WO2019172290A1 - Computer program - Google Patents

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Publication number
WO2019172290A1
WO2019172290A1 PCT/JP2019/008740 JP2019008740W WO2019172290A1 WO 2019172290 A1 WO2019172290 A1 WO 2019172290A1 JP 2019008740 W JP2019008740 W JP 2019008740W WO 2019172290 A1 WO2019172290 A1 WO 2019172290A1
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WO
WIPO (PCT)
Prior art keywords
column
game
value
user
crop
Prior art date
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PCT/JP2019/008740
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French (fr)
Japanese (ja)
Inventor
昌功 岩下
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株式会社Rock Under
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Publication of WO2019172290A1 publication Critical patent/WO2019172290A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q40/00Finance; Insurance; Tax strategies; Processing of corporate or income taxes
    • G06Q40/04Trading; Exchange, e.g. stocks, commodities, derivatives or currency exchange
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q40/00Finance; Insurance; Tax strategies; Processing of corporate or income taxes
    • G06Q40/06Asset management; Financial planning or analysis

Definitions

  • the present invention relates to a computer program that links a change in value of a financial product with a game.
  • Patent Document 1 As a method of personal asset management, various financial products are traded in addition to deposits and savings. Some private investors are unfamiliar with trading other financial products. On the other hand, there has been proposed a stock investment system in which an investment game screen and an actual investment screen are made the same so that investment can be made smoothly (Patent Document 1).
  • the present invention has been made in view of such a situation.
  • the purpose is to provide a computer program used for financial product transactions incorporating the characteristics of a game.
  • the computer program according to the present invention acquires a value of a financial product, converts the acquired value into a parameter of an object in a game, and displays and outputs the object in an aspect based on the parameter obtained by the conversion To the computer.
  • Financial products include securities and derivative products.
  • the securities are, for example, stocks, bonds, real estate securities, and investment trusts.
  • Derivative products are, for example, futures transactions and stock acquisition rights.
  • financial products are understood in a broad sense. That is, domestic bonds, foreign bonds, REIT (Real Estate Investment Trust), foreign exchange, gold, platinum, commodity futures, investment trusts, various insurances, money trusts, foreign currency deposits, etc. are also included in the financial products.
  • Forex margin trading (FX) and virtual currency are also included in financial products.
  • the type of financial product refers to the type of financial product exemplified above. Each product refers to each product included in one type of financial product. For example, in stocks, each product is a brand. In FX, each product is a currency pair or open interest.
  • trading institutions Banks, credit unions, labor unions, financial institutions such as credit unions, financial product traders such as securities companies, and commodity futures traders are collectively referred to as trading institutions.
  • the value of financial products is fair value.
  • the fair value is the market price, ie the market price.
  • the fair value is the price on the listed trading market.
  • the base value is the fair value.
  • the spot rate is the fair value.
  • Asset value is the total value of financial products.
  • the index value is a numerical value of changes in the value of financial products. For example, for stocks, the Nikkei Stock Average (registered trademark) and TOPIX (Tokyo stock price index: registered trademark), which show movements of the entire market, and PER (Price Earnings Ratio: stock price earnings), which show the status of individual stocks. Rate), PBR (Price Book-value Ratio), dividend yield, and the like.
  • QFR QUICK FUND RISK
  • REIT it is the TSE REIT index (registered trademark).
  • economic indicators that affect the market price of financial products such as Japan / Department Store / Supermarket Sales, US Employment Statistics / Unemployment Rate, etc. may be used as index values for financial products. In this case, the financial product and the economic index are associated in advance.
  • the game is a computer game or a card game.
  • the objects in the game are characters and avatars that are players in the game, and cards, equipment, items, virtual currency, etc. that can be used by the player.
  • An object parameter is a numerical value that defines the characteristics of an object, and particularly, an object parameter that increases or decreases as the game progresses.
  • the growth value indicating the degree of growth of the object is age, height, weight, or the like. If the object is a plant, the growth value is the thickness, height, and fruit yield of the stem.
  • the ability value indicating the ability of an object is, for example, a character or an avatar, such as durability, intelligence, and judgment.
  • the parameter relating to the game scene is, for example, the scene weather.
  • Object parameters are also called object parameters.
  • a growth value indicating the degree of growth of an object is also referred to as a growth parameter.
  • Parameters relating to game scenes are also referred to as scene parameters.
  • the object parameter, the growth parameter, and the scene parameter are collectively referred to as a game parameter.
  • the computer game includes a shooting game, an action game, an adventure game, a role playing game, a puzzle game, a racing game, a simulation game, and the like.
  • a description will be given mainly using a breeding game as an example.
  • the training game is one of the games included in the simulation game.
  • the breeding game is a game in which each player grows a breeding item.
  • FIG. 1 is an explanatory diagram showing the configuration of the game system.
  • the game system 100 includes a game server 1, a user terminal 2, and a transaction server 3.
  • the game server 1, the user terminal 2, and the transaction server 3 are connected to each other via a network N so that they can communicate with each other.
  • the game server 1 is a computer that provides social games.
  • the user terminal 2 is a user terminal that plays a game. Further, although two user terminals 2 are illustrated in FIG. 1 for convenience, one user terminal or three or more user terminals may be used.
  • the transaction server 3 is a computer that performs transactions of financial products. The transaction server 3 also has an information portal function, and holds various index values related to financial products and financial products. Transaction server 3 provides these index values in response to requests from game server 1 and user terminal 2.
  • FIG. 2 is a block diagram showing a hardware configuration example of the game server.
  • the game server 1 is responsible for processing related to the game.
  • the game server 1 is composed of a server computer or the like.
  • the game server 1 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a large-capacity storage unit 14, and a communication unit 15. Each component is connected by a bus B.
  • CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the CPU 11 controls each part of the hardware according to a control program (computer program) 1P stored in the ROM 12.
  • the RAM 13 is, for example, SRAM (Static RAM), DRAM (Dynamic RAM), or flash memory.
  • SRAM Static RAM
  • DRAM Dynamic RAM
  • flash memory any type of non-volatile memory
  • the large-capacity storage unit 14 is, for example, a hard disk or an SSD (Solid State Drive).
  • the large-capacity storage unit 14 stores various databases (DB: DataBase).
  • the large-capacity storage unit 14 includes a user DB 141, a crop master DB 142, a crop image master DB 143, an industry master DB 144, an asset DB 145, a position DB 146, a threshold DB 147, a profit / loss DB 148, a performance DB 149, a barn DB 14A, an indicator DB 14B, a scene variable DB 14C, and a public setting DB 14D.
  • the control program 1P may be stored in the large-capacity storage unit 14.
  • the user DB 141, the crop master DB 142,... And the public setting DB 14D may be stored in addition to the game server 1. For example, it may be stored in a database server or cloud storage.
  • the communication unit 15 communicates with the user terminal 2 and the transaction server 3 via the network N.
  • the CPU 11 may download the control program 1P from another computer via the network N or the like using the communication unit 15 and store it in the large capacity storage unit 14.
  • the functions of the game server 1 may be provided by a plurality of server computers. Further, the function of the game server 1 may be provided by a cloud service.
  • FIG. 3 is a block diagram illustrating a hardware configuration example of the user terminal 2.
  • the user terminal 2 includes a notebook computer, a panel computer, a tablet computer, a smartphone, and the like.
  • the user terminal 2 includes a CPU 21, a ROM 22, a RAM 23, a large capacity storage unit 24, a display unit 25, an input unit 26 and a communication unit 27. Each component is connected by a bus B.
  • the CPU 21 controls each part of the hardware according to the control program 2P stored in the ROM 22.
  • the RAM 23 is, for example, SRAM, DRAM, or flash memory. The RAM 23 temporarily stores data generated when the CPU 21 executes the program.
  • the large-capacity storage unit 24 is, for example, a hard disk or an SSD.
  • the large capacity storage unit 24 stores various data.
  • the display unit 25 is a liquid crystal display device.
  • the display unit 25 displays the result of data processing.
  • the input unit 26 is a keyboard or a mouse.
  • the input unit 26 may be a touch panel display integrated with the display unit 25. Note that the user terminal 2 may display on an external display device.
  • the communication unit 27 communicates with the game server 1 and the transaction server 3 via the network N.
  • the CPU 21 may download the control program 2P from another computer via the network N or the like using the communication unit 27 and store it in the large-capacity storage unit 24.
  • the game provided by the game system 100 is assumed to be a training simulation game (hereinafter referred to as “nurturing game”) that mainly grows agricultural products.
  • the farm products that the user trains are linked to the behavior of the financial product that the user actually owns.
  • the association between the financial product and the agricultural product is determined in advance, or is associated when a new financial product is purchased.
  • the associated agricultural product grows.
  • the associated agricultural product is harvested.
  • the associated financial product is sold.
  • the associated agricultural product is planted.
  • crops are planted, the associated financial products are purchased.
  • FIG. 4 is an explanatory diagram showing an example of the user DB.
  • the user DB 141 stores information about users.
  • the user DB 141 includes a user ID column, a name column, an address column, a my number column, an e-mail column, a bank account column, a securities account column, and an FX account column.
  • the user ID column stores a user ID that can uniquely identify the user.
  • the name column stores the name of the user.
  • the address column stores the current address of the user.
  • the my number column stores the user's my number.
  • the e-mail column stores the user's e-mail address.
  • the bank account column stores information on bank accounts opened by the user.
  • the bank account information includes bank name, head office name, account type (normal, regular, savings, current account, etc.), account number, and the like.
  • the FX account column stores information on FX trading accounts opened by the user.
  • the information on the FX trading account includes a trading institution name, an account number, and leverage.
  • FIG. 5 is an explanatory diagram showing an example of the crop master DB.
  • the crop master DB 142 stores information on crops that can be grown by the user.
  • the crop master DB 142 includes a crop ID column, a crop name column, a group ID column, and a group name column.
  • the crop ID column stores a crop ID that can uniquely identify a crop.
  • the crop name column stores the name of the crop.
  • the group ID column stores a group ID that can uniquely identify a crop group to which the crop belongs.
  • the group name column stores the name of the crop group.
  • FIG. 5 shows fruit vegetables, leaf vegetables, rhizome vegetables and mushrooms as examples of the crop group.
  • Fruit vegetables are vegetables that use fruits as food.
  • Leafy vegetables are vegetables that are mainly edible leaves.
  • Rhizome is a vegetable that mainly uses edible stems and roots including the underground stem.
  • mushrooms are treated the same as agricultural products.
  • the fungus bed shall be placed in the field. Planting means filling the fungus in the fungus bed. Mushrooms are limited to edible ones.
  • FIG. 6 is an explanatory diagram showing an example of the crop image master DB.
  • the crop image master DB 143 stores images for each stage of crop growth.
  • the crop image master DB 143 includes a crop ID column, a stage column, and a design column.
  • the crop ID column stores a crop ID.
  • the stage sequence stores the stage numerically. 0 indicates that the value of the financial product has not changed substantially. A negative value indicates that the value of the financial product is decreasing. A positive value indicates that the value of the financial product is increasing.
  • the design column stores images corresponding to the stages.
  • FIG. 7 is an explanatory diagram showing an example of an industry master DB.
  • the industry master DB 144 stores a business type and a code corresponding to the business type.
  • the definition of industry is based on stocks.
  • the industry master DB 144 includes a code string and a industry string.
  • the code string stores a code assigned to the business type.
  • the industry column stores the name of the industry.
  • FIG. 8 is an explanatory diagram showing an example of the asset DB.
  • the asset DB 145 stores the status of cash transactions or transactions that are similar to cash transactions among financial products held by the user.
  • the asset DB 145 includes a user ID column, an ISIN code column, a type column, a business type code column, a supplier column, a brand column, a possessed quantity column, an average acquisition price column, a crop ID column, a group ID column, and a section- ⁇ column.
  • the user ID column stores the user ID of the user who owns the financial product.
  • the ISIN code string stores a 12-digit code based on the international securities code specification. ISIN is an abbreviation for International Security Identification Number.
  • the ISIN code is a code that can uniquely identify a security or an investment trust.
  • a virtual currency to which no ISIN code is assigned is assigned a code that does not overlap with the ISIN code and can uniquely identify the virtual currency.
  • the type column stores the type of financial product. The type is, for example, stock, investment trust, or virtual currency.
  • the industry code string stores a code indicating the industry when the type is stock.
  • the customer column stores the name of the financial institution that purchased the financial product.
  • the stock column stores stock stocks, names of mutual funds and virtual currencies, and FX currency pairs.
  • the possession quantity column stores the possession quantity of the financial product.
  • the average acquisition price column stores the average acquisition price.
  • the average acquisition price is the average value of the acquisition price.
  • the amount acquired is the total cost paid at the time of purchase, including fees.
  • the crop ID column stores the agricultural product ID corresponding to the financial product.
  • the group ID column stores the group ID of the group to which the agricultural product belongs.
  • the parcel-row row stores location information that identifies the location of the field where the produce is grown and grown.
  • the field has a plurality of sections, and each section has a plurality of straws.
  • a number is assigned to each compartment and each basket.
  • the position information is expressed as “division number” ⁇ “ ⁇ number”.
  • FIG. 9 is an explanatory diagram showing an example of the open interest DB.
  • the open interest DB 146 stores open interest information relating to futures transactions among financial products held by the user.
  • the open position DB 146 includes a ball ID column, a user ID column, a type column, a trader column, a currency / brand column, a type column, a possessed quantity column, an acquisition price column, a crop ID column, a group ID column, and a section- ⁇ column.
  • the ball ID column stores a ball ID that uniquely identifies the open ball.
  • the ball ID may be issued by the game server 1, but it is desirable that the ball ID is given by a trading institution that is the opponent when the open ball is set up or a value including the ID.
  • the user ID column stores the user ID of the user who built the ball.
  • the type column stores the type of open interest.
  • the type is, for example, FX or commodity futures.
  • the trader column stores a name that identifies a trading institution that is a counterpart when a position is placed.
  • the currency / brand column stores the contents of currency pairs and information on futures products.
  • the currency / brand column is, for example, US dollar / yen, gold, platinum, crude oil, or rice wheat.
  • the type column stores whether the open interest is a sell open interest or a buy open interest. In FX, open positions correspond to short positions. The open position corresponds to the long position.
  • the possessed quantity column stores the quantity of open interest.
  • the acquisition price column stores the acquisition price.
  • the crop ID column stores the agricultural product ID corresponding to the financial product.
  • the group ID column stores the group ID of the group to which the agricultural product belongs.
  • the parcel-row row stores location information that identifies the location of the field where the produce is grown and grown.
  • FIG. 10 is an explanatory diagram showing an example of the threshold DB.
  • the threshold value DB 147 stores a threshold value for classifying the value of the financial product and the fluctuation of the value.
  • the threshold DB 147 includes a threshold ID column, a user ID column, a type column, an ISIN code / ball ID column, an acquisition price column, an upper limit column, a lower limit column, a stage column, and a threshold column.
  • the threshold ID column stores a threshold ID that can uniquely identify the threshold.
  • the user ID column stores the user ID of the user for whom the threshold value operates.
  • the type column stores the type of financial product on which the threshold value operates.
