Programs and Information Processing Systems
The system controls game environments to be unfavorable when real-world conditions are unsafe, addressing the lack of consideration for unsuitable gameplay situations and ensuring user safety.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2026-03-30
- Publication Date
- 2026-06-11
AI Technical Summary
Existing game systems do not adequately consider situations in the real world that are unsuitable for gameplay, leading to potential risks for users.
A system that uses a computer to control the game play environment to be disadvantageous for the user when predetermined conditions in the real world are met, such as crime, traffic accidents, or infectious disease outbreaks, based on information from public institutions.
This system effectively suppresses gameplay in unsuitable situations, guiding users to play games only when conditions are safe, thereby enhancing user safety.
Smart Images

Figure 2026095531000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, games that utilize position information indicating the position of a user in the real world are known (see, for example, Patent Document 1). Further, not limited to this type of game, games are played by users existing in the real world, and there may be situations suitable or unsuitable for playing the game as the situation in which the user is placed in the real world.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, conventionally, when the situation surrounding the user in the real world is not suitable for playing the game, sufficient consideration has not been given to taking any measures by the control on the system side.
[0005] An object of the present invention is to make it possible to suppress play in a situation not suitable for playing a game.
Means for Solving the Problems
[0006] According to one embodiment shown in the present disclosure, a computer is functioned as control means for controlling the game play environment to be a disadvantageous environment for the user when the situation surrounding the user in the real world satisfies a predetermined condition, compared to when the predetermined condition is not satisfied, The control means determines whether the predetermined conditions are met based on at least one of the following: information regarding crime, traffic accidents, or the status of infectious disease outbreaks in the location where the user is located, or information issued by a public institution. A program will be provided. [Effects of the Invention]
[0007] According to the present invention, it becomes possible to suppress gameplay in situations unsuitable for playing games. [Brief explanation of the drawing]
[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This diagram shows an example of a game screen and is intended to explain how to control unfavorable gameplay environments. [Figure 4] This figure shows an example of a condition setting screen. [Figure 5] This figure shows an example of a control settings screen. [Figure 6] This figure shows an example of a screen related to various notifications. [Figure 7] This flowchart illustrates an example of control in unfavorable environments. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings.
[0010] <System Hardware Configuration> As shown in Figure 1, the information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via network 2. Network 2 may consist of, for example, the internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0012] The server 20 (in other words, a computer or information processing device) may be a general-purpose computer such as a workstation or personal computer. The server 20 comprises a processor 21, memory 22, storage 23, a communication interface 24, and an input / output interface 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit), etc. The processor 21 reads programs from the storage 23 and loads them into memory 22. The processor 21 executes the loaded programs.
[0014] Memory 22 is the main memory. Memory 22 is composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 22 provides the processor 21 with a workspace by temporarily storing programs and various data read by the processor 21 from storage 23. Memory 22 also temporarily stores various data generated by the processor 21 while it is operating according to the program.
[0015] In addition, in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game through cooperation between the terminal device 10 and the server 20. As an example, the game realized through cooperation between the terminal device 10 and the server 20 may be a game executed on a browser launched on the terminal device 10. Further, the program may be a program for realizing the game through cooperation between a plurality of terminal devices 10. In addition, various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by, for example, a storage device such as a flash memory or an HDD (Hard Disk Drive). Various data related to the game is stored in the storage 23.
[0017] The communication IF 24 controls transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.
[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device for displaying and outputting images.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes a game.
[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.
[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.
[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.
[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.
[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (e.g., touch operation, tap operation, slide operation, swipe operation, and flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an acceleration sensor, angular velocity sensor, magnetic sensor, GPS sensor, motion sensor, gaze sensor, biopotential sensor, fingerprint sensor, breath sensor, pressure sensor, or image sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <System Functional Configuration> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that have been registered in advance. The method of registering accounts is not particularly limited. For example, a terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.
[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication IF 24, and I / O IF 25, etc. The storage unit 220 stores various types of data used by the control unit 210. These types of data include, for example, game programs, game information, and user information.
[0032] The game program is a program that enables the game to be played. Game information and user information are data that the control unit 210 refers to when executing the game program.
[0033] In this embodiment, the game program may include not only the game program executed on the server 20 but also the game program executed on the terminal device 10. Furthermore, the storage unit 220 may store both the game program executed on the server 20 and the game program executed on the terminal device 10.
[0034] Game information is shared across accounts. This information includes, for example, information defining various virtual spaces. A virtual space is a space where various objects are placed, such as objects of characters used by the user (in other words, objects that the user can control) (hereinafter referred to as "player characters"). Game information includes, for example, various setting information about objects shared across accounts, such as the placement, size, color, and shape of background objects like buildings, trees, and stones, as well as non-player character (NPC) objects placed in the virtual space. Furthermore, game information includes, for example, the setting values of various NPC parameters. In the following, the character objects placed in the virtual space may simply be referred to as "characters."
[0035] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be described as the value that the user owns in the virtual world. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency usable within the game and cryptocurrencies.
[0036] The control unit 210 controls various processes related to the game by executing the game program stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211, a game control unit 212, and a reality information acquisition unit 213.
[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support multiplayer functionality, and data to be synchronized from each terminal device 10, and passes them to the game control unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the game control unit 212.
[0038] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the information processing system 1 execute various processes to support the multiplayer function when multiple accounts logged into the information processing system 1 participate in the same game.
[0039] The game control unit 212 provides the game to the terminal device 10 by executing calculations described in the game program in response to requests from the terminal device 10.
[0040] The game control unit 212 defines the virtual space based on the information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on the object setting information included in the game information. The game control unit 212 also controls the objects in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc., of objects in the virtual space, and makes objects perform predetermined actions.
[0041] Furthermore, the game control unit 212 places player characters in the virtual space based on information transmitted from the terminal device 10. The game control unit 212 also performs various judgment processes related to the progress of the game based on information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various judgment processes based on user information input into the terminal device 10.
[0042] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The game control unit 212 also commands the transmission / reception unit 211 to send game information or user information. For example, when the server 20 sends information to multiple terminal devices 10, the game control unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events caused by an operation entered on one terminal device 10 to other terminal devices 10.
[0043] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.
[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of the processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. These various data include, for example, game programs, game information, and user information. The game program is a program for implementing the game on the terminal device 10 side. Game information and user information are data that the control unit 110 refers to when executing the game program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.
[0045] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, a display control unit 114, and a location information acquisition unit 116.
[0046] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.
[0047] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.
[0048] In this embodiment, it can also be said that a user moving in the real world and changing the location information described later is one form of input operation.
[0049] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, game information or user information, or synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, and synchronization data for multiplayer functionality from the server 20. The synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. The synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.
[0050] Furthermore, the transmitting / receiving unit 112 transmits to the server 20 operation information related to input operations received by the operation reception unit 111, as well as user information such as location information, which will be described later.
[0051] The game control unit 113 performs various processes related to the progress of the game. Based on the user's input detected by the operation reception unit 111, the game control unit 113 identifies the user's instructions. Based on the identified instructions, the game control unit 113 performs various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game control unit 113 communicates with the server 20 and proceeds with the game.
[0052] The game control unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game control unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game control unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view. In other words, the game control unit 113 instructs the display control unit 114 to display an image on the display unit 18 that corresponds to the progress of the game.
