Game server and game system

The game server system addresses the lack of transaction promotion and group activity incentives in NFT technologies by allowing users to register and update owner information for location objects in a virtual space, enhancing user engagement and interaction through incentives for group activities.

WO2025088741A1PCT designated stage expired Publication Date: 2025-05-01SUPER MASSIVE GLOBAL INC
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
PCT/JP2023/038588
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-25
Publication Date
2025-05-01

AI Technical Summary

Technical Problem

Existing technologies for trading and distributing digital data as non-fungible tokens (NFTs) are insufficient in actively promoting transactions and do not effectively encourage or reward group activities in virtual spaces linked to the real world.

Method used

A game server system that generates a virtual space based on geographic information from the real world, allowing users to register and update owner information for location objects, and provides incentives for group activities, promoting cooperation and competition among users.

Benefits of technology

The system enhances user engagement by allowing users to become owners of location objects and receive incentives for their groups, fostering a more interactive and participatory experience within the virtual space.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure JP2023038588_01052025_PF_FP_ABST
    Figure JP2023038588_01052025_PF_FP_ABST
Patent Text Reader

Abstract

[Problem] To further promote digital data transactions. [Solution] The present invention comprises: a virtual space generation unit for generating a virtual space, a location object, and a user object; an owner information management unit for managing owner information of the location object; an owner information registration unit for registering, as the user, the owner information of the location object in a case where an occupancy condition which includes a positional relationship between the user and the location in real space is satisfied; a group management unit for managing the user and a predetermined group in association with each other; and an incentive-granting unit for granting an incentive to the user registered as the owner information of the location object and another user belonging to the same group as the user, respectively.
Need to check novelty before this filing date? Find Prior Art

Description

Game server and game system

[0001] The present invention relates to a game server 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 can be obtained which includes: a virtual space generation unit which 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 which 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 which manages owner information of the location object; an owner information registration unit which 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 an owner information update unit which updates the owner information of the location object to the other user when a user different from the user satisfies the occupancy condition.

[0007] According to the present invention, trading of digital data can be further promoted.

[0008] 1 is a diagram showing an example of the configuration of a content providing 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 provided by the game server of FIG. 1 and a real space. 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 diagram showing an example of the hardware configuration of the game server of FIG. 1. FIG. 6 is a functional block diagram of the game server of FIG. 1, which is an example of a "community" of a game system. FIG. 7 is a flowchart of the processing of the game server of FIG. 1.

[0009] The present invention will be described below by listing the contents of the embodiments. The present invention has the following configuration. [Item 1]

[0010] <Details of the embodiment> An embodiment of the present invention will be described with reference to the drawings.

[0011] <Configuration> The problem to be solved by the invention is the lack of a mechanism for allowing participation not only by individual users but also by specific groups in a virtual space linked to the real world, and a means for encouraging and rewarding such group activities. The effect of the present invention is that it is possible to register "owners" of location objects in a virtual space based on geographic information of the real world, and furthermore, it is possible to grant incentives that take into account ownership within specific groups, thereby promoting cooperation and competition among users and enabling a more sophisticated participation experience. In an embodiment, the present invention is implemented as a game server equipped with a virtual space generation unit, an owner information management unit, an owner information registration unit, a group management unit, and an incentive granting unit. This allows users to not only become owners of specific locations, but also earn incentives for the entire group to which they belong, thereby stimulating interaction within the group.

[0012] <System Overview> As shown in Figures 1 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.

[0013] 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.

[0014] 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.

[0015] 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.

[0016] 4 shows an example of a screen displayed on a user terminal. A user can use the content providing system by using the user terminal. 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, the location object 220 displays the owner object 220 and the remaining time T until the content provision ends.

[0017] <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.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] The group management unit manages users by associating them with specific groups. This unit is essential for defining how users interact with each other and receive incentives within the game. Specifically, when a user registers or logs in, they are given the option to join an existing group or create a new one. These groups can exist in a variety of forms, such as for specific purposes or activities, or simply for socializing. The group management unit monitors communications and activities between users within the group and provides data to the incentive granting unit, which calculates incentives as needed. Furthermore, when a group achieves a specific goal, the unit shares this information with the owner information management unit and the incentive granting unit to ensure that appropriate rewards are distributed. In this way, the group management unit promotes social interactions within the game and provides a mechanism for users to receive further incentives.

[0022] The incentive granting unit provides various forms of rewards for user activities in the game. This unit automatically grants incentives when a user occupies a specific location object or meets certain conditions. Specifically, it manages multiple parameters, such as the type of incentive, granting conditions, and granting timing, and calculates and distributes incentives based on these parameters. This incentive granting unit can grant incentives not only to users but also to groups to which the user belongs. For example, if a group to which a user belongs achieves a specific result, some kind of reward is granted to the entire group according to that achievement. This function promotes cooperation and communication among users and stimulates competition within the game. In addition, incentives are automatically granted based on a set of pre-defined rules and algorithms. This ensures fairness and significantly reduces the administrator's workload. The incentive granting unit works closely with other parts and is an important element in forming the in-game ecosystem.

[0023] The incentive granting unit's function of "granting incentives to the group to which the user belongs" is a mechanism that rewards the achievements of the group as a whole, rather than individual users. Specifically, incentives are granted by distributing the achievements of the group to the entire group based on the goals and missions the group jointly achieves. For example, if a location object is occupied by a group, a certain amount of points, in-game currency, items, etc. is distributed to all group members who contributed to the occupation. This promotes cooperation and teamwork within the group. Furthermore, additional rewards may be granted based on the achievements of the group as a whole during specific periods or events. The incentive distribution ratio within the group may also vary depending on the contributions and roles of members. This allows members with high contributions to receive larger rewards, creating an incentive for individual users to participate more actively. In this way, the incentive granting unit not only rewards individual users but also has the function of providing rewards for the cooperation and achievements of the group as a whole, thereby stimulating community building and cooperative play within the game.

