Program and information processing system
The system addresses the issue of users feeling wasteful about NFT-enabled items by offering incentives for purchasing additional items based on existing NFT-enabled items, thereby enhancing their perceived value and reducing feelings of wastefulness.
Patent Information
- Application Number
- PCT/JP2024/035968
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-10-24
- Filing Date
- 2024-10-08
- Publication Date
- 2025-05-01
AI Technical Summary
Users in games that allow the acquisition of NFT-enabled items may feel that items without significant value are accumulated, leading to a sense of wastefulness.
A program and information processing system that provides benefits for purchasing a second item in a virtual space, depending on the user's possession of a first item that can be NFT-enabled, thereby enhancing the perceived value of acquired items.
Prevents users from feeling wasteful about items that can be converted to NFTs by providing incentives and increasing the perceived value of these items within the game.
Smart Images

Figure JP2024035968_01052025_PF_FP_ABST
Abstract
Description
Program and information processing system
[0001] The present invention relates to a program and an information processing system.
[0002] Games that use blockchain technology have been known for some time (see, for example, Non-Patent Document 1). Also known as this type of game is a game that allows users to sell NFT-converted items to other users.
[0003] “A thorough explanation of how to get started with STEPN and its future prospects | How to earn money / how to play and how much does it cost to level up?” [online] [searched October 4, 2023], Internet <https: / / www.caica.jp / media / crypto / stepn-about / >
[0004] In games in which users can possess NFT-converted items, the users can, for example, obtain satisfaction from possessing a one-of-a-kind item by possessing the NFT-converted item, or can sell the NFT-converted item for profit. On the other hand, when NFT-convertible items are present in a game, it is conceivable that a user may possess an NFT-convertible item that they do not perceive as having much value. In such cases, the users may end up with a sense that the items that they perceive as having little value are accumulating and going to waste.
[0005] The present invention aims to prevent users from feeling that the items they have acquired are going to waste when using a service that allows them to acquire items that can be converted into NFTs.
[0006] According to one embodiment of the present disclosure, a program is provided that causes a computer to function as a control means that controls preferential treatment for the purchase of a second item in a virtual space depending on the user's possession of a first item that can be converted into an NFT.
[0007] According to the present invention, it is possible to prevent users from feeling that items that can be converted into NFTs are going to waste.
[0008] 1 is a diagram showing a schematic configuration of a game system. FIG. 2 is a block diagram showing the functional configuration of the game system. FIG. 3 is a diagram showing an example of a screen displaying a map. FIG. 4 is a diagram showing an example of a home screen. FIG. 5 is a diagram showing an example of a screen displaying a list of mountains acquired by the user. FIG. 6 is a diagram showing an example of a game screen when mining is performed. FIG. 7 is a diagram explaining the flow of asset acquisition and consumption. FIG. 8 is a diagram explaining a timeline related to mountain acquisition and mining. FIG. 9 is a diagram showing an example of a screen displaying a list of gems owned by the user. FIG. 10 is a diagram showing an example of a screen displaying a list of mountains acquired by the user in a state where an advantageous effect is occurring for a specific mountain. FIG. 11 is a diagram showing an example of a screen related to purchasing a pickaxe. A flowchart showing an example of processing related to mountain generation and determination of items that can be acquired from a mountain. A flowchart showing an example of processing related to mountain acquisition and mining. A flowchart showing an example of processing for generating advantageous effects by consuming NFT-convertible items. A flowchart showing an example of processing for providing preferential treatment for the purchase of a pickaxe.
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] 1, the game system 1 of this embodiment includes a plurality of terminal devices 10, a server 20, and a blockchain system 3. The blockchain system 3 also includes a plurality of node devices 30.
[0011] The terminal device 10, the server 20, and the blockchain system 3 (in other words, the node device 30) are connected to each other via a network 2. The network 2 may be configured, for example, by the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these.
[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.
[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a read-only memory (ROM) and a random access memory (RAM). The memory 22 temporarily stores programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.
[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The program may also be a program that realizes the game through cooperation between the terminal device 10, the server 20, and the blockchain system 3. The game may, for example, be a game that is executed on a browser launched on the terminal device 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between devices such as the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or a hard disk drive (HDD). The storage 23 stores various data related to the game.
[0017] The communication IF 24 controls the transmission and reception of various data via the network between the server 20 and the terminal device 10, etc. The communication IF 24 also controls the transmission and reception of various data via the network between the server 20 and the blockchain system 3 (in other words, the node device 30).
[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs images.
[0019] The terminal device 10 (in other words, a computer or information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may also be a mobile terminal. The terminal device 10 may also be a portable terminal that a user uses when playing a game.
[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 temporarily stores programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.
[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or an HDD. The storage 13 stores various data related to the game.
[0024] The communication IF 14 controls the transmission and reception of various data via a network between the terminal device 10 and the server 20, etc. The communication IF 14 may also control the transmission and reception of various data via a network between the terminal device 10 and the blockchain system 3 (in other words, the node device 30).
[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and outputs data from the terminal device 10. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.
[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad or a mouse. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic electroluminescence (EL) display. The terminal device 10 may include, for example, a touch screen, which is an electronic component that combines the input unit 17 and the display unit 18. In this case, the input unit 17 may have a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, a pinch-out operation, etc.) and transmitting information indicating the detected position as an input signal.
[0027] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0028] In this embodiment, the description will be given assuming that the input unit 17 is a keyboard and a mouse. Note that in this embodiment, operations on various UIs such as buttons may be performed by, for example, placing a mouse cursor on an area on the display unit 18 where the button or the like is displayed and clicking.
[0029] A plurality of node devices 30 constitute a blockchain system 3. Each node device 30 holds a distributed ledger. Each node device 30 stores the same data in the distributed ledger. As will be described in detail later, in this embodiment, assets held by users are managed in the distributed ledger of the blockchain system 3.
[0030] The node device 30 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The node device 30 includes a processor 31, a memory 32, a storage 33, a communication IF 34, and an input / output IF 35. These components of the node device 30 are connected to each other by a communication bus.
[0031] The processor 31 controls the overall operation of the node device 30. The processor 31 may include a CPU, an MPU, a GPU, etc. The processor 31 reads a program from the storage 33 and loads it into the memory 32. The processor 31 executes the loaded program.
[0032] The memory 32 is a main storage device. The memory 32 is configured by storage devices such as a ROM and a RAM. The memory 32 temporarily stores the programs and various data that the processor 31 reads from the storage 33, thereby providing a working area for the processor 31. The memory 32 also temporarily stores various data that the processor 31 generates while operating according to the programs.
[0033] The storage 33 is an auxiliary storage device and is configured by a storage device such as a flash memory or an HDD, for example.
[0034] The communication IF 34 controls transmission and reception of various data between the node device 30 and the server 20 via the network. Note that the communication IF 34 may also control transmission and reception of various data between the node device 30 and the terminal device 10 via the network.
[0035] The input / output IF 35 is an interface through which the node device 30 receives input of data and also an interface through which the node device 30 outputs data. The input / output IF 35 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs images.
[0036] Note that the server 20 and the terminal device 10 may function as the node device 30. In other words, the blockchain system 3 may include the server 20 and the terminal device 10.
[0037] 2 is a block diagram showing the functional configuration of the server 20, the terminal devices 10, and the node devices 30. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, and a function to collect and manage data related to the game from each terminal device 10.
[0038] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.
[0039] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. Examples of the various data include programs, game information, and user information. The programs are programs for realizing games. The game information and user information are data referenced by the control unit 210 when executing the programs.
[0040] The game information includes, for example, information for defining various virtual spaces (in other words, game spaces). A virtual space is a space in which objects such as characters that can be controlled by a user (hereinafter also referred to as "player characters") are placed. The game information also includes, for example, information regarding the placement positions and setting values of various objects such as buildings, trees, stones, and items placed in the virtual space. Hereinafter, character objects placed in the virtual space may also be simply referred to as "characters."
[0041] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, information indicating the progress of the game, and information about mountains (mountains will be described later) acquired by the user (in other words, information about rights related to playing the game in a specific virtual space). Owned assets include tokens, item A, item B, item C, etc., which will be described later. In other words, the storage unit 220 may store information such as tokens and items owned by each user, for example, by associating each user with identification information that can identify the user.
[0042] The control unit 210 controls various processes related to the game by executing programs stored in the storage unit 220. The control unit 210 has a transmission / reception unit 211, a game control unit 212, an asset management unit 213, and a market management unit 214.
[0043] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, etc. from each terminal device 10, and passes them to the game control unit 212, asset management unit 213, market management unit 214, etc. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs to each terminal device 10 in accordance with the control of the game control unit 212, asset management unit 213, market management unit 214, etc.
[0044] In this embodiment, the multi-play function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the game system 1 participate in the same game, the server 20 and the terminal device 10 of the game system 1 execute various processes to support the multi-play function.
[0045] The game control unit 212 executes arithmetic processing described in a program stored in the storage unit 220 to provide a game to the terminal device 10 .
[0046] The game control unit 212 defines the virtual space based on information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on object setting information included in the game information. The game control unit 212 controls the objects placed in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.
[0047] The game control unit 212 also places the player character in the virtual space based on the play information transmitted from the terminal device 10. The game control unit 212 also performs various determination processes related to the progress of the game based on the play information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various determination processes based on the user's input operation. The play information is output in response to the user's input operation. For example, the play information may include, as the operation content of the player character, coordinate information of the player character, information regarding the player character's action, or information indicating a button operated by the user. The play information may also include information regarding the player character's settings. For example, the character's coordinate information is information indicating the character's position in the game space. For example, the action information is information regarding the character's action. For example, the character's action may include, for example, swinging a pickaxe, using various items, or jumping, as described below. For example, the information regarding the character's settings may include information regarding the character's equipment, appearance, etc. The character's settings may also be changed by the user.
[0048] The game control unit 212 can place the player characters of the multiple players in one virtual space and control the player characters of each player based on play information transmitted from each player's terminal device 10. In other words, the game control unit 212 performs control so that a game space, which is an example of a virtual space, can be shared by multiple users.
[0049] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the game control unit 212 executes synchronization processing to support the multiplay function. The game control unit 212 also issues a command to the transmission / reception unit 211 to instruct the transmission / reception unit 211 to transmit game information or user information. For example, when the server 20 transmits information to multiple terminal devices 10, the game control unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each terminal device 10. By executing synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.
[0050] The asset management unit 213 manages the assets held by the user. The asset management unit 213 also manages some or all (in other words, at least some) of the assets held by the user in the distributed ledger of the blockchain system 3. In other words, the asset management unit 213 may store information about the assets held by the user in the storage unit 220, or may store the information in the distributed ledger. Note that, in a configuration in which the server 20 functions as a node device 30, the asset management unit 213 may store information about the assets held in the distributed ledger stored in its own storage unit 220. Note that, in a configuration in which the server 20 does not function as a node device 30, the asset management unit 213 may perform control such as sending a request to the blockchain system 3 for storage in the distributed ledger.
[0051] The terminal device 10 has, for example, a function as an input device that accepts input operations from the user, and a function as an output device that outputs images and sounds of the game.
[0052] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, programs, game information, and user information. The programs are programs for realizing games on the terminal device 10 side. The game information and user information are data referenced by the control unit 110 when executing the programs. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.
[0053] The control unit 110 executes a program stored in the storage unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a device processing unit 113, and a display control unit 114.
[0054] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, the operation reception unit 111 detects input operations on a mouse or keyboard serving as the input unit 17. Note that the input operations are not limited to operations that involve physical contact with the input unit 17, but may also include non-contact operations. Note that the operation reception unit 111 can also receive input operations performed using an operating device connected via the input / output IF 15, in the same way as input operations on the input unit 17.
[0055] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, various types of data and various requests to the server 20. As an example, the data transmitted by the transmitting / receiving unit 112 to the server may include play information, game information, and user information. In other words, the transmitting / receiving unit 112 transmits information regarding the input operation received by the operation receiving unit 111 to the server 20.
[0056] The transmission / reception unit 112 also receives various data, programs, and various requests from the server. For example, the data received by the transmission / reception unit 112 from the server 20 may include the type of object (e.g., character or item) to be placed in the game space, object coordinate information, character action information, information related to character settings, and other information. For example, the data received by the transmission / reception unit 112 from the server may include synchronization data for supporting a multiplayer function. The synchronization data may include, for example, the data to be synchronized, the type of data, and data for specifying the time to synchronize.
[0057] The device processing unit 113 executes various processes related to the progress of the game. The device processing unit 113 identifies the user's instruction content based on the user's input operation detected by the operation reception unit 111. The device processing unit 113 also executes various determination processes related to the progress of the game based on the identified instruction content, etc. The device processing unit 113 also progresses the game while communicating with the server 20 based on the results of the determination processes, etc.
[0058] The device processing unit 113 defines a virtual camera for specifying an area of the virtual space to be presented to the user. The device processing unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera within the virtual space. The device processing unit 113 instructs the display control unit 114 to generate an image depicting the field of view defined by the virtual camera and the objects located in this field of view. In other words, the device processing unit 113 instructs the display control unit 114 to display an image corresponding to the progress of the game on the display unit 18.
[0059] The position and orientation of the virtual camera can be determined appropriately for each virtual space. For example, the device processing unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the device processing unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object such as a player character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include player characters that act based on the operation of each user and non-player characters that act based on a program.
[0060] The display control unit 114 displays images relating to the game on the display unit 18. A specific example will be described below.
[0061] The display control unit 114 generates an image that depicts the area of the virtual space that is within the field of view of the virtual camera, as defined by the device processing unit 113, and the objects that exist in that area, and displays the image on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) that are necessary for various game operations, such as icons, buttons, and menus that indicate various parameters, on the image to be displayed on the display unit 18.