[0053] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game control unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view with a specific orientation. In doing so, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object, or a static object such as a building, tree, or stone. Examples of dynamic objects include player characters and NPCs that operate based on the game program. NPCs include so-called enemy characters, etc.
[0054] The display control unit 114 causes the display unit 18 to display images related to the game. A specific example will be given below.
[0055] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game control unit 113 within the virtual space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.
[0056] Furthermore, the control unit 110 of the terminal device 10 may place objects in the virtual space and display a predetermined area of the virtual space on the display unit 18 based on object data sent from the server 20 and information indicating the positions of various objects in the virtual space. Alternatively, the control unit 210 of the server 20 may place objects in the virtual space, control the virtual camera, generate an image to be displayed on the display unit 18, and send it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to object control based on user information, virtual camera control, and generation of images to be displayed on the display unit 18 may be performed by the server 20 or by the terminal device 10.
[0057] The location information acquisition unit 116 acquires location information indicating the user's location in the real world. The location information only needs to indicate the real-world location of the user identified by an account, etc. Various methods for acquiring location information have been known conventionally, and publicly known methods can be used. For example, the location information acquisition unit 116 may acquire location information using the GPS sensor provided by the terminal device 10 to which the user is logged into the account. Alternatively, the location information acquisition unit 116 may acquire location information acquired by a device used by the user, such as a smart device, which is linked with the terminal device 10 (e.g., a smartphone) (e.g., linked via the user's account, or linked via wireless communication, etc.), as location information indicating the location of the user logged into the account from the terminal device 10. Furthermore, the location information acquisition unit 116 may acquire location information using, for example, Wi-Fi or Bluetooth (e.g., based on communication between the terminal device 10 and a Wi-Fi access point). Additionally, the location information acquisition unit 116 may be provided by, for example, the control unit 210 of the server 20.
[0058] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device, such as the terminal device 10 and server 20, may also possess at least some of the functions of other devices. Furthermore, each device, such as the terminal device 10 and server 20, does not have to be implemented by a single device; for example, it may be implemented by multiple devices connected via a network. In addition, the information processing system 1 may consist of only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.
[0059] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device, such as the terminal device 10 and server 20, may also possess at least some of the functions of other devices. Furthermore, each device, such as the terminal device 10 and server 20, does not have to be implemented by a single device; for example, it may be implemented by multiple devices connected via a network. In addition, the information processing system 1 may consist of only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.
[0060] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processing according to this embodiment will be described as being performed by the processor 11 of the terminal device 10 or the processor 21 of the server 20 executing the game program stored in the information processing system 1. However, at least a portion of the processing according to this embodiment that is performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a portion of the processing according to this embodiment that is performed by the processor 21 may be executed by a processor other than the processor 21. For example, the processing performed by one of the game control unit 113 and the game control unit 212 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.
[0061] The configuration according to this embodiment can be applied, for example, to location-based games that link the user's real-world location with their virtual-space location. The following description will explain the application of the configuration according to this embodiment to such a location-based game as an example.
[0062] As shown in Figure 3, the game control unit 212 places a player character 30, which corresponds to the user operating the terminal device 10, at a position in the virtual space that corresponds to the user's position in the real world (in other words, the position indicated by the location information). The game control unit 212 then moves the player character 30 in the virtual space in conjunction with the user's movement in the real world.
[0063] In other words, in this embodiment, the game control unit 212 moves the user's player character 30 in the virtual space based on the user's location information, which is information from the user. Alternatively, the game control unit 212 may also move the user's player character 30 in the virtual space based on operation information related to input operations to the input unit 17 (for example, operations such as moving a finger in any direction while touching the touchscreen 16 (i.e., drag operations)), which is information from the user.
[0064] Furthermore, the virtual space in this embodiment is a virtual space that reflects at least a part of the real world. In other words, the virtual space in this embodiment is a virtual space generated using map information of the real world. For example, in the virtual space of this embodiment, objects corresponding to roads that actually exist in the real world (for example, road object 31) are placed at positions corresponding to the locations of roads in the real world.
[0065] In location-based games and similar games, multiple objects (hereinafter referred to as "event objects 33") associated with predetermined events (in other words, phenomena) are placed in a virtual space, and it is known that an event corresponding to a specific event object 33 occurs when the player approaches that event object 33 (for example, by approaching it and performing an operation (for example, a touch operation) on the event object 33 displayed on the display unit 18). Here, in location-based games, approaching a specific event object 33 placed in a virtual space can be said to be approaching that specific event object 33 in the virtual space, or it can be said to be visiting a location in the real world that corresponds to the location in the virtual space where the event object 33 is placed (in other words, approaching that specific event object 33 in the real world). When an event object 33 that generates a specific event is placed in a virtual space, the game control unit 212 generates a specific event corresponding to the event object 33 based on the fact that the user has visited a location in the real world that corresponds to the location in the virtual space where the event object 33 is placed. Furthermore, the location where the event object 33 is placed in the virtual space can also be considered the location where a predetermined event is set.
[0066] Event object 33 includes, for example, item spots corresponding to events such as item acquisition, and recovery spots corresponding to events such as the recovery of predetermined parameters related to the user (for example, the user's player character's health). Event object 33 also includes enemy character objects corresponding to events where the user battles an enemy character, and spots corresponding to events that constitute part of the game's story. The game control unit 212 grants the user an item corresponding to a specific item spot based on the user visiting a location in the real world that corresponds to a location in the virtual space where that specific item spot is placed. The game control unit 212 also recovers predetermined parameters related to the user (in other words, brings the predetermined parameters closer to a specified value) based on the user visiting a location in the real world that corresponds to a location in the virtual space where a specific recovery spot is set. Furthermore, the game control unit 212 initiates combat with a specific enemy character based on the user visiting a location in the real world that corresponds to a location in the virtual space where that specific enemy character object is placed. Note that events associated with event object 33 may be events that can be played in multiplayer mode (in other words, playable by at least two or more players). In other words, approaching an event object 33 that corresponds to an event that can be advanced through multiplayer may start an event that is advanced through multiplayer (for example, an event in which players cooperate with other users to fight enemy characters (a so-called raid battle)). The appearance of the event object 33 is not particularly limited and may be the shape of an item, a building, a character, or a predetermined symbol. The event associated with the event object 33 may proceed and end automatically without user intervention, or it may be advanced through user intervention (for example, by controlling a player character 30).
[0067] In this embodiment, user operations (e.g., touch operations) on event objects 33 located within a predetermined range X from the player character 30 in the virtual space are enabled. The game control unit 212 generates an event corresponding to the operated event object 33 when the user moves the player character 30 so that the event object 33 for which an event is to be generated is located within the predetermined range X from the player character 30, and performs an operation on the event object 33. In other words, in this embodiment, an event corresponding to a specific event object 33 can be generated by the user visiting a real-world location corresponding to the location where a specific event object 33 is placed in the virtual space (specifically, by visiting and performing a predetermined operation (e.g., a touch operation on the specific event object 33)). The display control unit 114 displays a display (a circle in Figure 3) indicating the predetermined range X on the display unit 18, making the predetermined range X recognizable to the user.
[0068] In this embodiment, the player character 30 is positioned in a virtual space corresponding to the user's position in the real world and displayed on the display unit 18. However, it is also possible to have a configuration in which the player character 30 is not positioned in the virtual space (in other words, a configuration in which the player character 30 is not displayed on the screen as illustrated in Figure 3). Even in such a configuration, it is possible to have a configuration in which an event is generated based on the user's operation on an event object 33 located within a predetermined range X from the position in the virtual space corresponding to the user's position in the real world. Similarly, in games that can be played in first-person view, such as games that can be switched from a third-person view that displays the player character 30 to a first-person view in which the player character 30 is hardly displayed, a predetermined range X in which operations can be performed may be set for each person.