[0024] As shown in Figure 6, in this game server, groups are formed around specific "oshi" (idols). For example, if a user likes music or entertainment, they can join an "idol" community. In this community, they cooperate with other members who support the same idol and occupy specific area objects. Users interested in professional occupations can join a "job" community. For example, by occupying area objects themed around a specific occupation, such as "engineer" or "doctor," they can connect with users with similar interests. Furthermore, "hobby" communities focus on specific hobbies, such as "fishing" or "reading." In such communities, occupying area objects related to hobbies deepens connections with people who share common interests. Finally, "taste" communities focus on food and drink, such as "tea lovers" or "sushi masters." Here, members cooperate and earn incentives based on specific preferences by occupying related area objects. If these communities succeed in increasing the number of area objects they occupy, their "oshi" communities will evolve in some way. This encourages members to cooperate and participate more, stimulating social activities within the game.

[0025] <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.

[0026] <Data Structure> As shown in Figure 7, the game server has virtual space generation information and user 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] The user information is information that associates each user terminal and owner terminal that uses this system with a user. Typically, the user information may include a user ID, password, payment information, unique terminal identification information, and contact information.

[0032] Group information is used to manage "information relating to users and groups." A user can belong to one or more groups, and information about the user's membership, group attributes (e.g., type of "favorite"), and relationships with other members are recorded.

[0033] <Processing Flow> As shown in Figure 8, the game server performs the following processes. Step 1: Virtual Space Generation The virtual space generation unit operates to generate a virtual space based on the geographic information of the real space. Step 2: Location Object Creation Within the generated virtual space, location objects corresponding to structures and areas existing in the real space are created. Step 3: User Location Information Acquisition The user's device transmits location information, and the location of the user object in the virtual space is set based on that information. Step 4: Owner Information Management The owner information set for each location object is managed by the owner information management unit. Step 5: Owner Information Registration When a user is near a specific location object, the owner information registration unit operates, and if the conditions are met, the user is registered as the owner. Step 6: Group Management When a user joins or creates a specific group, the group management unit manages that information. Step 7: Incentive Calculation The incentive granting unit calculates the incentive using a condition determination function and a reward calculation function. Step 8: Incentive Distribution The calculated incentive is distributed to the target user or group using the distribution function. Step 9: Notification and History Management The notification function operates to notify the user or group that an incentive has been granted. At the same time, the information is saved using the history management function.

[0034] <Other Embodiments> In the present invention, the following configurations can be adopted as partial modifications or alternatives. 1. Achievement Evaluation Unit 1.1 Time-based evaluation: Evaluates achievements achieved within a specified period. 1.2 Activity-based evaluation: Evaluates based on the number of activities and posts by members. 1.3 Introduction of external evaluation: Reflects evaluation scores by third parties at a set rate. 2. Reward Distribution Algorithm 2.1 Equal distribution: Earnest incentives are distributed equally among all members. 2.2 Contribution-based distribution: Incentives are distributed according to the contribution of each member. 2.3 Rank-based distribution: Members are divided into several ranks, and the distribution ratio varies according to each rank. 3. Community Management Unit 3.1 Open community: Anyone can join. 3.2 Invitation-only community: An invitation from an existing member is required. 3.3 Authentication-based community: Only those who meet certain qualifications and conditions can join. 4. Community-exclusive content 4.1 Educational content: New educational materials and tutorials are unlocked depending on achievements. 4.2 Entertainment content: Content that allows you to learn while having fun, such as games and videos. 4.3 Exclusive content: Special information and products that can only be obtained within the community. 5. Results reporting section 5.1 Internal reporting: Reports on message boards and chats within the community. 5.2 External reporting: Public reports on social media and websites. 5.3 Sequential reporting: A function that reports results in real time as they are achieved. 6. History tracking section 6.1 Visual dashboard: Displays past results and rewards in graphs and charts. 6.2 Text-based history: Displays history in a simple text format. 6.3 Export function: History data can be downloaded in CSV or PDF format.

[0035] 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.

[0036] 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.

[0037] The configurations included in the present invention are as follows: (Configuration 1)

[0038] 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 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 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; a group management unit that manages the user in association with a specified group; and an incentive granting unit that grants incentives to each of the user registered as the owner information of the location object and other users belonging to the same group as the user.

2. A game server as described in claim 1, wherein the owner information registration unit registers the owner information of the location object as a predetermined group when a predetermined number or more of the multiple users belonging to a predetermined group in the real space satisfy the occupancy condition, and further includes an owner information update unit that updates the owner information of the location object to another group when a predetermined number or more of other users belonging to another group different from the group satisfy the occupancy condition.

3. A game system including a user terminal and a game server, comprising: 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 user's position 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 when an occupancy condition including a positional relationship between the user and the location in the real space is satisfied; a group management unit that manages the user in association with a specified group; and an incentive granting unit that grants incentives to each of the user registered as the owner information of the location object and other users who belong to the same group as the user.

Citation Information

Patent Citations

  • Information processing device, game program, and information processing method

    JP2020054451A

  • Method for providing building occupation game of GPS (global positioning system) baseboard based on actual map and server using the same

    JP2022083403A

  • Clan wars

    US8496532B1

  • Game server, game system, and program

    WO2017122233A1