the trade server 10 of the third user's user ID. This allows the trade server 10 to know the user ID of the third user viewing example screen G2. Therefore, a UI that prompts the user to input the third user's user ID in response to an operation on the UI object G27 (purchase button) becomes unnecessary.

[0094] In step S123, the trade processing unit 115 of the trade server 10 executes a process to consume the consumable value owned by the third user and to grant consumable value to the first user, which is required to purchase the character being offered for sale. For example, if the consumable value is cryptocurrency, the trade processing unit 115 requests the cryptocurrency settlement service to transfer the cryptocurrency held by the third user to the first user for the amount of the sale price. Alternatively, if the consumable value is money, the trade processing unit 115 requests the money settlement service associated with money to transfer the money held by the third user to the first user for the amount of the sale price. The amount of consumable value granted to the first user may be the amount after deducting fees. Upon receiving notification of completion of the transfer from the relevant settlement service, the next step S125 is executed.

[0095] In step S125, the trade processing unit 115 executes a process to update the owner of the character being offered for trade from the first user to the third user. Specifically, the trade processing unit 115 notifies the game progress server 30, which manages the game in which the character is available, that the owner of the character has been updated from the first user to the third user.

[0096] In step S127, the game progress unit 313 of the game progress server 30 removes the character being offered for sale from the possession information in the user information of the first user, in accordance with the notification from the trade server 10. The game progress unit 313 also adds the character being offered for sale to the possession information in the user information of the third user.

[0097] In step S129, the trade processing unit 115 transmits information indicating the transaction result of the listed character to user terminals 50-1 and 50-2. In step S131, the trade UI unit 512 of user terminal 50-1 displays the transaction result on the display device 55. The information indicating the transaction result includes that the listed character owned by the first user was sold, and in exchange, the first user was given consumption value based on the selling price. In step S132, the trade UI unit 512 of user terminal 50-2 displays the transaction result on the display device 55. The information indicating the transaction result includes that the third user acquired the listed character in exchange for the third user's consumption value being consumed by the third user for the amount of the selling price.

[0098] (ii: If the third user is a player of the game and an NFT is associated with the character being offered) This section describes the process of updating the owner of a listed character when a third user who purchases the listed character is a player of a game in which the listed character is available, and an NFT is associated with the listed character. In this case, system 1 executes steps S121 to S133 as in (i), but the details of the processing in step S125 are different.

[0099] In step S125, the trade processing unit 115 of the trade server 10 performs the process described above, in addition to registering transaction data related to the listed character in the blockchain system 70. Specifically, the trade processing unit 115 registers transaction data in the blockchain system 70 that includes updating the owner of the NFT character from the first user to the third user.

[0100] In the case of (ii), the first user may not be a player of a game in which the listed character is available. In this case, the memory unit 330 of the game progress server 30 may store information that the owner of the listed character is unknown. In this case, the details of the processing in step S127 are further different. In step S127, the game progress unit 313 of the game progress server 30 deletes the information that the owner of the listed character is unknown from the memory unit 330 in accordance with the notification from the trade server 10. The game progress unit 313 also adds the listed character to the possession information in the user information of the third user.

[0101] (iii: If the third user is not a player of the game) This section describes the process for updating the owner of a listed character when a third user who purchases the listed character is not a player of a game in which the character is available. In this case, System 1 executes steps S121 to S133 in much the same way as in (i), but the details of the processing in steps S121, S125, and S127 are different.

[0102] In step S121, the trade UI unit 512 of the user terminal 50-2 transmits information indicating that a purchase has been instructed, along with information that the user ID of the third user in the game is unknown.

[0103] In step S125, the trade processing unit 115 of the trade server 10 performs the process described above, in addition to registering transaction data related to the listed character in the blockchain system 70. A specific example of this process is the same as in (ii), so a detailed explanation will not be repeated.

[0104] In step S127, the game progress unit 313 of the game progress server 30 removes the character being offered for sale from the possession information in the user information of the first user, in accordance with the notification from the trade server 10. The game progress unit 313 also stores in the storage unit 330 information indicating that the owner of the character being offered for sale is unknown.

[0105] In addition, in the case of (iii), as in the case of (ii), the first user may not be a player of a game in which the character being offered is available. In this case, the memory unit 330 of the game progress server 30 may store information that the owner of the character being offered is unknown. Also in this case, in step S125, the trade processing unit 115 of the trade server 10 may or may not notify the game progress server 30, which is running the game in which the character is available, that it has updated the owner of the character from the first user to the third user. Even if notification is given, in step S127, the game progress unit 313 of the game progress server 30 does not have to perform any particular processing in accordance with the notification.

[0106] [Note] Based on the above description, the present invention can be understood as follows, for example. For the sake of ease of understanding the present invention, reference numerals in the attached drawings are conveniently added in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.