[0069] The game control unit 212 may also be able to switch between two modes based on user operation: a manual mode in which an event is generated when the player approaches an event object 33 and an operation (e.g., touch operation) is performed on the event object 33, and an automatic mode in which an event corresponding to the approached event object 33 is automatically generated (in other words, without requiring touch operation, etc.) when the player approaches the event object 33. That is, in automatic mode, when a specific event object 33 is located within a predetermined range X from the player character 30, an event corresponding to that specific event object 33 may be automatically generated. In addition, there may be event objects 33 in which an event corresponding to that event object 33 is automatically generated when the player approaches it, regardless of whether it is set to manual mode or automatic mode. Furthermore, even when set to automatic mode, it may be possible to generate an event based on an operation (e.g., touch operation) on the event object 33.
[0070] The reality information acquisition unit 213 acquires real-world information related to the user (hereinafter referred to as "reality information") based on location information indicating the user's location acquired by the location information acquisition unit 116. In other words, the reality information acquisition unit 213 acquires reality information as information about the circumstances (in other words, the environment) surrounding the user in the real world.
[0071] Real-world information may include, for example, weather information for the user's location. Weather information may include information about the weather, such as "sunny," "rainy," "cloudy," or "snowy." Specifically, it may include information about the weather, such as "heavy rain" or "heavy snow." Weather information may also include information about temperature, such as "high temperature (e.g., a midsummer day)" or "low temperature (e.g., a midwinter day)" (in other words, "what the temperature is"). Weather information may also include information about weather warnings and advisories, such as "dense fog." Weather information may also include information about air pollution, such as information about the occurrence of yellow dust or photochemical smog. Weather information may also include information about the condition of the sea or rivers, such as floods, tsunamis, or rough seas (in other words, information about water-related disasters).
[0072] Furthermore, real-world information may include, for example, information related to earthquake forecasts for the user's current location.
[0073] Furthermore, real-world information may include, for example, information about the terrain of the user's location or information about the ground conditions. Terrain information may include, for example, information indicating that there is a cliff nearby, a steep slope, it is in the mountains, or it is an unpaved road. Ground conditions information may include, for example, information indicating that it is an icy road or a minefield.
[0074] Furthermore, real-world information may include, for example, information about crimes occurring in the user's location. Crime-related information may include, for example, information indicating that a particular crime has occurred in that area, or information indicating that a suspicious person has been sighted (in other words, information about precursors to a crime).
[0075] Furthermore, real-world information may include, for example, information regarding the risk of traffic accidents at the user's location. This information may include, for example, information indicating that the area is prone to accidents, information indicating that the road has poor visibility, or information indicating that the road has heavy traffic and lacks guardrails.
[0076] Furthermore, real-world information may include, for example, information regarding the status of infectious disease outbreaks in the user's location.
[0077] Furthermore, real-world information may include, for example, information issued by public institutions regarding restrictions on going out. Information regarding restrictions on going out may include, for example, information regarding curfews issued by the government.
[0078] Furthermore, reality information may also be information about the current time of day. In other words, reality information may be information indicating that the current time of day when the user is about to play is late at night, early in the morning, or at school, etc. In other words, information about the current time may be used as reality information.
[0079] The reality information acquisition unit 213 may, for example, access a website that publishes desired reality information or a predetermined server that stores reality information, and acquire reality information corresponding to the location information. That is, for example, when acquiring weather information as reality information, the reality information acquisition unit 213 may access a website that publishes weather information or a predetermined server that stores weather information, and acquire weather information corresponding to the location information. Alternatively, reality information corresponding to the location information, such as topographic information for each region, may be stored in the storage unit 220, and the reality information acquisition unit 213 may acquire reality information corresponding to the location information from the storage unit 220. Furthermore, the reality information acquisition unit 213 may acquire information detected using various sensors built into a predetermined device such as the terminal device 10 (for example, temperature information detected by a temperature sensor) as reality information.
[0080] In this embodiment, the reality information acquisition unit 213 may acquire reality information based on the location information acquired by the location information acquisition unit 116, but it may also acquire reality information without relying on the location information acquired by the location information acquisition unit 116.
[0081] The game control unit 212 controls the game play environment to be less favorable to the user when the user's circumstances in the real world meet predetermined conditions (hereinafter also referred to as "unfavorable control conditions"), compared to when those predetermined conditions are not met. In other words, the game control unit 212 generates an unfavorable effect for the user when the user's circumstances in the real world meet predetermined conditions. In this embodiment, the predetermined conditions are set so that the user's play environment becomes unfavorable when it is desired to restrict the user's game play. This makes it possible to suppress the user's game play in situations where the predetermined conditions are met. It also makes it possible to guide the user to play the game in situations where the predetermined conditions are not met.
[0082] For example, the game control unit 212 controls the game environment to be less favorable to the user compared to when the conditions are not met, if the circumstances surrounding the user, as indicated by the real-world information, meet the conditions for unsuitable movement for the user. Here, "unsuitable for movement" includes, for example, cases where the degree of risk associated with movement is higher than in cases where movement is suitable, or cases where the user should not move due to some rule. In other words, "unsuitable for movement" includes cases where the probability of the user being involved in an accident or incident is relatively high. In other words, the game control unit 212 can control the game environment to be less favorable to the user compared to when the first situation occurs, if the circumstances surrounding the user, as indicated by the real-world information, are in a second situation where the degree of risk associated with the user's movement is higher than in the first situation (for example, the probability of being involved in an accident or incident is higher than in the first situation).
[0083] For example, the game control unit 212 may control the game environment to be less favorable to the user if the weather conditions are unsuitable for the user's movement, compared to when the weather conditions are suitable for the user's movement. For example, if the weather information as real-world data indicates that the weather is unsuitable for movement, such as "high temperature (e.g., a midsummer day)," "low temperature (e.g., a midwinter day)," or "heavy rain or snow," or if such weather is forecast, the game control unit 212 may control the game environment to be less favorable to the user, assuming that the weather conditions are unsuitable for the user's movement.
[0084] Furthermore, for example, the game control unit 212 may control the game environment to be less favorable to the user if the terrain (or ground conditions) of the user's location is unsuitable for the user's movement, compared to when the terrain is suitable for the user's movement. For example, the game control unit 212 may control the game environment to be less favorable to the user if the terrain information as real-world information indicates that the user's location is in terrain unsuitable for the user's movement, such as being "close to a cliff," "on a steep slope," "in the mountains," or "on an unpaved road." In other words, the game control unit 212 may control the game environment to be less favorable to the user if the probability of the user having an accident is relatively high, compared to when the probability of the user having an accident is relatively low.
[0085] Furthermore, for example, the game control unit 212 may control the game environment to be less favorable to the user when the probability of the user becoming a victim of crime is relatively high, compared to when the probability of the user becoming a victim of crime is relatively low. For example, if the game control unit 113 determines that the probability of the user becoming a victim of crime is relatively high and the environment is unsuitable for the user's movement, based on information regarding crimes at the user's location as real-world information, such as when a specific crime has occurred at that location or when a suspicious person has been sighted, the game control unit 113 may control the game environment to be less favorable to the user.
