Program and information processing system

The system addresses the lack of control over game play in unsuitable real-world environments by controlling the game environment to be less favorable when certain conditions are met, thereby enhancing user safety and experience.

JP2025085660AActive Publication Date: 2025-06-05COLOPL
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Patent Information

Application Number
JP2025038095
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-11
Publication Date
2025-06-05
Estimated Expiration
2043-11-16

AI Technical Summary

Technical Problem

There has been a lack of sufficient measures to control game play in situations where the real-world environment is unsuitable for gaming.

Method used

A system and program that control the game playing environment to be less favorable for the user when predetermined conditions related to the real-world situation are met, such as unfavorable weather, terrain, or danger levels.

Benefits of technology

Effectively suppresses game play in unsuitable real-world situations, enhancing user safety and experience by creating an unfavorable game environment when conditions are not conducive to play.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025085660000001_ABST
    Figure 2025085660000001_ABST
Patent Text Reader

Abstract

To suppress a play in a situation that is not suitable for playing a game.SOLUTION: A program causes a computer to function as control means that changes a function that supports a play of a game by a user when a situation surrounding the user in the real world satisfies a predetermined condition that is not suitable for the play of the game.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a program and an information processing system. [Background technology]

[0002] Conventionally, games that utilize location information indicating a user's location in the real world are known (see, for example, Patent Document 1). In addition, games are not limited to this type of game, and are played by a user who exists in the real world, and as situations in the real world where a user is placed, there may be situations that are suitable for playing a game and situations that are not suitable for playing a game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-069858 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, in the past, there has been no sufficient consideration given to taking some kind of measure through control on the system side in cases where the situation surrounding the user in the real world is unsuitable for playing a game.

[0005] An object of the present invention is to make it possible to suppress game play in situations that are not suitable for game play. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, When a situation surrounding a user in the real world satisfies a predetermined condition, the control means controls the game playing environment to be less favorable for the user than when the predetermined condition is not satisfied. The program is provided. Effect of the Invention

[0007] According to the present invention, it is possible to suppress playing of a game in a situation that is not suitable for playing the game. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Diagram 3] FIG. 13 is a diagram showing an example of a game screen, illustrating control of an unfavorable playing environment. [Figure 4] FIG. 13 is a diagram showing an example of a condition setting screen. [Diagram 5] FIG. 13 is a diagram showing an example of a control content setting screen. [Figure 6] FIG. 11 is a diagram showing an example of a screen related to various notifications. [Figure 7] 11 is a flowchart for explaining an example of control for an adverse environment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <System hardware configuration> As shown in FIG. 1, an 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 a network 2. The network 2 may be configured by, 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 of these. In addition, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it in the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores the programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser launched in the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured with a storage device such as a flash memory or a hard disk drive (HDD), etc. The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 etc. via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.

[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 that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other via a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it in the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured with a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touch pad. 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 touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 may be of a capacitive type or a resistive film type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a magnetic sensor, a GPS sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, an image sensor, etc.), an operation stick, a camera, a microphone, etc. The display unit 18 may be, for example, a projector, etc.

[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function of providing each of the terminal devices 10 with various data and programs required to realize a game, a function of collecting and managing data related to the game from each of the terminal devices 10, and a function of performing synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user account to the server 20 based on a user's operation, and the server 20 may create and store an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The 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 a game program executed on the terminal device 10 side, in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.

[0034] The game information is information common between accounts. The game information includes, for example, information for defining various virtual spaces. The virtual space is, for example, a space in which various objects such as objects of a character (hereinafter referred to as a "player character") used by a user (in other words, operable by a user) are arranged. The game information includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones arranged in the virtual space, and the arrangement position, size, color, and shape of objects of non-player characters (NPCs). The game information also includes, for example, setting values ​​of various parameters of NPCs. Hereinafter, the object of a character arranged in a virtual space may be simply referred to as a "character".

[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 said to be value owned by the user in the virtual space. 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 that can be used in the game and cryptocurrency.

[0036] The control unit 210 controls various processes related to the game by executing a game program stored in the storage unit 220. The control unit 210 has, for example, a transmission / reception unit 211, a game control unit 212, and a reality information acquisition unit 213.