[0107] The system (1) according to Embodiment 1 includes a communication control unit (111) that communicates with a plurality of game progress servers that are running different games from each other, and a listing game medium information acquisition unit (112) that acquires information indicating a listing game medium, which is a game medium used in at least some of the games among the games that the plurality of game progress servers are running, and which, in response to the instructions of a first user, is identified as a game medium from among the game media associated with the first user, in which the user associated with the game medium can be changed to a user other than the first user, and a game medium is associated with a game medium with game medium identification information that identifies the type of game medium, and the The system includes: an evaluation information acquisition unit (113) that identifies a game progress server from among multiple game progress servers that uses a game medium associated with the same game medium identification information as the listed game medium, and acquires evaluation information from the identified game progress server, which includes an evaluation of the game medium and information indicating an evaluation by a second user other than the first user; a user interface for receiving instructions from a third user other than the first user to associate the listed game medium with the third user; and a display control unit (114) that displays the evaluation information for the listed game medium on a display device (55) viewed by the third user. With the above configuration, the third user can be provided with materials to judge the value of the listed game medium.

[0108] system.

[0109] The system (1) according to Embodiment 2, in Embodiment 1, includes, as information indicating an evaluation by the second user, information indicating an evaluation based on the results of the second user using a game medium associated with the same game medium identification information as the listed game medium. With the above configuration, the third user can be provided with material based on in-game usage history as material for judging the value of the listed game medium.

[0110] The system (1) according to embodiment 3, in embodiment 1 or 2, includes, as information indicating an evaluation by the second user, information indicating an evaluation of a game medium associated with the same game medium identification information, which is entered by the second user. According to the above configuration, a third user can be provided with material based on evaluations by other users as material for determining the value of the game medium being offered.

[0111] The system (1) according to Embodiment 4, in any one of Embodiments 1 to 3, includes, as information indicating the evaluation by the second user, information indicating the ranking of the listed game medium among a predetermined number of game media, including the listed game medium, calculated based on predetermined conditions. With the above configuration, the third user can be provided with material to indicate a relative evaluation with respect to other game media as material for judging the value of the listed game medium.

[0112] System (1) relating to Embodiment 5 is such that, in any one of Embodiments 1 to 4, the listed game medium is associated with a non-fungible token whose holder is managed on the blockchain. According to the above configuration, a third user can acquire the listed game medium even when they are not playing the game that uses the game medium (for example, when they are not registered as a user on the server where the game is running). For example, a third user can acquire a high-value game medium and then start playing the game that uses the game medium. In addition, the association with a non-fungible token helps maintain the credibility of the game medium. For example, it can be shown that it was not generated through fraudulent activity. Furthermore, the association with a non-fungible token makes it easier to obtain information regarding the transaction history.

[0113] The information processing method (S1) according to embodiment 6 is an information processing method executed by one or more computers, comprising: a communication control step of communicating with a plurality of game progress servers that are running different games from each other; an information acquisition step (S105) of acquiring information indicating a listed game medium, which is a game medium used in at least some of the games among the games that the plurality of game progress servers are running, and which, in response to the instructions of a first user, is identified as a game medium from among the game media associated with the first user, in which the user associated with the game medium can be changed to a user other than the first user; and a information acquisition step of acquiring information indicating a listed game medium, which identifies the type of game medium. The system includes an evaluation information acquisition step (S113) which involves identifying a game progress server from among the multiple game progress servers that uses a game medium associated with the same game medium identification information as the listed game medium, and acquiring evaluation information from the identified game progress server, which includes an evaluation of the game medium and information indicating an evaluation by a second user other than the first user; a user interface for receiving instructions from a third user other than the first user to associate the listed game medium with the third user; and a display control step (S117) which causes the evaluation information for the listed game medium to be displayed on a display device (55) viewed by the third user. The above configuration provides the same effects as in Embodiment 1.

[0114] The program according to embodiment 7 includes a communication control step of communicating with one or more computers with a plurality of game progress servers that are running different games from each other, and an acquisition step of listing game media information (S105) which acquires information indicating a listing game media that is used in at least some of the games among the games that the plurality of game progress servers are running, and which, in response to the instructions of a first user, is identified as a game media that can change the user associated with the game media to a user other than the first user from among the game media associated with the first user, and a game media identification information that identifies the type of game media is associated with the game media. From among the multiple game progress servers, a game progress server that uses a game medium associated with the same game medium identification information as the listed game medium is identified, and an evaluation information acquisition step (S113) is performed to acquire evaluation information from the identified game progress server, which includes an evaluation of the game medium and information indicating an evaluation by a second user other than the first user; a user interface for receiving instructions from a third user other than the first user to associate the listed game medium with the third user, and a display control step (S117) for displaying the evaluation information for the listed game medium on a display device (55) viewed by the third user are executed. The above configuration provides the same effects as in Embodiment 1.

[0115] [Examples of implementation using software] The functions of each device included in System 1 (hereinafter referred to as "device") can be realized by a program that causes the device to function as a computer, and by a program that causes the control block of the device (in particular, each part included in the control units 110, 310, and 510) to function as a computer.