[0086] Furthermore, for example, the game control unit 212 may control the game environment to be less favorable to the user when the probability of the user being involved in a traffic accident is relatively high, compared to when the probability of the user being involved in a traffic accident is relatively low. For example, if the information regarding the risk of traffic accidents at the location where the user is located indicates that the location is an accident-prone area, or that it is a road with poor visibility, or that it is a road with heavy traffic and no guardrails, the game control unit 212 may control the game environment to be less favorable to the user, as the probability of the user being involved in a traffic accident is relatively high and the location is unsuitable for the user's travel.
[0087] Furthermore, for example, the game control unit 212 may control the game environment to be less favorable to the user when the current time is a specific time, compared to when the current time is not a specific time. For example, the game control unit 212 may control the game environment to be less favorable to the user when the current time information as real-world data indicates that it is late at night or that the user is at school.
[0088] In addition, the game control unit 212 may control the game playing environment to be less favorable to the user when the risk of travel is relatively high (in other words, a second situation where the risk is higher than the first situation), such as when the probability of the user contracting an infectious disease is relatively high or when the government has issued a stay-at-home order.
[0089] Thus, if the game control unit 212 determines, based on real-world information, that the user's movement is unsuitable (for example, the risk of movement is high), it may control the game environment to one that is disadvantageous to the user.
[0090] Furthermore, the game control unit 212 controls the game environment to be less favorable to the user when the user's circumstances in the real world meet certain conditions, compared to when those conditions are not met. However, this control by the game control unit 212 does not necessarily have to suppress gameplay in situations unsuitable for movement or encourage gameplay in situations suitable for movement. For example, the game control unit 212 can control the game environment to be less favorable to the user when the current time is a specific time, compared to when the current time is not a specific time. Such control can be used to suppress gameplay in certain situations regardless of whether movement is involved, or to encourage gameplay in appropriate situations.
[0091] Next, we will explain the control of unfavorable environments with reference to Figure 3. Figure 3(a) shows the play environment under normal conditions (in other words, a state where unfavorable environments are not controlled), and Figure 3(b) shows the play environment controlled to be unfavorable.
[0092] Control to create an unfavorable environment may also be control to reduce the number of predetermined event objects 33a. The game control unit 212 may, as control to create an unfavorable environment, reduce the number of predetermined event objects 33a, making it less likely for events corresponding to those predetermined event objects 33a (for example, events in which a predetermined item is given to the user, or events in which predetermined parameters related to the user are restored, etc.) to occur (in other words, it may reduce the probability of occurrence). In other words, the game control unit 212 may, as control to create an unfavorable environment, reduce the number of predetermined event objects 33a associated with events that are advantageous to the user, making it less likely for predetermined events that are advantageous to the user to occur. In other words, an unfavorable environment may be an environment in which the use of a predetermined spot is more restricted than usual, or an environment in which a particular event is less likely to occur. In this embodiment, "less likely to occur" includes the case where the probability of occurrence is 0%. Also, in this embodiment, "reduce the probability" or "increase the probability" includes the case where the lower probability is 0%.
[0093] Furthermore, control to create an unfavorable environment may also involve reducing the probability of obtaining a predetermined item. Here, the predetermined item may be an item dropped by an enemy character when that character is defeated. In other words, control to create an unfavorable environment may also involve reducing the probability of obtaining a predetermined item that can be obtained from an enemy character. The game control unit 212 may also reduce the probability of obtaining a predetermined item by decreasing the number of event objects 33 from which the predetermined item can be obtained.
[0094] Furthermore, control to create an unfavorable environment may also involve controlling the occurrence of predetermined events that are unfavorable to the user. For example, the game control unit 212 may control the placement of event objects 33 (hereinafter referred to as "unfavorable objects 33b") in the virtual space, which cause predetermined events that are unfavorable to the user. Here, the unfavorable objects 33b placed in the control to create an unfavorable environment may be a type of event object 33 that is not normally placed, or it may be a type of event object 33 that is normally placed, but the number of event objects 33 placed increases due to the control to create an unfavorable environment. Also, the unfavorable objects 33b may cause events that are unfavorable to the user to occur automatically when the user approaches them (for example, automatically, regardless of whether it is set to manual mode or automatic mode). In other words, the game control unit 212 may increase the probability of predetermined events that are unfavorable to the user occurring as a control to create an unfavorable environment. That is, an unfavorable environment may be an environment in which predetermined events that are unfavorable to the user are more likely to occur than under normal circumstances. Furthermore, predetermined events that are disadvantageous to the user may include, for example, events that cause the user's player character 30 to suffer a predetermined status ailment (for example, an event where the player character 30 is poisoned), or events that change (for example, decrease) predetermined parameters related to the user.
[0095] Furthermore, control to create an unfavorable environment may involve changing (e.g., decreasing) predetermined parameters related to the user. For example, the game control unit 212 may change the player character 30's attack power, defense power, health (in other words, hit points), speed, evasion rate against enemy attacks, recovery power (e.g., the time required to recover from damage received from enemies, in other words, the amount of recovery per unit time), waiting time for predetermined actions (e.g., the waiting time from executing a predetermined action until that predetermined action can be executed again, or the stun time before or after performing a predetermined action, etc.). In addition, control to create an unfavorable environment may involve restricting the use of skills available to the player character 30 (e.g., reducing the types of skills available, or reducing the number of times they can be used, etc.). In other words, control to create an unfavorable environment may involve reducing the capabilities of predetermined objects related to the user.
[0096] Furthermore, control to create a disadvantageous environment may also involve strengthening enemy characters. That is, a disadvantageous environment may be one in which enemy characters are stronger than usual. Here, the control to strengthen enemy characters may, for example, involve changing parameters related to the strength of enemy characters, or it may involve changing the type of enemy characters that appear in battles with enemy characters that occur based on approaching event object 33.
[0097] Furthermore, control to create an unfavorable environment may also involve reducing predetermined benefits obtained through game progression. Here, reducing benefits includes reducing benefits to zero. Specifically, in games, it is known that predetermined experience points related to leveling up player character 30, or in-game currency or predetermined items may be granted at predetermined triggers (for example, by defeating enemy characters or clearing events). The game control unit 212 may perform control to reduce predetermined benefits granted to the user at predetermined triggers as a control to create an unfavorable environment. In other words, an unfavorable environment may be an environment in which the benefits granted at predetermined triggers are reduced compared to normal conditions.
[0098] Furthermore, control to create an unfavorable environment may also be control that changes the game's operability. Here, control that changes the game's operability may be control that reduces the range X in which operations on the event object 33 are effective. As mentioned above, in this embodiment, user operations (e.g., touch operations) on event objects 33 located within a predetermined range X from the player character 30 are effective, and operations on event objects 33 located outside the predetermined range X are ineffective. Control to create an unfavorable environment may also be control that reduces the range X in which such operations are effective. In other words, control to create an unfavorable environment may also be control that tightens the conditions regarding the positional relationship between the event object 33 and the player character 30 (in other words, the user) in order to generate an event corresponding to the event object 33. Furthermore, control that changes the game's operability may also be control that changes the content of user operations (e.g., the type of operation or the number of operations) necessary to generate a predetermined event in the game (e.g., necessary to give a predetermined effect to a predetermined object such as an enemy character or item (e.g., to attack or acquire)). Furthermore, controls that alter the game's operability may also include controls that disable specific operations necessary to trigger predetermined events within the game. Alternatively, controls that alter the game's operability may also include controls that disable the use of some of the multiple game operation modes (specifically, the aforementioned manual mode and automatic mode, etc.) (for example, manual mode), limiting the user's available modes to some other modes (for example, automatic mode). In other words, an unfavorable environment may be an environment where operability is worse than under normal circumstances.