[0062] The control unit 110 of the terminal device 10 may arrange objects in the virtual space based on object data sent from the server 20, information indicating the positions of various objects in the virtual space, etc., and display a predetermined area of the virtual space on the display unit 18. The control unit 210 of the server 20 may arrange objects in the virtual space and control the virtual camera, generate an image to be displayed on the display unit 18, and transmit it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to control of objects based on user input operations, control of the virtual camera, generation of images to be displayed on the display unit 18, etc. may be performed by the server 20 or by the terminal device 10.
[0063] The node device 30 functions as a control unit 310 and a storage unit 320 through cooperation of a processor 31, a memory 32, a storage 33, a communication IF 34, an input / output IF 35, etc. The storage unit 320 stores programs including part of a game program, a distributed ledger used in the blockchain system 3, etc.
[0064] The control unit 310 controls the operation of the node device 30 by executing a program stored in the storage unit 320 .
[0065] When a user acquires various items (including specific tokens described below) (for example, from another user or from the operator (for example, through mining described below)), the control unit 310 receives a request to register information related to the possession of the item, transmitted from the server 20, and registers the information in the distributed ledger. The control unit 310 may register transaction history information for each item in the distributed ledger, for example, based on information related to item transactions (in other words, transfers) transmitted from the server 20 or the terminal device 10. Specifically, the distributed ledger stores multiple blocks containing hash values and transaction data. The transaction data may be, for example, information indicating the details of an item transaction. The transaction data includes, for example, input information indicating the transfer source and output information indicating the transfer destination. The hash value is calculated from information contained in the previous block, and the distributed ledger stores the transaction history of each item, with each block linked like a chain by the hash value. By managing such item transaction history in a distributed ledger of each node device 30, information indicating which user owns which item can be stored on the blockchain. Note that, instead of the item transaction history, information regarding each user's item ownership status can be managed in a distributed ledger, thereby storing information indicating which user owns which item on the blockchain. In this way, in the game of this embodiment, item ownership information is stored on the blockchain. Note that there may be items for which ownership information is not stored on the blockchain.
[0066] The functions of the terminal device 10, the server 20, and the node device 30 shown in FIG. 2 are merely examples. Each of the terminal device 10, the server 20, and the node device 30 may have at least some of the functions of the other devices. In other words, in this embodiment, the server 20 or the node device 30 may have some or all of the functional blocks of the terminal device 10, the terminal device 10 or the node device 30 may have some or all of the functional blocks of the server 20, or the terminal device 10 or the server 20 may have some or all of the functional blocks of the node device 30. Furthermore, each of the devices, such as the terminal device 10, the server 20, and the node device 30, does not have to be realized by an integrated device. For example, they may be realized by multiple devices connected via a network or the like. Furthermore, the game system 1 may not include, for example, the terminal device 10, the server 20, or the node device 30.
[0067] <Processing According to the Present Embodiment> Next, the processing according to the present embodiment will be described. Note that in the present embodiment, the processor 11 of the terminal device 10, the processor 21 of the server 20, or the processor 31 of the node device 30 executes a program stored in the game system 1 to perform each of the processes described below. However, at least a portion of the processing performed by the processor 11, which is described below, may be executed by a processor other than the processor 11 (e.g., the processor 21 or the processor 31). Also, at least a portion of the processing performed by the processor 21, which is described below, may be executed by a processor other than the processor 21 (e.g., the processor 11 or the processor 31). Also, at least a portion of the processing performed by the processor 31, which is described below, may be executed by a processor other than the processor 31 (e.g., the processor 11 or the processor 21). In other words, the computer that executes the program in the present embodiment may be any of the terminal device 10, the server 20, and the node device 30, or may be realized by a combination of multiple devices. Also, some or all of the various processes may be executed on a blockchain.
[0068] An overview of the game of this embodiment will now be described. In the game of this embodiment, a map 40 exists that is shared among multiple users (specifically, all users) participating in the game. An example of the map 40 is shown in FIG. 3. Multiple mountains are arranged on the map 40. In the map 40 shown in FIG. 3, the positions of the mountains are indicated by triangular symbols.
[0069] The user acquires (or selects) a mountain from the map 40 to be mined (or a virtual space in which the game is played). Acquisition of a mountain is performed, for example, as follows. For example, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a map 40 (or a list of mountains that the user can acquire) as shown in FIG. 3 based on a predetermined input operation by the user. The user can then acquire a specific mountain by selecting the specific mountain on the map 40 displayed on the display unit 18 (for example, by clicking on the specific displayed mountain). Specifically, for example, when an operation to select a specific mountain from the mountains displayed on the map 40 is performed, the display control unit 114 causes the display unit 18 to display an acquire button 41 that accepts an operation to acquire the selected mountain. The game control unit 212 then causes the user to acquire the mountain selected by the user based on the operation (for example, a click) on the acquire button 41.
[0070] Furthermore, the user is able to mine for predetermined items in the mountain that the user has acquired. In other words, once the user has acquired a mountain, the user is able to play a game in which the user mines in the acquired mountain. That is, in this embodiment, "acquiring a specific mountain" can be rephrased as "acquiring the right to mine in a specific mountain," or further, as "acquiring the right to play a game in a specific virtual space." Note that the system may be configured so that the user can mine in a mountain without acquiring the mountain (in other words, without acquiring the right to mine).
[0071] In addition, in the game of this embodiment, item A is provided, which is used for mining in the mountain. To mine, the user must have item A. In other words, item A is an item necessary to participate in the game. In this embodiment, item A is a pickaxe. It may be configured so that a user without item A cannot acquire the mountain. In the game of this embodiment, multiple types of item A with different characteristics are provided. Item A can be converted into an NFT (Non-Fungible Token). The NFT state refers to a state in which information proving that item A is unique is stored on a blockchain. In other words, the NFT state refers to a state in which an NFT corresponding to item A is issued and managed on a blockchain. Hereinafter, digital assets such as items issued with corresponding NFTs are also referred to as NFTs. In this embodiment, the conversion of item A into an NFT (in other words, the generation of item A) is performed by the game operator, and users cannot perform this (in other words, mint by users). In other words, in the game of this embodiment, the user is prevented from obtaining item A that has not been converted into an NFT. However, the user may be able to convert item A into an NFT.
[0072] Furthermore, in the game of this embodiment, the user can acquire items B and C through mining. As will be described in detail later, item B is an item that can be converted into an NFT. Item C is an item that can be exchanged for a specific token. Hereinafter, a token that can be acquired in exchange for item C is referred to as a "specific token."
[0073] Furthermore, in the game of this embodiment, there are multiple types of item B, which are collectible items. Specifically, item B is a gem that the user collects. Item C is a mineral (hereinafter referred to as "pyroxene") that is different from gems. That is, the game of this embodiment has the gameplay of mining in the mountains using a pickaxe as item A to obtain gems as item B and pyroxene as item C.
[0074] Furthermore, the specific token that can be acquired by exchanging it for item C is a crypto asset (for example, virtual currency). In the game of this embodiment, the specific token can be used to level up item A, repair item A, and turn item B into an NFT.
[0075] Regardless of whether they have been converted into NFTs or not, assets such as item A, item B, or item C held by each user may be managed on a blockchain (in other words, a distributed ledger).
[0076] Mining a mountain as a predetermined event is performed, for example, as follows. For example, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a home screen 42, as illustrated in FIG. 4 , based on a predetermined input operation by the user. The home screen 42 displays a start mining button 43 that accepts an operation related to starting mining in the mountain acquired by the user. The game control unit 212 then starts mining in the mountain acquired by the user based on an operation (e.g., a click operation) on the start mining button 43. Note that the home screen 42 is initially displayed, for example, when the game (in other words, an application related to a predetermined service) is launched on the terminal device 10. Note that "first displayed when launched" here includes cases where the home screen 42 is displayed after various displays related to the launch (e.g., a title display, a loading display, etc.) are displayed. Note that the home screen 42 is not limited to being displayed at launch, but may be displayed at a predetermined opportunity. For example, the home screen 42 may be displayed when the home button 94 (described later) is operated, or when in-game mining in the mountain is completed. Furthermore, a plurality of menu items related to the game may be displayed on the home screen 42. Specifically, various UIs (e.g., a mine button 91, a gem button 92, a shop button 93, a home button 94, etc., which will be described later) that accept operations related to the display of various screens may be displayed on the home screen 42. Furthermore, a predetermined background image (e.g., a background image including a player character, etc.) may be displayed on the home screen 42.
[0077] The mountain to be mined by the user is determined, for example, as follows. For example, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a list 44 of mountains acquired by the user, as shown in FIG. 5 , based on a predetermined input operation by the user. The list 44 of mountains may be, for example, a list of mountains acquired by the user on a map 40 displayed on the display unit 18. When an operation (e.g., a click operation on a specific mountain) is performed to select a specific mountain from the mountains acquired by the user and displayed on the display unit 18 (in other words, the listed mountains), the display control unit 114 causes the display unit 18 to display a mining target determination button 46 that accepts an operation to determine the selected mountain as the mountain to be mined. Furthermore, the game control unit 212 sets the mountain selected by the user as the mountain to be mined based on an operation (e.g., a click operation) on the mining target determination button 46. When the start mining button 43 is operated, mining begins on the mountain set as the mountain to be mined by operating the mining target determination button 46. That is, in this embodiment, the user can select (in other words, change) the mountain to be mined by selecting a mountain to be mined from the acquired mountain list 44 and operating the mining target selection button 46. When the user selects a specific mountain from the acquired mountain list 44, a start mining button 43 may be displayed instead of or in addition to the select mining target button 46 (see FIG. 5 ), and operating the start mining button 43 may start mining in the specific mountain. As shown in FIG. 4 , the home screen 42 (i.e., the screen that accepts operations related to starting mining) may display a display 48 that allows the user to identify the mountain set as the mountain to be mined (i.e., the mountain from which mining will begin upon an operation to start mining). The home screen 42 may also display a display 49 that allows the user to identify the pickaxe set as the pickaxe to be used for mining (i.e., the pickaxe equipped on the player character).
[0078] When the mining start button 43 is operated, the game control unit 212 places the player character 35 in the mountain 34 where mining is to be performed, as shown in FIG. 6 . The game control unit 212 then moves the player character 35 based on the user's input operation. That is, the mountain 34 is a virtual space in which the user can operate the player character 35 to play a predetermined game (specifically, a mining game, in other words, a predetermined in-game) (in other words, to execute a predetermined event). That is, starting mining in a specific mountain 34 can be considered the start of playing a game in a specific virtual space, or entering a specific virtual space. Based on the user's input operation, the game control unit 212 moves the player character 35 within the virtual space and causes the player character 35 to perform an action using the pickaxe 36 (specifically, swinging the pickaxe 36). The method of operating the player character 35 in the virtual space can be similar to that of a conventional action game, but may also be, for example, as follows. The game control unit 212 may move the player character 35 within the mountain 34 based on an operation of the "W," "A," "S," or "D" keys on the keyboard. The game control unit 212 may also cause the player character 35 to jump based on an operation of the space key on the keyboard. The game control unit 212 may also cause the player character 35 to perform a mining action of swinging the pickaxe 36 and digging into the mountain 34 based on a left-click operation of the mouse.
[0079] Gems and pyroxenes are buried (in other words, arranged) in the mountain 34. The user can acquire the gems and pyroxenes that he or she digs up (in other words, discovers). That is, when the player character 35 operated by the user digs up an item such as a gem or pyroxene, the game control unit 212 grants the excavated item to the user (in other words, allows the user to acquire the excavated item).
[0080] Note that mining can be interrupted midway. For example, the game control unit 212 causes the player character 35 to exit the mountain 34 (in other words, ends mining) based on the user's operation to open a predetermined menu screen and an operation on the menu screen to instruct the player character 35 to exit the mountain 34. At this time, the game control unit 212 stores the mining progress status in the storage unit 220. Then, when mining in the same mountain 34 is started next time, the game control unit 212 reads out the stored progress status and resumes mining from where it left off. That is, when mining is resumed, the previously excavated portion of the mountain 34 is in a completed state, and the gems, etc. buried in the mountain 34 that were previously dug up are in a completed state. In other words, when the player exits and re-enters the mountain 34 as a specific virtual space, the mountain 34 is in a state that reflects the changes made by the user the last time the player entered the specific virtual space. In other words, in this embodiment, it is possible to interrupt a game in a specific virtual space and resume it from where it left off.
[0081] Furthermore, the user can dispose of the mountains he or she has acquired at will. For example, as shown in FIG. 5 , when an operation is performed to select a specific mountain from the mountains acquired by the user and displayed on the display unit 18 (in other words, the mountains displayed in a list), the display control unit 114 causes the display unit 18 to display a disposal button 47 that accepts an operation related to disposing of the selected mountain. Then, based on an operation (e.g., a click operation) on the disposal button 47, the game control unit 212 disposes of the selected mountain (in other words, cancels the user's acquisition of the selected mountain). The disposed mountain disappears from the list 44 of mountains acquired by the user, and mining at that mountain becomes unavailable.
[0082] In this embodiment, the pickaxe to be used in mining is selected before mining begins by operating the mining start button 43. The operation for selecting such a pickaxe can be similar to the operation for selecting the weapon to be used (in other words, equipped to the player character 35) in conventional games. The pickaxe to be used may be changeable while mining is in progress.
[0083] Pickaxes used for mining have a durability value set, and the durability value decreases as they are used for mining (for example, from a durability value of "100" to a durability value of "0"). When the durability value reaches a predetermined value (for example, a durability value of "0"), the pickaxe becomes unusable. In other words, it is not possible to mine using a pickaxe whose durability value has reached the predetermined value.
[0084] The operation receiving unit 111 also receives an operation by the user instructing the recovery of the durability of the pickaxe (in other words, repairing item A). The game control unit 212 then performs processing to recover the durability of the pickaxe based on the operation. A predetermined amount of specific tokens is required to recover the durability of the pickaxe, and the predetermined amount of specific tokens is consumed when the durability of the pickaxe is recovered by the operation.