  • the ISIN code / ball ID column stores the ISIN code of the asset on which the threshold acts or the ball ID of the open ball.
  • the acquisition price column stores the acquisition price of the financial product, the spot rate when the open interest is built, and the value of the futures product.
  • the upper limit amount column stores the upper limit value of the stage division. Even if the upper limit is exceeded, it is treated the same as the upper limit.
  • the lower limit amount column stores the lower limit value of the stage division. Even if the value falls below the lower limit, it is treated the same as the lower limit.
  • the stage row stores values indicating each stage of stage division.
  • the threshold value column stores a threshold value for each stage. In the example shown in FIG. 10, the level is divided into four levels, and each level is represented by a number. The steps are represented by 0, 1, 2, 3 and 0 is omitted.
  • the range of values at each stage shown in FIG. 10 is as follows.
  • the zero stage is less than 110.42.
  • One stage is 110.42 or more and less than 111.21.
  • Two steps are 111.21 or more and less than 112.00.
  • Three stages are 112.00 or more.
  • the CPU 11 performs setting of the upper limit amount column, the lower limit amount column, the stage column, and the threshold column based on market price information and the like. Not limited to this, the user himself / herself may set it, or an administrator or the like may set it based on information of an expert such as an economist.
  • the threshold value column has three values, it may be one or four or more.
  • FIG. 11 is an explanatory diagram showing an example of the profit / loss DB.
  • the profit / loss DB 148 stores the profit / loss status of financial products or open interest.
  • the profit / loss DB 148 includes a user ID column, a type column, an ISIN code / ball ID column, an acquisition price column, a quantity column, an evaluation price column, a profit / loss column, a crop ID column, a group ID column, a threshold ID column, and a stage column.
  • the user ID column stores the user ID of the user who made the transaction.
  • the type column stores the type of financial product.
  • the ISIN code / ball ID column stores an ISIN code that specifies a financial product or a ball ID that specifies a position.
  • the acquisition price column stores the acquisition price.
  • the quantity stores the quantity of the financial product.
  • the valuation price column stores the valuation price that is the basis for calculating profit and loss.
  • the profit / loss column stores the profit / loss calculated from the acquisition price, quantity, and evaluation price.
  • the crop ID column stores the crop ID of the crop associated with the financial product.
  • the group ID column stores the group ID of the group to which the crop belongs.
  • the threshold ID column stores the threshold ID of the associated threshold.
  • the stage column stores stages obtained from profit and loss and threshold values.
  • FIG. 12 is an explanatory diagram showing an example of the performance DB.
  • the performance DB 149 stores information on past financial products for which profit / loss has been finalized.
  • the performance DB 149 includes a user ID column, a type column, an ISIN code / ball ID column, an acquisition price column, a quantity column, a profit / loss fixed amount column, a profit / loss amount column, a crop ID column, a group ID column, and a barn ID column. Since the contents stored in the group ID column from the user ID column excluding the profit / loss fixed amount column are the same as those in the profit / loss DB 148, the description thereof is omitted.
  • the profit / loss fixed amount column stores the value when the profit / loss is fixed.
  • the profit / loss is calculated by replacing the valuation price with the fixed profit / loss.
  • the barn ID column stores the barn ID of the barn that stores the harvested crop that expresses the profit when the profit has been generated when the profit and loss is determined.
  • FIG. 13 is an explanatory diagram showing an example of a barn DB.
  • the barn DB 14A stores the status of the barn.
  • the barn DB 14A includes a barn ID column, a crop ID column, a type column, a currency / brand column, and a profit column.
  • the barn ID column stores a barn ID that uniquely identifies the barn.
  • the crop ID column stores the crop ID of the crop housed in the barn.
  • the type column stores the type of financial product corresponding to the crop.
  • the currency / brand column stores a currency pair when the financial product is FX, a brand when it is a stock, and a brand name when it is a commodity future.
  • the profit amount column stores the profit amount.
  • FIG. 14 is an explanatory diagram showing an example of the index DB.
  • the index DB 14B stores an index that affects the value fluctuation of the financial product and conditions for classifying the index by value.
  • the index DB 14B includes an index ID column, a name column, a one-step column, a two-step column, and a three-step column.
  • the index ID column stores an index ID that can uniquely identify the index.
  • the name column stores the name of the index.
  • the 1-stage sequence, 2-stage sequence, and 3-stage sequence store conditions for dividing each stage.
  • the CPU 11 sets the setting of each of the one-stage column, the two-stage column, and the three-stage column based on the variation of the index value in a predetermined period. An administrator or the like may set each column of the one-step column, the two-step column, and the three-step column. Although the paragraph has three stages, it may be two stages or four or more stages.
  • FIG. 15 is an explanatory diagram showing an example of the scene variable DB.
  • the scene variable DB 14C stores scene parameters.
  • the scene variable DB 14C includes a variable ID column, a name column, a one-step column, a two-step column, a three-step column, an index ID column, and a type column.
  • the variable ID column stores a variable ID that can uniquely specify a parameter.
  • the name column stores the name of the parameter.
  • the one-stage column, two-stage column, and three-stage column store values at each stage.
  • the index ID column stores an index ID of an index associated with a parameter.
  • the type column stores the type of financial product affected by the index.
  • FIG. 16 is an explanatory diagram showing an example of the public setting DB.
  • the public setting DB 14D stores a setting as to whether or not to disclose the field situation to other users.
  • the public setting DB 14D includes a user ID column, a crop ID column, a group ID column, a section- ⁇ column, and a public column.
  • the user ID column stores a user ID.
  • the crop ID column stores the crop ID of the setting target crop.
  • the group ID column stores the group ID of the group of the setting target crop.
  • the section-row row stores the position information of the setting target crop.
  • the public column stores a setting as to whether or not to disclose the status of the setting target crop to other users.
  • the setting for publishing is not simply switching between publishing and unpublishing, but may be a setting for publishing / not publishing to a specific user. Alternatively, the setting may be made open to users who have the same financial product or the same type of financial product, but not open to other users.
  • FIG. 17 is a flowchart illustrating an exemplary procedure of initial display processing.
  • the initial display process is a process performed after the user logs in to the game system.
  • the game server 1 acquires the user ID of the logged-in user (step S1).
  • the CPU 11 checks whether there is any increase or decrease in the financial product that the user ID has (step S2).
  • the CPU 11 uses the user account information stored in the user DB 141 to make an inquiry to a trading institution, and collects information on financial products held by the user. The collected information is matched with the asset DB 145 and the open position DB 146, and the increase / decrease is determined.
  • the CPU 11 determines a group of the new product (step S7).
  • the CPU 11 determines whether the determined group is an existing group (step S8). If the CPU 11 determines that the group is an existing group (YES in step S8), the crop is planted according to the quantity on a new basket in the same section with the existing group (step S9). For example, if the stock of A car was expressed in tomatoes, and a stock of B car in the same industry was purchased, a new basket in the area where the tomato corresponding to the A car stock was already planted, Tomatoes corresponding to the B car stock are planted.
  • CPU11 performs the process after step S11.
  • step S10 determines that the product is not an existing product (NO in step S8), the crop corresponding to the new product is planted in the new section (step S10).
  • CPU11 performs the process after step S11. For example, when the user has only stocks, when a new FX position is set, a crop is planted in a new section. When the stock is expressed with fruit vegetables such as tomato, FX is expressed with leaf vegetables such as cabbage.
  • the CPU 11 updates the asset DB 145 and the open interest DB 146 when executing Step S9 and Step S10. If the CPU 11 determines that the product is not a new product (NO in step S5), the crop corresponding to the product is additionally planted (step S6).
  • step S11 For example, if the stock of A car was expressed with tomatoes, when A car stock was purchased additionally, the tomatoes were additionally planted on the parcels and strawberries where the tomatoes corresponding to the A car stock were planted . If the cocoon is already full, it will be planted on a nearby cocoon.
  • the CPU 11 moves the process to step S11.
  • the transaction record is updated (step S14).
  • CPU11 acquires the profit and loss of the financial product which is decreasing from the transaction server 3, and updates performance DB149.
  • the CPU 11 updates the amount of the crop stored in the barn based on the updated result DB 149.
  • the CPU 11 executes step S11 and subsequent steps.
  • the CPU 11 updates the profit / loss (step S11).
  • the CPU 11 acquires and updates the latest evaluation price of each product stored in the profit / loss DB 148 from the transaction server 3.
  • the CPU 11 updates the profit / loss amount from the evaluation amount, the acquisition price, and the quantity.
  • CPU11 updates the growth situation (step S12).
  • the CPU 11 compares the evaluation amount of each product stored in the threshold value DB 147 with the value of the threshold value column, and determines the stage of each product.
  • the CPU 11 acquires the crop ID of the crop corresponding to each product from the asset DB 145 and the open ball DB 146.
  • CPU11 acquires the image of the growth condition which should be displayed from crop image master DB143 based on the stage of goods, and crop ID.
  • the CPU11 arrange
  • the CPU 11 displays and outputs an image showing the field situation (step S13).
  • the CPU 11 ends the initial display process.
  • 18A and 18B are explanatory diagrams showing examples of game screens.
  • 18A and 18B show changes when the number of financial products held by the user increases. It is assumed that the time has changed from FIG. 18A to FIG. 18B with the passage of time.
  • crops are planted only on the ridge 181.
  • the crop corresponds to A car stock.
  • crops are also planted on the ridge 182 in the same section as the ridge 181. This indicates that shares of the same industry have been purchased because they were planted on other baskets in the same section. For example, B car stock. In this way, the purchase of financial products can be expressed by an increase in crops.
  • FX when it has a long position of dollar / yen, it corresponds to a change when a short position of dollar / yen is built.
  • FIGS. 18A and 18B a balloon is displayed when the crop is mouse-clicked or over the crop.
  • a balloon 1811 shown in FIG. 18A indicates that the crop is an A car stock.
  • the number of shares held, the current value (evaluation price), and profit / loss are acquired from the profit / loss DB 148 and displayed.
  • one crop represents one unit.
  • the unit number of A car is 100 shares.
  • a buy button 1812 in the balloon 1811 When a buy button 1812 in the balloon 1811 is clicked with a mouse or the like, the screen changes to a buy screen (not shown), and a stock can be purchased.
  • the sale button 1813 When the sale button 1813 is clicked with a mouse or the like, the screen changes to a sale screen (not shown) and the stock can be sold.
  • 19A and 19B are explanatory diagrams showing examples of game screens.
  • 19A and 19B show changes when the value of the financial product increases. It is assumed that the time has changed from FIG. 19A to FIG. 19B with the passage of time.
  • the fruit shown in FIG. 19B is larger than the fruit shown in FIG. 19A, and the number increases. This expresses the increase in the value of financial products in terms of crop growth.
  • a balloon is displayed when the crop is mouse-clicked or over the crop.
  • a balloon 191 shown in FIG. 19A indicates that the crop is an A car stock.
  • the current value (evaluation price) and the acquisition price are acquired from the profit / loss DB 148 and displayed.
  • a buy button 192 in the balloon 191 When a buy button 192 in the balloon 191 is clicked with a mouse or the like, the screen changes to a buy screen (not shown), and a stock can be purchased.
  • the sale button 193 When the sale button 193 is clicked with a mouse or the like, the screen changes to a sale screen (not shown) and the stock can be sold.
  • FIG. 20 is a flowchart showing an example of a procedure for crop operation processing.
  • the crop operation process is a process performed when the user operates a crop in the field.
  • the CPU 11 determines whether or not the user has harvested the crop (step S21). When it is determined that the user has harvested the crop (YES in step S21), the CPU 11 specifies the financial product that has been harvested (step S22).
  • CPU11 outputs the condition setting screen which sets the transaction conditions of the specified goods (step S23). On the condition setting screen, settings such as limit price or success, setting of transaction price in the case of limit price, etc. are performed.
  • CPU11 acquires transaction conditions (Step S24). The CPU 11 outputs a sell or settlement order to the transaction server 3 (step S25).
  • the CPU 11 updates the display to indicate the state of the field after cutting (step S26).
  • the CPU 11 determines whether or not the user has made a cropping operation (step S27).
  • the CPU 11 determines whether or not the existing crop is additionally planted (step S28).
  • the CPU 11 specifies a financial product corresponding to the crop (step S29).
  • CPU11 outputs the condition setting screen which sets the transaction conditions of the specified goods (step S30). On the condition setting screen, settings such as limit price or success, setting of transaction price in the case of limit price, etc. are performed.
  • CPU11 acquires transaction conditions (Step S31).
  • the CPU 11 outputs the buy or position / make to the transaction server 3 (step S32). If the financial instrument is a spot transaction, it is a buy order, and if it is a futures transaction, it is a position / make.
  • the CPU 11 executes step S26 and subsequent steps. If the CPU 11 determines that it is not an additional crop of existing crops (NO in step S28), it outputs a selection screen for selecting the type of financial product (step S33).
  • the CPU 11 acquires the type selected by the user, redirects to a transaction screen corresponding to the type (step S34), and ends the crop operation process.
  • the CPU 11 determines that the user does not perform the planting operation (NO in step S27)
  • the CPU 11 specifies a product corresponding to the operation target crop (step S35).
  • the CPU 11 reads out the profit / loss information of the specified product from the profit / loss DB 148 and outputs it (step S36).
  • a crop cutting operation is an example in which an instruction to decrease a parameter is issued.
  • a sell or settlement order is an example of an order to sell a financial instrument.
  • the planting operation is an example in which an instruction for increasing a parameter is issued.
  • a buy or position / make order is an example of an order to purchase a financial product.
  • FIG. 21A and 21B are explanatory diagrams showing examples of game screens.
  • FIG. 21A and FIG. 21B express that profit has been generated by selling or settlement of financial products. It is assumed that the time has changed from FIG. 21A to FIG. 21B with the passage of time.
  • FIG. 21A the crop planted on the straw 211 is harvested in FIG. 21B.
  • FIG. 21A only an empty container 213 is displayed in the barn 212, whereas the barn 212 in FIG. 21B displays a plurality of containers 213 in which crops are stored. This change expresses profits from the sale or settlement of financial products.
  • the change in the value of financial products held by users is linked to the growing situation of crops in the growing game for growing agricultural products.
  • the user can easily check the change in the value of the financial product.
  • the user can intuitively trade financial products.
  • the amount of the crop stored in the barn is changed based on the transaction result, the user can intuitively grasp the change in profit obtained by the financial product transaction.
  • FIG. 22 is a flowchart showing an example of the procedure of the scene parameter setting process.
  • the scene parameter setting process is executed between step S12 and step S13 in the initial display process, for example.
  • CPU11 acquires the condition of the index memorized by index DB14B from transaction server 3 after execution of Step S12 (Step S41).
  • the CPU 11 selects a scene parameter stored in the scene variable DB 14C (step S42).
  • the CPU 11 sets the value of the scene parameter based on the status of the index corresponding to the selected scene parameter (step S43).
  • the CPU 11 sets the game scene according to the scene parameters.
  • step S44 determines whether there is an unprocessed scene parameter. If the CPU 11 determines that there is an unprocessed scene parameter (YES in step S44), the process returns to step S42. If the CPU 11 determines that there are no unprocessed scene parameters (NO in step S44), the CPU 11 returns to the initial display process and executes step S13 and subsequent steps. This additional function makes it possible for the user to intuitively grasp the market conditions and the like.