[0099] Furthermore, control to an unfavorable environment may also involve control that imposes a predetermined change that is disadvantageous to the user regarding functions that support the user's gameplay. For example, in location-based games, as described above, it is known that when the player character 30 moves so that the event object 33 that is to be operated on is located within a predetermined range X from the player character 30, an event corresponding to the operated event object 33 is generated. In addition, in such games, it is known that, if predetermined conditions are met, an event corresponding to the event object 33 can be generated without the user having to move the player character 30 and operate on the event object 33. For example, if there is a predetermined event object 33 within a predetermined range from the player character 30 (this predetermined range may be the same as range X or a different range), the game control unit 212 directs a predetermined character 35, who is a companion of the player character 30 (in other words, a predetermined object related to the player character 30 (for example, owned by the user)), toward the predetermined event object 33 (for example, automatically without user input, or based on user input), and generates an event corresponding to the predetermined event object 33. Specifically, this might involve directing the predetermined character 35 toward an item spot, which is the predetermined event object 33, to acquire an item, or directing the predetermined character 35 toward an object corresponding to an event where the predetermined event object 33 fights an enemy character, causing the predetermined character 35 to fight the enemy character. Control to an unfavorable environment may also involve reducing the range in which a predetermined character 35 (in other words, a predetermined object related to the player character 30) can respond to a predetermined event object 33 (for example, the range in which the predetermined character 35 can move toward the predetermined event object 33 and generate an event).Furthermore, the control to create an unfavorable environment may be a control that prevents such a predetermined character 35 from reacting to a predetermined event object 33 (for example, making it impossible to direct the predetermined character 35 toward the predetermined event object 33). Alternatively, the control to create an unfavorable environment may be a control that increases the time required for such a predetermined character 35 to move toward the predetermined event object 33 and complete the event. In other words, the control to create an unfavorable environment may be a control that reduces the functionality of the predetermined object 35 that assists the user's gameplay.
[0100] Furthermore, control to an unfavorable environment may also be control that restricts the use of some of the game's functions. For example, in the game of this embodiment, there are parts in which the user actually moves around in the real world to play (in other words, parts in which the player character 30 moves around in a virtual space to trigger various events) and parts in which the game can be played without moving around in the real world. Parts in which the game can be played without moving around in the real world include, for example, parts in which the player selects items to equip to the player character 30, and parts in which events that can be executed without moving around in the real world are executed (for example, mini-games, in other words, events different from events that occur when approaching an event object 33). Control to an unfavorable environment may also be control that restricts the play of some of these multiple types of parts, specifically, the parts in which the user actually moves around in the real world to play. Specifically, the game control unit 212 may, as a control measure for unfavorable environments, prevent the movement of the player character 30 based on the user's location information, prevent the appearance of event objects 33 in the virtual space, or disable button operations related to starting play in parts where play is restricted, thereby prohibiting play in parts where the user actually moves in the real world to play.
[0101] Furthermore, as a control measure against unfavorable environments, one control example provided here may be implemented, or multiple control measures may be implemented.
[0102] (Changes in unfavorable control conditions) As described above, the game control unit 212 controls the game play environment to be less favorable to the user than when the user's situation, as indicated by real-world information, satisfies predetermined conditions (in other words, unfavorable control conditions), but these predetermined conditions may be variable.
[0103] For example, the game control unit 212 may change the unfavorable control conditions according to the user's attributes. Specifically, the game control unit 212 may change the unfavorable control conditions according to the user's age, gender, occupation, physique, place of residence, or place of origin. Note that the user's attributes such as age, gender, occupation, physique, place of residence, or place of origin may be registered in advance by the user and stored as user information in a predetermined memory unit. That is, for example, in the case of a specific situation surrounding the user in the real world, the degree of danger may not be very high depending on the user's attributes. In such cases, if the user has a specific attribute, the game control may not control the environment to be unfavorable in that specific situation, while if the user does not have that specific attribute, the game control may be controlled to be unfavorable in that specific situation. Specifically, if the real-world information indicates that the situation surrounding the user is "late at night", the unfavorable control conditions may be changed so that the play environment is controlled to be unfavorable if the user is a minor, but not if the user is an adult.
[0104] Furthermore, for example, the game control unit 212 may change the unfavorable control conditions according to the user's behavior history. Specifically, first, the game control unit 212 may store information indicating places the user has visited (in other words, places they have walked) as user information in a predetermined memory unit. Then, when the situation surrounding the user in the real world is a specific situation, the game control unit 212 may refrain from controlling the user to an unfavorable environment if the user's current location is included in places the user has visited before (for example, places visited once, places visited a predetermined number of times, or places visited with a predetermined frequency, etc.), while if the location is not included in places the user has visited before, it may control the user to an unfavorable environment in that specific situation. Alternatively, the game control unit 212 may store information indicating the time period during which the user is playing the game as user information in the memory unit 220 as part of the user's behavior history. Furthermore, the game control unit 212 may, when the user's circumstances are "late at night," refrain from implementing unfavorable environment control if the number of times the user played the game or the total time spent playing during late-night hours, as indicated in the activity history, exceeds a predetermined threshold, while implementing unfavorable environment control if the threshold is not exceeded.
[0105] Furthermore, for example, the game control unit 212 may change the disadvantageous control conditions depending on at least one of the attributes or number of other users playing with the user. In other words, the game control unit 212 may change the disadvantageous control conditions depending on the combination of users playing together.
[0106] For example, the game control unit 212 may, in certain situations, control the first user's play environment to be unfavorable when the first user, who does not possess a specific attribute (e.g., the attribute of being an adult), is playing alone (in other words, not in multiplayer mode) or is playing multiplayer mode with other users who do not possess a specific attribute, while not controlling the first user's play environment to be unfavorable when the first user, who does not possess a specific attribute, is playing multiplayer mode with a second user who does possess a specific attribute. Alternatively, the game control unit 212 may, in certain situations, control the first user's play environment to be unfavorable when the first user, who does not possess a specific attribute (e.g., the attribute of being an adult), is playing alone or is playing multiplayer mode with other users who do not possess a special attribute (e.g., the attribute of being the first user's parent), while not controlling the first user's play environment to be unfavorable when the first user, who is playing multiplayer mode with a second user who possesses a special attribute, is playing multiplayer mode with a second user who does possess a special attribute. Furthermore, such special attributes (for example, information such as whether one user is the parent or child of another user) may be registered in advance by the user, just like the user's age and gender, and stored in a designated memory unit as user information.
[0107] Furthermore, the game control unit 212 may, in certain situations, control the first user's playing environment to be unfavorable when the first user is playing alone or when the number of players is less than a specified number, while not controlling the first user's playing environment to be unfavorable when the number of players is greater than or equal to a specified number. In such a configuration, whether or not to control the environment to be unfavorable may be determined by the number of users participating in the multiplayer game, regardless of the attributes of each user, or it may be determined by taking into account the attributes of each user. That is, for example, the specified number may change depending on the attributes of each user participating in the multiplayer game.