[0085] The pickaxe is also set to a level. The operation reception unit 111 receives an operation to instruct an increase in the level of the pickaxe. The game control unit 212 then controls the increase in the level of the pickaxe based on the operation. A predetermined number of specific tokens is required to increase the level of the pickaxe, and the predetermined number of specific tokens is consumed when the pickaxe's level is increased by the operation. As the pickaxe's level increases, predetermined parameters of the pickaxe change. Specifically, as the pickaxe's level increases, predetermined parameters that affect the ease of obtaining gems and gemstones (in other words, the efficiency of mining) change. More specifically, as the pickaxe's level increases, parameters related to the pickaxe's swing speed change, increasing the pickaxe's swing speed. This increases the mining speed and therefore the efficiency of mining. As the pickaxe's level increases, the maximum durability value also increases. This extends the time that mining can be continued without the durability value recovering, thereby increasing the efficiency of mining. Furthermore, as the level of the pickaxe increases, the power of the pickaxe increases, and the amount that can be dug with one swing (in other words, the amount of impact that one operation has on the mountain) may also increase, which increases the speed of mining and therefore the efficiency of mining.
[0086] In the game of this embodiment, items may be prepared that can be obtained through acquisition routes different from items A, B, and C. For example, there may be items (e.g., items that can be equipped by a player character) that can be purchased in the game using in-game currency that is not a crypto asset (e.g., assets held by a user that are not managed by a blockchain but are managed in the storage unit 220, etc.). The in-game currency may be purchased using legal tender, etc.
[0087] Furthermore, various items (e.g., item A, item B, and item C) in this embodiment may be referred to as objects. Objects include characters, items, etc. That is, item B and item C, which are acquired by playing a game (in other words, executing an event) in a mountain as a specific virtual space, may be characters, etc.
[0088] In this embodiment, the map is updated (in other words, newly generated) at predetermined intervals (specifically, once a day). Acquirable mountains are also updated (in other words, newly generated) at predetermined intervals (specifically, once a day) in conjunction with the map updates. Only one user can acquire a mountain, and once a user acquires a mountain (in other words, the right to mine that mountain), that mountain cannot be acquired by other users. In other words, mountains are acquired on a first-come, first-served basis. Updates to the map and acquireable mountains may involve completely replacing past maps and mountains (in other words, new maps and mountains are generated, and past maps are deleted or past mountains are no longer acquireable), or may involve expanding past maps or adding new mountains to previously generated mountains (in other words, increasing the number of acquireable mountains).
[0089] Here, the flow of asset acquisition and consumption in the game of this embodiment will be described with reference to FIG.
[0090] As described above, in the game of this embodiment, a user is required to have a pickaxe in order to participate in the game. In this embodiment, the pickaxe can be purchased in the in-game marketplace, and the user purchases the pickaxe from the marketplace. The pickaxe can be purchased with a predetermined cryptocurrency. The predetermined cryptocurrency may be a specific token that can be acquired in exchange for gemstones, or may be other cryptocurrency. Transactions in the marketplace are managed by the market management unit 214. Specifically, for example, the operation reception unit 111 of the terminal device 10 receives an operation by the user to select an item that the user wishes to purchase. Information regarding the operation is then sent to the market management unit 214 of the server 20 via the transmission / reception units 112 and 211. Based on the operation, the market management unit 214 performs processing to transfer the item selected by the user to the user and to transfer the payment from the user to the person who sold the item.
[0091] The user then uses the pickaxe to mine in the mountains, obtaining a variety of items including gems and gemstones.
[0092] The pyroxene acquired by the user can be exchanged for a specific token. The exchange of the pyroxene for the specific token may be performed automatically or based on an operation by the user instructing the exchange. That is, for example, the pyroxene may be automatically exchanged for the specific token at a specific timing, such as when the user leaves the mountain. In this embodiment, the pyroxene is granted to the user through mining in the mountain, and the pyroxene is exchanged for the specific token. However, the specific token may be granted directly to the user in place of or in addition to the pyroxene through mining in the mountain.
[0093] Furthermore, the specific token acquired in exchange for pyroxene is a utility token. The specific token may be a token that can be exchanged for other crypto assets (e.g., virtual currency) on a predetermined exchange (e.g., a decentralized exchange). The specific token may be a unique token related to the game of this embodiment, a token with an issuance limit set, or a virtual currency that can be used outside the game.
[0094] Furthermore, gems acquired by a user can be converted into NFTs by satisfying certain conditions. In other words, in this embodiment, NFTs corresponding to gems can be issued and managed on a blockchain. Specifically, for example, after a user acquires a gem, the process of converting the gem into an NFT may be initiated in response to a user operation on the acquired gem, or the process of converting the gem into an NFT may be initiated automatically without any user operation on the acquired gem. For example, the operation reception unit 111 of the terminal device 10 may receive an operation by the user to select a gem to be converted into an NFT in the game. Information regarding this operation may then be sent via the transmission / reception units 112 and 211 to the asset management unit 213 of the server 20, and the asset management unit 213 may convert the selected gem into an NFT based on this operation. Furthermore, NFT conversion requires a fee (e.g., a predetermined amount of specific tokens), and when converting a gem into an NFT through this operation, this fee may be consumed from the user's assets. Furthermore, NFT-converted gems may be traded on an in-game marketplace, etc. In other words, converting an item into an NFT can be considered as making the item available for buying and selling on a marketplace. Specifically, for example, the operation reception unit 111 of the terminal device 10 may receive an operation in which a user selects a gemstone they want to sell (specifically, an NFT-converted gemstone). Information regarding the operation may then be sent to the market management unit 214 of the server 20 via the transmission / reception units 112 and 211, and the market management unit 214 may then put the gemstone selected by the user up for sale based on the operation. If there is another user who wishes to purchase the gemstone, the market management unit 214 may then transfer the gemstone to the other user and transfer the payment from the other user to the user who sold the gemstone. In other words, the NFT-converted item B may be tradeable with other users.
[0095] Furthermore, the gem may be exchangeable for a specific token. Specifically, the operation reception unit 111 of the terminal device 10 may receive an operation by the user to select a gem that the user wishes to exchange for a specific token in the game. Information regarding the operation is then sent to the server 20 via the transmission / reception units 112 and 211, and the asset management unit 213 may grant the specific token to the user in exchange for the selected gem based on the operation. In other words, the gem may be an item that can be converted into an NFT and exchanged for a specific token. Note that the exchange of the gem for the specific token may be performed either before or after the gem is converted into an NFT, or may be performed both ways.
[0096] The game control unit 212 controls the game played by the user. The game control unit 212 has a virtual space management unit 231 and a reward granting unit 233. The virtual space management unit 231 also executes a map creation process for creating a map, an item overview determination process for determining an overview of items that can be obtained on each mountain (in other words, items to be placed in each virtual space), a virtual space creation process for creating mountains, and an item detail determination process for determining details of items that can be obtained on each mountain.
[0097] Furthermore, among the various processes in this embodiment, there is a process with randomness. In this embodiment, the process with randomness is realized by performing an operation using a predetermined seed. The predetermined seed includes a seed using a blockchain (for example, a Bitcoin blockchain) and a seed using a virtual space ID, which will be described later, but it may also include only one of them. Specifically, in this embodiment, two types of seeds using blockchain (hereinafter, referred to as "seed" and "seed") are used. hlast "," "seed hfirst ") and one type of seed using a virtual space ID (hereinafter referred to as "seed mdid ") is available.
[0098] More specifically, a seed related to the hash of a blockchain (specifically, for example, a Bitcoin blockchain) as a seed using a blockchain and a seed related to a virtual space ID are used to achieve randomness. In this embodiment, hashlast_yyyymmdd, which is the last hash (in other words, the hash value of the last generated block) of an arbitrary period (for example, one day), and hashfirst_yyyymmdd+2, which is the first hash (in other words, the hash value of the first generated block) on the day after hashlast_yyyymmdd was generated, are used as seeds related to the hash. Also, in this embodiment, the virtual space ID is used as a seed related to the virtual space ID. That is, in this embodiment, seed hlast = hashlast_yyyymmdd, seed hfirst = hashfirst_yyyymmdd+2, and seed mdid = Virtual space ID.
[0099] In this embodiment, items that can be obtained on the map and in each mountain are randomly determined based on various seeds, but since the method of randomly determining specific items such as the map and various objects based on a certain seed is well known, explanation will be omitted.
[0100] In the map creation process, the virtual space management unit 231 creates a map. Specifically, as part of the map creation process, the virtual space management unit 231 performs a process of determining the topography of a map (in other words, a virtual world) on which multiple mountains are arranged and a process of determining the arrangement of each mountain in the map. In addition, in the map creation process, the virtual space management unit 231 assigns an ID (in other words, identification information; hereinafter, referred to as a "virtual space ID") to each mountain in the map to be created, allowing the mountain to be identified. In other words, each mountain in the map to be created is assigned a unique virtual space ID. Note that the virtual space ID may be composed of one or more numbers; for example, each mountain may be assigned a consecutive number starting from 1.
[0101] In this embodiment, the map is created randomly. In other words, the map creation process is random. Specifically, the virtual space management unit 231 generates random numbers by performing calculations using a predetermined seed (hereinafter referred to as a "map creation seed"), and determines the topography of the map and the placement of each mountain on the map based on the random numbers. The map creation seed includes hlast In other words, the virtual space management unit 231 includes the seed hlast The virtual space management unit 231 creates a map using a function with the seed specified as an argument. hlast (in other words, the hash of the blockchain).
[0102] In the item overview determination process, the virtual space management unit 231 determines an overview of the items that can be obtained for each mountain (in other words, the items to be placed in each virtual space). Specifically, as part of the item overview determination process, the virtual space management unit 231 determines the number of items B buried in each mountain and an overview of the size of each item B (for example, a rough size such as small, medium, or large). That is, in the item overview determination process, for example, the number of gems buried in each mountain that can be obtained by mining that mountain is determined to be one large gem and two small gems. Note that the item overview determination process may also determine the number of pyroxenes buried in each mountain, etc.
[0103] In this embodiment, the outline of an obtainable item (specifically, the number and size of item B) is determined randomly. In other words, the determination of the outline of an obtainable item is random. Specifically, the virtual space management unit 231 generates a random number by performing a calculation using a predetermined seed (hereinafter referred to as a "outline determination seed"), and determines the outline of an obtainable item based on the random number. The outline determination seed includes hlast and seed mdid In other words, the virtual space management unit 231 includes the seed hlast and seed mdidIn other words, the virtual space management unit 231 determines the outline of the obtainable items using a function with the seed and hlast and seed mdid When determining the outline of the items that can be acquired for a certain mountain, the virtual space management unit 231 uses the virtual space ID of the certain mountain as a seed. mdid That is, the virtual space management unit 231 uses the seed hlast (In other words, the hash of the blockchain) and the virtual space ID of each mountain, an overview of the items that can be obtained is determined.
[0104] In the virtual space creation process, the virtual space management unit 231 creates a mountain as a three-dimensional virtual space where the item determined in the item summary determination process can be obtained (in other words, where the item is placed). In this embodiment, the mountain is created randomly. In other words, the virtual space creation process has randomness. For example, the topography of the mountain and the location where each item is buried on the mountain may be determined randomly. The virtual space management unit 231 generates a random number by performing a calculation using a predetermined seed (hereinafter referred to as a "virtual space creation seed"), and creates a mountain based on the random number. The virtual space creation seed includes the following: hlast and seed mdid The virtual space management unit 231 then hlast and seed mdid The virtual space management unit 231 creates a mountain using a function in which the outline of the obtainable item determined in the item outline determination process is specified as an argument. hlast and seed mdid When creating a mountain, the virtual space management unit 231 assigns the virtual space ID of the mountain to the seed mdid When creating a mountain, the virtual space management unit 231 uses the outline of the obtainable items determined for the mountain as an argument. hlastThe mountains are created based on the block chain ID (in other words, the hash of the blockchain), the virtual space ID of each mountain, and the summary of the obtainable items for each mountain determined in the item summary determination process.
[0105] In the item detail determination process, the virtual space management unit 231 determines details of the items obtainable from each mountain determined in the item summary determination process. Specifically, the virtual space management unit 231 determines the type, detailed size, shape, or quality of the item B obtainable from each mountain determined in the item summary determination process. More specifically, for example, if the overview of the obtainable items is determined to be two small gems and one large gem, as described above, the virtual space management unit 231 determines the type of each small gem and large gem, such as diamond, aquamarine, red spinel, etc. The virtual space management unit 231 also determines the quality of each small gem and large gem, such as low quality, medium quality, or high quality. The virtual space management unit 231 also determines the size details of each small gem and large gem, such as 0.2 carats or 6.4 carats. Note that the quality of gems may also be determined taking into account their carat weight. For example, the higher the carat weight, the higher the quality of the gem.
[0106] In this embodiment, the details of the obtainable item (specifically, the type, quality, and detailed size of item B) are determined randomly. In other words, the determination of the reward details is random. Specifically, the virtual space management unit 231 generates a random number by performing a calculation using a predetermined seed (hereinafter referred to as a "detail determination seed"), and determines the details of the obtainable item based on the random number. The detail determination seed includes hfirst and seed mdid The virtual space management unit 231 then hfirst and seed mdid The virtual space management unit 231 determines the details of the obtainable item using a function that has the outline of the obtainable item determined in the item outline determination process and the outline of the obtainable item specified as arguments. hfirst and seed mdidWhen determining the details of the items that can be acquired for a certain mountain, the virtual space management unit 231 uses the virtual space ID of the certain mountain as a seed mdid When determining details of obtainable items for a certain mountain, the virtual space management unit 231 uses the outline of obtainable items determined for that mountain as an argument. hfirst (In other words, the hash of the blockchain), the virtual space ID of each mountain, and the details of the obtainable items for each mountain determined in the item summary determination process are used to determine the details of the obtainable items.