  • FIG. 23 is an explanatory diagram showing an example of a game screen.
  • FIG. 23 shows the weather on the farm. Sections 231 and 232 are raining. In contrast, sections 233 to 236 are clear.
  • the financial products corresponding to the crops planted in the sections 231 and 232 indicate that there is an indication that the value decreases in general.
  • the financial products corresponding to the crops planted in the sections 233 to 236 it is shown that there is a sign that the value increases in general. In this way, it is possible to express what influences the value fluctuation of a plurality of financial products, such as a statistical index, by the situation of the game.
  • the type of financial product corresponding to each section may be displayed. In the example of FIG. 23, it shows that it corresponds to the sections 231 and 232 financial stock.
  • the sections 233 and 234 correspond to automobile stocks
  • the sections 235 and 236 correspond to virtual currencies.
  • FIG. 24 is a flowchart showing an example of the procedure of the guidance output process.
  • CPU11 acquires user ID (step S51).
  • CPU11 acquires the asset and open interest which a user holds based on user ID (Step S52).
  • the CPU 11 generates a menu (step S53). For example, for a user who does not have a position, a guide for beginners regarding FX and commodity futures is displayed at the top. For users who have not settled open interest for a long period of time, a guide for determining profit and loss and an explanatory guide for follow-up are displayed at the top.
  • the CPU 11 outputs a menu screen (step S54).
  • CPU11 acquires the menu which the user selected (step S55).
  • the CPU 11 determines whether the acquired menu is finished (step S56). If the CPU 11 determines that the acquired menu is not finished (NO in step S56), the CPU 11 acquires a guide corresponding to the acquired menu (step S57). CPU11 outputs a guide (step S58) and returns a process to step S54. If the CPU 11 determines that the acquired menu is complete (YES in step S56), the CPU 11 ends the guide output process.
  • This additional function allows the user to deepen knowledge about financial products. Note that it is desirable that the characters appearing in the game explain the guide in order to ensure affinity with the game.
  • FIG. 25 is a flowchart illustrating an exemplary procedure of notification processing.
  • CPU11 acquires user ID (step S71).
  • CPU11 acquires the threshold value made into notification conditions (step S72).
  • the threshold value is an upper limit value string or a lower limit value of the threshold value DB 147.
  • the CPU 11 selects one of the acquired threshold values (step S73).
  • CPU11 acquires the market price information of goods corresponding to the selected threshold (Step S74).
  • the market price information is, for example, an evaluation price.
  • the CPU 11 determines whether the market price information satisfies a threshold condition (step S75).
  • step S75 When the CPU 11 determines that the market price information satisfies the threshold condition (YES in step S75), the CPU 11 performs notification (step S76). For example, when the US dollar / yen exchange rate is lower than the threshold and the yen is higher than the threshold, the user is notified of a short position of US dollar / yen. If the CPU 11 determines that the market price information does not satisfy the threshold condition (NO in step S75), the process proceeds to step S77. The CPU 11 determines whether there is an unprocessed threshold (step S77). If the CPU 11 determines that there is an unprocessed threshold (YES in step S77), the process returns to step S73.
  • the notification process ends.
  • the user may be notified of the current state of profit and loss and the actual result of confirmed profit and loss by e-mail, for example, once a week.
  • FIG. 26 is a flowchart illustrating an example of the procedure of the public setting process.
  • CPU11 acquires user ID (step S81).
  • CPU11 acquires the asset and open interest which a user holds based on user ID (Step S82).
  • the CPU 11 generates a setting screen (step S83).
  • the setting screen is a screen that can be set to be public or private for each section and each tile.
  • the CPU 11 outputs the generated setting screen (step S84).
  • the CPU 11 acquires a command from the user (step S85).
  • the CPU 11 determines whether or not the acquired command is a public setting (step S86).
  • step S86 the CPU 11 determines that the acquired command is a public setting (YES in step S86), the CPU 11 stores the setting in the public setting DB 14D (step S87), and ends the public setting process. If the CPU 11 determines that the acquired command is not public setting (NO in step S86), the CPU 11 determines whether or not the command is finished (step S88). If the CPU 11 determines that the acquired command is complete (YES in step S88), the setting is discarded and the public setting process is terminated. If the CPU 11 determines that the acquired command is not complete (NO in step S88), the process returns to step S83. With this additional function, each user can publish only the portion of his field that he / she wishes to publish to other users.
  • RoboAdvisor Game server 1 may provide a RoboAdvisor.
  • RoboAdvisor is a service that performs financial product selection, portfolio creation, and buying and selling without user intervention.
  • the selection of financial products is expressed by the selection of crops.
  • the portfolio is expressed by the cropping and growing conditions of different crops.
  • Trading is expressed by crop planting and harvesting. It should be noted that the user may be able to select whether or not to make the RoboAdvisor perform trading.
  • the game provided by the game server 1 is a breeding game, but other games are also applicable.
  • a card game it is as follows.
  • Financial products are represented by card game characters.
  • the purchase of financial products is expressed by the acquisition of cards.
  • the classification of stocks according to the type of business is expressed by the race and attributes of the character.
  • An increase in the value of a financial product is expressed by the growth of the character.
  • An increase in value above a certain standard can be expressed by the evolution of the character.
  • the change in the index can be expressed by a change in the state of the field such as the weather.
  • RPG Role-Playing Game
  • Financial products are represented by card game characters.
  • the purchase of financial products is expressed by the acquisition of cards.
  • the classification of stocks according to the type of business is expressed by the race and attributes of the character.
  • An increase in the value of a financial product is expressed by the growth of the character.
  • the change in the value of the financial product is linked to the status of the enemy character or the item appearance rate. Operation results can be confirmed in My Room (user-only room in the virtual space).
  • My Room user-only room in the virtual space
  • the increase in the number of types of financial products is expressed by an increase in the number of rooms.
  • the change in the index can be expressed by a change in the state of the field such as the weather.
  • the user terminal 2 may be a smart watch, and some of the functions described above may be provided.

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Abstract

Provided is a computer program that is for use in financial product transactions and the like and that includes the characteristics of a game. The computer program makes a computer execute a process which acquires the value of a financial product, converts the acquired value into a parameter for an object in a game, and outputs and displays the object in a state based on the parameter obtained by the conversion.

Description

コンピュータプログラムComputer program
 本発明は、金融商品の価値変動をゲームに連動させるコンピュータプログラムに関する。 The present invention relates to a computer program that links a change in value of a financial product with a game.
 個人の資産運用の方法として、預貯金のみならず、様々な金融商品が取引されている。個人投資家には預貯金以外の金融商品の取引に不慣れな投資家もいる。それに対して、投資ゲームの画面と実際の投資画面とを同一とすることにより、投資を円滑に行える株式投資システムが提案されている(特許文献1)。 As a method of personal asset management, various financial products are traded in addition to deposits and savings. Some private investors are unfamiliar with trading other financial products. On the other hand, there has been proposed a stock investment system in which an investment game screen and an actual investment screen are made the same so that investment can be made smoothly (Patent Document 1).
特開2004-30274号公報JP 2004-30274 A
 しかしながら、上記システムは画面を同一とすることに留まり、ゲームの特性を活かしきれていない。本発明はこのような状況に鑑みてなされたものである。その目的は、ゲームの特性を盛り込んだ金融商品取引等に用いるコンピュータプログラムの提供である。 However, the above system is limited to making the screen the same and does not fully utilize the characteristics of the game. The present invention has been made in view of such a situation. The purpose is to provide a computer program used for financial product transactions incorporating the characteristics of a game.
 本発明に係るコンピュータプログラムは、金融商品の価値を取得し、取得した前記価値をゲーム内のオブジェクトのパラメータに変換し、変換して得た前記パラメータに基づく態様で、前記オブジェクトを表示出力する処理をコンピュータに行わせる。 The computer program according to the present invention acquires a value of a financial product, converts the acquired value into a parameter of an object in a game, and displays and outputs the object in an aspect based on the parameter obtained by the conversion To the computer.
 本発明にあっては、金融商品の状況把握や取引を円滑に行うことが可能となる。 In the present invention, it is possible to grasp the status of financial products and conduct transactions smoothly.
ゲームシステムの構成を示す説明図である。It is explanatory drawing which shows the structure of a game system. ゲームサーバのハードウェア構成例を示すブロック図である。It is a block diagram which shows the hardware structural example of a game server. ユーザ端末のハードウェア構成例を示すブロック図である。It is a block diagram which shows the hardware structural example of a user terminal. ユーザDBの例を示す説明図である。It is explanatory drawing which shows the example of user DB. 作物マスタDBの例を示す説明図である。It is explanatory drawing which shows the example of crop master DB. 作物画像マスタDBの例を示す説明図である。It is explanatory drawing which shows the example of crop image master DB. 業種マスタDBの例を示す説明図である。It is explanatory drawing which shows the example of industry type master DB. 資産DBの例を示す説明図である。It is explanatory drawing which shows the example of asset DB. 建玉DBの例を示す説明図である。It is explanatory drawing which shows the example of open interest DB. 閾値DBの例を示す説明図である。It is explanatory drawing which shows the example of threshold value DB. 損益DBの例を示す説明図である。It is explanatory drawing which shows the example of profit / loss DB. 実績DBの例を示す説明図である。It is explanatory drawing which shows the example of performance DB. 納屋DBの例を示す説明図である。It is explanatory drawing which shows the example of barn DB. 指標DBの例を示す説明図である。It is explanatory drawing which shows the example of parameter | index DB. 場面変数DBの例を示す説明図である。It is explanatory drawing which shows the example of scene variable DB. 公開設定DBの例を示す説明図である。It is explanatory drawing which shows the example of public setting DB. 初期表示処理の手順例を示すフローチャートである。It is a flowchart which shows the example of a procedure of an initial display process. ゲーム画面の例を示す説明図である。It is explanatory drawing which shows the example of a game screen. ゲーム画面の例を示す説明図である。It is explanatory drawing which shows the example of a game screen. ゲーム画面の例を示す説明図である。It is explanatory drawing which shows the example of a game screen. ゲーム画面の例を示す説明図である。It is explanatory drawing which shows the example of a game screen. 作物操作処理の手順例を示すフローチャートである。It is a flowchart which shows the example of a procedure of crop operation processing. ゲーム画面の例を示す説明図である。It is explanatory drawing which shows the example of a game screen. ゲーム画面の例を示す説明図である。It is explanatory drawing which shows the example of a game screen. 場面パラメータ設定処理の手順例を示すフローチャートである。It is a flowchart which shows the example of a procedure of a scene parameter setting process. ゲーム画面の例を示す説明図である。It is explanatory drawing which shows the example of a game screen. 手引出力処理の手順例を示すフローチャートである。It is a flowchart which shows the example of a procedure of a guidance output process. 通知処理の手順例を示すフローチャートである。It is a flowchart which shows the example of a procedure of a notification process. 公開設定処理の手順例を示すフローチャートである。It is a flowchart which shows the example of a procedure of a public setting process.
 以下実施の形態を、図面を参照して説明する。実施の形態の説明に先立ち、用語の説明を行う。金融商品とは有価証券及び派生商品等である。有価証券は例えば、株式、債券、不動産証券、投資信託である。派生商品は例えば、先物取引及び新株予約権である。また、本明細書においては、金融商品を広義の意味で捉える。すなわち、国内債券、外国債券、REIT(Real Estate Investment Trust:不動産投資信託)、外国為替、金、プラチナ、商品先物、投資信託、各種保険、金銭信託、外貨預金等も、金融商品に含まれる。外国為替証拠金取引(FX)や仮想通貨も金融商品に含まれるものとする。金融商品の種類とは、上記に例示した金融商品の種別をいう。各商品とは1種類の金融商品に含まれる1つ1つの商品をいう。例えば、株式では各商品は各銘柄である。FXでは各商品とは通貨ペア又は建玉である。 Embodiments will be described below with reference to the drawings. Prior to the description of the embodiments, terms will be described. Financial products include securities and derivative products. The securities are, for example, stocks, bonds, real estate securities, and investment trusts. Derivative products are, for example, futures transactions and stock acquisition rights. In this specification, financial products are understood in a broad sense. That is, domestic bonds, foreign bonds, REIT (Real Estate Investment Trust), foreign exchange, gold, platinum, commodity futures, investment trusts, various insurances, money trusts, foreign currency deposits, etc. are also included in the financial products. Forex margin trading (FX) and virtual currency are also included in financial products. The type of financial product refers to the type of financial product exemplified above. Each product refers to each product included in one type of financial product. For example, in stocks, each product is a brand. In FX, each product is a currency pair or open interest.
 銀行、信用金庫、労働金庫、信用組合などの金融機関、証券会社などの金融商品取引業者、商品先物取引業者を総称して、取引機関という。 Banks, credit unions, labor unions, financial institutions such as credit unions, financial product traders such as securities companies, and commodity futures traders are collectively referred to as trading institutions.
 金融商品の価値とは公正価値である。市場で取引される金融商品では公正価値とは、時価、すなわち市場価格である。上場株式では上場している取引市場での価格を公正価値とする。投資信託では基準価額を公正価値とする。為替ではスポットレートを公正価値とする。 The value of financial products is fair value. For financial instruments traded in the market, the fair value is the market price, ie the market price. For listed stocks, the fair value is the price on the listed trading market. For investment trusts, the base value is the fair value. In the exchange rate, the spot rate is the fair value.
 資産額とは、保有する金融商品の価値を合算したものである。指標値は金融商品の価値の変動などを数値化したものである。例えば、株式であれば市場全体の動きを見る日経平均株価(登録商標)やTOPIX(Tokyo stock price index:東証株価指数、登録商標)、個々の銘柄の状況を見るPER(Price Earnings Ratio:株価収益率)、PBR(Price Book-value Ratio:株価純資産倍率)、配当利回りなどである。為替であれば、ドル指数、円指数、ユーロ指数、日経通貨インデックスなどである。投資信託であれば、QFR(QUICK FUND RISK)である。REITであれば、東証REIT指数(登録商標)である。なお、金融商品の市場価格に影響を与える経済指標、例えば日本・百貨店・スーパー販売額、米国雇用統計・失業率などを、金融商品の指標値としてもよい。この場合、予め金融商品と経済指標との対応付けを行う。 Asset value is the total value of financial products. The index value is a numerical value of changes in the value of financial products. For example, for stocks, the Nikkei Stock Average (registered trademark) and TOPIX (Tokyo stock price index: registered trademark), which show movements of the entire market, and PER (Price Earnings Ratio: stock price earnings), which show the status of individual stocks. Rate), PBR (Price Book-value Ratio), dividend yield, and the like. In terms of foreign exchange, the dollar index, yen index, euro index, Nikkei currency index, etc. If it is an investment trust, it is QFR (QUICK FUND RISK). If it is REIT, it is the TSE REIT index (registered trademark). Note that economic indicators that affect the market price of financial products, such as Japan / Department Store / Supermarket Sales, US Employment Statistics / Unemployment Rate, etc. may be used as index values for financial products. In this case, the financial product and the economic index are associated in advance.