[0037] The transmitting / receiving unit 211 transmits or receives various data. For example, the transmitting / receiving unit 211 receives requests to transmit various data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the game control unit 212. In addition, the transmitting / receiving unit 211 transmits various data and programs including instructions for synchronization, and the like, to each terminal device 10 in accordance with the control of the game control unit 212.

[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.

[0039] The game control unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in a game program in response to a request from the terminal device 10 or the like.

[0040] The game control unit 212 defines the virtual space based on information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on setting information of the objects 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 the objects in the virtual space, and causes the objects to perform a predetermined action.

[0041] Furthermore, the game control unit 212 places the player character in the virtual space based on the information transmitted from the terminal device 10. Furthermore, the game control unit 212 performs various determination processes related to the progress of the game based on the information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various determination processes based on information input from the user to the terminal device 10.

[0042] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the game control unit 212 executes synchronization processing to support the multiplay function. Furthermore, the game control unit 212 issues a command to the transmission / reception unit 211 to instruct transmission of game information or user information. For example, when the server 20 transmits information to a plurality of terminal devices 10, the game control unit 212 transmits information to each terminal device 10 simultaneously, thereby synchronizing the game proceeding among the terminal devices 10. By executing synchronization processing, it becomes possible to simultaneously reflect an event in the game resulting from an operation input in one terminal device 10 in the other terminal devices 10.

[0043] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.

[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program, game information, and user information. The game program is a program for implementing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0045] The control unit 110 executes a game program stored in the storage unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, a display control unit 114, and a position information acquisition unit 116.

[0046] The operation reception unit 111 receives an operation (hereinafter, also referred to as an "input operation") 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 the input operation. Examples of the types of input operations include various operations using fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one aspect of the input operation.

[0047] Here, the operation reception unit 111 can also receive an input operation performed using an operation device connected via the input / output IF 15 in the same manner as an input operation to the input unit 17 .

[0048] In this embodiment, a change in position information (to be described later) caused by a user moving in the real world can also be regarded as one aspect of an input operation.

[0049] The transmission / reception unit 112 transmits or receives various data. For example, the transmission / reception unit 112 transmits game information or user information, or a synchronization request for supporting the multiplay function to the server 20. The transmission / reception unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each of the terminal devices 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of the data, data for specifying the time of synchronization, and the like.

[0050] Furthermore, the transmitting / receiving unit 112 transmits to the server 20 operation information relating to the input operation accepted by the operation accepting unit 111, and information from the user such as position information, which will be described later.

[0051] The game control unit 113 executes various processes related to the progress of the game. The game control unit 113 identifies the user's instruction content based on the user's input operation detected by the operation reception unit 111. The game control unit 113 also executes various determination processes related to the progress of the game based on the identified instruction content, etc. The game control unit 113 also progresses the game while communicating with the server 20 based on the result of the determination process, etc.

[0052] The game control unit 113 defines a virtual camera for designating an area of ​​the virtual space to be presented to the user. The game control unit 113 arranges the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game control unit 113 instructs the display control unit 114 to generate an image depicting the viewing area defined by the virtual camera and the objects arranged in the viewing area. In other words, the game control unit 113 instructs the display control unit 114 to display an image according to the progress of the game on the display unit 18.

[0053] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game control unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located in the center of the viewing area in a specific orientation. At that time, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, tree, or stone. Examples of dynamic objects include a player character and an NPC that operates based on a game program. The NPC includes so-called enemy characters, etc.

[0054] The display control unit 114 displays images relating to the game on the display unit 18. A specific example will be described below.

[0055] The display control unit 114 generates an image that depicts the area of ​​the field of view of the virtual camera defined by the game control unit 113 in the virtual space and objects present in that area, and displays the image on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0056] The control unit 110 of the terminal device 10 may arrange objects in the virtual space based on data of the objects sent from the server 20 and information indicating the positions of various objects in the virtual space, and may display a predetermined area of ​​the virtual space on the display unit 18. The control unit 210 of the server 20 may arrange objects in the virtual space and control the virtual camera, generate an image to be displayed on the display unit 18, and transmit the image to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to control of objects based on information from the user, control of the virtual camera, generation of an image to be displayed on the display unit 18, etc. may be performed by the server 20 or the terminal device 10.