[0107] In this way, in this embodiment, details of the gems that can be obtained through mining (e.g., type, quality, or some details such as detailed size) are not determined until the item detail determination process is executed.
[0108] The timeline for acquiring and mining the mountain will now be described with reference to Figure 8. Here, the last generated hash on May 29, 2022, which is hashlast_20220529, is the seed. hlast The first hash generated on May 31, 2022, hashfirst_20220531, is used as the seed. hfirst This will be explained using an example where it is used to generate maps and mountains, determine obtainable items, etc.
[0109] First, the virtual space management unit 231 performs a map creation process using the last hash of May 29, 2022, to create a map. Here, the last hash of May 29 (in other words, the last block) is confirmed after the fact when the date of the timestamp included in the block of the blockchain changes to May 30. In other words, the seed hlastis determined when the first hash (in other words, the first block) is generated on May 30, 2022. Therefore, in this embodiment, the virtual space management unit 231 creates a map using hashlast_20220529 at the time the first hash is generated on May 30 (in other words, after the hash is generated).
[0110] The virtual space management unit 231 also performs an item summary determination process using the last hash of May 29, 2022, to determine a summary of the items that can be obtained for each mountain. The virtual space management unit 231 also performs a virtual space creation process using the last hash of May 29, 2022, to create mountains in which the items whose summaries have been determined in the item summary determination process are placed. In this embodiment, the virtual space management unit 231 determines a summary of the items that can be obtained for each mountain using hashlast_20220529 when the first hash of May 30 is generated (in other words, after the hash is generated). The virtual space management unit 231 also creates mountains using hashlast_20220529 when the first hash of May 30 is generated (in other words, after the hash is generated).
[0111] In addition, the virtual space management unit 231 controls to limit the period during which the mountain can be acquired. In this embodiment, the period during which the mountain can be acquired is determined based on the first hash generated on that day (the seed related to the last hash of the previous day). hlast is confirmed), the first hash is generated the next day (the seed for that hash) hfirst is determined). In other words, the virtual space management unit 231 controls the period during which a mountain created using hashlast_20220529 can be acquired so that it is the period until the details of the items that can be acquired from that mountain are determined. In other words, once a mountain (in other words, a map) is created, the created mountain can be acquired until the next mountain (in other words, a map) is created. Note that the period during which a mountain can be acquired may be set, for example, from the generation of the first hash of that day until the end of that day (in other words, the day the mountain was created).
[0112] Furthermore, the virtual space management unit 231 performs an item detail determination process using the first hash of May 31, 2022, and determines details for items whose overviews were determined using the last hash of May 29, 2022. In this embodiment, the virtual space management unit 231 determines details of obtainable items using hashfirst_20220531 at the time the first hash of May 31 is generated (in other words, after the hash is generated). That is, the virtual space management unit 231 determines details of obtainable items for a mountain after the obtainable period for the mountain has elapsed. In other words, the virtual space management unit 231 exercises control so that a mountain cannot be obtained after details of obtainable items have been determined.
[0113] The mountain (in other words, the right to mine the mountain), in which the overview and details of the items that can be obtained are determined in this way, is acquired by the user based on the user's operations, and items can be obtained through mining.
[0114] When the user performs an operation to select a mountain to acquire, the virtual space management unit 231 grants the selected mountain to the user based on the operation. In other words, the virtual space management unit 231 grants the user the right to mine the mountain selected by the user (in other words, the right to play the game in the selected virtual space).
[0115] When receiving an operation to select a mountain to acquire, the display control unit 114 causes the display unit 18 to display detailed information 50 about the mountains that the user can acquire, as shown in FIG. 3 . For example, when the user selects a specific mountain on the map 40 that displays the mountains that the user can acquire, the display control unit 114 causes the display unit 18 to display detailed information 50 about the specific mountain. In this embodiment, information about gems that can be acquired from the specific mountain is displayed as the detailed information 50. In other words, a display about the expected reward for the specific mountain is displayed as the detailed information 50. Specifically, the device processing unit 113 receives information about an overview of the items that can be acquired from the specific mountain from the virtual space management unit 231, and, based on the information, causes the display unit 18 to display, for example, the number of gems that can be acquired by mining the mountain and an overview of the size of each gem. This allows the user to view the detailed information 50 and decide whether or not to acquire the specific mountain. That is, in this embodiment, before the user acquires the right to play a game in the virtual space, the virtual space management unit 231 can present the user with information regarding the rewards that can be obtained by playing the game (in other words, detailed information 50), and this information is displayed on the display unit 18. Note that in this embodiment, the number of gems that can be obtained in the mountain and an outline of the size of each gem are presented as detailed information 50, and it is ensured that the presented number of gems and gems of a size corresponding to the presented size can be obtained; however, the number and sizes of gems presented as detailed information 50 are merely a guide, and there may be cases where the number of gems presented as detailed information 50 or gems corresponding to the presented size (in other words, rewards as shown in detailed information 50) cannot be obtained.
[0116] Furthermore, the virtual space management unit 231 stores information indicating the mountains acquired by the user on a blockchain (e.g., the Ethereum blockchain). Specifically, when a user acquires a mountain, the virtual space management unit 231 stores information indicating that the user has acquired the mountain on the blockchain. That is, in this embodiment, a history of users' mountain acquisitions is stored on the blockchain. In other words, in this embodiment, information regarding rights to play games in a specific virtual space is stored on the blockchain. This configuration makes it possible to prevent the acquisition of mountains, items, etc. by fraudulent means. That is, in this embodiment, the right to acquire a specific item is acquired by acquiring a mountain that has a limited acquisition period, and information indicating the mountain acquired by the user is stored on the blockchain, which is difficult to tamper with. Therefore, with this configuration, even if a user acquires an item (specifically, a gem) by fraudulent means, it is possible to confirm that the user does not have acquisition information for a mountain that can acquire the item, making it possible to prove the user's fraud. In addition, in this embodiment, mountain acquisition information is stored on a blockchain that is difficult to rewrite, and the details of acquireable items are determined after the period during which the mountain can be acquired has elapsed, thereby more firmly preventing the fraudulent acquisition of items.
[0117] The game control unit 212 starts mining in the mountain that the user has acquired based on an operation by the user to instruct the user to start mining in the mountain. In the game of this embodiment, mining in the mountain is possible after the outline of the obtainable items has been determined and the mountain has been created, and it is also possible to start mining before the details of the obtainable items have been determined. It is also possible to start mining in the mountain after the details of the obtainable items have been determined.
[0118] The reward granting unit 233 grants items to the user based on the results of mining in the mountain. Specifically, in this embodiment, gems and pyroxenes discovered through mining are granted to the user.
[0119] Here, the timing at which the grant of an item based on mining in a mountain is determined can be either before or after the details of the item are determined. In other words, there may be cases where the details of the item have not yet been determined when the grant of the item is determined. Specifically, in this embodiment, a state may exist in which a gem is discovered through mining in a mountain (in other words, the grant of the gem is determined), but the details of the discovered gem have not yet been determined. In other words, in this embodiment, the details of the gem are determined after a predetermined period during which the mountain can be acquired (in other words, the period during which the right to play a game in a specific virtual space can be acquired) has elapsed. Furthermore, mining in the mountain is possible during the period during which the mountain can be acquired, and a situation may arise in which mining in the mountain is performed and gems are acquired during the period during which the mountain can be acquired. The user can view the gems they have acquired on a predetermined screen, such as a screen displaying a list of the user's items (e.g., a screen that can be opened after leaving the mountain). However, after the user acquires a gem, only an overview of the gem is displayed on the predetermined screen until the details of the gem are determined. Once the details have been decided, the details of the jewel can be confirmed on the specified screen.
[0120] In this embodiment, map creation, mountain creation (i.e., virtual space creation), determination of an overview of obtainable items for each mountain, and determination of details of obtainable items are performed every day, and the map and obtainable mountains are updated daily. That is, for example, in the example shown in FIG. 8 , the map creation process, item overview determination process, and virtual space creation process are performed using the last hash value on May 30th, and the item detail determination process for items whose overviews were determined in the item overview determination process is performed using the first hash value on June 1st. In this embodiment, the next map update and obtainable mountain update are performed after the mountain acquisition period ends, but the next map update and obtainable mountain update may also be performed during the mountain acquisition period. In other words, the hash value used to create the map, create the mountains, determine the overview of obtainable items for each mountain, or determine details of obtainable items does not have to be the last or first hash value of the day.
[0121] In this embodiment, the map and mountains are created and the overview of obtainable items is determined using the hash generated at the end of the day. However, the hash generated at the end of the day (i.e., the last block of the day) is determined after the first hash of the next day (i.e., the first block of the next day) is generated. Therefore, the map and mountains are created and the overview of obtainable items is determined after the first hash of the next day is generated. Therefore, it is possible to create the map and mountains and determine the overview of obtainable items using the first hash of the next day. However, in this embodiment, the map and mountains are created and the overview of obtainable items is determined using the hash generated at the end of the day. This allows the map and mountains to be created and the overview of obtainable items to be determined based on different hashes, and the details of obtainable items to be determined based on different hashes. In other words, when processes related to the creation of the map and mountains and the determination of obtainable items are performed every day, the hash used to determine the details of the items whose overviews were determined the previous day is not the same as the hash used to determine the item overviews of the current day. In other words, in this embodiment, the game control unit 212 determines the details of an item using a specific hash within a recurring arbitrary period (specifically, the first hash of the day), and determines an overview of the item using a hash different from the specific hash (specifically, the last hash of the day). Also, while blockchains can branch, in this embodiment, when the first hash of the next day is generated, the map and mountains are created and an overview of obtainable items is determined using the hash generated at the end of the day, making it possible to perform processing using hashes (in other words, blocks) that are likely to be adopted.
[0122] In the game of this embodiment, the lottery logic for jewels as item B is stored on the blockchain and made public. Specifically, the logic for the item summary determination process and the item detail determination process is made public as a smart contract.hlast The logic for determining the reward summary using the seed will be published as a smart contract. hfirst The logic for determining the details of the reward using the seed will be published as a smart contract. hlast and seed hfirstis a blockchain hash and is a publicly available seed. In other words, in this embodiment, the overview of items obtainable at each mountain is determined by a predetermined logic using a predetermined seed. The predetermined seed and the predetermined logic are publicly available, allowing each user to verify whether or not any fraudulent activity has occurred in determining the item overview using the publicly available seed and the predetermined logic. In addition, in this embodiment, the details of items obtainable at each mountain are determined by a predetermined logic using a predetermined seed. The predetermined seed and the predetermined logic are publicly available, allowing each user to verify whether or not any fraudulent activity has occurred in determining the item details using the publicly available seed and the predetermined logic. This configuration provides a highly transparent system that prevents the operator from interfering with the allocation of items and clearly presents this information to users. Furthermore, by using a blockchain hash as the seed, the seed can be made unpredictable even to the operator and unchanging and clear to anyone. In other words, in this embodiment, the allocation of items cannot be controlled by even the operator, and users can verify the allocation using publicly available logic, making it impossible to predict in advance. This prevents fraudulent item allocation and damage to the value of the system. Furthermore, in this embodiment, the random numbers used to determine the outline and details of an item are determined based on the hash of the blockchain, making the random numbers identifiable. This makes it possible to detect fraudulent manipulation of random numbers and prevent fraud such as manipulating random numbers to fraudulently cause a specific object to appear. The logic of the virtual space creation process may also be stored on the blockchain and made public, or may not be stored on the blockchain and kept private.
[0123] The detailed mountain information 50 may be displayed not only when the user acquires a mountain, but also when the user selects a mountain to mine from the acquired mountains, when the user starts mining at a mountain, etc. For example, as shown in FIG. 5 , when a list 44 of the mountains acquired by the user is displayed on the display unit 18 and an operation to select a specific mountain is performed, the display control unit 114 causes the display unit 18 to display the detailed mountain information 50 about the specific mountain. For example, the detailed information 50 may display information about gems that can be acquired at the specific mountain (e.g., the number of gems and an outline of the size of each gem). In other words, the detailed information 50 may display an indication of the expected reward for the specific mountain. This allows the user to determine whether or not to mine at the specific mountain after viewing the detailed information 50. The detailed information 50 may also display the progress of mining. Specifically, detailed information 50 may display, for example, how many gems have been discovered, what percentage of the gem reserves have been discovered, how many pyroxenes have been discovered, what percentage of the pyroxene reserves have been discovered, or the degree of mining progress for the mountain (in other words, the degree of progress in the game for that mountain) calculated based on the amount of gems discovered, etc.
[0124] Item A owned by a user may be available for loan to other users. Specifically, when a user loans item A to another user, the operation receiving unit 111 of the terminal device 10 of the other user may receive an operation by the other user instructing the other user to start mining in a mountain acquired by the other user. Information regarding the operation may then be sent to the game control unit 212 via the transmission / reception units 112, 211, and the game control unit 212 may cause the other user to start mining in the mountain based on the operation by the other user. In other words, even if the other user does not own a pickaxe, the other user may be able to borrow a pickaxe and play the game. In this case, the game play of the other user may take place in a mountain acquired by the pickaxe lender. Furthermore, the pickaxe lender and borrower may be able to enter the same mountain and mine together. In other words, the pickaxe lender and borrower may be able to play multiplayer games in the same virtual space (e.g., a mountain acquired by the pickaxe lender).
[0125] (Advantageous Effects) As described above, in this embodiment, the reward granting unit 233 allows the user to obtain gems by mining in the mountains. Furthermore, gems are items that can be converted into NFTs. Furthermore, gems are items that can generate advantageous effects for the user by consuming them without converting them into NFTs.