[0108] Furthermore, when the disadvantage control conditions are changed according to at least one of the attributes or number of other users playing with the user, "other users playing together" may refer to other users within a predetermined range (in other words, within a predetermined distance). That is, for example, in a configuration where, when the first user is playing alone, the first user's playing environment is controlled to be disadvantageous in certain situations, but when the first user is playing multiplayer with the second user, the first user's playing environment is not controlled to be disadvantageous in those situations, "the first and second users playing multiplayer" may refer to the first and second users playing multiplayer who are located within a predetermined range in the real world. In this case, it may be required that the first and second users be located within a predetermined range as a requirement for playing multiplayer, and multiplayer itself is possible even if the first and second users are not located within a predetermined range, but it may be required that the first and second users be located within a predetermined range as a condition related to the change in the disadvantage control conditions. In other words, the game control unit 212 may change the unfavorable control conditions depending on at least one of the attributes or number of other users near the user.
[0109] Whether or not the first and second users are located within a predetermined range in the real world (in other words, the relative positions of the first and second users) may be detected, for example, based on the location information of each user. For example, the game control unit 212 detects whether or not the first and second users are located within a predetermined range based on the location information of the first and second users. Alternatively, whether or not the first and second users are located within a predetermined range in the real world (in other words, the relative positions of the first and second users) may be detected, for example, based on short-range wireless communication between the terminal devices 10 held by each user. For example, the control unit 110 of the first user's terminal device 10 may determine whether or not the second user's terminal device 10 is nearby by infrared communication or Bluetooth communication, and thereby determine whether or not the first and second users are located within a predetermined range. Or, the control unit 110 of the first user's terminal device 10 may determine whether or not the first and second users are located within a predetermined range by detecting the second user's terminal device 10 connected to the same network device. Furthermore, various methods for detecting the relative positions of users have been known for some time, and publicly known methods can be used.
[0110] Furthermore, for example, the game control unit 212 may determine the unfavorable control conditions based on the actions of a predetermined user. That is, for example, when the circumstances surrounding the first user in the real world satisfy the unfavorable control conditions, and the game control unit 212 controls the first user's game play environment to an environment unfavorable to the first user, the game control unit 212 may determine the unfavorable control conditions based on the actions of the first user themselves or a second user different from the first user. In other words, it may be possible for another user to make settings related to the first user's account. The second user may be, for example, a user who has a predetermined attribute related to the first user (for example, the attribute of being the first user's parent). Also, when the second user makes settings related to the unfavorable control conditions for the first user, the second user may make the operation related to setting the conditions on the first user's terminal device 10, or on the second user's terminal device 10 (in other words, using the second user's account linked to the first user's account).
[0111] Figure 4 shows an example of a condition setting screen 50, which is a screen for setting unfavorable control conditions. The condition setting screen 50 is displayed on the terminal device 10 (for example, the terminal device 10 of the first user or the second user) that performs operations related to setting unfavorable control conditions.
[0112] On the condition setting screen 50, unfavorable control conditions may be set by selecting a condition to be set as an unfavorable control condition from among multiple candidates. For example, the operation reception unit 111 may accept the operation of selecting a condition to be set as an unfavorable control condition from among multiple candidates displayed on the condition setting screen 50, and the operation of the execution button 52 displayed on the condition setting screen 50, as operations related to setting unfavorable control conditions. Then, when an operation related to setting unfavorable control conditions is performed, the game control unit 212 may set the selected condition as an unfavorable control condition. In Figure 4, the screen display is shown as an example when control to an unfavorable environment is executed if any one of the selected conditions is met, but unfavorable control conditions may be set so that control to an unfavorable environment is executed if multiple of the selected conditions are met.
[0113] Furthermore, the game control unit 212 may determine the control to an unfavorable environment to be executed when unfavorable control conditions are met (specifically, the content of the control, in other words, the unfavorable effect to be caused when unfavorable control conditions are met) based on the operation of the first user or the second user. An example of the control content setting screen 55, which is a screen related to setting the control to an unfavorable environment, is shown in Figure 5. The control content setting screen 55 is displayed on the terminal device 10 (for example, the terminal device 10 of the first user or the second user) that performs the operation related to setting the control to be executed when unfavorable control conditions are met.
[0114] On the control content setting screen 55, it may be possible to set the control to be executed when the unfavorable control conditions are met by selecting the control to be executed when the unfavorable control conditions are met from among multiple candidates. For example, the operation reception unit 111 may accept the operation of selecting the control to be executed when the unfavorable control conditions are met from among multiple candidates displayed on the control content setting screen 55, and the operation of the execution button 57 displayed on the control content setting screen 55, as operations related to setting the control to be executed when the unfavorable control conditions are met. Then, when the operation related to setting the control is performed, the game control unit 212 may set the selected control as the control to be executed when the unfavorable control conditions are met.
[0115] (Occurrence of beneficial effects) Furthermore, the game control unit 212 may generate an effect advantageous to the user based on a change in the user's circumstances in the real world from a state that satisfies the unfavorable control conditions to a state that does not satisfy the unfavorable control conditions. That is, after the user's circumstances in the real world satisfy the unfavorable control conditions and the game play environment is controlled to be unfavorable to the user, the game control unit 212 may control the game play environment to be advantageous to the user when the user's circumstances in the real world no longer satisfy the unfavorable control conditions. Here, an advantageous environment means an environment that is more advantageous than the normal state (in other words, a state in which neither an unfavorable nor an advantageous environment is controlled). The game control unit 212 may also generate the advantageous effect for a predetermined period (in other words, maintain the advantageous environment for a predetermined period), and then return to the normal environment after the predetermined period has elapsed. Furthermore, the advantageous effect does not have to be an effect that lasts for a predetermined period.
[0116] A favorable effect may be an increase in the number of predetermined event objects 33. The game control unit 212 may increase the number of predetermined event objects 33 based on the fact that the situation surrounding the user in the real world has changed from a state that satisfies unfavorable control conditions to a state that does not satisfy unfavorable control conditions, and may make it easier for events corresponding to said predetermined event objects 33 (for example, an event in which a predetermined item is given to the user, or an event in which a predetermined parameter related to the user is restored, etc.) to occur (in other words, it may increase the probability of occurrence). That is, a favorable environment may be an environment in which it is easier to use a predetermined spot than usual, or an environment in which a particular event is more likely to occur.
[0117] Furthermore, the advantageous effect may be a control that increases the probability of obtaining a predetermined item. Here, the predetermined item may be an item dropped by an enemy character when that character is defeated. In other words, the advantageous effect may be a control that increases the probability of obtaining a predetermined item that can be obtained from an enemy character. The game control unit 212 may also increase the probability of obtaining a predetermined item by increasing the number of event objects 33 that can obtain the predetermined item.
[0118] Furthermore, a favorable effect may be one that increases the probability of a predetermined event occurring that is advantageous to the user. In other words, a favorable environment may be an environment in which the probability of a predetermined event occurring that is advantageous to the user is higher than under normal circumstances.
[0119] Furthermore, a favorable effect may involve changing (e.g., improving) a predetermined parameter related to the user. In other words, a favorable effect may involve improving the capabilities of a predetermined object related to the user. That is, a favorable environment may be an environment in which the capabilities of a predetermined object related to the user are improved compared to normal conditions.
[0120] Furthermore, a favorable effect may also be one that weakens enemy characters. In other words, a favorable environment may be one in which enemy characters are weaker than they are under normal circumstances.
