Game server and game system
The game server system addresses the challenge of promoting digital data transactions by generating a virtual space linked to real geographic locations, determining ownership through game events, and providing incentives, resulting in enhanced user engagement and transaction activity.
Patent Information
- Application Number
- PCT/JP2023/038585
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-25
- Publication Date
- 2025-05-01
AI Technical Summary
Existing technologies for trading digital data as non-fungible tokens (NFTs) are insufficient in actively promoting transactions and do not efficiently determine ownership of geographical locations in virtual spaces linked to real spaces.
A game server system that generates a virtual space based on geographic information, allows users to interact with location objects in the real space, and determines ownership through game events, providing incentives to owners based on user visits.
The system enhances user engagement and fairness in determining ownership, promoting the trading of digital data by integrating game elements and incentives, thereby increasing transaction activity.
Smart Images

Figure JP2023038585_01052025_PF_FP_ABST
Abstract
Description
Game server and game system
[0001] The present invention relates to a game server, a content providing method, a content providing program, and a game system.
[0002] In recent years, technologies have been proposed for trading and circulating digital data such as image data as non-fungible tokens (NFTs). The following documents disclose technologies related to such NFTs, and their entire contents are incorporated herein by reference:
[0003] Patent No. 6710401 Patent No. 6656628 Patent No. 6572493 Patent No. 6640320 Patent No. 6538996 Patent No. 6404435 Patent No. 6710401 Patent No. 6391128
[0004] The NFT technologies mentioned above are merely for trading digital data and are insufficient to actively promote trading.
[0005] The present invention aims to further promote trading of digital data.
[0006] According to the present invention, a game server is provided which includes: a storage unit which stores a virtual space generated based on geographic information of a real space, a location object corresponding to a location existing in the real space, owner information certified as the owner of the location object, and content information associated with the owner information; an object providing unit which associates the virtual space, the location object, and the user object with location information of a user terminal in the real space and provides the virtual space, the location object, and the user object so that they can be displayed on a display unit of the user terminal; a content providing unit which, in the real space, provides content to be used on the user terminal when the location information of the user terminal indicates that the user terminal has visited within a predetermined range of the location and a request for the content is made from the user terminal; and an incentive granting unit which grants a predetermined incentive to the owner of the corresponding location object depending on the number of user terminals that have visited within a predetermined range of the location.
[0007] According to the present invention, the use of entertainment can further promote trading of digital data.
[0008] 1 is a diagram showing an example of the configuration of a game system according to an embodiment of the present invention. FIG. 2 is a diagram showing a schematic representation of the correspondence between a virtual space and a real space provided by the game server of FIG. 1. FIG. 3 is a diagram showing the positional relationship with a user located within a predetermined range from a location in the real space of FIG. 2. FIG. 4 is an example of a screen displayed on the display unit of the user terminal of FIG. 1. FIG. 5 is a functional block diagram of the game server of FIG. 1. FIG. 6 is a diagram showing an example of screen transitions for a game event of the present invention. FIG. 7 is an example of a data set of the present invention. FIG. 8 is a flowchart showing the processing flow of the game server of FIG. 1.
[0009] <Details of the embodiment> An embodiment of the present invention will be described with reference to the drawings.
[0010] <Summary> The problem to be solved by this invention is to efficiently and fairly determine the "owner" of a specific location (geographical location) when there are many users in a virtual space linked to real space, and to increase user engagement in the determination process. As an effect of the invention, the owner is determined through a game event in the virtual space, allowing users to experience high engagement and satisfaction in the process of acquiring ownership of the location through game elements. Furthermore, fairness is ensured by determining a winner (new owner) in a game event when multiple users meet the occupancy conditions.
[0011] The game server of the present invention includes a virtual space generation unit that generates a virtual space based on geographic information of the real space, an owner information management unit that manages owner information of location objects, an owner information registration unit that registers a user who satisfies an occupancy condition as a new owner, and a game event providing unit that determines a new owner through a predetermined game event when multiple users satisfy the occupancy condition. The game event providing unit further includes a game object placement unit that places game objects that users can acquire in the virtual space, a win / loss determination unit that determines a win / loss, and an occupancy time determination unit that determines an occupancy time.