[0057] The location information acquisition unit 116 acquires location information indicating the location of the user in the real world. The location information may be information indicating the location of the user in the real world specified by an account or the like. Various methods have been conventionally known as a method for acquiring location information, and a known method may be used. For example, the location information acquisition unit 116 may acquire location information using a GPS sensor provided in the terminal device 10 in which the user is logged in to the account. The location information acquisition unit 116 may acquire location information acquired in a device used by the user, such as various devices (e.g., smart devices) that cooperate with the terminal device 10 (e.g., smartphone) (e.g., cooperation via the user's account or cooperation by wireless communication, etc.), as location information indicating the location of the user who is logged in to the account from the terminal device 10. The location information acquisition unit 116 may acquire location information using, for example, Wi-Fi, Bluetooth, or the like (e.g., based on communication between the terminal device 10 and a Wi-Fi access point). The location information acquisition unit 116 may be provided in the control unit 210 of the server 20, for example.

[0058] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each device, such as the terminal device 10 and the server 20, may have at least a part of the functions of the other devices. Furthermore, each device, such as the terminal device 10 and the server 20, may not be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 may not be realized by a plurality of devices connected via a network.

[0059] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each device, such as the terminal device 10 and the server 20, may have at least a part of the functions of the other devices. Furthermore, each device, such as the terminal device 10 and the server 20, may not be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 may not be realized by a plurality of devices connected via a network.

[0060] <Processing according to this embodiment> Next, the process according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes the game program stored in the information processing system 1 to perform each process according to this embodiment. However, at least a part of the processes according to this embodiment performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a part of the processes according to this embodiment performed by the processor 21 may be executed by a processor other than the processor 21. For example, a part or all of the processes 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 may be realized by a combination of multiple devices.

[0061] The configuration according to the present embodiment can be applied to, for example, a location-based game in which a user's real-world location is linked to a location in a virtual space. In the following, an example in which the configuration according to the present embodiment is applied to such a location-based game will be described.

[0062] 3, the game control unit 212 places the player character 30 corresponding to the user operating the terminal device 10 at a position in the virtual space corresponding to the user's position in the real world (in other words, the position indicated by the position information). Then, the game control unit 212 moves the player character 30 in the virtual space in conjunction with the movement of the user in the real world.

[0063] That is, in this embodiment, the game control unit 212 moves the player character 30 of the user in the virtual space based on the user's position information as information from the user. Note that the game control unit 212 may move the player character 30 of the user in the virtual space based on operation information regarding an input operation to the input unit 17 (for example, an operation of moving a finger in any direction while touching the touch screen 16 (i.e., a drag operation)) as information from the user.

[0064] The virtual space of this embodiment is a virtual space in which at least a part of the real world is reflected. In other words, the virtual space of this embodiment is a virtual space generated using map information of the real space. For example, in the virtual space of this embodiment, an object corresponding to a road that actually exists in the real space (e.g., a road object 31) is arranged at a position corresponding to the position of the road in the real space.

[0065] In a game such as a position information game, a plurality of objects (hereinafter referred to as "event objects 33") associated with a predetermined event (in other words, a phenomenon) are arranged in a virtual space, and it is known that an event corresponding to a specific event object 33 occurs when the user approaches the specific event object 33 (for example, by approaching and then performing an operation (for example, a touch operation) on the specific event object 33 displayed on the display unit 18). Here, in a position information game, approaching a specific event object 33 arranged in a virtual space can be said to be approaching the specific event object 33 in the virtual space, and can also be said to be visiting a position in the real world corresponding to the position in the virtual space where the specific event object 33 is arranged (in other words, approaching the specific event object 33 in the real world). When an event object 33 where a specific event occurs is arranged in a virtual space, the game control unit 212 generates a specific event corresponding to the event object 33 based on the user's visiting a position in the real world corresponding to the position in the virtual space where the event object 33 is arranged. The location in the virtual space where the event object 33 is placed can also be said to be the location where a specific event is set.