[0116] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., memory) as hardware for executing the program. By executing the program using this control device and storage device, the functions described in each of the embodiments are realized.

[0117] The above program may be recorded on one or more computer-readable recording media, not temporary ones. These recording media may or may not be provided by the above device. In the latter case, the program may be supplied to the above device via any wired or wireless transmission medium.

[0118] Furthermore, some or all of the functions of each of the above control blocks can also be realized by logic circuits. For example, an integrated circuit in which logic circuits functioning as each of the above control blocks are formed is also included in the scope of the present invention. In addition, it is also possible to realize the functions of each of the above control blocks by, for example, a quantum computer.

[0119] Furthermore, each process described in the above embodiments may be performed by AI (Artificial Intelligence). In this case, the AI ​​may operate on the control device described above, or it may operate on other devices (for example, an edge computer or a cloud server).

[0120] The present invention is not limited to the embodiments described above, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]

[0121] 1 System 10 Trade Servers 30 Game Progression Servers 50 User Terminals 70 Blockchain Systems 11, 31, 51 processors 12, 32, 52 memory 13, 33, 53 Communication Interfaces Buses 19, 39, and 59 34, 54 Input devices 35, 55 Display device 110, 310, 510 Control Unit 111, 311, 511 Communication Control Unit 112 Exhibited Game Media Information Acquisition Department 113 Evaluation Information Acquisition Unit 114 Display Control Unit 115 Trade Processing Unit 130, 330, 530 storage section 312 Evaluation Information Generation Unit 313 Game Management Section 512 Trade UI Department 513 Game UI Section

Claims

1. A communication control unit that communicates with multiple game progress servers, each running a different game, A listing game medium information acquisition unit acquires information indicating a listing game medium, which is a game medium used in at least some of the games played by the aforementioned multiple game progress servers, and which, in response to instructions from a first user, is identified as a game medium from among the game media associated with the first user that allows the user associated with the game medium to be changed to a user other than the first user. A game medium is associated with game medium identification information that identifies the type of game medium, and from among the multiple game progress servers, a game progress server is identified that uses a game medium associated with the same game medium identification information as the listed game medium, and an evaluation information acquisition unit acquires evaluation information from the identified game progress server, which includes information indicating an evaluation of the game medium by a second user other than the first user. The system includes a user interface for receiving instructions from a third user other than the first user, which include instructions to associate the listed game media with the third user, and a display control unit that causes the evaluation information for the listed game media to be displayed on a display unit viewed by the third user, system.

2. The aforementioned evaluation information includes, as information indicating an evaluation by a second user, information indicating an evaluation based on the results of using a game medium associated with the same game medium identification information as the listed game medium by the second user. The system according to claim 1.

3. The aforementioned evaluation information includes, as information indicating an evaluation by a second user, information indicating an evaluation of a game medium associated with the same game medium identification information, which was entered by the second user. The system according to claim 1.

4. The aforementioned evaluation information includes, as information indicating an evaluation by a second user, information indicating the ranking of the listed game medium among a predetermined number of game mediums, including the aforementioned listed game medium, calculated based on predetermined conditions. The system according to claim 1.

5. The aforementioned game platform is associated with non-fungible tokens whose holders are managed on the blockchain. The system according to claim 1.

6. An information processing method performed by one or more computers, A communication control step that communicates with multiple game progress servers that are running different games, A step to obtain information indicating a listed game medium, which is a game medium used in at least some of the games played by the aforementioned multiple game progress servers, and which, in response to instructions from the first user, is identified as a game medium that allows the user associated with the game medium to be changed to a user other than the first user from among the game mediums associated with the first user. The game medium is associated with game medium identification information that identifies the type of game medium, and from among the multiple game progress servers, a game progress server is identified that uses a game medium associated with the same game medium identification information as the listed game medium, and evaluation information is obtained from the identified game progress server, which includes evaluation information for the game medium, including information indicating evaluation by a second user other than the first user. A user interface for receiving instructions from a third user other than the first user, which associates the listed game media with the third user; and a display control step for displaying the evaluation information for the listed game media on a display unit viewed by the third user; Information processing methods, including those mentioned above.

7. On one or more computers, A communication control step that communicates with multiple game progress servers that are running different games, A step to obtain information indicating a listed game medium, which is a game medium used in at least some of the games played by the aforementioned multiple game progress servers, and which, in response to instructions from the first user, is identified as a game medium that allows the user associated with the game medium to be changed to a user other than the first user from among the game mediums associated with the first user. The game medium is associated with game medium identification information that identifies the type of game medium, and from among the multiple game progress servers, a game progress server is identified that uses a game medium associated with the same game medium identification information as the listed game medium, and evaluation information is obtained from the identified game progress server, which includes evaluation information for the game medium, including information indicating evaluation by a second user other than the first user. A user interface for receiving instructions from a third user other than the first user, which associates the listed game media with the third user; and a display control step for displaying the evaluation information for the listed game media on a display unit viewed by the third user; A program that executes something.

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