[0126] In this embodiment, consuming non-NFT gems provides an effect related to the accumulation of a predetermined amount of experience points. Specifically, consuming non-NFT gems provides an effect of facilitating the accumulation of experience points related to increasing the player character's level (hereinafter referred to as "player character's experience points").
[0127] Furthermore, in this embodiment, the accumulation of a predetermined experience value increases a predetermined rank, thereby increasing mining efficiency. Specifically, in this embodiment, the player character accumulates experience value, and when the accumulated experience value reaches a predetermined amount, the player character's level increases by one. Furthermore, the higher the player character's level, the higher the mining efficiency. Specifically, as the player character's level increases, predetermined parameters of the player character change. Specifically, as the player character's level increases, predetermined parameters that affect the ease of obtaining gems and gemstones (in other words, the mining efficiency) change. More specifically, as the player character's level increases, parameters related to the pickaxe swing speed change, and the pickaxe swing speed increases. This increases the mining speed, thereby increasing mining efficiency. Furthermore, as the player character's level increases, the player character's power increases, and the amount of material that can be dug with one swing (in other words, the impact that one operation has on the mountain) and the like may also increase. This increases the mining speed, thereby increasing mining efficiency. Furthermore, as the player character's level increases, the number of special items that can be used also increases. Here, special items are items that increase mining efficiency. Specifically, special items include bombs and ladders. Using a bomb allows the player to destroy the ground (i.e., rocks) and dig into mountains. Using (or placing) a ladder allows the player to move to higher or lower places. Note that special items can be used by, for example, performing a specific operation (e.g., scrolling the mouse wheel or pressing a specific keyboard key) to change the item held by the player character from a pickaxe to a specific special item, followed by left-clicking the mouse.
[0128] The player character's experience points can be accumulated by mining. In other words, a predetermined experience point is granted at a predetermined trigger while mining in the mountains (i.e., while playing a game in the mountains). Specifically, the game control unit 212 grants a predetermined experience point to the user (specifically, the user's player character) based on, for example, the user using a pickaxe to destroy the ground surface (i.e., rocks). Furthermore, during mining, a special stone may be found. The game control unit 212 grants a predetermined experience point to the user based on, for example, the user using a pickaxe to destroy the special stone. Note that the experience point earned by destroying the special stone may be greater than the experience point earned by normal destruction of the ground surface. The game control unit 212 grants a predetermined experience point to the user based on, for example, the user using a pickaxe to dig up pyroxene. Note that the experience point earned by digging up pyroxene may be greater than the experience point earned by normal destruction of the ground surface.
[0129] As illustrated in FIG. 6, the display control unit 114 may cause the display unit 18 to display the player character's experience value 38 as a predetermined experience value, the player character's level 39 as a predetermined rank that increases as the predetermined experience value is accumulated, and the like, during mining (in other words, game play in the mountain).
[0130] As described above, in this embodiment, the consumption of non-NFT gemstones provides an effect related to the accumulation of predetermined experience points. Specifically, in this embodiment, an effect is provided in which the amount of predetermined experience points provided by a predetermined trigger during mountain mining (in other words, mountain gameplay) is increased. Specifically, an effect is provided in which the amount of experience points obtained by destroying the surface, destroying special stones, and digging up pyroxene is increased. Specifically, an effect is provided in which the amount of experience points obtained by each trigger is increased by 100% (in other words, doubled), 50% (in other words, 1.5 times), or 20% (in other words, 1.2 times).
[0131] In this embodiment, the effect associated with accumulating a predetermined amount of experience points through consumption of non-NFT gemstones is obtained through the exchange of non-NFT gemstones for a specific item, which is a specific ticket (hereinafter referred to as an "experience point ticket").
[0132] Here, we will explain the process of exchanging non-NFT gems for experience point tickets and obtaining effects related to the accumulation of a predetermined amount of experience points.
[0133] In this embodiment, the experience point tickets provided are a 100% boost ticket, which increases the amount of experience points obtained by 100%, a 50% boost ticket, which increases the amount of experience points obtained by 50%, and a 20% boost ticket, which increases the amount of experience points obtained by 20%.
[0134] In this embodiment, it is possible to acquire one experience point ticket by consuming ten non-NFT gems. Specifically, one 100% boost ticket can be acquired by consuming ten diamonds. Furthermore, one 50% boost ticket can be acquired by consuming ten red spinels. Furthermore, one 20% boost ticket can be acquired by consuming ten aquamarines. In other words, in this embodiment, the type of ticket that can be acquired varies depending on the type of gem consumed. In other words, the advantageous effect (specifically, the effect related to the accumulation of a predetermined amount of experience points) obtained by consuming gems without converting them to NFTs varies depending on the type of gem consumed. In other words, the game control unit 212 generates different advantageous effects depending on the type of gem consumed without converting them to NFTs. The game control unit 212 may vary the advantageous effect to be generated depending on at least one of the type, number, grade (i.e., quality, carat weight, etc.), and rarity of the gems consumed without converting them to NFTs. Specifically, the game control unit 212 may vary the degree of advantage of the advantageous effect to be generated (i.e., the degree of impact on the virtual space (specifically, the mountain), e.g., the increase in experience points) depending on at least one of the type, number, grade, and rarity of the gems consumed without converting them to NFTs. Here, rarity may also refer to the difficulty of acquisition, such as the probability of being placed on the mountain. For example, if a high-quality diamond has a lower probability of being selected as a result of the item summary determination process and the item detail determination process compared to a low-quality diamond or a low-quality aquamarine, the high-quality diamond can be said to be more difficult to obtain and rarer than a low-quality diamond or aquamarine. The higher the rarity of the gem consumed, the greater the increase in experience points.
[0135] The game control unit 212 exchanges the user's non-NFT gems for experience point tickets based on a predetermined user operation. For example, the display control unit 114 of the terminal device 10 displays a list of gems owned by the user (i.e., gems acquired through mining) on the display unit 18 based on a predetermined user operation, as shown in FIG. 9 . The operation reception unit 111 also receives an operation to select gems to exchange for experience point tickets from the displayed list of gems. For example, the operation reception unit 111 receives an operation to select gems one by one from the displayed list (e.g., by clicking on each gem) to select a total of 10 gems as an operation to select gems to exchange for experience point tickets. At this time, for the second and subsequent gems selected, the operation reception unit 111 only receives an operation to select gems of the same type as the first gem, and does not receive an operation to select gems of a different type from the first gem. In other words, gems of a different type from the first selected gem cannot be selected. Furthermore, when the first gem is selected, the display control unit 114 darkens any gems displayed in the list that are of a different type from the first gem, indicating to the user that they cannot be selected. Note that a gem selected by clicking can be deselected by clicking again.
[0136] Furthermore, when gems are selected, the display control unit 114 causes the display unit 18 to display, for each selected gem, a display indicating that the gem has been selected and a display indicating the order in which the gems were selected. In the screen illustrated in FIG. 9 , the color of a circular field 60 displayed in the upper right corner of each gem's image changes to indicate that the gem has been selected, and the number displayed in the circular field 60 indicates that the gem has been selected. Furthermore, from the selection of the first gem to the selection of the tenth gem, the display control unit 114 causes the display unit 18 to display a display 61 indicating the effect obtained by consuming the selected gems (specifically, the increase in experience points; in other words, the type of experience point ticket obtained by exchanging the selected gems) and a display 62 indicating the number of gems currently selected. Furthermore, when the tenth gem is selected, the display control unit 114 causes the display unit 18 to display a dialog box 63 confirming whether to exchange the selected gems (specifically, ten gems) for experience point tickets. The dialog box 63 includes an execute button 64 for accepting an operation to execute the exchange and a cancel button 65 for accepting an operation to cancel the exchange. When the execute button 64 is operated (e.g., clicked), the control unit 110 of the terminal device requests the server 20 to exchange the selected gem for an experience value ticket, and the game control unit 212 of the server 20 exchanges the selected gem for the corresponding experience value ticket based on the request. In other words, gems owned by the user are consumed and the experience value ticket is granted to the user. Note that when the cancel button 65 is operated (e.g., clicked), the control unit 110 of the terminal device 10 cancels the selection state of the last (i.e., the tenth) selected gem and restores the state in which the previous nine selected gems are selected.
[0137] In addition, when a gem exceeding a predetermined standard (for example, a gem of 1 carat or more) is selected as a gem to be exchanged for an experience point ticket, the display control unit 114 may cause the display unit 18 to display a message confirming whether the gem exceeding the predetermined standard can be used to exchange for an experience point ticket.
[0138] In this embodiment, experience point tickets acquired by consuming gems can be used on mountains. Using an experience point ticket on a specific mountain has the effect of increasing the amount of predetermined experience points granted upon a predetermined trigger for mining on that specific mountain (in other words, game play in a specific virtual space). In other words, a mountain that provides an advantageous effect through the consumption of gems will have a greater amount of predetermined experience points granted upon a predetermined trigger than a mountain that does not provide an advantageous effect through the consumption of gems. Specifically, a mountain on which a 100% boost ticket is used will have a 100% increase in the amount of experience points granted upon a predetermined trigger. Furthermore, a mountain on which a 50% boost ticket is used will have a 50% increase in the amount of experience points granted upon a predetermined trigger. Furthermore, a mountain on which a 20% boost ticket is used will have a 20% increase in the amount of experience points granted upon a predetermined trigger.
[0139] Based on a predetermined operation by the user, the game control unit 212 causes the display unit 18 to display a list 44 of mountains acquired by the user, as shown in FIG. 5 . Furthermore, when an operation to select a specific mountain from the mountains acquired by the user (in other words, the listed mountains) displayed on the display unit 18 (e.g., a click operation on a specific mountain) is performed, the display control unit 114 causes the display unit 18 to display an experience point boost button 70 as a UI for accepting an operation related to using an experience point ticket for the selected mountain. Furthermore, when an operation (e.g., a click operation) is performed on the experience point boost button 70, the display control unit 114 causes the display unit 18 to display a ticket selection window 71 as a UI for selecting the experience point ticket to use. The ticket selection window 71 displays the number of experience point tickets possessed for each type of experience point ticket. Furthermore, while the ticket selection window 71 is displayed, an operation to select the type of experience point ticket to use (e.g., a click operation on a button corresponding to each type of experience point ticket included in the ticket selection window 71) is accepted, and the type of ticket selected by this operation is used for the specific selected mountain.
[0140] Furthermore, when an experience point ticket is used on a specific mountain, the display control unit 114 displays, in the list of mountains 44 acquired by the user, a display indicating that a predetermined effect has occurred on the specific mountain as a result of the use of the experience point ticket on the specific mountain, and enabling the user to recognize the type of effect occurring on the specific mountain, as shown in FIG. 10 . Specifically, the display control unit 114 distinguishably displays mountains for which an experience point ticket has been used (in other words, mountains for which a predetermined effect has occurred due to the use of non-NFT gems) from mountains for which no experience point ticket has been used (in other words, mountains for which no predetermined effect has occurred) in the list of mountains acquired by the user. More specifically, the display control unit 114 differentiates the display form between the icon 75 for a mountain for which an experience point ticket has been used and the icon 76 for a mountain for which no experience point ticket has been used. Furthermore, the display control unit 114 distinguishably displays the type of effect occurring (in other words, the type of experience point ticket used) for each mountain for which an experience point ticket has been used in the list of mountains 44 acquired by the user. More specifically, the display control unit 114 displays the amount of increase in experience points for each mountain for which an experience point ticket has been used. In Fig. 10, the words "50% boost" are displayed for a mountain for which a 50% boost ticket has been used.
[0141] In this embodiment, the user can use experience tickets (in other words, consume non-NFT gems to obtain a predetermined effect) on both mountains that have not yet been mined and mountains that have been mined (in other words, mountains that are in the process of being mined) among the mountains he or she has acquired. However, it may be possible for the user to be unable to use experience tickets on either mountains that have not yet been mined or mountains that have been mined.
[0142] Thus, in this embodiment, consuming non-NFT gems provides an effect related to the accumulation of predetermined experience points. The predetermined experience points are, for example, experience points related to an increase in a predetermined rank (in other words, level) related to the user. Note that the predetermined experience points do not have to be experience points related to an increase in the level of the player character. For example, the predetermined experience points may be experience points related to an increase in the level of a pickaxe. In other words, the predetermined experience points may be experience points related to an increase in the level of an object (e.g., the player character or pickaxe) owned by the user. The predetermined experience points may also be experience points related to an increase in the user's own level. Furthermore, the accumulation of the predetermined experience points may increase the predetermined rank, thereby increasing mining efficiency.
[0143] Furthermore, the effect associated with the accumulation of predetermined experience points obtained by consuming non-NFT gemstones need not necessarily increase the experience points obtained from a predetermined opportunity. For example, the effect may increase the number of predetermined opportunities. In other words, the consumption of non-NFT gemstones may increase the opportunities for acquiring experience points. Furthermore, the consumption of non-NFT gemstones may also grant experience points themselves. Furthermore, the consumption of non-NFT gemstones may also increase the rank that increases with the accumulation of experience points.
[0144] Furthermore, advantageous effects for users obtained by consuming non-NFT gems may be as follows. That is, for example, the advantageous effect may be an effect that makes it easier to dig into a mountain. Specifically, for example, the advantageous effect may be an effect that reduces the number of swings of the pickaxe required to dig the same amount of mountain. More specifically, the mountain (specifically, the rocks on the mountain) may become softer, so that a mountain that normally requires N swings to break can be broken in fewer than N swings. In other words, the advantageous effect may be an effect that makes it easier to deform the virtual space. Furthermore, an advantageous effect for users may be an effect that increases the types and number of times the aforementioned special items can be used in a mountain where an advantageous effect is occurring (e.g., a mountain where a ticket obtained in exchange for gems has been used), compared to a mountain where an advantageous effect is not occurring. Note that here, an increase in the number of times a special item can be used includes, for example, an increase in the number of specific special items (e.g., bombs) that can be brought into a mountain where an advantageous effect is occurring.