[0121] Furthermore, a favorable effect may be a control that increases a predetermined benefit obtained as the game progresses. The game control unit 212 may perform a control that increases a predetermined benefit granted to the user at a predetermined trigger, based on the fact that the situation surrounding the user in the real world has changed from a state that satisfies unfavorable control conditions to a state that does not satisfy unfavorable control conditions. In other words, a favorable environment may be an environment in which the benefits granted at a predetermined trigger are increased compared to normal conditions.
[0122] Furthermore, the advantageous effect may also involve changing the game's operability. For example, the game control unit 212 may expand the range X in which operations on the event object 33 are effective based on a change in the user's surroundings in the real world from a state that satisfies unfavorable control conditions to a state that does not satisfy unfavorable control conditions. In other words, an advantageous environment may be an environment in which operability is improved compared to normal conditions.
[0123] Furthermore, the advantageous effect may be one that provides a predetermined change to a function that supports the user's gameplay, which is advantageous to the user. For example, the advantageous effect may be one that improves the function of a predetermined object 35 that supports the user's gameplay.
[0124] (Notification to the user) When unfavorable control conditions are met and control to an unfavorable environment is to be performed, the game control unit 212 notifies the terminal device 10 of the execution of control to an unfavorable environment. Based on this notification, the display control unit 114 of the terminal device 10 displays a notification screen 60 on the display unit 18 to inform the user of the execution of control to an unfavorable environment, as shown in Figure 6(a).
[0125] Furthermore, when the control to an unfavorable environment is terminated based on a change from a state that satisfies unfavorable control conditions to a state that does not satisfy those conditions, the game control unit 212 notifies the terminal device 10 of the termination of control to an unfavorable environment. Based on this notification, the display control unit 114 of the terminal device 10 displays a notification screen 62 on the display unit 18 to inform the user of the termination of control to an unfavorable environment, as shown in Figure 6(b). If a favorable effect occurs for the user based on the change from a state that satisfies unfavorable control conditions to a state that does not satisfy those conditions, the display control unit 114 may also display a notification screen (not shown) on the display unit 18 to inform the user of the occurrence of the favorable effect.
[0126] Furthermore, various notifications to the user may be made by a predetermined display on the display unit 18 as described above, or by sound, vibration, or by sending an email to the user.
[0127] (Control to unfavorable environments) Next, we will explain an example of control in unfavorable environments, referring to the flowchart shown in Figure 7.
[0128] First, the location information acquisition unit 116 acquires location information indicating the user's current location in the real world (step S101).
[0129] Next, the game control unit 212 places the event object 33 in the virtual space based on the acquired location information (step S102). For example, the game control unit 212 places the event object 33 around the location of the player character 30, which is identified based on the location information.
[0130] Next, the control unit 110 of the terminal device 10 causes the game control unit 212 to display an image of the virtual space where the event object 33 has been placed based on the location information on the display unit 18 (step S103).
[0131] Next, the control unit 110 of the terminal device 10 receives an operation on the event object 33 displayed on the display unit 18 (step S104). In this embodiment, as shown in Figure 3, the control unit 110 receives an operation (for example, a touch operation) on the event object 33 located within a predetermined range X from the player character 30 as a valid operation.
[0132] Next, when a valid operation is performed on an event object 33 (in other words, an operation is performed on an event object 33 within a predetermined range X), the game control unit 212 generates an event corresponding to the operated event object 33 (step S105).
[0133] Control to unfavorable environments may be performed, for example, as follows: That is, for example, if the control to unfavorable environments is a control related to increasing or decreasing the number of event objects 33, the game control unit 212 may, in the processing of step S102, determine the event objects 33 to be placed in the virtual space (for example, the type, position, number, etc. of the event objects 33 to be placed) based on real-world information, and if the situation surrounding the user indicated by the real-world information satisfies the unfavorable control conditions, it may decrease (or increase) the number of predetermined event objects 33 to be placed (for example, recovery spots, etc.) compared to when the unfavorable control conditions are not met. In addition, the control unit 110 may perform such control to change the number of predetermined event objects 33 on the virtual space displayed on the display unit 18.
[0134] Furthermore, for example, if the control to an unfavorable environment involves the control of changes in predetermined parameters (e.g., predetermined parameters related to the user, predetermined parameters of enemy characters, etc.), the game control unit 212 may decide, based on real-world information, whether or not to change the predetermined parameters in a direction unfavorable to the user, and if the situation surrounding the user indicated by the real-world information satisfies the unfavorable control conditions, it may change the predetermined parameters to be more unfavorable to the user than when the unfavorable control conditions are not met. Specifically, for example, information on various parameters related to the strength of characters (e.g., various parameters related to the strength of player character 30, and various parameters related to the strength of enemy characters) is stored in the storage unit 220, and when the game control unit 212 starts a battle with an enemy character based on the user's operation on an event object, it starts the battle based on the information stored in the storage unit 220. The game control unit 212 may, when starting a battle, determine, based on real-world information, how to set predetermined parameters related to the character's strength (specifically, which of the parameters stored in the memory unit 220 to use, or how much to reduce the value from the stored parameters, etc.), thereby controlling the predetermined parameters to match the real-world information. In addition, the control unit 110 may perform such control to change the predetermined parameters.
[0135] Furthermore, for example, if the control to an unfavorable environment is a control that changes the game's operability, the game control unit 212 may determine the size of the range X in which operations on the event object 33 are effective based on real-world information, and if the situation surrounding the user indicated by the real-world information satisfies the unfavorable control condition, it may change the size of range X to be more unfavorable to the user compared to when the unfavorable control condition is not met. Also, the game control unit 212 may determine the content of the user's operations (for example, the type of operation and the number of operations) necessary to cause a predetermined event (for example, necessary to give a predetermined effect to a predetermined object such as an enemy character or item) based on real-world information, and if the situation surrounding the user indicated by the real-world information satisfies the unfavorable control condition, it may control the game to worsen operability compared to when the unfavorable control condition is not met. Furthermore, the game control unit 212 may determine the operation mode and restrictions on mode selection based on real-world information, and if the situation surrounding the user indicated by the real-world information satisfies the unfavorable control condition, it may control the game to worsen operability compared to when the unfavorable control condition is not met. In addition, the unfavorable control may be changed according to the person state related to the display of the player character. In other words, for example, the degree of change in the size of the effective range X may be controlled to differ between first-person and third-person views. The control unit 110 may perform such control that alters the operability.
[0136] Furthermore, the specific processes for controlling unfavorable environments are not limited to those exemplified in this embodiment. That is, determining objects to be placed in the virtual space (in other words, objects presented to the user), determining predetermined parameters, and changing the game's operability, etc., based on predetermined information, can be achieved using various known methods, and any of these methods may be used. In other words, generating unfavorable effects for the user when certain conditions are met is something that is done in known games, and controlling unfavorable environments can be achieved using the same methods as those used to generate such unfavorable effects.