 ゲームはコンピュータゲームやカードゲームである。ゲーム内のオブジェクトとはゲームにおいて、プレイヤの分身となるキャラクタやアバタ、及びプレイヤが利用可能なカード、装備品、アイテム、仮想通貨などである。オブジェクトのパラメータは、オブジェクトの特徴を規定する数値であり、特にゲームの進行によって増減するものをいう。オブジェクトの成長度合い示す成長値とは、キャラクタやアバタであれば、年齢、身長、体重などである。オブジェクトが植物であれば、成長値とは茎の太さ、高さ、実の実り具合などである。オブジェクトの能力を示す能力値とは、キャラクタやアバタであれば、耐久力、知力、判断力などである。ゲームの場面に関するパラメータは、例えば、場面の天候である。オブジェクトのパラメータをオブジェクトパラメータともいう。オブジェクトの成長度合い示す成長値を成長パラメータともいう。ゲームの場面に関するパラメータを場面パラメータともいう。オブジェクトパラメータ、成長パラメータ、及び場面パラメータを総称して、ゲームパラメータともいう。 The game is a computer game or a card game. The objects in the game are characters and avatars that are players in the game, and cards, equipment, items, virtual currency, etc. that can be used by the player. An object parameter is a numerical value that defines the characteristics of an object, and particularly, an object parameter that increases or decreases as the game progresses. In the case of a character or an avatar, the growth value indicating the degree of growth of the object is age, height, weight, or the like. If the object is a plant, the growth value is the thickness, height, and fruit yield of the stem. The ability value indicating the ability of an object is, for example, a character or an avatar, such as durability, intelligence, and judgment. The parameter relating to the game scene is, for example, the scene weather. Object parameters are also called object parameters. A growth value indicating the degree of growth of an object is also referred to as a growth parameter. Parameters relating to game scenes are also referred to as scene parameters. The object parameter, the growth parameter, and the scene parameter are collectively referred to as a game parameter.
 コンピュータゲームには、シューティングゲーム、アクションゲーム、アドベンチャーゲーム、ロールプレイングゲーム、パズルゲーム、レースゲーム、シミュレーションゲームなどがあるが、本実施の形態においては、主として育成ゲームを例として説明する。育成ゲームはシミュレーションゲームに含まれるゲームのひとつである。育成ゲームは、各プレイヤが育成アイテムを育てるゲームである。 The computer game includes a shooting game, an action game, an adventure game, a role playing game, a puzzle game, a racing game, a simulation game, and the like. In the present embodiment, a description will be given mainly using a breeding game as an example. The training game is one of the games included in the simulation game. The breeding game is a game in which each player grows a breeding item.
 図1はゲームシステムの構成を示す説明図である。ゲームシステム100はゲームサーバ1、ユーザ端末2及び取引サーバ3を含む。ゲームサーバ1、ユーザ端末2、取引サーバ3はネットワークNにより、互いに通信可能に接続されている。 FIG. 1 is an explanatory diagram showing the configuration of the game system. The game system 100 includes a game server 1, a user terminal 2, and a transaction server 3. The game server 1, the user terminal 2, and the transaction server 3 are connected to each other via a network N so that they can communicate with each other.
 ゲームサーバ1はソーシャルゲームを提供するコンピュータである。ユーザ端末2はゲームを行うユーザの端末である。また、図1には便宜上、ユーザ端末2を2台記載しているが、1台でも良いし、3台以上でもよい。取引サーバ3は金融商品の取引を行うコンピュータである。また、取引サーバ3は情報ポータルの機能も有し、金融商品や金融商品に関係する様々な指標値を保持している。取引サーバ3は、これらの指標値をゲームサーバ1やユーザ端末2からの要求に応じて、提供する。 The game server 1 is a computer that provides social games. The user terminal 2 is a user terminal that plays a game. Further, although two user terminals 2 are illustrated in FIG. 1 for convenience, one user terminal or three or more user terminals may be used. The transaction server 3 is a computer that performs transactions of financial products. The transaction server 3 also has an information portal function, and holds various index values related to financial products and financial products. Transaction server 3 provides these index values in response to requests from game server 1 and user terminal 2.
 図2はゲームサーバのハードウェア構成例を示すブロック図である。ゲームサーバ1はゲームに関する処理を担う。ゲームサーバ1はサーバコンピュータ等で構成する。ゲームサーバ1は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、大容量記憶部14及び通信部15を含む。各構成はバスBで接続されている。 FIG. 2 is a block diagram showing a hardware configuration example of the game server. The game server 1 is responsible for processing related to the game. The game server 1 is composed of a server computer or the like. The game server 1 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a large-capacity storage unit 14, and a communication unit 15. Each component is connected by a bus B.
 CPU11はROM12に記憶された制御プログラム(コンピュータプログラム)1Pにしたがい、ハードウェア各部を制御する。RAM13は例えばSRAM(Static RAM)、DRAM(Dynamic RAM)又はフラッシュメモリである。RAM13はCPU11によるプログラムの実行時に発生するデータを一時的に記憶する。 The CPU 11 controls each part of the hardware according to a control program (computer program) 1P stored in the ROM 12. The RAM 13 is, for example, SRAM (Static RAM), DRAM (Dynamic RAM), or flash memory. The RAM 13 temporarily stores data generated when the CPU 11 executes the program.
 大容量記憶部14は、例えばハードディスク又はSSD(Solid State Drive)などである。大容量記憶部14は各種データベース(DB:DataBase)を記憶する。大容量記憶部14はユーザDB141、作物マスタDB142、作物画像マスタDB143、業種マスタDB144、資産DB145、建玉DB146、閾値DB147、損益DB148、実績DB149、納屋DB14A、指標DB14B、場面変数DB14C及び公開設定DB14Dを記憶する。また、制御プログラム1Pを大容量記憶部14に記憶してもよい。ユーザDB141、作物マスタDB142、…及び公開設定DB14Dは、ゲームサーバ1以外に記憶してもよい。例えばデータベースサーバやクラウドストレージに記憶してもよい。 The large-capacity storage unit 14 is, for example, a hard disk or an SSD (Solid State Drive). The large-capacity storage unit 14 stores various databases (DB: DataBase). The large-capacity storage unit 14 includes a user DB 141, a crop master DB 142, a crop image master DB 143, an industry master DB 144, an asset DB 145, a position DB 146, a threshold DB 147, a profit / loss DB 148, a performance DB 149, a barn DB 14A, an indicator DB 14B, a scene variable DB 14C, and a public setting DB 14D. Remember. Further, the control program 1P may be stored in the large-capacity storage unit 14. The user DB 141, the crop master DB 142,... And the public setting DB 14D may be stored in addition to the game server 1. For example, it may be stored in a database server or cloud storage.
 通信部15はネットワークNを介して、ユーザ端末2及び取引サーバ3と通信を行う。また、CPU11が通信部15を用い、ネットワークN等を介して他のコンピュータから制御プログラム1Pをダウンロードし、大容量記憶部14に記憶してもよい。なお、ゲームサーバ1の機能を複数のサーバコンピュータで提供してもよい。又、ゲームサーバ1の機能をクラウドサービスにより提供してもよい。 The communication unit 15 communicates with the user terminal 2 and the transaction server 3 via the network N. Alternatively, the CPU 11 may download the control program 1P from another computer via the network N or the like using the communication unit 15 and store it in the large capacity storage unit 14. Note that the functions of the game server 1 may be provided by a plurality of server computers. Further, the function of the game server 1 may be provided by a cloud service.
 図3はユーザ端末2のハードウェア構成例を示すブロック図である。ユーザ端末2はノートパソコン、パネルコンピュータ、タブレットコンピュータ、スマートフォン等で構成する。ユーザ端末2は、CPU21、ROM22、RAM23、大容量記憶部24、表示部25、入力部26及び通信部27を含む。各構成はバスBで接続されている。 FIG. 3 is a block diagram illustrating a hardware configuration example of the user terminal 2. The user terminal 2 includes a notebook computer, a panel computer, a tablet computer, a smartphone, and the like. The user terminal 2 includes a CPU 21, a ROM 22, a RAM 23, a large capacity storage unit 24, a display unit 25, an input unit 26 and a communication unit 27. Each component is connected by a bus B.
 CPU21はROM22に記憶された制御プログラム2Pにしたがい、ハードウェア各部を制御する。RAM23は例えばSRAM、DRAM又はフラッシュメモリである。RAM23はCPU21によるプログラムの実行時に発生するデータを一時的に記憶する。 The CPU 21 controls each part of the hardware according to the control program 2P stored in the ROM 22. The RAM 23 is, for example, SRAM, DRAM, or flash memory. The RAM 23 temporarily stores data generated when the CPU 21 executes the program.
 大容量記憶部24は、例えばハードディスク又はSSDなどである。大容量記憶部24は各種データを記憶する。 The large-capacity storage unit 24 is, for example, a hard disk or an SSD. The large capacity storage unit 24 stores various data.
 表示部25は液晶表示装置である。表示部25はデータ処理の結果などを表示する。入力部26はキーボードやマウスである。また、入力部26は表示部25と一体化したタッチパネルディスプレイでもよい。なお、ユーザ端末2は外部の表示装置に表示を行ってもよい。 The display unit 25 is a liquid crystal display device. The display unit 25 displays the result of data processing. The input unit 26 is a keyboard or a mouse. The input unit 26 may be a touch panel display integrated with the display unit 25. Note that the user terminal 2 may display on an external display device.
 通信部27はネットワークNを介して、ゲームサーバ1及び取引サーバ3と通信を行う。また、CPU21が通信部27を用い、ネットワークN等を介して他のコンピュータから制御プログラム2Pをダウンロードし、大容量記憶部24に記憶してもよい。 The communication unit 27 communicates with the game server 1 and the transaction server 3 via the network N. Alternatively, the CPU 21 may download the control program 2P from another computer via the network N or the like using the communication unit 27 and store it in the large-capacity storage unit 24.
 以下の説明において、ゲームシステム100が提供するゲームは、主に農産物を育成する育成シミュレーションゲーム(以下、「育成ゲーム」と記す。)とする。当該育成ゲームにおいて、ユーザが育成する農産物は、ユーザが実際に保有している金融商品の挙動と連動する。金融商品と農産物との対応付けは予め定めておく、又は新た金融商品を購入した場合に対応付ける。金融商品の価値が上昇すると、対応付けられた農産物が成長する。金融商品を売却すると、対応付けられた農産物が収穫される。逆に、農産物を収穫すると、対応付けられた金融商品が売却される。金融商品を購入すると、対応付けられた農産物が作付けされる。農産物を作付けすると、対応付けられた金融商品が購入される。 In the following description, the game provided by the game system 100 is assumed to be a training simulation game (hereinafter referred to as “nurturing game”) that mainly grows agricultural products. In the training game, the farm products that the user trains are linked to the behavior of the financial product that the user actually owns. The association between the financial product and the agricultural product is determined in advance, or is associated when a new financial product is purchased. When the value of a financial product rises, the associated agricultural product grows. When a financial product is sold, the associated agricultural product is harvested. Conversely, when the agricultural product is harvested, the associated financial product is sold. When a financial product is purchased, the associated agricultural product is planted. When crops are planted, the associated financial products are purchased.
 次に、ゲームシステムで利用されるデータベースについて、説明する。図4はユーザDBの例を示す説明図である。ユーザDB141はユーザに関する情報を記憶する。ユーザDB141は、ユーザID列、氏名列、住所列、マイナンバー列、電子メール列、銀行口座列、証券口座列及びFX口座列を含む。ユーザID列はユーザを一意に特定可能なユーザIDを記憶する。氏名列はユーザの氏名を記憶する。住所列はユーザの現住所を記憶する。マイナンバー列はユーザのマイナンバーを記憶する。電子メール列はユーザの電子メールアドレスを記憶する。銀行口座列はユーザが開設した銀行口座の情報を記憶する。銀行口座の情報は銀行名、本支店名、口座種別(普通、定期、貯蓄、当座など)、口座番号などである。証券口座列はユーザが開設した証券等の取引口座の情報を記憶する。証券等の取引口座の情報は証券会社名、本支店名、口座番号、口座種別(特定口座、一般口座、NISA口座=少額投資非課税口座など)である。FX口座列はユーザが開設したFXの取引口座の情報を記憶する。FXの取引口座の情報は取引機関名、口座番号、レバレッジなどである。ユーザが銀行口座、証券口座又はFX口座を複数開設している場合は、該当する列に複数の口座の情報を記憶する。 Next, the database used in the game system will be described. FIG. 4 is an explanatory diagram showing an example of the user DB. The user DB 141 stores information about users. The user DB 141 includes a user ID column, a name column, an address column, a my number column, an e-mail column, a bank account column, a securities account column, and an FX account column. The user ID column stores a user ID that can uniquely identify the user. The name column stores the name of the user. The address column stores the current address of the user. The my number column stores the user's my number. The e-mail column stores the user's e-mail address. The bank account column stores information on bank accounts opened by the user. The bank account information includes bank name, head office name, account type (normal, regular, savings, current account, etc.), account number, and the like. The securities account column stores information on trading accounts such as securities opened by the user. Information on trading accounts such as securities is a securities company name, a branch name, an account number, and an account type (specific account, general account, NISA account = small investment tax-exempt account, etc.). The FX account column stores information on FX trading accounts opened by the user. The information on the FX trading account includes a trading institution name, an account number, and leverage. When the user has opened a plurality of bank accounts, securities accounts or FX accounts, information on the plurality of accounts is stored in the corresponding column.
 図5は作物マスタDBの例を示す説明図である。作物マスタDB142はユーザが育成可能な作物の情報を記憶する。作物マスタDB142は作物ID列、作物名列、グループID列及びグループ名列を含む。作物ID列は作物を一意に特定可能な作物IDを記憶する。作物名列は作物の名称を記憶する。グループID列は作物が属する作物グループを一意に特定可能なグループIDを記憶する。グループ名列は作物グループの名称を記憶する。図5には作物グループの例として、果菜、葉菜、根茎菜及びきのこを示している。果菜は果実を食用とする野菜である。葉菜は主に葉を食用とする野菜である。根茎菜は主に地下茎を含む茎や根を食用とする野菜である。育成ゲームにおいて、きのこは農産物と同様な扱いとする。菌床は畑におくものとする。作付けは菌を菌床に埋めることをいう。きのこは食用のものに限定する。 FIG. 5 is an explanatory diagram showing an example of the crop master DB. The crop master DB 142 stores information on crops that can be grown by the user. The crop master DB 142 includes a crop ID column, a crop name column, a group ID column, and a group name column. The crop ID column stores a crop ID that can uniquely identify a crop. The crop name column stores the name of the crop. The group ID column stores a group ID that can uniquely identify a crop group to which the crop belongs. The group name column stores the name of the crop group. FIG. 5 shows fruit vegetables, leaf vegetables, rhizome vegetables and mushrooms as examples of the crop group. Fruit vegetables are vegetables that use fruits as food. Leafy vegetables are vegetables that are mainly edible leaves. Rhizome is a vegetable that mainly uses edible stems and roots including the underground stem. In the breeding game, mushrooms are treated the same as agricultural products. The fungus bed shall be placed in the field. Planting means filling the fungus in the fungus bed. Mushrooms are limited to edible ones.
