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JP2006158899A - Method for acquiring, manufacturing, providing, selling and transferring virtual currency and other virtual goods or the like - Google Patents

Method for acquiring, manufacturing, providing, selling and transferring virtual currency and other virtual goods or the like Download PDF

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Publication number
JP2006158899A
JP2006158899A JP2004382286A JP2004382286A JP2006158899A JP 2006158899 A JP2006158899 A JP 2006158899A JP 2004382286 A JP2004382286 A JP 2004382286A JP 2004382286 A JP2004382286 A JP 2004382286A JP 2006158899 A JP2006158899 A JP 2006158899A
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Japan
Prior art keywords
virtual
world
virtual space
game
acquiring
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JP2004382286A
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Japanese (ja)
Inventor
Atsushi Masako
敦司 真子
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Individual
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Individual
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Priority to JP2004382286A priority Critical patent/JP2006158899A/en
Publication of JP2006158899A publication Critical patent/JP2006158899A/en
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Abstract

<P>PROBLEM TO BE SOLVED: To ensure a user's convenience in a virtual space or a world and enrich life in the virtual space at the same time when a toy, training equipment or other practical/entertainment equipment having the virtual space or the world such as a TV game, a video game, a personal computer game, an online game and an online system due to temporal and physical restrictions of the real world. <P>SOLUTION: The method obtains virtual currencies and virtual goods by acquiring what is obtained by making full use of all item generation/acquisition means available, making them fully used or by another person and provide them to users. <P>COPYRIGHT: (C)2006,JPO&NCIPI

Description

本発明は、テレビゲーム、ビデオゲーム、パソコンゲーム、オンラインゲーム、オンラインシステムその他の仮想の空間、世界を持つ遊具、トレーニング機器その他実用・遊戯機器の利用者の利便を図るサービス内容及びその提供形態に関する。  The present invention relates to service contents for providing convenience to users of video games, video games, personal computer games, online games, online systems and other virtual spaces, playground equipment having the world, training equipment and other practical / playing equipment, and forms of providing the same. .

従来、各種ゲームやトレーニング機器、実用・遊戯機器において、利用者がその仮想の空間や世界において、一定の仮想通貨、仮想物(剣、魔法、防具、召喚獣、武器技術、魔法技術)を得るためには、利用者自らその仮想空間または世界における一定の課題(モンスターと戦って勝つ、秘法を用いて精製・製造・合成する、謎を解く、宝箱等を探して取得する等)を達成する他なかった。Conventionally, in various games, training devices, and practical / amusement devices, users obtain certain virtual currencies and virtual objects (swords, magic, armor, summons, weapon technology, magic technology) in their virtual space and world. In order to achieve this, the user himself / herself accomplishes certain tasks in the virtual space or the world (such as fighting and winning monsters, refining / manufacturing / synthesizing using secret methods, solving mysteries, searching for treasure chests, etc.) There was nothing else.

しかし、自然人の時間及び体力は有限であり、年齢、職業、性別を問わず、その仮想空間・世界で自己が望む量、種類または質の仮想通貨及び各種仮想物を取得することは多分に困難である。However, natural people have limited time and physical strength, and it is very difficult to acquire the amount, type or quality of virtual currency and various virtual objects that they want in their virtual space / world regardless of their age, occupation or gender. It is.

なお、本願発明に関連する公知の技術について記された特許文献及び非特許文献はみうけられない。In addition, the patent document and the nonpatent literature described about the well-known technique relevant to this invention are not seen.

上記の如く、現実世界の時間的、肉体的制約のため、利用者は充分な量、種類または質の仮想通貨及び各種仮想物を取得することができず、その仮想空間・世界における利便が害されている。またそれが大きな心理的・精神的なストレスとなるケースもある。さらに、利用者の中には現実世界での様々な挫折、困難、絶望等の理由により、その自己の現実の生活に意義や価値を見出すことができず、仮装空間・世界での活動・成果こそが自己のアイデンティティ、生き甲斐、存在理由となっているケースもしばしば見受けられる。このような現状から、自己が望む充分な量、種類または質の仮想空間・世界における仮想通貨及び各種仮想物等を取得する上で、その現実世界の時間的、肉体的制約を克服するための手段・方法の発明は、その利用者が共通して望む技術である。  As described above, due to time and physical constraints in the real world, the user cannot acquire a sufficient amount, type or quality of virtual currency and various virtual objects, and the convenience in the virtual space / world is harmed. Has been. In some cases, it can be a major psychological and mental stress. In addition, some users cannot find significance or value in their real life due to various frustrations, difficulties, despair, etc. in the real world. There are often cases where it is the self-identity, the worth of life, and the reason for existence. From such a current situation, in order to acquire a sufficient amount, type or quality of virtual space, virtual currency in the world and various virtual objects, etc. that one desires, in order to overcome the temporal and physical constraints of the real world The invention of the means / method is a technique commonly desired by its users.