[0145] In this way, the generation of an effect beneficial to the user by consuming non-NFT gems may be the imparting of a predetermined effect to the virtual space in which gems can be obtained. The predetermined effect may be, for example, an effect related to the accumulation of experience points (e.g., an effect beneficial to the accumulation of experience points) or an effect that makes it easier to dig in a mountain. The generation of an effect beneficial to the user by consuming non-NFT gems may also be the imparting of a predetermined effect to a pickaxe, which is an item used to obtain gems. Furthermore, for example, an experience point ticket or the like, which is an item obtained by exchanging for gems, may be used on the pickaxe or the player character, rather than on the mountain. Specifically, for example, the consumption of non-NFT gems (e.g., by using an experience point ticket exchanged for gems on a pickaxe), may have a beneficial effect on the accumulation of experience points for the pickaxe. Specifically, for example, using an experience point ticket on a pickaxe may increase the amount of experience points obtained by using the pickaxe (e.g., experience points obtained when breaking the surface using the pickaxe).
[0146] The occurrence of an advantageous effect for the user by consuming non-NFT gemstones can also be said to create an advantageous state for the user. In other words, the occurrence of an advantageous effect can also be said to apply a predetermined buff that is advantageous to the user.
[0147] Note that the beneficial effect for a user generated in a specific virtual space by consuming non-NFT gems may be permanent or temporary. For example, when an experience point ticket is used on a specific mountain, the effect of increasing experience points may disappear after entering the specific mountain a predetermined number of times (in other words, after entering and exiting the specific mountain a predetermined number of times). Furthermore, when an experience point ticket is used on a specific mountain, the effect of increasing experience points may disappear after performing mining work (in other words, gameplay) on the specific mountain for a predetermined period of time. Furthermore, when an experience point ticket is used on a specific mountain, the effect of increasing experience points may not disappear no matter how many times the specific mountain is entered. In other words, the effect may not disappear based on the time or number of times mining work is performed on the specific mountain, but may continue until the specific mountain is disposed of.
[0148] Furthermore, the beneficial effect for the user obtained by consuming non-NFT gems may be obtained without exchanging the gems for a specific item (e.g., experience point tickets). For example, when the experience point boost button 70 (see FIG. 5 ) is operated, a UI for selecting the gems to be consumed (e.g., a screen displaying a list of gems as illustrated in FIG. 9 ) is displayed on the display unit 18, and when an operation for selecting the gems to be consumed on the UI (e.g., an operation similar to the operation for selecting gems to be exchanged for experience point tickets from the gems owned by the user, as described with reference to FIG. 9 ) is performed, the selected gems may be consumed to impart a predetermined beneficial effect to the user on a specific mountain.
[0149] Furthermore, in this embodiment, the game control unit 212 exerts a predetermined effect on a virtual space in which gems can be obtained by consuming non-NFT gems held by the user. Specifically, the game control unit 212 exerts a predetermined effect on a mountain (in other words, the second virtual space) different from the mountain from which the consumed gems were obtained (in other words, the first virtual space). However, it may also be possible to exert a predetermined effect on the mountain from which the consumed gems were obtained (in other words, the first virtual space). Specifically, for example, if a user mines a mountain and digs up gems, using the gems on the mountain may have the effect of making it easier to accumulate a predetermined amount of experience points for the mountain.
[0150] In this embodiment, the term "second virtual space different from the first virtual space" may include the following. That is, if the first virtual space is a virtual space (i.e., a mountain) where gems can be obtained, the second virtual space does not have to be a virtual space where gems can be obtained. For example, the second virtual space may be a virtual space where a second game other than a mining game that can be played in the first virtual space can be played. Furthermore, for example, the second virtual space may be a virtual space where users can interact with other users, such as in a lobby in an online game. Furthermore, the first virtual space and the second virtual space may be seamlessly connected to each other. Specifically, for example, a specific mountain in the first virtual space and another mountain in the second virtual space may be seamlessly connected like separate mountains in a so-called open world, and the player character may be able to walk from the first virtual space to the second virtual space through a virtual space including the first virtual space and the second virtual space. The second virtual space may be a virtual space within a second service (in other words, another game or application) different from the first service in which mining can be performed. Furthermore, if the first virtual space is a virtual space within a first service (e.g., a game) operated by a first operating company, the second virtual space may be a virtual space within a second service (e.g., a game) operated by a second operating company.
[0151] In this embodiment, consuming non-NFT gems generates advantageous effects for the user, but it may also be possible to consume NFT gems in the same way to generate similar advantageous effects. Furthermore, it may also be possible to prevent NFT gems from being consumed in the same way to generate similar advantageous effects. That is, for example, NFT gems may or may not be exchangeable for experience tickets in the same way as non-NFT gems.
[0152] Furthermore, the NFTed gem may be able to be equipped to a character used (or operated) by a user. In other words, the NFTed gem may be able to be worn by a character used by a user as an accessory (or an ornament). Here, the character that can be equipped with the gem may be a player character that mines in the mountains, or may be a different character. In other words, the character that can be equipped with the gem may be a character used by a user in a first virtual space where the gem was acquired, or may be a player character used by a user in a second virtual space different from the first virtual space. That is, for example, a gem (specifically, an NFTed gem) acquired in a virtual space (specifically, a mountain) within a first service may be usable within a second service. In other words, the control unit 210 may control the use of NFT-converted gems acquired by a user in a first game (specifically, a mining game, i.e., the first application) in a second game (i.e., the second application), thereby enabling the user to equip their own player character in the second game with the NFT-converted gems. The NFT-converted gems may be equipped to a character used by the user in the second game (i.e., the second virtual space), but may not be equipped to a character used by the user in the first game (i.e., the first virtual space). In other words, the NFT-converted gems may not be equipped to the character used to acquire the gems (i.e., the player character performing mining), but may be equipped to another character. The "character used by the user" includes the user's avatar.
[0153] According to the configuration of this embodiment, a user can choose whether to convert a gemstone, which is an NFT-eligible item B, into an NFT or to use it to generate a predetermined effect in the game that is advantageous to the user. By converting item B into an NFT and giving it unique value, the user can feel satisfied by owning item B and enjoy trading while monitoring market prices. Meanwhile, NFT conversion typically incurs fees, and there is a risk that items B that do not merit NFT conversion will gradually accumulate. However, according to the configuration of this embodiment, items B can be used to generate a predetermined effect without being converted into an NFT, preventing the user from feeling that items B are accumulating and going to waste. Furthermore, according to the configuration of this embodiment, consuming items B that do not merit NFT conversion leads to more efficient discovery of new items B and makes it easier to find better items B, thereby increasing motivation for searching for NFT-eligible items (in other words, playing the game).
[0154] (Special Offers for Item Purchases) As described above, pickaxes can be purchased on the in-game marketplace. A pickaxe is purchased, for example, as follows. For example, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a shop screen 80, as illustrated in FIG. 11 , based on a predetermined input operation by the user. The shop screen 80 displays a list of pickaxes available for purchase. The operation accepting unit 111 also accepts an operation to select a pickaxe to purchase from the list of pickaxes displayed (for example, a click operation on a specific displayed pickaxe). When the pickaxe to purchase is selected, the display control unit 114 also displays a dialog box (not shown) on the display unit 18 to confirm whether to purchase the selected pickaxe. The dialog box includes an execute button that accepts an operation to execute the purchase and a cancel button that accepts an operation to cancel the purchase. When an operation (e.g., a click operation) is performed on the execute button, the control unit 110 of the terminal device requests the server 20 to purchase the selected ice axe, and based on the request, the market management unit 214 of the server 20 grants the selected ice axe to the user and receives the purchase price from the user's assets (in other words, reduces the user's assets by the amount of the price).
[0155] In addition, when a specific ice axe is displayed as an available ice axe on a user's terminal device 10, the specific ice axe is also said to be on display in the user's shop.
[0156] The display control unit 114 displays, for each pickaxe on the shop screen 80, the price 81 of the pickaxe, an ID (in other words, identification information) 82 that can uniquely identify each pickaxe, and the like.
[0157] The market management unit 214 controls the purchase of a pickaxe (in other words, item A) depending on the user's possession of gems (in other words, item B). In this embodiment, the market management unit 214 controls the purchase of a pickaxe by preferentially presenting pickaxes that are available for purchase to the user. In other words, the market management unit 214 controls the purchase of a pickaxe by making it possible to purchase a specific pickaxe earlier than if no preferential treatment were given.
[0158] In this embodiment, the market management unit 214 controls whether or not a user is given preferential treatment for purchasing a pickaxe depending on the amount of gemstones that meet a predetermined standard that the user possesses. Specifically, the market management unit 214 controls whether or not a user is given preferential treatment for purchasing a pickaxe depending on the amount of gemstones that meet a predetermined standard that the user possesses that are not converted into NFTs.
[0159] Each user is assigned a rank related to preferential treatment (hereinafter referred to as "preferential treatment rank") depending on the amount of non-NFT gemstones they possess that meet certain conditions. Here, we will explain that there are multiple preferential treatment ranks, including rank 0, rank 1, rank 2, and rank 3. The higher the rank number, the higher the rank and the greater the degree of preferential treatment. Furthermore, if the preferential treatment rank is rank 0, no preferential treatment will be available.
[0160] The control unit 210 sets the preferential rank to rank 1 for users who own a total of 20 or more gems that fall into any of the following categories. The control unit 210 also sets the preferential rank to rank 2 for users who own a total of 40 or more gems that fall into any of the following categories. The control unit 210 also sets the preferential rank to rank 3 for users who own a total of 250 or more gems that fall into any of the following categories. The control unit 210 also sets the preferential rank to rank 0 for users who own a total of less than 20 gems that fall into any of the following categories. Fine quality diamonds over 10 carats; Medium quality diamonds over 20 carats; Low quality diamonds over 30 carats; Fine quality red spinel over 15 carats; Medium quality red spinel over 30 carats; Low quality red spinel over 60 carats; Fine quality aquamarine over 30 carats; Medium quality aquamarine over 45 carats; Low quality aquamarine over 90 carats
[0161] For example, if a user owns three high-quality diamonds of 10 carats or more, six medium-quality diamonds of 20 carats or more, four medium-quality red spinels of 30 carats or more, ten low-quality red spinels of 60 carats or more, ten high-quality aquamarines of 30 carats or more, seven medium-quality aquamarines of 45 carats or more, and five low-quality aquamarines of 90 carats or more, the user's preferential rank will be set to rank 2 based on the user owning a total of 45 gemstones that meet the specified conditions (i.e., more than 40 and less than 250).
[0162] In this embodiment, the conditions imposed on gems are the same regardless of rank, and the preferred rank is determined according to the number of gems possessed that satisfy the conditions. However, the conditions imposed on gems may differ depending on rank. Also, for example, no conditions may be imposed on gems, and the preferred rank may be determined simply according to the number of gems possessed.
[0163] Among the ice axes sold on the marketplace, there are ice axes (hereinafter referred to as "preferential products") that are presented to users according to their preferential rank. The higher the preferential product's rank, the earlier it is displayed on the shop screen 80. For example, the market management unit 214 controls the display of a specific preferential product at a first timing in the shop of a user with the highest preferential rank (e.g., a user with rank 3) among all active users from a predetermined reference time up to one week prior (e.g., if the reference time is Monday at midnight, from Monday at midnight of the previous week to Monday at midnight of the current week). The market management unit 214 also controls the display of a specific preferential product at a second timing later than the first timing (e.g., eight hours after the first timing) in the shop of a user with the second highest rank (e.g., a user with rank 2) among all active users within one week of the predetermined reference time. Furthermore, the market management unit 214 controls the shop of the user with the third highest rank among all active users within one week from a predetermined reference time (e.g., a user with rank 1) so that the specific preferential product is displayed at a third timing later than the second timing (e.g., eight hours after the second timing). That is, the higher the preferential rank, the earlier the specific preferential product is displayed in the shop. For each rank step down, the specific preferential product is displayed eight hours later. In this embodiment, the specific preferential product is displayed eight hours later in the shop of a user with a preferential rank of 0 than in the shop of a user with a rank of 1. However, the specific preferential product may not be displayed in the shop of a user with a rank of 0 even after time has passed (in other words, a user with a rank of 0 may not have the opportunity to purchase the specific preferential product). In other words, the preferential product may be an item that cannot be purchased by users who are not given preferential treatment.
[0164] In other words, the market management unit 214 determines users to whom preferential products (i.e., specific pickaxes available for purchase) will be presented based on the non-NFT gemstones owned by each of the multiple users. Specifically, among the multiple users (e.g., active users), users with a relatively high preferential rank are determined as users to whom preferential products will be presented, compared to users with a relatively low preferential rank. The market management unit 214 then presents preferential products to users with a relatively high preferential rank earlier than users with a relatively low preferential rank. In other words, the market management unit 214 controls the display of preferential products on the shop screen 80 of a user with a relatively high preferential rank earlier than on the shop screen 80 of a user with a relatively low preferential rank. For example, first, the operation reception unit 111 of each user's terminal device 10 receives an operation to display the shop screen 80. Furthermore, when an operation to display the shop screen 80 is performed, the terminal device 10 requests the server 20 to transmit information about the ice pick to be displayed on the shop screen 80. Furthermore, the market management unit 214 of the server 20 determines, based on the request, the ice pick to be displayed on the shop screen 80 of the terminal device 10 that made the request, and transmits an instruction to the terminal device 10 to display the determined ice pick on the shop screen 80. Based on the instruction, the terminal device 10 causes the display unit 18 to display the shop screen 80, on which the ice pick determined by the market management unit 214 as the ice pick to be displayed on the shop screen 80 is displayed. When determining the ice pick to be displayed on the shop screen 80, the market management unit 214 determines the ice pick to be displayed so that preferential products are displayed on the shop screen 80 earlier for users with a relatively high preferential rank than for users with a low preferential rank. As a result, preferential products are lined up earlier in the shop of a user with a relatively high preferential rank than in the shop of a user with a relatively low preferential rank.