 図6は作物画像マスタDBの例を示す説明図である。作物画像マスタDB143は作物の生育段階毎の画像を記憶する。作物画像マスタDB143は作物ID列、段階列及びデザイン列を含む。作物ID列は作物IDを記憶する。段階列は段階を数値で記憶する。0は金融商品の価値が略変動していないことを示す。マイナス値は金融商品の価値が下がっていることを示す。プラス値は金融商品の価値が上がっていることを示す。デザイン列は段階に対応する画像を記憶する。 FIG. 6 is an explanatory diagram showing an example of the crop image master DB. The crop image master DB 143 stores images for each stage of crop growth. The crop image master DB 143 includes a crop ID column, a stage column, and a design column. The crop ID column stores a crop ID. The stage sequence stores the stage numerically. 0 indicates that the value of the financial product has not changed substantially. A negative value indicates that the value of the financial product is decreasing. A positive value indicates that the value of the financial product is increasing. The design column stores images corresponding to the stages.
 図7は業種マスタDBの例を示す説明図である。業種マスタDB144は業種及びそれに対応するコードを記憶する。業種の定義は株式におけるものを参考にしている。業種マスタDB144はコード列及び業種列を含む。コード列は業種に付されたコードを記憶する。業種列は業種の名称を記憶する。 FIG. 7 is an explanatory diagram showing an example of an industry master DB. The industry master DB 144 stores a business type and a code corresponding to the business type. The definition of industry is based on stocks. The industry master DB 144 includes a code string and a industry string. The code string stores a code assigned to the business type. The industry column stores the name of the industry.
 図8は資産DBの例を示す説明図である。資産DB145はユーザが保有する金融商品のうち、現物取引又は現物取引と同様な取引を行うものの状況を記憶する。資産DB145はユーザID列、ISINコード列、種別列、業種コード列、取引先列、銘柄列、保有数量列、平均取得価額列、作物ID列、グループID列及び区画-畝列を含む。ユーザID列は金融商品を保有するユーザのユーザIDを記憶する。ISINコード列は国際証券コード仕様に基づく12桁のコードを記憶する。ISINは、International Security Identification Numberの略語である。ISINコードは証券や投資信託を一意に特定可能なコードである。ISINコードが付与されない仮想通貨には、ISINコードとは重ならならず、かつ仮想通貨を一意に特定可能なコードを付与する。種別列は金融商品の種別を記憶する。種別は例えば、株式、投資信託、仮想通貨である。業種コード列は、種別が株式の場合に業種を示すコードを記憶する。取引先列は金融商品を購入した金融機関の名称を記憶する。銘柄列は株式の銘柄、投資信託や仮想通貨の名称、FXの通貨ペアを記憶する。保有数量列は金融商品の保有量を記憶する。平均取得価額列は平均取得価額を記憶する。平均取得価額は取得額の平均値である。取得額は手数料を含め買付時に支払った総額コストである。作物ID列は金融商品に対応する農産物のIDを記憶する。グループID列は農産物が属するグループのグループIDを記憶する。区画-畝列は農産物が作付けされ、育てられている畑の位置を特定する位置情報を記憶する。ここでは、畑には複数の区画があり、各区画には複数の畝が設けられているとする。各区画、各畝に番号が付与されている。位置情報は「区画番号」―「畝番号」と表す。 FIG. 8 is an explanatory diagram showing an example of the asset DB. The asset DB 145 stores the status of cash transactions or transactions that are similar to cash transactions among financial products held by the user. The asset DB 145 includes a user ID column, an ISIN code column, a type column, a business type code column, a supplier column, a brand column, a possessed quantity column, an average acquisition price column, a crop ID column, a group ID column, and a section- 畝 column. The user ID column stores the user ID of the user who owns the financial product. The ISIN code string stores a 12-digit code based on the international securities code specification. ISIN is an abbreviation for International Security Identification Number. The ISIN code is a code that can uniquely identify a security or an investment trust. A virtual currency to which no ISIN code is assigned is assigned a code that does not overlap with the ISIN code and can uniquely identify the virtual currency. The type column stores the type of financial product. The type is, for example, stock, investment trust, or virtual currency. The industry code string stores a code indicating the industry when the type is stock. The customer column stores the name of the financial institution that purchased the financial product. The stock column stores stock stocks, names of mutual funds and virtual currencies, and FX currency pairs. The possession quantity column stores the possession quantity of the financial product. The average acquisition price column stores the average acquisition price. The average acquisition price is the average value of the acquisition price. The amount acquired is the total cost paid at the time of purchase, including fees. The crop ID column stores the agricultural product ID corresponding to the financial product. The group ID column stores the group ID of the group to which the agricultural product belongs. The parcel-row row stores location information that identifies the location of the field where the produce is grown and grown. Here, it is assumed that the field has a plurality of sections, and each section has a plurality of straws. A number is assigned to each compartment and each basket. The position information is expressed as “division number” − “畝 number”.
 図9は建玉DBの例を示す説明図である。建玉DB146はユーザが保有する金融商品のうち、先物取引に関する建玉の情報を記憶する。建玉DB146は玉ID列、ユーザID列、種別列、業者列、通貨・銘柄列、種類列、保有数量列、取得価額列、作物ID列、グループID列、及び区画-畝列を含む。玉ID列は建玉を一意に特定する玉IDを記憶する。玉IDはゲームサーバ1が発番しても良いが、建玉を立てたときの相手方である取引機関から付与されたID又は当該IDを含む値とすることが望ましい。ユーザID列は玉を建てたユーザのユーザIDを記憶する。種別列は建玉の種別を記憶する。種別は例えば、FX、商品先物である。業者列は建玉を立てたときの相手方である取引機関を特定する名称を記憶する。通貨・銘柄列は通貨ペアの内容や先物商品の情報を記憶する。通貨・銘柄列は例えば、USドル/円、金、白金、原油、米小麦である。種類列は建玉が売り建玉、買い建玉の何れであるかを記憶する。FXでは売り建玉はショートポジションに対応する。買い建玉はロングポジションに対応する。保有数量列は建玉の数量を記憶する。FXでは通貨額、商品先物では商品の数量である。取得価額列は取得額を記憶する。作物ID列は金融商品に対応する農産物のIDを記憶する。グループID列は農産物が属するグループのグループIDを記憶する。区画-畝列は農産物が作付けされ、育てられている畑の位置を特定する位置情報を記憶する。 FIG. 9 is an explanatory diagram showing an example of the open interest DB. The open interest DB 146 stores open interest information relating to futures transactions among financial products held by the user. The open position DB 146 includes a ball ID column, a user ID column, a type column, a trader column, a currency / brand column, a type column, a possessed quantity column, an acquisition price column, a crop ID column, a group ID column, and a section- 畝 column. The ball ID column stores a ball ID that uniquely identifies the open ball. The ball ID may be issued by the game server 1, but it is desirable that the ball ID is given by a trading institution that is the opponent when the open ball is set up or a value including the ID. The user ID column stores the user ID of the user who built the ball. The type column stores the type of open interest. The type is, for example, FX or commodity futures. The trader column stores a name that identifies a trading institution that is a counterpart when a position is placed. The currency / brand column stores the contents of currency pairs and information on futures products. The currency / brand column is, for example, US dollar / yen, gold, platinum, crude oil, or rice wheat. The type column stores whether the open interest is a sell open interest or a buy open interest. In FX, open positions correspond to short positions. The open position corresponds to the long position. The possessed quantity column stores the quantity of open interest. In FX, it is a currency amount, and in commodity futures, it is the quantity of goods. The acquisition price column stores the acquisition price. The crop ID column stores the agricultural product ID corresponding to the financial product. The group ID column stores the group ID of the group to which the agricultural product belongs. The parcel-row row stores location information that identifies the location of the field where the produce is grown and grown.
 図10は閾値DBの例を示す説明図である。閾値DB147は金融商品の価値や価値の変動などを段階分けするための閾値を記憶する。閾値DB147は閾値ID列、ユーザID列、種別列、ISINコード/玉ID列、取得価額列、上限額列、下限額列、段階列、及び閾値列を含む。閾値ID列は閾値を一意に特定可能な閾値IDを記憶する。ユーザID列は閾値が作用するユーザのユーザIDを記憶する。種別列は閾値が作用する金融商品の種別を記憶する。ISINコード/玉ID列は閾値が作用する資産のISINコード又は建玉の玉IDを記憶する。取得価額列は金融商品の取得額又は、建玉を建てた際のスポットレートや先物商品の価額を記憶する。上限額列は段階分けの上限値を記憶する。上限値を越えた場合でも、上限値と同じ扱いとなる。下限額列は段階分けの下限値を記憶する。下限値を下回った場合でも、下限値と同じ扱いとなる。段階列は段階分けの各段階を示す値を記憶する。閾値列は段階毎の閾値を記憶する。図10に示す例では、4段階に段階分けし、各段階を数字で表している。段階は0、1、2、3で表され、0は省略されている。図10に示す各段階の値の範囲は次のようになる。0段階は110.42未満である。1段階は110.42以上111.21未満である。2段階は111.21以上112.00未満である。3段階は112.00以上である。閾値DB147において、上限額列、下限額列、段階列、及び閾値列の設定は、相場の情報などを基にCPU11が行う。それに限らず、ユーザ自らが設定してもよいし、エコノミストなどの専門家の情報を基に、管理者等が設定してもよい。閾値列の値は3つとしているが、1つでもよいし、4つ以上でもよい。 FIG. 10 is an explanatory diagram showing an example of the threshold DB. The threshold value DB 147 stores a threshold value for classifying the value of the financial product and the fluctuation of the value. The threshold DB 147 includes a threshold ID column, a user ID column, a type column, an ISIN code / ball ID column, an acquisition price column, an upper limit column, a lower limit column, a stage column, and a threshold column. The threshold ID column stores a threshold ID that can uniquely identify the threshold. The user ID column stores the user ID of the user for whom the threshold value operates. The type column stores the type of financial product on which the threshold value operates. The ISIN code / ball ID column stores the ISIN code of the asset on which the threshold acts or the ball ID of the open ball. The acquisition price column stores the acquisition price of the financial product, the spot rate when the open interest is built, and the value of the futures product. The upper limit amount column stores the upper limit value of the stage division. Even if the upper limit is exceeded, it is treated the same as the upper limit. The lower limit amount column stores the lower limit value of the stage division. Even if the value falls below the lower limit, it is treated the same as the lower limit. The stage row stores values indicating each stage of stage division. The threshold value column stores a threshold value for each stage. In the example shown in FIG. 10, the level is divided into four levels, and each level is represented by a number. The steps are represented by 0, 1, 2, 3 and 0 is omitted. The range of values at each stage shown in FIG. 10 is as follows. The zero stage is less than 110.42. One stage is 110.42 or more and less than 111.21. Two steps are 111.21 or more and less than 112.00. Three stages are 112.00 or more. In the threshold DB 147, the CPU 11 performs setting of the upper limit amount column, the lower limit amount column, the stage column, and the threshold column based on market price information and the like. Not limited to this, the user himself / herself may set it, or an administrator or the like may set it based on information of an expert such as an economist. Although the threshold value column has three values, it may be one or four or more.
 図11は損益DBの例を示す説明図である。損益DB148は金融商品又は建玉の損益状況を記憶する。損益DB148はユーザID列、種別列、ISINコード/玉ID列、取得価額列、数量列、評価価額列、損益額列、作物ID列、グループID列、閾値ID列、及び段階列を含む。ユーザID列は取引を行ったユーザのユーザIDを記憶する。種別列は金融商品の種別を記憶する。ISINコード/玉ID列は金融商品を特定するISINコード又は建玉を特定する玉IDを記憶する。取得価額列は取得価額を記憶する。数量は金融商品の数量を記憶する。評価価額列は損益の計算基準となる評価価額を記憶する。損益額列は取得価額、数量及び評価価額から算出される損益額を記憶する。作物ID列は金融商品と対応付けられている作物の作物IDを記憶する。グループID列は作物が属するグループのグループIDを記憶する。閾値ID列は対応付けられた閾値の閾値IDを記憶する。段階列は損益と閾値から求まる段階を記憶する。 FIG. 11 is an explanatory diagram showing an example of the profit / loss DB. The profit / loss DB 148 stores the profit / loss status of financial products or open interest. The profit / loss DB 148 includes a user ID column, a type column, an ISIN code / ball ID column, an acquisition price column, a quantity column, an evaluation price column, a profit / loss column, a crop ID column, a group ID column, a threshold ID column, and a stage column. The user ID column stores the user ID of the user who made the transaction. The type column stores the type of financial product. The ISIN code / ball ID column stores an ISIN code that specifies a financial product or a ball ID that specifies a position. The acquisition price column stores the acquisition price. The quantity stores the quantity of the financial product. The valuation price column stores the valuation price that is the basis for calculating profit and loss. The profit / loss column stores the profit / loss calculated from the acquisition price, quantity, and evaluation price. The crop ID column stores the crop ID of the crop associated with the financial product. The group ID column stores the group ID of the group to which the crop belongs. The threshold ID column stores the threshold ID of the associated threshold. The stage column stores stages obtained from profit and loss and threshold values.
 図12は実績DBの例を示す説明図である。実績DB149は損益を確定させた過去の金融商品の情報を記憶する。実績DB149はユーザID列、種別列、ISINコード/玉ID列、取得価額列、数量列、損益確定額列、損益額列、作物ID列、グループID列及び納屋ID列を含む。損益確定額列を除くユーザID列からグループID列が記憶する内容は、損益DB148と同様であるから、説明を省略する。損益確定額列は損益が確定したときの価額を記憶する。評価価額を損益確定額に替えて損益を算出する。納屋ID列は損益確定時に利益が出ていた場合、利益を表現する収穫作物を収納した納屋の納屋IDを記憶する。 FIG. 12 is an explanatory diagram showing an example of the performance DB. The performance DB 149 stores information on past financial products for which profit / loss has been finalized. The performance DB 149 includes a user ID column, a type column, an ISIN code / ball ID column, an acquisition price column, a quantity column, a profit / loss fixed amount column, a profit / loss amount column, a crop ID column, a group ID column, and a barn ID column. Since the contents stored in the group ID column from the user ID column excluding the profit / loss fixed amount column are the same as those in the profit / loss DB 148, the description thereof is omitted. The profit / loss fixed amount column stores the value when the profit / loss is fixed. The profit / loss is calculated by replacing the valuation price with the fixed profit / loss. The barn ID column stores the barn ID of the barn that stores the harvested crop that expresses the profit when the profit has been generated when the profit and loss is determined.
 図13は納屋DBの例を示す説明図である。納屋DB14Aは納屋の状況を記憶する。納屋DB14Aは納屋ID列、作物ID列、種別列、通貨・銘柄列及び利益額列を含む。納屋ID列は納屋を一意に特定する納屋IDを記憶する。作物ID列は納屋に収容している作物の作物IDを記憶する。種別列は作物に対応する金融商品の種別を記憶する。通貨・銘柄列は、金融商品がFXの場合は通貨ペアを、株式の場合は銘柄を、商品先物の場合は商品名を記憶する。利益額列は利益額を記憶する。 FIG. 13 is an explanatory diagram showing an example of a barn DB. The barn DB 14A stores the status of the barn. The barn DB 14A includes a barn ID column, a crop ID column, a type column, a currency / brand column, and a profit column. The barn ID column stores a barn ID that uniquely identifies the barn. The crop ID column stores the crop ID of the crop housed in the barn. The type column stores the type of financial product corresponding to the crop. The currency / brand column stores a currency pair when the financial product is FX, a brand when it is a stock, and a brand name when it is a commodity future. The profit amount column stores the profit amount.