[0012] 1, a game system according to an embodiment of the present invention (hereinafter referred to as "this system") includes a game server, user terminals, and an owner terminal. The game server, user terminals, and owner terminals are connected to each other via a network so that they can communicate with each other.
[0013] The system includes a recording medium from which a program for executing the system can be read. The program is read into a processor (controller) of a computer terminal or the like, and physically and / or logically cooperates with hardware resources to implement the system and method.
[0014] <System Overview> As shown in Figures 2 to 4, this system allows a user to use a user terminal to experience a virtual space generated based on geographic information of the real space. That is, as shown clearly in Figure 2, the virtual space 200 is generated by directly reproducing the real space 100. The position information (x n , y n ) and the position information (X n , Y n ) exists.
[0015] Note that the position information in the real space can be measured by a GPS (Global Positioning System) or the like, but the position information may be specified by other methods.
[0016] For example, as shown in FIG. 2, in the real space 100, the location 102 of a building is represented by position information (x 1 , y 1 ) The stadium location 104 is located at the location information (x 2 , y 2 ) The user position information that changes as the user 110 moves is stored in (x 0 , y 0 On the other hand, in the virtual space 200 generated by the game server, the location 102 in the real space is represented as a location object 202, which is represented as position information (X 1 , Y 1 The stadium location 104 is displayed as a location object 204 with position information (X 2 , Y 2 The user 110 is displayed as a user object 210 with position information (X 0 , Y 0) The relative positional relationship between the user and the location and topography in the real space is maintained in the virtual space. The virtual space 200 of the present invention is expressed as if the real space were faithfully represented as an object or symbol. When the user moves in the real space 100, the user object in the virtual space is also displayed moving a distance and in a direction corresponding to the movement.
[0017] 3 , in real space 100, when a user is located within a predetermined range L from the building of location 102, the game server recognizes that the user has visited (checked in to) location 102. The method of recognizing a visit to location 102 is not limited to this, and may be detection by, for example, connection to a network of a beacon or the like installed in location 102.
[0018] FIG. 4 shows an example of a screen displayed on a user terminal. A user can use the user terminal to access the game system. The hardware configuration of the user terminal will be described later. As shown in the figure, the display unit (such as a display) of the user terminal displays the structure object 202 and user object 210 that existed in the virtual space 200 shown in FIG. 2 as 3D objects or 3D images. In the example screen, an owner object 220 is displayed alongside a location object 220.
[0019] <Functional Configuration> The functional blocks of the present invention will be described with reference to Figure 5. The virtual space generation unit generates a virtual space based on geographic information of the real space. At the same time, location objects corresponding to specific locations (e.g., parks, buildings, stations, etc.) existing in the real space are created and displayed in the virtual space. The virtual space generation unit generates and displays a user object 210 at a corresponding position in the virtual space based on the user's position in the real space (position information acquired from the user terminal). As a result, the user object is displayed in the virtual space at the same position based on the user's position in the real world.
[0020] The owner information management unit manages location object owner (occupant) information. Specifically, it has the function of storing, querying, and updating information on which user or group occupies each location object in a database or other appropriate data storage. This unit cooperates with the owner information registration unit and owner information update unit to register and update owner information when occupancy conditions are met. The owner information management unit can also maintain a history of changes in the owner of a location object. This makes it possible to track the occupancy history of a specific location object and the changes in ownership among multiple users. This function is useful for in-game events, promotions, and promoting competition among users. Furthermore, the owner information management unit can cooperate with APIs and other systems, allowing for flexible reference of owner information in external systems and setting of occupancy conditions outside the game server. This allows for scalability and diverse operation.
[0021] The owner information registration unit registers a user as the owner of a location object when the user satisfies occupancy conditions for the location (e.g., staying at the location for a certain period of time). When a new owner is assigned to a location object in the virtual space, the owner information registration unit registers the information in the database and the owner information management unit. Specifically, when a user satisfies certain occupancy conditions for a specific location object, the owner information registration unit recognizes the user as the new owner and updates the owner information. This unit has logic to acquire the user's location information in the real world using GPS information and other sensor data and determine whether it matches or is close to a specific location object. The occupancy conditions can be set, for example, by the user staying at a specific location for a certain period of time or using a specific item. When the owner information registration unit confirms that the conditions have been met, it works with the owner information management unit to update the owner information in the database. This enables ownership changes in real time. Furthermore, when the owner information is changed, the corresponding user can be notified via a notification function. In this way, the owner information registration unit enhances competitive and cooperative elements in the game and improves user engagement.