[0165] The display control unit 114 also causes the shop screen 80 to display a display 84 informing the user (in other words, the user himself / herself) of the preferential treatment rank.
[0166] The display control unit 114 also displays a promotional notice 85 on the shop screen 80, indicating that the promotional item is a promotional item. The promotional notice 85 can be seen as a display that allows the user to recognize which ice axes displayed on the shop screen 80 are promotional items. In other words, the display control unit 114 presents the user with information indicating that ice axes available for purchase through promotions (i.e., promotional items) are promotional items. The promotional notice 85 may be, for example, a display of text attached to an image of the promotional item (e.g., the text "Preferential Item" in FIG. 11 ), a specific frame surrounding the image of the promotional item, or a display in which the background of the image of the promotional item is different from the background of the image of the ice axes that are not promotional items. The promotional notice 85 may also include a display indicating which promotional rank the promotional item is intended for (e.g., a display indicating that the ice axes are preferentially presented to users of rank 2 or higher).
[0167] The preferential treatment notice display 85 may be displayed only during a period when the first user is given preferential treatment for preferential products compared to other users. For example, during a period when preferential products are available in the shop of a first user whose preferential rank is rank 1 and no preferential products are available in the shop of a second user whose preferential rank is rank 0, the display control unit 114 of the terminal device 10 of the first user may display the preferential treatment notice display 85 for the preferential products on the shop screen 80. After that, when preferential products are also available in the shop of the second user whose preferential rank is rank 0 (in other words, when preferential products are presented regardless of preferential rank), the display control unit 114 of the terminal device 10 of the first user may not display the preferential treatment notice display 85 for the preferential products on the shop screen 80. Furthermore, even if preferential products are lined up in the shop of a second user whose preferential rank is rank 0 (in other words, even if preferential products are presented regardless of preferential rank), the display control unit 114 of the terminal device 10 of the first user may display a preferential notification display 85 for the preferential products on the shop screen 80.
[0168] The display control unit 114 may also display a UI (e.g., a check box 87 in FIG. 11 ) for accepting an operation to display only the discounted products on the shop screen 80. When an operation (e.g., a click operation) is performed on the check box 87, the display control unit 114 may also display only the discounted products on the shop screen 80 out of the multiple ice axes available for purchase.
[0169] In this embodiment, after a predetermined period of time has elapsed since a preferential product was displayed on the shop screen 80 of a user with a relatively high preferential rank, the preferential product is displayed on the shop screen 80 of a user with a relatively low preferential rank, and the preferential product is not displayed on the shop screen 80 of the user with a relatively low preferential rank during this predetermined period. However, the preferential product may also be displayed on the shop screen 80 of the user with a relatively low preferential rank during this predetermined period. In this case, the operation reception unit 111 of the terminal device 10 of the user with a relatively low preferential rank may not accept an operation to purchase the preferential product during this predetermined period, thereby preventing the user with a relatively low preferential rank from purchasing the preferential product. In this case, the display control unit 114 of the terminal device 10 of the user with a relatively low preferential rank may darken the preferential product on the shop screen 80 to inform the user that the preferential product is not available for purchase. In this case, the display control unit 114 of the terminal device 10 of the user with a relatively low preferential rank may display a preferential notice display 85 for the preferential product on the shop screen 80. In other words, the preferential notice display 85 may function as a display indicating that the product to which the preferential notice display 85 is attached (in other words, the preferential product) cannot be purchased without a preferential treatment.
[0170] Note that control to present preferential products to users with a relatively high preferential rank earlier than to users with a relatively low preferential rank may be executed by the terminal device 10. For example, the market management unit 214 may send similar information indicating ice axes currently for sale (in other words, ice axes that can be displayed on the shop screen 80) to all users' terminal devices 10, regardless of the user's preferential rank, and the control unit 110 of each user's terminal device 10 may determine which ice axes to display on the shop screen 80 from among the ice axes currently for sale, depending on the user's preferential rank.
[0171] In this embodiment, preferential treatment for pickaxe purchases is provided depending on the gem possession status, and here, "gem possession status" may refer to possession of only non-NFT gems, possession of only NFT gems, or possession of both non-NFT gems and NFT gems. That is, for example, the preferential rank may be set to rank 1 when 20 or more non-NFT gems that meet a predetermined condition are possessed, the preferential rank may be set to rank 1 when 20 or more NFT gems that meet a predetermined condition are possessed, or the preferential rank may be set to rank 1 when a total of 20 or more non-NFT gems that meet a predetermined condition and NFT gems that meet a predetermined condition are possessed.
[0172] Note that the control of providing preferential treatment for purchasing an ice axe does not have to be a control that preferentially presents available ice axes or a control that allows an ice axe to be purchased early. For example, the control of providing preferential treatment for purchasing an ice axe may be a control that allows an ice axe to be purchased at a low price, a control that grants a predetermined benefit (e.g., a predetermined item) to a user in addition to the purchased ice axe when purchasing the ice axe, or a control that increases the amount of predetermined points awarded in a configuration in which predetermined points are awarded for purchasing an ice axe. Furthermore, the control of providing preferential treatment for purchasing an ice axe may be a control that allows a user to enter a place where an ice axe can be purchased (in other words, a shop in a virtual space) that would be inaccessible if the preferential treatment was not provided.
[0173] In addition, the market management unit 214 may, in addition to or instead of providing preferential treatment for the purchase of a pickaxe, control preferential treatment for the purchase of gems (for example, the purchase of NFT-converted gems in the marketplace) using a method similar to that control, depending on the user's gem holdings.
[0174] In this embodiment, since the ice axe is an NFT item, no other ice axes are identical, and once a user acquires (in other words, purchases) a specific ice axe, other users cannot acquire an ice axe identical to that specific ice axe. In other words, the preferential product is an item that is sold out due to purchase by other users and cannot be purchased. Note that the item that can be purchased with the preferential product may be an item that multiple users can acquire the same item.
[0175] As described above, there is a risk that items B (e.g., gems) that do not require NFT conversion may gradually accumulate. According to the configuration of this embodiment, preferential treatment is provided for the purchase of item A (e.g., a pickaxe) depending on the possession status of non-NFT items B, preventing the user from feeling that items B are accumulating and going to waste. Furthermore, according to this embodiment, preferential treatment is provided for the possession of item B that meets higher standards than items B whose consumption can provide a beneficial effect to the user (e.g., low-quality diamonds under 30 carats). This allows for additional uses (i.e., added value) for items B that meet the predetermined standards. It is possible that users may not perceive NFT-converted items B (e.g., gems) as being very valuable (e.g., the value perceived by the user decreases as the game progresses). According to the configuration of this embodiment, preferential treatment is provided for the purchase of item A (e.g., a pickaxe) depending on the possession status of NFT items B, preventing the user from feeling that items B are accumulating and going to waste.
[0176] In this embodiment, the screen displaying the map 40 illustrated in FIG. 3 , the home screen 42 illustrated in FIG. 4 , the screen displaying a list 44 of mountains acquired by the user illustrated in FIGS. 5 and 10 , the screen displaying a list of gems owned by the user illustrated in FIG. 9 , or the shop screen 80 illustrated in FIG. 11 may be displayed, for example, by clicking a predetermined button such as a tab displayed during the display of these various screens (in other words, displayed on the game screen). That is, for example, a screen displaying the map 40 or a screen displaying the list 44 of acquired mountains may be displayed based on an operation on the mine button 91 illustrated in FIG. 4 . A screen displaying a list of owned gems may be displayed based on an operation on the gem button 92 illustrated in FIG. 4 . The shop screen 80 may be displayed based on an operation on the shop button 93 illustrated in FIG. 4 . The home screen 42 may be displayed based on an operation on the home button 94 illustrated in FIG. 4 . In addition, based on the operation of the map display button 95 and the my mine display button 96 shown in Figures 3 and 4, respectively, the screen may be switched between displaying the map 40 (in other words, a list of mountains that can be acquired) and displaying a list 44 of acquired mountains.
[0177] (Processing Flow) Next, an example of processing executed by the game system 1 will be described with reference to a flowchart. First, an example of processing related to mountain generation and determination of items that can be acquired from the mountain will be described with reference to the flowchart shown in FIG.
[0178] The virtual space management unit 231 acquires the hash generated at the end of the day from a specific blockchain (step S1). Next, the virtual space management unit 231 uses the acquired hash as a seed (specifically, a seed hlast ) to perform calculations and create a map (step S2). Specifically, the virtual space management unit 231 determines the topography of the map and the placement of mountains on the map, and assigns a virtual space ID to each mountain in the map so that the mountain can be identified.
[0179] Next, the virtual space management unit 231 determines an overview of the items that can be obtained for each mountain on the map created in step S2 (step S3). Specifically, the virtual space management unit 231 generates a seed (specifically, seed hlast , seed mdid ) to determine the number of obtainable items for each pile and the approximate size of each item.
[0180] Next, the virtual space management unit 231 creates a pile of items that can be acquired (in other words, piles in which the items are arranged) whose outlines were determined in step S3 (step S4). Specifically, the virtual space management unit 231 creates a seed (specifically, a seed hlast , seed mdid ) to perform calculations and create mountains.
[0181] Next, the virtual space management unit 231 acquires the first hash generated two days after the day the hash acquired in step S1 was generated (step S5). Next, the virtual space management unit 231 determines the details of the reward for each mountain on the map created in step S2 (step S6). Specifically, the virtual space management unit 231 generates a seed (specifically, seed ) using the hash acquired in step S5 and the virtual space ID of each mountain. hfirst , seed mdid ) to perform calculations to determine the type, size details, shape, quality, etc. of item B that can be obtained from each mountain.
[0182] Next, an example of processing related to mountain acquisition and mountain mining will be described with reference to the flowchart shown in FIG.
[0183] The operation reception unit 111 of the terminal device 10 receives an operation to acquire a mountain to be mined from among multiple mountains within a map (step S11). In other words, the operation reception unit 111 receives an operation to select a specific mountain from among the multiple mountains. In yet other words, the operation reception unit 111 receives an operation related to the acquisition of rights to play a game in a specific virtual space.
[0184] When an operation to acquire a mountain for mining is performed, the game control unit 212 grants the specific mountain to the user based on the operation (step S12). In other words, the game control unit 212 grants the user the right to play the game in a specific virtual space based on the user's operation.
[0185] Furthermore, the operation receiving unit 111 receives an operation to instruct the user to start mining in the mountain acquired by the user (step S13). In other words, the operation receiving unit 111 receives an operation by the user to instruct the user to start playing a game in a virtual space in which the user has the right to play the game.
[0186] Furthermore, the game control unit 212 starts mining based on an operation by the user instructing the start of mining in the mountain (step S14). In other words, the game control unit 212 starts playing a game in a specific virtual space based on an operation by the user instructing the start of playing a game in the specific virtual space. The started game may be one in which the user manually operates a player character or the like, or may be one in which the game control unit 212 automatically progresses without user operation. Specifically, for example, the player character may automatically perform mining, and gems or the like excavated by the player character may be given to the user as a reward. Furthermore, the user may be able to select whether to progress the game manually or automatically.
[0187] Next, the reward granting unit 233 grants a reward to the user based on the mining in the mountain (step S15). In other words, the reward granting unit 233 grants a reward to the user based on playing a game in a specific virtual space. Specifically, the reward granting unit 233 grants the user gems or pyroxene based on the mining in the mountain.
[0188] Next, an example of a process for generating a beneficial effect for a user by consuming an NFT-transformable item without converting it to NFT will be described with reference to the flowchart shown in FIG.
[0189] The operation reception unit 111 of the terminal device 10 receives an operation to select gems to be consumed to generate advantageous effects from among the non-NFT gems held by the user (step S21). Specifically, the operation reception unit 111 receives an operation to select 10 gems to be used in exchange for experience point tickets.
[0190] Next, when an operation to select a gem to consume is performed, the game control unit 212 consumes the selected gem and grants the user an experience point ticket corresponding to the consumed gem (step S22). In other words, the game control unit 212 consumes the selected non-NFT item and grants the user a specific item that can produce an advantageous effect for the user.
[0191] Next, the operation reception unit 111 of the terminal device 10 receives an operation to select a mountain on which to use the experience point ticket (step S23). In other words, the operation reception unit 111 receives an operation to select a virtual space that will generate an advantageous effect.
[0192] Next, when an operation to select a mountain on which to use the experience point ticket is performed, the game control unit 212 consumes the experience point ticket for the selected mountain to generate an effect advantageous to the user (step S24). Specifically, the game control unit 212 controls the increase of experience points granted at a predetermined trigger for game play on the selected mountain (in other words, the user's actions on the selected mountain) by an amount corresponding to the type of experience point ticket consumed. In other words, the game control unit 212 uses a specific item to generate an effect advantageous to the user in the selected virtual space.
[0193] Next, an example of a process for providing preferential treatment to a user when purchasing an ice axe will be described with reference to the flowchart shown in FIG.
[0194] The operation reception unit 111 of the terminal device 10 receives an operation for displaying the shop screen 80 (step S31).
[0195] Next, when an operation to display the shop screen 80 is performed, the transmitter / receiver 112 of the terminal device 10 requests instructions from the server 20 regarding the ice axe to be displayed on the shop screen 80 (step S32).