テレビゲーム、ビデオゲーム、パソコンゲーム、オンラインゲーム、オンラインシステムその他の仮想の空間、世界を持つ遊具、トレーニング機器その他実用・遊戯機器の、その仮想の空間、世界における、アイテムの合成・鍛冶・裁縫・釣り・モンスターを倒す・モンスターから盗む・モンスターを倒したあとにそのモンスターが落としたものを拾う等その他利用可能な全てのアイテム生成・取得手段を駆使し、駆使させまたは自己以外の者がこれらの方法により得たものを取得することによりそれらの仮想通貨及び仮想物を得て、これを利用者に提供する。Video game, video game, computer game, online game, online system and other virtual spaces, playground equipment with the world, training equipment and other practical and play equipment virtual space, world synthesis of items, blacksmithing, sewing, Make use of all other available item creation / acquisition methods such as fishing, defeating monsters, stealing from monsters, picking up monsters after dropping them, etc. By acquiring what is obtained by the method, the virtual currency and the virtual object are obtained and provided to the user.

利用者が、現金、ウェブマネーその他の決済方法により現実世界の通貨または現金等価物及びなんらかの物と仮想世界の通貨及び物を売買または交換することが可能となる。これにより利用者の仮想空間・世界における利便を図ることができると同時に仮想空間の生活を豊かにすることができる。Users can buy or exchange real world currency or cash equivalents and some other things with virtual world currency and things by cash, web money or other payment methods. As a result, it is possible to improve the convenience of the user in the virtual space and the world, and at the same time enrich the life of the virtual space.

現金・銀行振込・郵便振替・郵便為替・切手・ウェブマネー・ポイントサービス・クレジットカード決済等利用可能な決済方法を用いて、対象になる仮想空間・世界の通貨または物との売買または交換を行う。Use the available payment methods such as cash, bank transfer, postal transfer, postal money order, postage stamp, web money, point service, credit card payment, etc. .

産業上の利用分野Industrial application fields

家庭用ゲーム機、パソコンゲーム、オンラインゲーム、ソフトウェアサービス、遊戯機器その他仮想の空間・世界を持つすべての機器またはサービスHome-use game consoles, PC games, online games, software services, game machines and other devices or services with virtual space and world

図1 本ビジネスモデルの模式図である。FIG. 1 is a schematic diagram of this business model.

Claims (1)

テレビゲーム、ビデオゲーム、パソコンゲーム、オンラインゲーム、オンラインシステムその他の仮想の空間、世界を持つ遊具、トレーニング機器その他実用・遊戯機器において、その仮想空間・世界における仮想通貨及び各種仮想物を生産・取得し、それを利用者に販売、譲渡、引渡するという、当該生産・取得・販売・譲渡・引渡の一連の過程。Production / acquisition of virtual currency and various virtual objects in the virtual space / world in video games, video games, PC games, online games, online systems, other virtual spaces, playground equipment with the world, training equipment, and other practical / amusement devices A series of processes of production, acquisition, sales, transfer, and delivery in which the product is sold, transferred, and delivered to users.
JP2004382286A 2004-12-04 2004-12-04 Method for acquiring, manufacturing, providing, selling and transferring virtual currency and other virtual goods or the like Pending JP2006158899A (en)

Priority Applications (1)

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JP2004382286A JP2006158899A (en) 2004-12-04 2004-12-04 Method for acquiring, manufacturing, providing, selling and transferring virtual currency and other virtual goods or the like

Applications Claiming Priority (1)

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JP2004382286A JP2006158899A (en) 2004-12-04 2004-12-04 Method for acquiring, manufacturing, providing, selling and transferring virtual currency and other virtual goods or the like

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JP2006158899A true JP2006158899A (en) 2006-06-22

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Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8133116B1 (en) * 2011-09-26 2012-03-13 Zynga Inc. Social supply harvest mechanic for interactive social games
US8137193B1 (en) * 2011-09-26 2012-03-20 Zynga Inc. Supply delivery for interactive social games
US8137194B1 (en) * 2010-11-16 2012-03-20 Zynga Inc. Supply delivery for interactive social games
US8491396B2 (en) 2010-11-16 2013-07-23 Zynga Inc. Game supply delivery systems and methods
US8758119B1 (en) 2011-10-20 2014-06-24 Zynga Inc. Asset transfers between interactive social games

Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8137194B1 (en) * 2010-11-16 2012-03-20 Zynga Inc. Supply delivery for interactive social games
US8491396B2 (en) 2010-11-16 2013-07-23 Zynga Inc. Game supply delivery systems and methods
US8133116B1 (en) * 2011-09-26 2012-03-13 Zynga Inc. Social supply harvest mechanic for interactive social games
US8137193B1 (en) * 2011-09-26 2012-03-20 Zynga Inc. Supply delivery for interactive social games
US8758119B1 (en) 2011-10-20 2014-06-24 Zynga Inc. Asset transfers between interactive social games
US9387403B2 (en) 2011-10-20 2016-07-12 Zynga Inc. Asset transfers between interactive social games
US9795880B2 (en) 2011-10-20 2017-10-24 Zynga Inc. Asset transfers between interactive social games
US10201757B2 (en) 2011-10-20 2019-02-12 Zynga Inc. Asset transfers between interactive social games

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