[0022] The owner information update unit updates the owner information of a location object when another user meets the occupancy conditions. The owner information update unit has a mechanism for updating the information when a new user occupies the location of an existing owner based on specific occupancy conditions. For example, if a new user performs an action that meets the occupancy conditions (e.g., staying in a specific location for a certain amount of time, completing a specific task, etc.), the owner information update unit updates the corresponding record in the database. To detect whether the occupancy conditions have been met, the owner information update unit references real-world location information, item usage history, time data, etc. This information is provided by the owner information management unit or obtained directly from sensors, GPS, user input, etc. Once the new owner is confirmed, the information is sent to the owner information management unit, and the owner information of the corresponding location object is updated. In addition, when the owner changes, a function is typically provided to notify both the existing owner and the new owner. This stimulates competition among users and increases engagement in games and services. Through these functions, the owner information update unit efficiently and fairly manages the transfer of ownership in virtual space and promotes interaction between users.
[0023] The game event providing unit is a component that, when multiple users satisfy the occupancy conditions, triggers a specific game event and registers new owner information. This game event can take various forms, such as a battle, a quiz, or an auction. The game event providing unit automatically generates such events and provides them to users. Specifically, a game event that occurs when multiple users satisfy the occupancy conditions serves as a means for determining a new owner. For example, users may battle using resources (in-game currency, items, etc.) required to occupy a specific location. The winner of this battle is registered as the new owner in the owner information of the location object. The game event providing unit manages the rules, progress, results, etc. of the game event and updates this information in cooperation with the owner information management unit and the owner information registration unit. In this way, the game event providing unit plays an important role in fairly and efficiently promoting competition among multiple users and selecting a new owner.
[0024] The game event providing unit according to this embodiment includes a game object placement unit and a win / loss determination unit. The game object placement unit places game objects that users can acquire in the virtual space. These game objects provide various elements that users can use in the game, such as special items, weapons, and skills. By acquiring game objects, users can create advantageous situations in strategy and competition. When selecting a winner in a game event that occurs between multiple users who meet the occupancy conditions, the win / loss determination unit determines the winner based on the game objects acquired by each user. This allows the outcome to be determined not only by simple location information and time, but also by the amount of effort and strategy a user has combined in the game. This expansion adds depth to in-game competition and emphasizes strategic elements. Users can use game objects acquired in the virtual space to compete with other users, ultimately making the process of determining the owner of a new location object more complex and engaging. This can be said to have the effect of increasing the long-term appeal of the game and encouraging continued user participation.
[0025] The occupation time determination unit determines how long a user who wins a particular game event (e.g., a rock-paper-scissors game) can occupy the location object. For example, if the margin of victory in a game event is large, the occupation time is set longer. Conversely, if the victory is narrow, the occupation time is set shorter. Specific logic can be considered. The occupation time determination unit can calculate the occupation time using information such as: ・The score difference between the winner and loser of the game event ・Attributes of the rock-paper-scissors cards and other game objects used in the game event ・Characteristics of the location object where the game event took place (e.g., popularity, past occupation history, etc.) ・Information about the team to which the winner belongs ・Event time and duration (e.g., a promotion that changes the occupation time during certain times of the day or on certain days) This adds a more strategic and dynamic element to the game system, making it important for players not only to win rock-paper-scissors, but also to consider how they win. Furthermore, this can create new strategies and tension regarding the occupation of location objects, potentially increasing game engagement.
[0026] A game event according to this embodiment will be described with reference to FIG. 6 . The game event according to this embodiment may be a so-called rock-paper-scissors game. In this case, the game object placement unit randomly places rock-paper-scissors cards (rock, scissors, paper) in the virtual space. Users can acquire these cards by exploring the virtual space and use them in later game events. The type of rock-paper-scissors card acquired can significantly change the strategy. If there are multiple users who satisfy the occupancy condition, the win / loss determination unit generates a rock-paper-scissors game as a game event. Each user selects one of the rock-paper-scissors cards they acquired, and the winner and the owner of the new location object are determined based on the result.