[0196] Next, upon receiving the request, the market management unit 214 of the server 20 determines the ice axes to be displayed on the shop screen 80 based on the user's preferential rank (step S33). Specifically, the market management unit 214 determines the ice axes that are available for purchase by the user, as determined according to the preferential rank, as the ice axes to be displayed on the shop screen 80. For example, for a specific preferential product, if the user's preferential rank is rank 3, the product can be purchased at a first timing; if the user's preferential rank is rank 2, the product can be purchased at a second timing eight hours after the first timing; if the user's preferential rank is rank 1, the product can be purchased at a third timing eight hours after the second timing; and if the user's preferential rank is rank 0, the product can be purchased at a fourth timing eight hours after the third timing. In this case, if the user's preferential rank is rank 3 and the request was received after the first timing, the market management unit 214 determines the pickaxe to be displayed on the shop screen 80 so that the specific preferential product is included in the pickaxe displayed on the shop screen 80. Also, if the user's preferential rank is rank 2 and the request was received before the second timing, the market management unit 214 determines the pickaxe to be displayed on the shop screen 80 so that the specific preferential product is not included in the pickaxe displayed on the shop screen 80. On the other hand, if the user's preferential rank is rank 2 and the request was received after the second timing, the market management unit 214 determines the pickaxe to be displayed on the shop screen 80 so that the specific preferential product is included in the pickaxe displayed on the shop screen 80. The same applies to cases where the user's preferential rank is rank 1 or rank 0. In addition, if another user has already purchased the specific preferential product, the specific preferential product cannot be purchased by any user other than the other user, so the pickaxe to be displayed on the shop screen 80 is determined so that the specific preferential product is not included in the pickaxe to be displayed on the shop screen 80.
[0197] Next, the market management unit 214 transmits to the terminal device 10 an instruction to display on the shop screen 80 the ice axe that has been determined as the ice axe to be displayed on the shop screen 80 (step S34).
[0198] Next, based on the instruction, the display control unit 114 of the terminal device 10 causes the display unit 18 to display the shop screen 80, which displays the ice axe that the market management unit 214 has determined to be the ice axe to be displayed on the shop screen 80 (step S35).
[0199] In this embodiment, the items, tokens, and various logics (in other words, smart contracts) managed on the blockchain are managed on the same blockchain, but some may be managed on different blockchains. The hashes used in various processes may be hashes from the same blockchain or from another blockchain. Existing blockchains, such as Ethereum and Bitcoin, may be used. NFTs corresponding to item A and item B (in other words, NFTed item A and item B) may be bridged from the blockchain on which they were issued to another blockchain.
[0200] Note that each configuration according to this embodiment can also be applied to content (in other words, services) other than the game according to this embodiment.
[0201] The present invention is not limited to the above-described embodiment, and various modifications can be made without departing from the spirit of the present invention. Within the scope of the present invention, the components can be freely combined, any component can be modified, or any component can be omitted. Furthermore, the processing flow described in this specification is merely an example, and the order and configuration of each process may be different.
[0202] <Additional Notes> The matters described in the above embodiment can also be written as the following additional notes.
[0203] (Supplementary Note 1-1) A program that causes a computer to function as: acquisition means (e.g., a reward granting unit 233) that allows a user to acquire an NFT-convertible item; and control means (e.g., a game control unit 212) that controls the user to consume the item without converting it to an NFT, thereby generating an effect beneficial to the user. This configuration allows a user to acquire an NFT-convertible item, thereby providing the user with the satisfaction of converting the item to an NFT and possessing the NFT-convertible item, and the enjoyment of trading the NFT-convertible item while checking the market price. On the other hand, a user who acquires an NFT-convertible item may not perceive the acquired item as being worth converting it to an NFT. However, this configuration allows the NFT-convertible item to be used to generate a predetermined effect without converting it to an NFT, thereby preventing the user from feeling that their NFT-convertible items are accumulating and going to waste.
[0204] (Supplementary Note 1-2) The program according to Supplementary Note 1-1, wherein the control means, by consuming the item held by the user without converting it to an NFT, imparts a predetermined effect that is advantageous to the user to a virtual space in which the item can be acquired. With this configuration, consuming an item that has not been converted to an NFT leads to an advantageous effect on the virtual space in which the item can be acquired, thereby providing the user with the enjoyment of repeating the cycle of acquiring and consuming items.
[0205] (Supplementary Note 1-3) The program according to claim 1-1, wherein the advantageous effect is an effect related to the accumulation of a predetermined experience value, and the accumulation of the predetermined experience value increases a predetermined rank associated with the user. With this configuration, consumption of non-NFT items can be linked to the easier accumulation of the predetermined experience value, making it easier to progress through the game.
[0206] (Supplementary Note 1-4) The program according to Supplementary Note 1-1, wherein the control means varies the advantageous effect to be generated depending on at least one of the type, number, rank, and rarity of the items consumed without converting them to NFTs. This configuration allows the generated effect to vary depending on the type of item consumed, thereby diversifying the relationship between item consumption and the generation of the effect and improving the interest of the service.
[0207] (Appendix 1-5) The program according to Appendix 1-1, wherein the items are buried in a virtual space and can be obtained by the user mining them. This configuration enables unprecedented gameplay, in which the user mines items buried in a virtual space, enjoys converting the mined items into NFTs, or uses the mined items to generate advantageous effects without converting them into NFTs.
[0208] (Supplementary Note 1-6) The program according to Supplementary Note 1-1, wherein the control means, by consuming the item held by the user without converting it to an NFT, exerts a predetermined effect that is advantageous to the user in a second virtual space that is different from the first virtual space in which the consumed item was acquired. With this configuration, consumption of a non-NFT item leads to an effect on a virtual space that is different from the virtual space in which the consumed item was acquired, thereby linking consumption of a non-NFT item to the enjoyment of playing in a virtual space that is different from the virtual space in which the consumed item was acquired, and motivating the user to play in various virtual spaces.
[0209] (Appendix 1-7) The program described in Appendix 1-1, in which the NFT-converted item can be equipped to a character used by the user. This configuration provides an additional way to enjoy NFT-convertible items by converting them into NFTs and equipping them to a character. Furthermore, for such items that are not deemed worth equipping to a character, they can be consumed without being converted into NFTs, providing another use for them by generating a predetermined effect.
[0210] (Supplementary Note 1-8) An information processing system comprising: acquisition means (e.g., a reward granting unit 233) that allows a user to acquire an item that can be converted into an NFT; and control means (e.g., a game control unit 212) that performs control to generate an advantageous effect for the user by consuming the item held by the user without converting it into an NFT. With this configuration, it is possible to achieve the same effects as the program described in Supplementary Note 1-1.
[0211] (Supplementary Note 2-1) A program that causes a computer to function as: an acquisition unit (e.g., a reward granting unit 233) that allows a user to acquire a first item; and an influence imparting unit (e.g., a game control unit 212) that, by consuming the first item held by the user, imparts a predetermined influence to a second virtual space that is different from the first virtual space in which the first item was acquired. This configuration allows for a consumable item to have an unprecedented use in influencing a virtual space that is different from the virtual space in which the first item was acquired. This therefore broadens the scope of gameplay.
[0212] (Supplementary Note 2-2) The program according to Supplementary Note 2-1, wherein the influence imparting means imparts an influence to the second virtual space that makes it easier to acquire the first item by consuming the first item owned by the user. With this configuration, consuming a first item acquired in the first virtual space makes it easier to acquire the first item in a second virtual space different from the first virtual space, so the acquired first item can be used to acquire a better first item in another virtual space. This allows the user to enjoy the cycle of acquiring and consuming items.
[0213] (Supplementary Note 2-3) The program according to Supplementary Note 2-1 or Supplementary Note 2-2, wherein the first item can be obtained by the user changing the topography of the first virtual space. With this configuration, it is possible to realize a game with unprecedented gameplay, in which the first item is obtained by changing the topography of the first virtual space and the obtained first item is used to affect another virtual space.
[0214] (Supplementary Note 2-4) The program according to Supplementary Note 2-3, wherein the first item can be obtained by changing the topography of the first virtual space using a second item possessed by the user. With this configuration, it is possible to realize unprecedented gameplay in which the user changes the topography of the first virtual space using the second item possessed by the user, thereby obtaining the first item, and using the obtained first item to affect another virtual space.
[0215] (Supplementary Note 2-5) An information processing system comprising: an acquisition means (e.g., a reward granting unit 233) that allows a user to acquire a first item; and an influence imparting means (e.g., a game control unit 212) that, by consuming the first item held by the user, imparts a predetermined influence to a second virtual space that is different from the first virtual space in which the first item to be consumed was acquired. With this configuration, it is possible to achieve the same effects as the program described in Supplementary Note 2-1.
[0216] (Supplementary Note 3-1) A program that causes a computer to function as a control unit (e.g., a market management unit 214) that controls preferential treatment for the purchase of a second item in a virtual space, depending on the user's possession of a first item that can be converted into an NFT. In a game in which a user can possess an NFT-convertible item, the user can, for example, obtain satisfaction from owning a unique item by possessing the NFT-convertible item, or can sell the NFT-convertible item for profit. On the other hand, when NFT-convertible items are present in a game, it is conceivable that the user may possess an item that can be converted into an NFT but that the user does not perceive as having much value. In such cases, the user may feel that the items that the user perceives as having little value are accumulating and going to waste. However, with this configuration, the possession of an NFT-convertible first item can be used to obtain preferential treatment for the purchase of a second item, thereby preventing the user from feeling that the NFT-convertible items are accumulating and going to waste.
[0217] (Supplementary Note 3-2) The program described in Supplementary Note 3-1, in which the control means determines which users will be given priority in presenting the purchasable second item based on the possession status of each of the first items of the multiple users. This configuration makes it possible to provide preferential treatment by preferentially presenting the second item to some users based on the possession status of each of the multiple users of the first item. This can provide special benefits to the accumulated NFT-eligible items, preventing users from feeling that the items are accumulating and going to waste.
[0218] (Supplementary Note 3-3) The program described in Supplementary Note 3-1, in which the control of providing preferential treatment for the purchase of the second item allows the user to purchase the second item earlier than when the preferential treatment is not provided. This configuration allows the user to purchase the second item earlier depending on the possession status of the first item. Therefore, a special effect can be provided for the accumulated NFT-convertible items, preventing the user from feeling that the items are accumulating and going to waste.
[0219] (Supplementary Note 3-4) The program described in Supplementary Note 3-1 causes a computer to function as information presentation means (e.g., display control unit 114) that presents to a user information indicating that the second item that can be purchased with the preferential treatment is a preferential treatment item. This configuration allows the user to recognize that the second item that can be purchased with the preferential treatment is a preferential treatment item. Therefore, the user can have a sense of specialness that they are being treated preferentially, and can also realize the value of owning the first item.
[0220] (Supplementary Note 3-5) The program according to Supplementary Note 3-1, wherein the first item is an item that can be extracted in a virtual space using the second item. With this configuration, the user can enjoy a cycle of extracting the first item using the second item, receiving preferential treatment for the purchase of the second item by possessing the extracted first item, purchasing a new second item, and then using the purchased second item to extract the first item.
[0221] (Appendix 3-6) The program according to any one of Appendices 3-1 to 3-5, wherein the second item is an NFT item. While NFT items are unique, there is a risk that they may become unavailable for purchase due to other users' purchases. In this configuration, preferential treatment is provided for the second item, which is an NFT item, depending on the possession status of the first item, thereby providing an incentive for possessing the first item.
[0222] (Appendix 3-7) The program described in any one of Appendices 3-1 to 3-5, wherein the control means controls the provision of preferential treatment for the purchase of the second item depending on the amount of the first item that is not converted into an NFT and that meets a predetermined condition. This configuration can provide special value (specifically, the value of receiving preferential treatment) for the first item that meets the predetermined condition, and also makes it possible to set conditions for the amount of the first item that is held in order to receive the preferential treatment. This can motivate the acquisition of the first item.
[0223] (Supplementary Note 3-8) An information processing system including a control unit (e.g., a market management unit 214) that controls preferential treatment for the purchase of a second item in a virtual space depending on the user's possession of a first item that can be converted into an NFT. This configuration can achieve the same effects as the program described in Supplementary Note 3-1.
[0224] 1 Game system, 3 Blockchain system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 30 Node device, 31 Processor, 32 Memory, 33 Storage, 34 Communication IF, 35 Input / output IF, 110 Control unit, 111 Operation acceptance unit, 112 Transmission / reception unit, 113 Terminal processing unit, 114 Display control unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 213 Asset management unit, 214 Market management unit, 220 Memory unit, 231 Virtual space management unit, 233 Reward granting unit, 310 Control unit, 320 Memory unit
Claims
1. A program that causes a computer to function as a control means that controls preferential treatment for the purchase of a second item in a virtual space depending on the user's possession of a first item before it is converted into an NFT, the first item being an item that can be converted into an NFT.
2. The program according to claim 1, wherein the control means determines users to whom the second item available for purchase should be presented preferentially based on the ownership status of the first item of each of the multiple users before it is converted into an NFT.
3. The program according to claim 1, wherein the control of giving preferential treatment to the purchase of the second item is control of allowing the second item to be purchased earlier than in a case where the preferential treatment is not given.
4. The program according to claim 1, which causes a computer to function as an information presentation means for presenting to a user information indicating that the second item which can be purchased under the preferential treatment is an item related to the preferential treatment.
5. The program according to claim 1, wherein the first item is an item that can be extracted in a virtual space by using the second item.
6. The program according to any one of claims 1 to 5, wherein the second item is an NFT item.
7. The program according to any one of claims 1 to 5, wherein the control means controls the purchase of the second item to be given preferential treatment depending on the amount of the first item owned by the user before it was converted into NFT and which satisfies a specified condition.
8. An information processing system comprising a control means for controlling preferential treatment for the purchase of a second item in a virtual space depending on a user's possession of a first item before it is converted into an NFT, the first item being an item that can be converted into an NFT.
Citation Information
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