 図14は指標DBの例を示す説明図である。指標DB14Bは金融商品の価値変動に影響する指標及び当該指標を値により段階分けするための条件を記憶する。指標DB14Bは指標ID列、名称列、1段階列、2段階列及び3段階列を含む。指標ID列は指標を一意に特定可能な指標IDを記憶する。名称列は指標の名称を記憶する。1段階列、2段階列及び3段階列は各段階に分けるための条件を記憶する。1段階列、2段階列及び3段階列の各列の設定は、所定期間における指標値の変動を基にCPU11が設定する。1段階列、2段階列及び3段階列の各列の設定を、管理者等が行ってもよい。段落は3段階としているが、2段階でもよいし、4段階以上でもよい。 FIG. 14 is an explanatory diagram showing an example of the index DB. The index DB 14B stores an index that affects the value fluctuation of the financial product and conditions for classifying the index by value. The index DB 14B includes an index ID column, a name column, a one-step column, a two-step column, and a three-step column. The index ID column stores an index ID that can uniquely identify the index. The name column stores the name of the index. The 1-stage sequence, 2-stage sequence, and 3-stage sequence store conditions for dividing each stage. The CPU 11 sets the setting of each of the one-stage column, the two-stage column, and the three-stage column based on the variation of the index value in a predetermined period. An administrator or the like may set each column of the one-step column, the two-step column, and the three-step column. Although the paragraph has three stages, it may be two stages or four or more stages.
 図15は場面変数DBの例を示す説明図である。場面変数DB14Cは場面パラメータを記憶する。場面変数DB14Cは変数ID列、名称列、1段階列、2段階列、3段階列、指標ID列及び種別列を含む。変数ID列はパラメータを一意に特定可能な変数IDを記憶する。名称列はパラメータの名称を記憶する。1段階列、2段階列及び3段階列は、各段階における値を記憶する。指標ID列はパラメータと関連付ける指標の指標IDを記憶する。種別列は指標が影響する金融商品の種別を記憶する。 FIG. 15 is an explanatory diagram showing an example of the scene variable DB. The scene variable DB 14C stores scene parameters. The scene variable DB 14C includes a variable ID column, a name column, a one-step column, a two-step column, a three-step column, an index ID column, and a type column. The variable ID column stores a variable ID that can uniquely specify a parameter. The name column stores the name of the parameter. The one-stage column, two-stage column, and three-stage column store values at each stage. The index ID column stores an index ID of an index associated with a parameter. The type column stores the type of financial product affected by the index.
 図16は公開設定DBの例を示す説明図である。公開設定DB14Dは畑の状況を他のユーザに公開するか否かの設定を記憶する。公開設定DB14DはユーザID列、作物ID列、グループID列、区画-畝列及び公開列を含む。ユーザID列はユーザIDを記憶する。作物ID列は設定対象作物の作物IDを記憶する。グループID列は設定対象作物のグループのグループIDを記憶する。区画-畝列は設定対象作物の位置情報を記憶する。公開列は設定対象作物の状況を他のユーザに公開するか否かの設定を記憶する。公開列には、公開する場合は公開を、公開しない場合は非公開を記憶する。公開の設定は単に、公開/非公開の切り替えでなく、特定のユーザには公開する/公開しないという設定でもよい。また、同じ金融商品や同種別の金融商品を保有するユーザに公開するが、それ以外のユーザには非公開するという設定でもよい。 FIG. 16 is an explanatory diagram showing an example of the public setting DB. The public setting DB 14D stores a setting as to whether or not to disclose the field situation to other users. The public setting DB 14D includes a user ID column, a crop ID column, a group ID column, a section- 畝 column, and a public column. The user ID column stores a user ID. The crop ID column stores the crop ID of the setting target crop. The group ID column stores the group ID of the group of the setting target crop. The section-row row stores the position information of the setting target crop. The public column stores a setting as to whether or not to disclose the status of the setting target crop to other users. In the public column, “public” is stored when it is disclosed, and “non-public” is stored when it is not disclosed. The setting for publishing is not simply switching between publishing and unpublishing, but may be a setting for publishing / not publishing to a specific user. Alternatively, the setting may be made open to users who have the same financial product or the same type of financial product, but not open to other users.
 続いて、ゲームシステム100で行われる処理について説明する。図17は初期表示処理の手順例を示すフローチャートである。初期表示処理はユーザがゲームシステムにログインした後に行われる処理である。ゲームサーバ1はログインしたユーザのユーザIDを取得する(ステップS1)。CPU11はユーザIDが有している金融商品に増減がないかをチェックする(ステップS2)。CPU11はユーザDB141に記憶しているユーザの口座情報を用いて、取引機関に問い合わせ位を行い、ユーザが有している金融商品の情報を収集する。収集した情報と、資産DB145及び建玉DB146とを突合し、増減を判定する。CPU11はチェックの結果、変化がないか否かを判定する(ステップS3)。CPU11は変化がないと判定した場合(ステップS3でYES)、処理をステップS11に移す。CPU11は変化があると判定した場合(ステップS3でNO)、金融商品が増えているか否かを判定する(ステップS4)。CPU11は金融商品が増えていると判定した場合(ステップS4でYES)、増えた金融商品が新規商品であるか否かを判定する(ステップS5)。ここで新規商品は過去に取引した商品ではなく、資産DB145及び建玉DB146に記憶されていない商品である。CPU11は新規商品であると判定した場合(ステップS5でYES)、新規商品のグループを判定する(ステップS7)。CPU11は判定したグループが既存グループであるか否かを判定する(ステップS8)。CPU11は既存グループであると判定した場合(ステップS8でYES)、既存グループのある同一区画の新しい畝に数量に応じた作物の作付けを行う(ステップS9)。例えば、A自動車の株をトマトで表現していた場合に、同じ業界のB自動車の株を購入されていたときは、すでにA自動車株に対応するトマトが作付けされている区画の新しい畝に、B自動車株に対応するトマトが作付けされる。CPU11はステップS11以降の処理を実行する。CPU11は既存商品でないと判定した場合(ステップS8でNO)、新規商品に対応させた作物を新規区画に作付けする(ステップS10)。CPU11はステップS11以降の処理を実行する。例えば、ユーザが株式のみを保有している場合に、新たにFXの建玉を立てたとき、新しい区画に作物が作付けされる。株式がトマト等の果菜類で表現していた場合、FXはキャベツなどの葉菜類で表現する。CPU11はステップS9及びステップS10を実行する際に、資産DB145及び建玉DB146を更新する。CPU11は新規商品でないと判定した場合(ステップS5でNO)、商品に対応する作物を追加で作付けする(ステップS6)。例えば、A自動車の株をトマトで表現していた場合に、A自動車株が追加で購入されたとき、A自動車株に対応するトマトが作付けされている区画、畝に、トマトが追加作付けされる。畝がすでに一杯の場合には、近くの畝に作付けされる。CPU11は処理をステップS11に移す。CPU11は金融商品が増えていない、すなわち減っていると判定した場合(ステップS4でNO)、取引実績を更新する(ステップS14)。CPU11は、減っている金融商品の損益を取引サーバ3から取得し、実績DB149を更新する。CPU11は更新された実績DB149に基づいて、納屋に収納している作物の量を更新する。CPU11はステップS11以降を実行する。CPU11は損益を更新する(ステップS11)。CPU11は損益DB148に記憶している各商品の最新評価価額を取引サーバ3から取得し更新する。CPU11は評価額と取得価額、数量から損益額を更新する。CPU11は生育状況を更新する(ステップS12)。CPU11は閾値DB147に記憶している各商品の評価額と閾値列との値とを比較し、各商品の段階を判定する。CPU11は各商品と対応する作物の作物IDを、資産DB145及び建玉DB146より取得する。CPU11は商品の段階と作物IDとに基づき、表示すべき生育状況の画像を作物画像マスタDB143より取得する。CPU11は、資産DB145及び建玉DB146の区画―畝列に対応している畑の区画の畝に、取得した作物画像を配置する。CPU11は畑の状況を示す画像を表示出力する(ステップS13)。CPU11は初期表示処理を終了する。 Subsequently, processing performed in the game system 100 will be described. FIG. 17 is a flowchart illustrating an exemplary procedure of initial display processing. The initial display process is a process performed after the user logs in to the game system. The game server 1 acquires the user ID of the logged-in user (step S1). The CPU 11 checks whether there is any increase or decrease in the financial product that the user ID has (step S2). The CPU 11 uses the user account information stored in the user DB 141 to make an inquiry to a trading institution, and collects information on financial products held by the user. The collected information is matched with the asset DB 145 and the open position DB 146, and the increase / decrease is determined. As a result of the check, the CPU 11 determines whether there is no change (step S3). If the CPU 11 determines that there is no change (YES in step S3), the process proceeds to step S11. If the CPU 11 determines that there is a change (NO in step S3), it determines whether or not the number of financial products has increased (step S4). If the CPU 11 determines that the number of financial products has increased (YES in step S4), it determines whether or not the increased financial products are new products (step S5). Here, the new product is not a product that has been traded in the past, but a product that is not stored in the asset DB 145 and the open interest DB 146. When the CPU 11 determines that the product is a new product (YES in step S5), the CPU 11 determines a group of the new product (step S7). The CPU 11 determines whether the determined group is an existing group (step S8). If the CPU 11 determines that the group is an existing group (YES in step S8), the crop is planted according to the quantity on a new basket in the same section with the existing group (step S9). For example, if the stock of A car was expressed in tomatoes, and a stock of B car in the same industry was purchased, a new basket in the area where the tomato corresponding to the A car stock was already planted, Tomatoes corresponding to the B car stock are planted. CPU11 performs the process after step S11. If the CPU 11 determines that the product is not an existing product (NO in step S8), the crop corresponding to the new product is planted in the new section (step S10). CPU11 performs the process after step S11. For example, when the user has only stocks, when a new FX position is set, a crop is planted in a new section. When the stock is expressed with fruit vegetables such as tomato, FX is expressed with leaf vegetables such as cabbage. The CPU 11 updates the asset DB 145 and the open interest DB 146 when executing Step S9 and Step S10. If the CPU 11 determines that the product is not a new product (NO in step S5), the crop corresponding to the product is additionally planted (step S6). For example, if the stock of A car was expressed with tomatoes, when A car stock was purchased additionally, the tomatoes were additionally planted on the parcels and strawberries where the tomatoes corresponding to the A car stock were planted . If the cocoon is already full, it will be planted on a nearby cocoon. The CPU 11 moves the process to step S11. When the CPU 11 determines that the number of financial products has not increased, that is, has decreased (NO in step S4), the transaction record is updated (step S14). CPU11 acquires the profit and loss of the financial product which is decreasing from the transaction server 3, and updates performance DB149. The CPU 11 updates the amount of the crop stored in the barn based on the updated result DB 149. The CPU 11 executes step S11 and subsequent steps. The CPU 11 updates the profit / loss (step S11). The CPU 11 acquires and updates the latest evaluation price of each product stored in the profit / loss DB 148 from the transaction server 3. The CPU 11 updates the profit / loss amount from the evaluation amount, the acquisition price, and the quantity. CPU11 updates the growth situation (step S12). The CPU 11 compares the evaluation amount of each product stored in the threshold value DB 147 with the value of the threshold value column, and determines the stage of each product. The CPU 11 acquires the crop ID of the crop corresponding to each product from the asset DB 145 and the open ball DB 146. CPU11 acquires the image of the growth condition which should be displayed from crop image master DB143 based on the stage of goods, and crop ID. CPU11 arrange | positions the acquired crop image to the ridge of the field division corresponding to the division- 畝 row | line | column of asset DB145 and open position DB146. The CPU 11 displays and outputs an image showing the field situation (step S13). The CPU 11 ends the initial display process.
 図18A及び図18Bはゲーム画面の例を示す説明図である。図18A及び図18Bはユーザの保有する金融商品が増えた場合の変化を示している。時間の経過にしたがい、図18Aから図18Bに移り変わったとする。図18Aにおいは、畝181のみに作物が作付けされている。当該作物がA自動車株に対応しているとする。図18Bにおいては、畝181と同じ区画の畝182にも、作物が作付けされている。同じ区画の他の畝に作付けされたことから、同じ業種の株が購入されたことを示す。例えば、B自動車株である。このように、金融商品の購入を作物の増加で表現可能である。FXでは、ドル/円のロングポジションを有している場合に、ドル/円のショートポジションを建てた場合の変化に相当する。図18A及び図18Bに示すように、作物をマウスクリックするか、作物にマウスオーバーすると、バルーンが表示される。図18Aに示すバルーン1811は作物がA自動車株であることを表示している。株の保有数、現在値(評価価額)、損益は損益DB148から取得して表示する。図18A及び図18Bにおいて、作物1株は1単元株を示している。A自動車の単元株数は100株となっている。バルーン1811内の買増ボタン1812をマウスクリック等すると買増画面(図示しない)に遷移し、株の買増ができる。売却ボタン1813をマウスクリック等すると売却画面(図示しない)に遷移し、株の売却ができる。 18A and 18B are explanatory diagrams showing examples of game screens. 18A and 18B show changes when the number of financial products held by the user increases. It is assumed that the time has changed from FIG. 18A to FIG. 18B with the passage of time. In FIG. 18A, crops are planted only on the ridge 181. Suppose that the crop corresponds to A car stock. In FIG. 18B, crops are also planted on the ridge 182 in the same section as the ridge 181. This indicates that shares of the same industry have been purchased because they were planted on other baskets in the same section. For example, B car stock. In this way, the purchase of financial products can be expressed by an increase in crops. In FX, when it has a long position of dollar / yen, it corresponds to a change when a short position of dollar / yen is built. As shown in FIGS. 18A and 18B, a balloon is displayed when the crop is mouse-clicked or over the crop. A balloon 1811 shown in FIG. 18A indicates that the crop is an A car stock. The number of shares held, the current value (evaluation price), and profit / loss are acquired from the profit / loss DB 148 and displayed. In FIG. 18A and FIG. 18B, one crop represents one unit. The unit number of A car is 100 shares. When a buy button 1812 in the balloon 1811 is clicked with a mouse or the like, the screen changes to a buy screen (not shown), and a stock can be purchased. When the sale button 1813 is clicked with a mouse or the like, the screen changes to a sale screen (not shown) and the stock can be sold.
 なお、時間の経過を逆とした場合、すなわち、図18Bから図18Aに遷移した場合は、A自動車株とB自動車株を保有していたところ、B自動車株は売却し、A自動車株は依然として保有していることを表現している。FXでは、ドル/円のロングポジションとショートポジションとを有している場合に、ショートポジションは決済を行い、損益を確定したことを表現している。 In addition, when the passage of time is reversed, that is, when transitioning from FIG. 18B to FIG. 18A, the A car stock and the B car stock were held, the B car stock was sold, and the A car stock was still It expresses possession. In FX, when a long position and a short position of dollar / yen are held, the short position represents a settlement and a profit / loss is confirmed.