[0027] The rock-paper-scissors game can be modified as follows: Cards with attributes: In addition to the standard rock-paper-scissors cards (rock, scissors, paper), each card is also assigned a specific attribute (fire, water, wood, etc.). Matching these attributes adds a strategic element, such as activating special skills. Combo system: Using the same rock-paper-scissors card multiple times in succession creates a combo, resulting in specific bonus effects. This element creates a strategy for which cards to acquire and save. Limited-time events: Limited-time events occur near location objects, and if you win within that time, you will receive a special reward. This motivates users to gather at a specific time or place. Team play: Multiple users form a team and play rock-paper-scissors together. This requires deeper strategy and cooperative play than simple rock-paper-scissors. Chance of reversal: Even if you lose, there is a certain probability that a "chance of reversal" will occur, providing a one-time opportunity for revenge. This creates tension and exciting developments in the game. Card exchange: A feature that allows users to exchange acquired rock-paper-scissors cards with each other. This will further enhance communication between users and the strategic element. Special Cards: Special cards (e.g., boost cards, cards that erase all attributes, etc.) that appear very rarely can turn the situation around in an instant.
[0028] <Hardware Configuration> This figure shows an example of the hardware configuration of a game server of the present invention. The illustrated configuration is an example, and other configurations may be included, or elements having similar functions may be substituted. Furthermore, although the illustrated game server is represented as a single device, it may also be configured as a single device by combining multiple devices. Each functional block can be configured, for example, by hardware provided in the server device, a DSP (Digital Signal Processor), or software. For example, when configured by software, each functional block is actually configured with a computer's CPU, RAM, ROM, etc., and is realized by the operation of a program stored in a recording medium such as RAM, ROM, a hard disk, or semiconductor memory.
[0029] <Data Structure> As shown in Figure 7, the game server has virtual space generation information, user information, and game event execution information. The virtual space generation information has at least location object information, owner information, and content information. Note that some of the information may be provided by an external terminal, and not all of the information may be stored in the memory unit at all times.
[0030] The virtual space generation information is information necessary for displaying a virtual space corresponding to a real space on a user terminal. The virtual space generation information uses location object information, owner information, and content information. The virtual space generation information may be data such as a 3D map, 3D objects, effects, images, and text.
[0031] Location object information is information necessary to display location objects placed in virtual space. Location objects are objects that represent locations that exist in real space. Locations that exist in real space include, for example, expressways, toll roads, general national highways, major regional roads, general prefectural roads, railways, subways, railway and station buildings, stations and subways, the sea, rivers, lakes, intersection names, green spaces, golf courses, parks, service areas, parking areas, toll booths, parking lots / travel stations / roadside stations, tunnels, bridges, interchanges, prefectural offices, city and ward / town / village offices, police stations / police boxes, fire stations, hospitals, post offices, community centers, etc., government offices / courts / embassies, etc., castles and castle ruins, mausoleums, mountains (general term) / mountain range names, elementary schools, junior high schools, high schools, and technical colleges. Examples include universities, kindergartens, power plants, shrines, temples, telephone exchanges / telephone base stations, ferry terminals, airports / airfields, heliports, Christian churches / cathedrals, cemeteries, factories, lighthouses, base stations, hot springs, parks / gardens / green spaces, amusement parks / theme parks, tourist farms / drinking ranches, stadiums, baseball stadiums, gymnasiums, racetracks, motorsport facilities, beaches / swimming pools, yacht harbors / marinas, ski resorts, golf courses, campgrounds, zoos, aquariums, botanical gardens, art galleries / museums / libraries, halls / theaters, department stores, shopping centers, gas stations, hotels, banks, driving schools, tennis courts, convenience stores, supermarkets, and more. This does not only include structures, but also places with a certain area such as land, regions, territories, rivers, and lakes.
[0032] Owner information is information about the owner of a location object. Location objects are traded on a predetermined trading platform. The game server maintains and updates the owner information to keep it up to date.