[0066] The event object 33 includes, for example, an item spot corresponding to an event of acquiring an item, and a recovery spot corresponding to an event of recovering a predetermined parameter related to the user (for example, the physical strength of the player character of the user). The event object 33 also includes an enemy character object corresponding to an event of fighting an enemy character, and a spot corresponding to an event constituting a part of the story of the game. The game control unit 212 grants the user an item corresponding to a specific item spot based on the user visiting in the real world a position corresponding to a position in the virtual space where the specific item spot is located. The game control unit 212 also recovers a predetermined parameter related to the user (in other words, brings the predetermined parameter closer to a specified value) based on the user visiting in the real world a position corresponding to a position in the virtual space where the specific recovery spot is set. The game control unit 212 also starts a battle with the specific enemy character based on the user visiting in the real world a position corresponding to a position in the virtual space where an object of the specific enemy character is located. The event associated with the event object 33 may be an event that can be progressed by multiplay (in other words, played by at least two or more people). In other words, an event that progresses through multiplay (for example, an event in which users cooperate with other users to fight enemy characters (so-called raid battle)) may be started by approaching an event object 33 corresponding to an event that can progress through multiplay. 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. An event associated with the event object 33 may progress and end automatically without user operation, or may progress through user operation (for example, an event that progresses by operating a player character 30, etc.).

[0067] In this embodiment, a user's operation (e.g., a touch operation) on an event object 33 located within a predetermined range X from the player character 30 in the virtual space is valid. 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, the game control unit 212 generates an event corresponding to the operated event object 33. That is, in this embodiment, an event corresponding to a specific event object 33 can be generated by the user visiting a position in the real world corresponding to a position where a specific event object 33 is located in the virtual space (specifically, by visiting and performing a predetermined operation (e.g., a touch operation on the specific event object 33)). Note that the display control unit 114 displays a display indicating the specific range X (a circle display in FIG. 3) on the display unit 18, making the specific range X recognizable to the user.

[0068] In this embodiment, the player character 30 is placed at a position in the virtual space corresponding to the user's position in the real world and displayed on the display unit 18, but the player character 30 may not be placed at the position in the virtual space (in other words, the player character 30 is not displayed on the screen illustrated in FIG. 3). Even in such a configuration, an event may be generated based on a user's operation on an event object 33 located within a predetermined range X from a position in the virtual space corresponding to the user's position in the real world. Similarly, even in a game that can be progressed in a first-person display, such as a game that can be switched from a third-person display that displays the player character 30 to a first-person display in which the player character 30 is hardly displayed, a predetermined range X in which an operation can be performed may be set for each person.

[0069] The game control unit 212 may be capable of switching between a manual mode, in which an event is generated based on an operation (e.g., a touch operation) performed on the event object 33 when the player approaches the event object 33, and an automatic mode, in which an event corresponding to the event object 33 is generated automatically (in other words, without the need for a touch operation or the like) when the player approaches the event object 33, based on a user's operation. That is, in the automatic mode, when a specific event object 33 is located within a predetermined range X from the player character 30, an event corresponding to the specific event object 33 may be generated automatically. Among the event objects 33, there may be an event object 33 for which an event corresponding to the event object 33 is automatically generated when the player approaches the event object 33, regardless of whether the manual mode or the automatic mode is set. Even when the automatic mode is set, an event may be generated based on an operation (e.g., a touch operation) performed on the event object 33.

[0070] The reality information acquisition unit 213 acquires real-world information related to the user (hereinafter referred to as "real-world 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 the reality information as information related to the situation (in other words, the environment) surrounding the user in the real world.

[0071] The real information may be, for example, weather information for the location where the user is located. The weather information may be, for example, information about the weather, such as "sunny," "rain," "cloudy," or "snow." Specifically, the weather information may be information about the weather, such as "heavy rain" or "heavy snow." The weather information may also be information about the temperature, such as "high temperature (e.g., midsummer day)" or "low temperature (e.g., midwinter day)" (in other words, "what is the temperature"). The weather information may also be information about a weather warning or weather advisory, such as "thick fog." The weather information may also be information about air pollution, such as information about the occurrence of yellow sand or photochemical smog. The weather information may also be information about the state of the sea or river, such as floods, tsunamis, or rough waves (in other words, information about flood damage).