 図19A及び図19Bはゲーム画面の例を示す説明図である。図19A及び図19Bは金融商品の価値の増大した場合の変化を示している。時間の経過にしたがい、図19Aから図19Bに移り変わったとする。図19Aに示す実より図19Bに示す実が大きく、数が増えている。これは、金融商品の価値の増大を、作物の成長で表現している。図18A及び図18Bと同様に、作物をマウスクリックするか、作物にマウスオーバーすると、バルーンが表示される。図19Aに示すバルーン191は作物がA自動車株であることを表示している。現在値(評価価額)、取得価額は損益DB148から取得して表示する。バルーン191内の買増ボタン192をマウスクリック等すると買増画面(図示しない)に遷移し、株の買増ができる。売却ボタン193をマウスクリック等すると売却画面(図示しない)に遷移し、株の売却ができる。 19A and 19B are explanatory diagrams showing examples of game screens. 19A and 19B show changes when the value of the financial product increases. It is assumed that the time has changed from FIG. 19A to FIG. 19B with the passage of time. The fruit shown in FIG. 19B is larger than the fruit shown in FIG. 19A, and the number increases. This expresses the increase in the value of financial products in terms of crop growth. As in FIGS. 18A and 18B, a balloon is displayed when the crop is mouse-clicked or over the crop. A balloon 191 shown in FIG. 19A indicates that the crop is an A car stock. The current value (evaluation price) and the acquisition price are acquired from the profit / loss DB 148 and displayed. When a buy button 192 in the balloon 191 is clicked with a mouse or the like, the screen changes to a buy screen (not shown), and a stock can be purchased. When the sale button 193 is clicked with a mouse or the like, the screen changes to a sale screen (not shown) and the stock can be sold.
 図20は作物操作処理の手順例を示すフローチャートである。作物操作処理は畑の作物に対して、ユーザが操作する場合に行われる処理である。CPU11はユーザが作物の刈り取りをしたか否かを判定する(ステップS21)。CPU11はユーザが作物の刈り取りをしたと判定した場合(ステップS21でYES)、刈り取りされた金融商品を特定する(ステップS22)。CPU11は特定した商品の取引条件を設定する条件設定画面を出力する(ステップS23)。条件設定画面では、指値か成り行きかの設定、指値の場合における取引価額の設定などを行う。CPU11は取引条件を取得する(ステップS24)。CPU11は売り又は決済注文を取引サーバ3に出力する(ステップS25)。金融商品が現物取引するものであるときは売り注文となり、先物取引するものであるときは決済注文となる。CPU11は刈り取り後の畑の状態を示す表示に更新する(ステップS26)。CPU11は作物操作処理を終了する。CPU11はユーザが作物の刈り取りをしていないと判定した場合(ステップS21でNO)、ユーザが作付け操作をした否かを判定する(ステップS27)。CPU11はユーザが作付け操作をしたと判定した場合(ステップS27でYES)、既存作物の追加作付けか否かを判定する(ステップS28)。CPU11は既存作物の作付けと判定した場合(ステップS28でYES)、作物に対応する金融商品を特定する(ステップS29)。CPU11は特定した商品の取引条件を設定する条件設定画面を出力する(ステップS30)。条件設定画面では、指値か成り行きかの設定、指値の場合における取引価額の設定などを行う。CPU11は取引条件を取得する(ステップS31)。CPU11は買い又はポジション・メイクを取引サーバ3に出力する(ステップS32)。金融商品が現物取引するものであるときは買い注文となり、先物取引するものであるときはポジション・メイクとなる。CPU11はステップS26以降を実行する。CPU11は既存作物の追加作付けでないと判定した場合(ステップS28でNO)、金融商品の種別を選択するための選択画面を出力する(ステップS33)。CPU11はユーザが選択した種別を取得し、種別に応じた取引画面にリダイレクトさせ(ステップS34)、作物操作処理を終了する。CPU11はユーザが作付け操作をしていないと判定した場合(ステップS27でNO)、操作対象の作物に対応する商品を特定する(ステップS35)。CPU11は特定した商品の損益情報を損益DB148から読み出し、出力する(ステップS36)。CPU11は作物操作処理を終了する。作物の刈り取り操作は、パラメータを減少させる命令が発行される一例である。売り又は決済注文は、金融商品を売却する命令の一例である。作付け操作は、パラメータを増加させる命令が発行される一例である。買い又はポジション・メイク注文は、金融商品を購入する命令の一例である。 FIG. 20 is a flowchart showing an example of a procedure for crop operation processing. The crop operation process is a process performed when the user operates a crop in the field. The CPU 11 determines whether or not the user has harvested the crop (step S21). When it is determined that the user has harvested the crop (YES in step S21), the CPU 11 specifies the financial product that has been harvested (step S22). CPU11 outputs the condition setting screen which sets the transaction conditions of the specified goods (step S23). On the condition setting screen, settings such as limit price or success, setting of transaction price in the case of limit price, etc. are performed. CPU11 acquires transaction conditions (Step S24). The CPU 11 outputs a sell or settlement order to the transaction server 3 (step S25). If the financial product is a spot transaction, it is a selling order, and if it is a futures transaction, it is a settlement order. The CPU 11 updates the display to indicate the state of the field after cutting (step S26). CPU11 complete | finishes crop operation processing. When it is determined that the user has not cut the crop (NO in step S21), the CPU 11 determines whether or not the user has made a cropping operation (step S27). When it is determined that the user has made a cropping operation (YES in step S27), the CPU 11 determines whether or not the existing crop is additionally planted (step S28). When it is determined that the existing crop is planted (YES in step S28), the CPU 11 specifies a financial product corresponding to the crop (step S29). CPU11 outputs the condition setting screen which sets the transaction conditions of the specified goods (step S30). On the condition setting screen, settings such as limit price or success, setting of transaction price in the case of limit price, etc. are performed. CPU11 acquires transaction conditions (Step S31). The CPU 11 outputs the buy or position / make to the transaction server 3 (step S32). If the financial instrument is a spot transaction, it is a buy order, and if it is a futures transaction, it is a position / make. The CPU 11 executes step S26 and subsequent steps. If the CPU 11 determines that it is not an additional crop of existing crops (NO in step S28), it outputs a selection screen for selecting the type of financial product (step S33). The CPU 11 acquires the type selected by the user, redirects to a transaction screen corresponding to the type (step S34), and ends the crop operation process. When the CPU 11 determines that the user does not perform the planting operation (NO in step S27), the CPU 11 specifies a product corresponding to the operation target crop (step S35). The CPU 11 reads out the profit / loss information of the specified product from the profit / loss DB 148 and outputs it (step S36). CPU11 complete | finishes crop operation processing. A crop cutting operation is an example in which an instruction to decrease a parameter is issued. A sell or settlement order is an example of an order to sell a financial instrument. The planting operation is an example in which an instruction for increasing a parameter is issued. A buy or position / make order is an example of an order to purchase a financial product.
 図21A及び図21Bはゲーム画面の例を示す説明図である。図21A及び図21Bは金融商品の売却又は決済により、利益が発生したことを表現している。時間の経過にしたがい、図21Aから図21Bに移り変わったとする。図21Aにおいて、畝211に作付けされていた作物は、図21Bでは収穫されている。一方、図21Aにおいて、納屋212には空のコンテナ213のみ表示されているのに対し、図21Bにおける納屋212は作物が収容されたコンテナ213が複数表示されている。当該変化により、金融商品の売却又は決済により、利益を得たことを表現している。 21A and 21B are explanatory diagrams showing examples of game screens. FIG. 21A and FIG. 21B express that profit has been generated by selling or settlement of financial products. It is assumed that the time has changed from FIG. 21A to FIG. 21B with the passage of time. In FIG. 21A, the crop planted on the straw 211 is harvested in FIG. 21B. On the other hand, in FIG. 21A, only an empty container 213 is displayed in the barn 212, whereas the barn 212 in FIG. 21B displays a plurality of containers 213 in which crops are stored. This change expresses profits from the sale or settlement of financial products.
 本実施の形態においては、以下の効果を奏する。ユーザが保有する金融商品の価値変動を、農産物を育成する育成ゲームにおける作物の生育状況と連動するようにした。それにより、ユーザは金融商品の価値の変動を容易に確認することが可能となる。また、作物の操作により、金融商品の取引や損益の詳細表示を行える。それにより、ユーザは金融商品の取引を直感的に行うことが可能となる。また、取引実績に基づいて、納屋に収納している作物の量を変動させるので、ユーザは金融商品取引で得た利益の変動を直感的に把握可能となる。 In the present embodiment, the following effects are obtained. The change in the value of financial products held by users is linked to the growing situation of crops in the growing game for growing agricultural products. Thereby, the user can easily check the change in the value of the financial product. In addition, it is possible to display details of financial product transactions and profits and losses by operating crops. As a result, the user can intuitively trade financial products. Further, since the amount of the crop stored in the barn is changed based on the transaction result, the user can intuitively grasp the change in profit obtained by the financial product transaction.
 上述の実施の形態には、以下に示す機能を追加可能である。 The following functions can be added to the above embodiment.
 追加機能1
 本追加機能は、金融商品の価値変動に影響を与える種々の指標の状況をゲームの場面パラメータに連動させるものである。図22は場面パラメータ設定処理の手順例を示すフローチャートである。場面パラメータ設定処理は、例えば、初期表示処理において、ステップS12とステップS13との間で実行される。CPU11はステップS12の実行後、指標DB14Bに記憶している指標の状況を取引サーバ3から取得する(ステップS41)。CPU11は場面変数DB14Cに記憶している場面パラメータを選択する(ステップS42)。CPU11は選択した場面パラメータに対応する指標の状況に基づき、場面パラメータの値を設定する(ステップS43)。CPU11は場面パラメータのしたがって、ゲームの場面を設定する。例えば、円指数が前日未満の値(1段階)となっている場合、FXに対応する作物が作付けされている区画の天気は雨となる。日経平均株価が前日より250円上昇(2段階)となっている場合、株式に対応する作物が作付けされている区画の気温は、平年よりやや低温となる。CPU11は未処理の場面パラメータがあるか否かを判定する(ステップS44)。CPU11は未処理の場面パラメータがあると判定した場合(ステップS44でYES)、処理をステップS42に戻す。CPU11は未処理の場面パラメータがとないと判定した場合(ステップS44でNO)、初期表示処理に戻り、ステップS13以降を実行する。本加機能により、相場の状況などをユーザは直感的に把握可能となる。
Additional function 1
This additional function links the status of various indicators that affect the value fluctuations of financial products with game scene parameters. FIG. 22 is a flowchart showing an example of the procedure of the scene parameter setting process. The scene parameter setting process is executed between step S12 and step S13 in the initial display process, for example. CPU11 acquires the condition of the index memorized by index DB14B from transaction server 3 after execution of Step S12 (Step S41). The CPU 11 selects a scene parameter stored in the scene variable DB 14C (step S42). The CPU 11 sets the value of the scene parameter based on the status of the index corresponding to the selected scene parameter (step S43). The CPU 11 sets the game scene according to the scene parameters. For example, when the yen index is less than the previous day (one step), the weather in the section where the crop corresponding to FX is planted is rainy. When the Nikkei average stock price is 250 yen higher than the previous day (2 steps), the temperature of the plot where the crop corresponding to the stock is planted is slightly lower than normal. The CPU 11 determines whether there is an unprocessed scene parameter (step S44). If the CPU 11 determines that there is an unprocessed scene parameter (YES in step S44), the process returns to step S42. If the CPU 11 determines that there are no unprocessed scene parameters (NO in step S44), the CPU 11 returns to the initial display process and executes step S13 and subsequent steps. This additional function makes it possible for the user to intuitively grasp the market conditions and the like.
 図23はゲーム画面の例を示す説明図である。図23は農場の天気を示している。区画231及び232は雨が降っている。それに対して、区画233から236は晴れている。例えば、区画231及び232に作付けされている作物に対応する金融商品については、全般的に価値が減少する気配が発生していることを示す。一方、区画233から236に作付けされている作物に対応する金融商品については、全般的に価値が増大する気配が発生していることを示す。このように、統計指標など複数の金融商品の価値変動に影響するものを、ゲームの場面状況により表現することが可能である。図23に示すように、区画毎に対応する金融商品の種別等を表示してもよい。図23の例で、区画231、232金融株に対応していることを示す。区画233、234は自動車株、区画235、236は仮想通貨に対応していることを示す。 FIG. 23 is an explanatory diagram showing an example of a game screen. FIG. 23 shows the weather on the farm. Sections 231 and 232 are raining. In contrast, sections 233 to 236 are clear. For example, the financial products corresponding to the crops planted in the sections 231 and 232 indicate that there is an indication that the value decreases in general. On the other hand, regarding the financial products corresponding to the crops planted in the sections 233 to 236, it is shown that there is a sign that the value increases in general. In this way, it is possible to express what influences the value fluctuation of a plurality of financial products, such as a statistical index, by the situation of the game. As shown in FIG. 23, the type of financial product corresponding to each section may be displayed. In the example of FIG. 23, it shows that it corresponds to the sections 231 and 232 financial stock. The sections 233 and 234 correspond to automobile stocks, and the sections 235 and 236 correspond to virtual currencies.
 追加機能2
 本追加機能は手引出力機能である。図24は手引出力処理の手順例を示すフローチャートである。CPU11はユーザIDを取得する(ステップS51)。CPU11はユーザIDに基づき、ユーザが保有する資産、建玉を取得する(ステップS52)。CPU11はメニューを生成する(ステップS53)。例えば、建玉を保有していないユーザに対しては、FXや商品先物に関するビギナー用の手引を先頭に表示するようにする。建玉を長期に決済していないユーザに対しては、損益確定に関する手引や追証に関する解説手引を先頭に表示するようにする。CPU11はメニュー画面を出力する(ステップS54)。CPU11はユーザが選択したメニューを取得する(ステップS55)。CPU11は取得したメニューが終了か否かを判定する(ステップS56)。CPU11は取得したメニューが終了でないと判定した場合(ステップS56でNO)、取得したメニューに対応する手引を取得する(ステップS57)。CPU11は手引を出力し(ステップS58)、処理をステップS54に戻す。CPU11は取得したメニューが終了と判定した場合(ステップS56でYES)、手引出力処理を終了する。本追加機能により、ユーザは金融商品に関する知識を深めることが可能となる。なお、手引はゲームとの親和性を確保するために、ゲームに登場するキャラクタが説明を行うことが望ましい。
Additional function 2
This additional function is a guide output function. FIG. 24 is a flowchart showing an example of the procedure of the guidance output process. CPU11 acquires user ID (step S51). CPU11 acquires the asset and open interest which a user holds based on user ID (Step S52). The CPU 11 generates a menu (step S53). For example, for a user who does not have a position, a guide for beginners regarding FX and commodity futures is displayed at the top. For users who have not settled open interest for a long period of time, a guide for determining profit and loss and an explanatory guide for follow-up are displayed at the top. The CPU 11 outputs a menu screen (step S54). CPU11 acquires the menu which the user selected (step S55). The CPU 11 determines whether the acquired menu is finished (step S56). If the CPU 11 determines that the acquired menu is not finished (NO in step S56), the CPU 11 acquires a guide corresponding to the acquired menu (step S57). CPU11 outputs a guide (step S58) and returns a process to step S54. If the CPU 11 determines that the acquired menu is complete (YES in step S56), the CPU 11 ends the guide output process. This additional function allows the user to deepen knowledge about financial products. Note that it is desirable that the characters appearing in the game explain the guide in order to ensure affinity with the game.