[0033] The content information is content information associated with the owner. Examples of content include art, characters, domain names, music, videos, photos, voices, cards, land in other virtual spaces, and points created by the owner. These may be content managed and owned by the owner, or content certified as created by the owner and managed or owned by other users.
[0034] The user information is information that associates each user terminal and owner terminal that uses this system with the user. Typically, it may include a user ID, a rock-paper-scissors card that the user possesses, a password, payment information, unique identification information of the terminal, and contact information.
[0035] Game event execution information includes, for example, the following information: Rock-paper-scissors card information: Saves the card type (rock, scissors, paper), optional attributes (fire, water, wood, etc.), and unique identifiers for the cards. Game events: Stores information about game events to be held. Manages what events will be held at what location, when, and rewards, etc. Results and history: Manages the history of past rock-paper-scissors results for each user and location, rewards obtained, cards used, and other information. Win / loss determination logic: Logic for determining the winner of rock-paper-scissors. This is an algorithm or function rather than a data structure, but it calculates the basic rules of which card beats which card, and the impact of additional elements (attributes, combos, etc.). Team information: Information about the team the user belongs to. List of team members, team win / loss record, special events and rewards for the team, etc. Incentive information: Stores the types, conditions, and rewards of various incentives for winning and losing.
[0036] <Processing Flow> As shown in FIG. 8, an embodiment of the present invention comprises the following steps. Step S1: Virtual Space Generation A virtual space generation unit generates a virtual space based on geographic information of the real space. Within this virtual space, "location objects" corresponding to locations existing in the real space are placed. Step S2: Owner Information Management An owner information management unit records and manages owner information for each location object. Step S3: Acquisition and Display of User Location Information Acquires location information of the user in the real space and displays a "user object" at a corresponding location in the virtual space based on that information. Step S4: Determining Occupancy Conditions It is determined whether specific "occupancy conditions," such as the positional relationship between the user and the location, are met. Step S5: Implementing a Game Event If the occupancy conditions are met in step S4, the game event providing unit starts the game event. In this game event, "game objects" that can be acquired in the virtual space are placed. Step S6: Win / Loss Determination and New Owner Registration If multiple users participating in a game event meet the occupancy conditions, the win / loss determination unit determines a winner (new owner) based on the game objects. Step S7: Setting Occupancy Time After the winner is determined, the occupancy time determination unit sets the occupancy time for that user. Step S8: Updating New Owner Information The owner information management unit updates the information of the winner (new owner). Through these steps, the present invention determines ownership of a location in a virtual space linked to real space with a high level of engagement and fairness.
[0037] <Other Embodiments> Examples of configurations that can be implemented in addition to or as partial replacements for the embodiments of the present invention are listed below. 1. Game Battle Section 1.1 Turn-based strategy game: Owners compete against each other in a turn-based strategy game, betting on ownership. 1.2 Real-time battle: Owners compete in real time, with speed and reflexes also being evaluated. 1.3 AI battle: Owners design their own AI, and the AIs compete against each other. 1.4 Team battle: Multiple owners form teams and compete in group battles. 2. Ownership Change Algorithm 2.1 Points system: Ownership changes depending on the number of wins and points earned. 2.2 Auction format: Owners use points earned in the game to compete in an auction for ownership. 2.3 Random element: Special events occur with a certain probability, and ownership changes significantly depending on the results. 2.4 Time limit: The owner who achieves the highest score within a certain time period wins ownership. 3. Game-Real Life Linkage 3.1 Real-world Event Triggers: Certain real-world events (e.g., festivals, sales, etc.) trigger special battles in the game. 3.2 Location Linkage: The owner's real-world location information is linked to special abilities or items in the game. 3.3 Time Dependence: In-game events occur depending on the time of day in the real world. 4. Incentive Redesign 4.1 Growth Incentives: The more battles you participate in, the more incentives you can earn. 4.2 Skill-Based Incentives: Different types of incentives are awarded depending on specific skills or achievements. 4.3 Ranking Incentives: Additional incentives are awarded to top performers based on rankings based on performance over a period of time. 5. User Engagement Features 5.1 Spectating Bonuses: Incentives are also awarded to users who watch battles. 5.2 Participation: A "guest owner" system allows users to become owners for a short period of time. 5.3 Community Voting: Users vote to determine parts of the battle, enhancing the sense of participation.