[0137] As described above, in this embodiment, the game control unit 212 changes the game play environment when the circumstances surrounding the user in the real world meet predetermined conditions. However, such changes to the play environment do not necessarily have to control the play environment to one that is disadvantageous to the user. In other words, "control to an unfavorable environment" in this embodiment can be reinterpreted as "control that changes the play environment." For example, in this embodiment, when predetermined conditions are met, the control may worsen the game's operability as a way to change the game's operability. However, the control may also improve the game's operability when predetermined conditions are met. That is, for example, if the circumstances surrounding the user, as indicated by real-world information, meet conditions unsuitable for the user's movement, the control may not suppress the user's gameplay by worsening the operability, but rather change the operability to enable operations suitable for situations unsuitable for movement. For example, when conditions unsuitable for the user's movement are met, the user's operations required to cause a predetermined event may be changed to simpler ones. Even with such a configuration, it is possible to enable gameplay that is suitable for real-world situations.
[0138] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. The configuration of this embodiment may be applied to games that link a virtual space and the real world, for example, the location-based game described in this embodiment, or games that use images captured from the real world. Games that use images captured from the real world may be applied to games that can display superimposed images in which virtual objects (for example, virtual space objects such as player characters) are superimposed on images captured from the real world (in other words, games that use augmented reality), or games in which images captured from the real world have a predetermined effect on the virtual space (for example, games that change the parameters of virtual space objects or change the shape of virtual space objects based on captured images). In other words, the control unit 110 of the terminal device 10 may be capable of acquiring images captured by a predetermined camera, such as a camera built into the terminal device 10, or generating superimposed images in which virtual objects are superimposed on said images. Furthermore, the configuration of this embodiment may be applied to games other than games that link a virtual space and the real world. In other words, the configuration of this embodiment may be applied to games other than games that utilize location information indicating the user's position in the real world. Furthermore, the configuration of this embodiment may be applied to services other than games (in other words, applications).
[0139] Within the scope of this invention, the components of this invention can be freely combined, any component can be modified, any component can be substituted, any component can be omitted, or other components can be added. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ. Also, some processes described herein may not exist. In other words, the processing flow and specific decision processes may differ from those exemplified herein.
[0140] <Note> The configuration of this embodiment may be used, for example, to provide a gameplay experience tailored to the user's circumstances. The matters described in the above embodiments can also be described as follows.
[0141] (Note 1) Computers, When the user's circumstances in the real world meet certain conditions, the control means (e.g., game control unit 212) functions to control the game play environment to be less favorable to the user compared to when those conditions are not met. program. With this configuration, if the user's circumstances in the real world meet certain conditions, the game's play environment can be controlled to be unfavorable to that user, thereby suppressing gameplay in situations where those conditions are met.
[0142] (Note 2) The control means controls the game environment to be less favorable to the user than when the user's surrounding circumstances meet conditions that make it unsuitable for the user's movement, compared to when those conditions are not met. The program described in Appendix 1. With this configuration, if the circumstances surrounding the user in the real world meet conditions unsuitable for the user's movement, the game's play environment can be controlled to be unfavorable to the user, thereby suppressing gameplay in situations unsuitable for movement.
[0143] (Note 3) The control means controls the game playing environment to be less favorable to the user when the weather conditions are unsuitable for the user's movement, compared to when the weather conditions are suitable for the user's movement. The program described in Appendix 1. With this configuration, the game's playing environment can be controlled to be unfavorable to the user depending on the weather conditions, thus preventing gameplay in weather conditions unsuitable for travel.
[0144] (Note 4) The control means controls the game environment to be less favorable to the user compared to when the terrain of the location where the user is located in the real world is unsuitable for the user's movement. The program described in Appendix 1. With this configuration, if a user is in a terrain environment unsuitable for movement, the game's play environment can be controlled to be unfavorable to that user, thus suppressing gameplay in terrain environments unsuitable for movement.
[0145] (Note 5) The control means controls the game play environment to be less favorable to the user compared to when the current time of day, as a situation surrounding the user, is a specific time of day. The program described in Appendix 1. With this configuration, if the current time of day falls within a specific time zone, the game's playing environment can be controlled to be unfavorable to the user, thus suppressing gameplay during those times.
[0146] (Note 6) The control means controls the game play environment to be less favorable to the user compared to the first situation when the circumstances surrounding the user are in a second situation where the degree of risk to the user's movement is higher than in the first situation. The program described in Appendix 1. With this configuration, in high-risk situations, the game environment can be controlled to be unfavorable to the user, thereby suppressing dangerous gameplay.
[0147] (Note 7) The control means changes the predetermined conditions according to the user's attributes. The program described in Appendix 1. With this configuration, the conditions for controlling the play environment to be unfavorable can be changed according to the user's attributes, so it is possible to determine whether or not a situation is unsuitable for gameplay based on the user's attributes and suppress gameplay in unsuitable situations.
[0148] (Note 8) The control means changes the predetermined conditions according to the user's behavior history. The program described in Appendix 1. With this configuration, the conditions for controlling the play environment to be unfavorable can be changed according to the user's behavior history. Therefore, it is possible to determine whether a situation is unsuitable for gameplay based on the user's behavior history and suppress gameplay in unsuitable situations.
[0149] (Note 9) The control means changes the predetermined conditions according to at least one of the attributes or number of other users playing with the user. The program described in Appendix 1. With this configuration, the conditions for controlling the play environment to be unfavorable can be changed according to the attributes and number of other users playing with the user. Therefore, it is possible to determine whether or not the situation is unsuitable for gameplay based on the attributes and number of other users playing together, and to suppress gameplay in unsuitable situations.
[0150] (Note 10) Computers, Based on the change in the user's circumstances from a state that satisfies the predetermined conditions to a state that does not satisfy the predetermined conditions, the system functions as an effect generating means (for example, a game control unit 212) that generates an effect advantageous to the user. The program described in Appendix 1. With this configuration, it is possible to generate advantageous effects based on situations where the conditions for controlling the play environment into an unfavorable one are not met, thereby encouraging gameplay in conditions suitable for gameplay.
[0151] (Note 11) Computers, A control mechanism (e.g., a game control unit 212) that changes the game's operability according to the user's situation in the real world, and functions as such. program. This configuration allows for changes in operability according to real-world conditions, enabling gameplay that adapts to real-world situations.
[0152] Furthermore, the problem-solving means configured in the above-mentioned program can be adapted as appropriate for use in devices, systems, methods, media, etc. [Explanation of symbols]
[0153] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / Output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / Output IF, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game control unit, 114 Display control unit, 116 Location information acquisition unit, 120 Storage unit, 210 Control unit, 211 Transmit / receive unit, 212 Game control unit, 213 Reality information acquisition unit, 220 Storage unit
Claims
1. Computers, When the user's circumstances in the real world meet certain conditions, the system functions as a control means to control the game's play environment to be less favorable to the user compared to when those conditions are not met. The control means determines whether the predetermined conditions are met based on at least one of the following: information regarding crime, traffic accidents, or the status of infectious disease outbreaks in the location where the user is located, or information issued by a public institution. program.
2. Computers, When controlling the game's play environment to an unfavorable one, this function serves as a notification means to inform the user of the execution of such control. The program according to claim 1.
3. The notification means, when providing the notification, informs the user of the timing at which control to an unfavorable environment will end. The program according to claim 2.
4. Computers, After controlling the game's play environment to a disadvantageous state, when the control is terminated, it functions as a notification means to inform the user of the termination of the control. The program according to claim 1.
5. The system includes control means that, when the user's circumstances in the real world meet certain conditions, controls the game's play environment to be less favorable to the user compared to when those conditions are not met. The control means determines whether the predetermined conditions are met based on at least one of the following: information regarding crime, traffic accidents, or the status of infectious disease outbreaks in the location where the user is located, or information issued by a public institution. Information processing system.