 追加機能3
 本追加機能は通知機能である。図25は通知処理の手順例を示すフローチャートである。CPU11はユーザIDを取得する(ステップS71)。CPU11は通知条件とする閾値を取得する(ステップS72)。例えば、閾値は閾値DB147の上限値列又は下限値である。CPU11は取得した閾値の1つを選択する(ステップS73)。CPU11は選択した閾値に対応する商品の相場情報を取得する(ステップS74)。相場情報は例えば、評価価額である。CPU11は相場情報が閾値の条件を満たすか否かを判定する(ステップS75)。CPU11は相場情報が閾値の条件を満たすと判定した場合(ステップS75でYES)、通知を行う(ステップS76)。例えば、USドル/円相場が閾値より、閾値よりも円高ドル安になった場合、USドル/円のショートポジションを持つユーザに通知を行う。CPU11は相場情報が閾値の条件を満たさないと判定した場合(ステップS75でNO)、処理をステップS77に進める。CPU11は未処理の閾値があるか否かを判定する(ステップS77)。CPU11は未処理の閾値があると判定した場合(ステップS77でYES)、処理をステップS73に戻す。CPU11は未処理の閾値がないと判定した場合(ステップS77でNO)、通知処理を終了する。本追加機能により、ユーザが取引のタイミングを逃してしまうことを抑制可能となる。なお、追加機能として、上述の機能に加えて、損益の現状、確定した損益の実績を定期的に、例えば週に1回、ユーザに電子メールで通知してもよい。
Additional function 3
This additional function is a notification function. FIG. 25 is a flowchart illustrating an exemplary procedure of notification processing. CPU11 acquires user ID (step S71). CPU11 acquires the threshold value made into notification conditions (step S72). For example, the threshold value is an upper limit value string or a lower limit value of the threshold value DB 147. The CPU 11 selects one of the acquired threshold values (step S73). CPU11 acquires the market price information of goods corresponding to the selected threshold (Step S74). The market price information is, for example, an evaluation price. The CPU 11 determines whether the market price information satisfies a threshold condition (step S75). When the CPU 11 determines that the market price information satisfies the threshold condition (YES in step S75), the CPU 11 performs notification (step S76). For example, when the US dollar / yen exchange rate is lower than the threshold and the yen is higher than the threshold, the user is notified of a short position of US dollar / yen. If the CPU 11 determines that the market price information does not satisfy the threshold condition (NO in step S75), the process proceeds to step S77. The CPU 11 determines whether there is an unprocessed threshold (step S77). If the CPU 11 determines that there is an unprocessed threshold (YES in step S77), the process returns to step S73. If the CPU 11 determines that there is no unprocessed threshold value (NO in step S77), the notification process ends. With this additional function, it is possible to suppress the user from missing the transaction timing. As an additional function, in addition to the above-described functions, the user may be notified of the current state of profit and loss and the actual result of confirmed profit and loss by e-mail, for example, once a week.
 追加機能4
 本追加機能は公開設定機能である。各ユーザは自分の畑の状況を他のユーザに公開するか否かの設定が可能である。図26は公開設定処理の手順例を示すフローチャートである。CPU11はユーザIDを取得する(ステップS81)。CPU11はユーザIDに基づき、ユーザが保有する資産、建玉を取得する(ステップS82)。CPU11は設定画面を生成する(ステップS83)。設定画面は各区画、各畝に対して公開又は非公開を設定可能な画面である。CPU11は生成した設定画面を出力する(ステップS84)。CPU11はユーザからのコマンドを取得する(ステップS85)。CPU11は取得したコマンドが公開設定であるか否かを判定する(ステップS86)。CPU11は取得したコマンドが公開設定であると判定した場合(ステップS86でYES)、設定を公開設定DB14Dに記憶し(ステップS87)、公開設定処理を終了する。CPU11は取得したコマンドが公開設定でないと判定した場合(ステップS86でNO)、終了であるか否かを判定する(ステップS88)。CPU11は取得したコマンドが終了であると判定した場合(ステップS88でYES)、設定を破棄し公開設定処理を終了する。CPU11は取得したコマンドが終了でないと判定した場合(ステップS88でNO)、処理をステップS83に戻す。本追加機能により、各ユーザは自分の畑のうち、他のユーザに公開しても良いと思う部分のみを公開できる。
Additional function 4
This additional function is a public setting function. Each user can set whether or not to disclose his / her field situation to other users. FIG. 26 is a flowchart illustrating an example of the procedure of the public setting process. CPU11 acquires user ID (step S81). CPU11 acquires the asset and open interest which a user holds based on user ID (Step S82). The CPU 11 generates a setting screen (step S83). The setting screen is a screen that can be set to be public or private for each section and each tile. The CPU 11 outputs the generated setting screen (step S84). The CPU 11 acquires a command from the user (step S85). The CPU 11 determines whether or not the acquired command is a public setting (step S86). If the CPU 11 determines that the acquired command is a public setting (YES in step S86), the CPU 11 stores the setting in the public setting DB 14D (step S87), and ends the public setting process. If the CPU 11 determines that the acquired command is not public setting (NO in step S86), the CPU 11 determines whether or not the command is finished (step S88). If the CPU 11 determines that the acquired command is complete (YES in step S88), the setting is discarded and the public setting process is terminated. If the CPU 11 determines that the acquired command is not complete (NO in step S88), the process returns to step S83. With this additional function, each user can publish only the portion of his field that he / she wishes to publish to other users.
 ロボアドバイザ
 ゲームサーバ1がロボアドバイザを提供してもよい。ロボアドバイザは金融商品の選択、ポートフォリオの作成、売買までをユーザの操作を介在することなく行うサービスである。育成ゲームにおいては、金融商品の選択は、作物の選択で表現される。ポートフォリオは異なる作物の作付け状況、生育状況で表現される。売買は作物の作付け、刈り取りで表現される。なお、ロボアドバイザに売買を行わせるかは、ユーザが選択可能としてもよい。
RoboAdvisor Game server 1 may provide a RoboAdvisor. RoboAdvisor is a service that performs financial product selection, portfolio creation, and buying and selling without user intervention. In the breeding game, the selection of financial products is expressed by the selection of crops. The portfolio is expressed by the cropping and growing conditions of different crops. Trading is expressed by crop planting and harvesting. It should be noted that the user may be able to select whether or not to make the RoboAdvisor perform trading.
 上述において、ゲームサーバ1が提供するゲームは育成ゲームとしたが、他のゲームでも適用可能である。カードゲームに適用する場合、以下のようになる。金融商品はカードゲームのキャラクタで表現する。金融商品の購入はカードの入手で表現される。株式における業種による分類は、キャラクタの種族や属性で表現する。金融商品の価値増大は、キャラクタの成長で表現される。また、一定基準以上の価値の増大はキャラクタの進化で表現可能である。保有しているカードを格納し一覧できるデッキを、ユーザが確認することで、保有する金融商品、運用実績を確認することが可能である。指標の変動は、天候などの場の状態変化で表現可能である。 In the above description, the game provided by the game server 1 is a breeding game, but other games are also applicable. When applied to a card game, it is as follows. Financial products are represented by card game characters. The purchase of financial products is expressed by the acquisition of cards. The classification of stocks according to the type of business is expressed by the race and attributes of the character. An increase in the value of a financial product is expressed by the growth of the character. An increase in value above a certain standard can be expressed by the evolution of the character. By checking a deck that can store and list held cards, the user can check the held financial products and operation results. The change in the index can be expressed by a change in the state of the field such as the weather.
 RPG(Role-Playing Game)では、以下のようになる。金融商品はカードゲームのキャラクタで表現する。金融商品の購入はカードの入手で表現される。株式における業種による分類は、キャラクタの種族や属性で表現する。金融商品の価値増大は、キャラクタの成長で表現される。金融商品の価値の変動は、敵キャラクタのステイタス又はアイテム出現率と連動させる。運用実績はマイルーム(仮想空間内のユーザ専用の部屋)で確認可能とする。例えば、金融商品の種別が増えたことを、部屋数の増加で表現する。指標の変動は、天候などの場の状態変化で表現可能である。 RPG (Role-Playing Game) is as follows. Financial products are represented by card game characters. The purchase of financial products is expressed by the acquisition of cards. The classification of stocks according to the type of business is expressed by the race and attributes of the character. An increase in the value of a financial product is expressed by the growth of the character. The change in the value of the financial product is linked to the status of the enemy character or the item appearance rate. Operation results can be confirmed in My Room (user-only room in the virtual space). For example, the increase in the number of types of financial products is expressed by an increase in the number of rooms. The change in the index can be expressed by a change in the state of the field such as the weather.
 ユーザ端末2をスマートウォッチとし、上述した機能の一部を提供してもよい。 The user terminal 2 may be a smart watch, and some of the functions described above may be provided.
 各実施の形態で記載されている技術的特徴(構成要件)はお互いに組み合わせ可能であり、組み合わせすることにより、新しい技術的特徴を形成することができる。
 今回開示された実施の形態はすべての点で例示であって、制限的なものではないと考えられるべきである。本発明の範囲は、上記した意味ではなく、請求の範囲によって示され、請求の範囲と均等の意味及び範囲内でのすべての変更が含まれることが意図される。
The technical features (components) described in each embodiment can be combined with each other, and a new technical feature can be formed by combining them.
The embodiment disclosed this time is to be considered as illustrative in all points and not restrictive. The scope of the present invention is defined not by the above-described meaning but by the scope of claims, and is intended to include all modifications within the meaning and scope equivalent to the scope of claims.
 100  ゲームシステム
 1    ゲームサーバ
 1P   制御プログラム
 2    ユーザ端末
 3    取引サーバ
 11   CPU
 12   ROM
 13   RAM
 14   大容量記憶部
 141  ユーザDB
 142  作物マスタDB
 143  作物画像マスタDB
 144  業種マスタDB
 145  資産DB
 146  建玉DB
 147  閾値DB
 148  損益DB
 149  実績DB
 14A  納屋DB
 14B  指標DB
 14C  場面変数DB
 14D  公開設定DB
 15   通信部
DESCRIPTION OF SYMBOLS 100 Game system 1 Game server 1P Control program 2 User terminal 3 Transaction server 11 CPU
12 ROM
13 RAM
14 Mass storage unit 141 User DB
142 Crop Master DB
143 Crop Image Master DB
144 Industry Master DB
145 Asset DB
146 Open Interest DB
147 Threshold DB
148 Profit and Loss DB
149 Results DB
14A Barn DB
14B Indicator DB
14C Scene variable DB
14D public setting DB
15 Communication Department

Claims (10)

  1.  金融商品の価値を取得し、
     取得した前記価値をゲーム内のオブジェクトのパラメータに変換し、
     変換して得た前記パラメータに基づく態様で、前記オブジェクトを表示出力する
     処理をコンピュータに行わせる
     ことを特徴とするコンピュータプログラム。
    Get the value of financial products,
    The acquired value is converted into a parameter of an object in the game,
    A computer program for causing a computer to perform a process of displaying and outputting the object in a mode based on the parameter obtained by conversion.
  2.  前記金融商品の種類に基づき、対応する前記オブジェクトを分類して表示出力する
     ことを特徴とする請求項1に記載のコンピュータプログラム。
    The computer program according to claim 1, wherein the corresponding object is classified and displayed based on a type of the financial product.
  3.  前記ゲームは育成シミュレーションゲームであり、
     前記オブジェクトの前記パラメータは、前記オブジェクトの成長度合い示す成長値又は能力を示す能力値を含み、
     前記オブジェクトに対して、前記パラメータを増加させる命令が発行された場合、前記オブジェクトに対応する前記金融商品を購入する命令を出力する
     ことを特徴とする請求項1又は請求項2に記載のコンピュータプログラム。
    The game is a training simulation game,
    The parameter of the object includes a growth value indicating a degree of growth of the object or an ability value indicating ability.
    The computer program according to claim 1 or 2, wherein when a command for increasing the parameter is issued to the object, a command to purchase the financial product corresponding to the object is output. .
  4.  前記オブジェクトに対して、前記パラメータを減少させる命令が発行された場合、前記オブジェクトに対応する前記金融商品を売却する命令を出力する
     ことを特徴とする請求項3に記載のコンピュータプログラム。
    The computer program according to claim 3, wherein when an instruction to decrease the parameter is issued to the object, an instruction to sell the financial product corresponding to the object is output.
  5.  前記金融商品の資産額を算出し、
     算出した前記資産額を前記オブジェクトの数量に変換し、
     変換して得た前記数量の前記オブジェクトを表示出力する
     ことを特徴とする請求項1から請求項4の何れか1項に記載のコンピュータプログラム。
    Calculating the asset value of the financial product;
    Convert the calculated asset amount into the quantity of the object,
    The computer program according to any one of claims 1 to 4, wherein the object of the quantity obtained by the conversion is displayed and output.
  6.  前記金融商品に関する指標値を取得し、
     取得した前記指標値を前記ゲームの場面に関するパラメータに変換し、
     変換して得た前記パラメータに基づく場面を表示出力する
     ことを特徴とする請求項1から請求項5の何れか1項に記載のコンピュータプログラム。
    Obtaining an index value for the financial product;
    The acquired index value is converted into a parameter relating to the game scene,
    The computer program according to any one of claims 1 to 5, wherein a scene based on the parameter obtained by the conversion is displayed and output.
  7.  前記金融商品の種類毎に前記指標値を取得し、
     取得した前記指標値それぞれを異なるパラメータに変換する
     ことを特徴とする請求項6に記載のコンピュータプログラム。
    Obtain the index value for each type of financial product,
    The computer program according to claim 6, wherein each of the acquired index values is converted into a different parameter.
  8.  前記オブジェクトの表示態様を参照可能な条件を設定する
     ことを特徴とする請求項1から請求項7の何れか1項に記載のコンピュータプログラム。
    The computer program according to any one of claims 1 to 7, wherein a condition capable of referring to a display mode of the object is set.
  9.  前記金融商品の種類毎に前記ゲームに登場するキャラクタを用いて、前記金融商品の取引の手引を出力する
     ことを特徴とする請求項1から請求項8の何れか1項に記載のコンピュータプログラム。
    The computer program according to any one of claims 1 to 8, wherein a guide for the transaction of the financial product is output using a character appearing in the game for each type of the financial product.
  10.  前記価値が所定の条件を満たした場合、通知を行う
     ことを特徴とする請求項1から請求項9の何れか1項に記載のコンピュータプログラム。
    The computer program according to any one of claims 1 to 9, wherein notification is performed when the value satisfies a predetermined condition.
PCT/JP2019/008740 2018-03-06 2019-03-06 Computer program WO2019172290A1 (en)

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