[0038] The inventions described in the embodiments of the present application are not limited to those described in the present application, and may be applied to various examples within the scope of the technical concept. For example, the system of each embodiment may be configured so that information displayed on the screen of an information processing device in the embodiments of the present application can be transmitted to another information processing device so that the information can be displayed on the screen of the other information processing device.
[0039] Furthermore, the processes and procedures described in this application document may be realized not only by those explicitly described in the embodiments, but also by software, hardware, or a combination thereof. Furthermore, the processes and procedures described in this application document may be implemented as computer programs and executed by various computers. Furthermore, these computer programs may be stored in storage media. Furthermore, these programs may be stored in non-transitory or temporary storage media.
[0040] The present invention includes the following configurations: (Configuration 1) A game server comprising: a virtual space generation unit that generates a virtual space based on geographic information of a real space; location objects corresponding to locations existing in the real space; and user objects that are displayed at corresponding positions in the virtual space based on the user's position in the real space; an owner information management unit that manages owner information of the location objects; an owner information registration unit that registers the owner information of the location objects as a user when an occupancy condition including a positional relationship between the user and the location in the real space is satisfied; and a game event providing unit that registers one of the users determined by a predetermined game event as new owner information when multiple users satisfy the occupancy condition. (Configuration 2) The game server according to Configuration 1, wherein the game event providing unit comprises: a game object placement unit that places game objects that can be acquired by the user in the virtual space; and a win / loss determination unit that determines a win / loss based on the game objects owned by each of the users when multiple users satisfy the occupancy condition. (Configuration 3) The game server according to configuration 1, wherein the game event providing unit further includes an occupation time determining unit that determines the time to be registered as the new owner information according to the result of the game event.(Configuration 4) A game system including a user terminal and a game server, wherein the game server comprises: a virtual space generation unit that generates a virtual space generated based on geographic information of a real space; a location object corresponding to a location existing in the real space; and a user object that is displayed at a corresponding position in the virtual space based on the position of the user terminal in the real space; an owner information management unit that manages owner information of the location object; an owner information registration unit that registers the owner information of the location object as the user terminal when an occupancy condition including a positional relationship between the user terminal and the location in the real space is satisfied; and a game event providing unit that registers one of the user terminals determined by a predetermined game event as new owner information when a plurality of the user terminals satisfy the occupancy condition.
[0041] 100 Real space 102, 104 Location 106 Road 110 User 200 Virtual space 202, 204 Location object 206 Road object
Claims
1. A game server comprising: a virtual space generation unit that generates a virtual space based on geographic information of a real space; a location object corresponding to a location existing in the real space; and a user object that is displayed at a corresponding position in the virtual space based on the user's position in the real space; an owner information management unit that manages owner information of the location objects; an owner information registration unit that registers the owner information of the location object as the user when an occupancy condition including a positional relationship between the user and the location in the real space is satisfied; and a game event providing unit that registers one of the users determined by a predetermined game event as new owner information when a plurality of the users satisfy the occupancy condition.
2. A game server as described in claim 1, wherein the game event providing unit includes: a game object placement unit that places game objects that can be acquired by the users within the virtual space; and a win / lose determination unit that, when multiple users satisfy the occupancy conditions, determines a win or loss based on the game objects owned by each of the users.
3. A game server as described in claim 1, wherein the game event providing unit further comprises an occupancy time determination unit which determines the time to be registered as the new owner information depending on the result of the game event.
4. A game system including a user terminal and a game server, wherein the game server comprises: a virtual space generation unit that generates a virtual space generated based on geographic information of a real space; a location object corresponding to a location existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on the position of the user terminal in the real space; an owner information management unit that manages owner information of the location object; an owner information registration unit that registers the owner information of the location object as the user terminal when an occupancy condition including a positional relationship between the user terminal and the location in the real space is satisfied; and a game event providing unit that registers one of the user terminals determined by a predetermined game event as new owner information when a plurality of the user terminals satisfy the occupancy condition.
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