[0072] Furthermore, the reality information may be, for example, information relating to an earthquake forecast for the location where the user is located.

[0073] The reality information may also be, for example, information about the topography of the location where the user is located, or information about the condition of the ground. The information about the topography may be, for example, information indicating that the location is "near a cliff," "on a steep slope," "in the mountains," or "on an unpaved road," etc. The information about the condition of the ground may be, for example, information indicating that the location is "frozen road," "a minefield," etc.

[0074] Furthermore, the reality information may be, for example, information about a crime in the location where the user is located. The crime information may be, for example, information indicating that a specific crime has occurred in the area, information indicating that a suspicious person has been sighted (in other words, information about a precursor to a crime), etc.

[0075] Furthermore, the reality information may be, for example, information about the risk of a traffic accident in the location where the user is located. The information about the risk of a traffic accident may be, for example, information indicating that the location is an accident-prone area, information indicating that the road is poorly visible, information indicating that the road is heavy traffic and has no guardrails, etc.

[0076] The reality information may also be, for example, information regarding the outbreak of an infectious disease in the location where the user is located.

[0077] The reality information may be, for example, information on restrictions on going out issued by a public institution. The information on restrictions on going out may be, for example, information on a curfew issued by a government.

[0078] The reality information may also be information related to a current time period. In other words, the reality information may be information indicating that the current time period in which the user is about to play is late at night, early in the morning, or a time period in which the user is at school. In other words, information related to the current time may be used as the 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. In addition, reality information corresponding to the location information, for example, topographical information of each region, may be stored in the storage unit 220, and the reality information acquisition unit 213 may acquire the reality information corresponding to the location information from the storage unit 220. In addition, 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, etc.) as reality information.

[0080] In this embodiment, the reality information acquisition unit 213 can acquire reality information based on the location information acquired by the location information acquisition unit 116, but it may also acquire reality information without being based on the location information acquired by the location information acquisition unit 116.

[0081] When the situation surrounding the user in the real world satisfies a predetermined condition (hereinafter also referred to as an "unfavorable control condition"), the game control unit 212 controls the game play environment to be more unfavorable to the user than when the predetermined condition is not satisfied. In other words, when the situation surrounding the user in the real world satisfies a predetermined condition, the game control unit 212 generates an effect that is unfavorable to the user. In this embodiment, the predetermined condition is set so that the user's play environment becomes a disadvantageous environment under a situation in which it is desired to restrict the user's game play. This makes it possible to suppress the user's game play in a situation in which the predetermined condition is satisfied. It is also possible to induce the user to play the game in a situation in which the predetermined condition is not satisfied.

[0082] For example, when the situation surrounding the user indicated by the real information satisfies a condition that is not suitable for the user's movement, the game control unit 212 controls the game play environment to be less favorable for the user than when the condition is not satisfied. Here, "not suitable for movement" includes, for example, a case where the danger level related to movement is higher than when suitable for movement, or a case where the user should not move due to some rule. In other words, "not suitable for movement" includes a case where the probability of the user being involved in an accident or incident is relatively high. In other words, when the situation surrounding the user indicated by the real information is a second situation in which the danger level related to the user's movement is higher than a first situation (for example, the probability of being involved in an accident or incident is higher than the first situation), the game control unit 212 can control the game play environment to be less favorable for the user than when the first situation is.

[0083] For example, when the weather conditions are not suitable for the user's movement, the game control unit 212 may control the game play environment to be less favorable for the user than when the weather conditions are suitable for the user's movement. For example, when the weather information as real-world information indicates that the weather is not suitable for movement, such as "high temperature (e.g., midsummer day)", "low temperature (e.g., midwinter day)", "heavy rain or snow", or indicates that such weather is forecast, the game control unit 212 determines that the weather conditions are not suitable for the user's movement and controls the game play environment to be less favorable for the user.

[0084] Also, for example, when the terrain (or ground condition) of the place where the user is located is not suitable for the user's movement, the game control unit 212 may control the game play environment to be an environment that is unfavorable to the user, compared to when the terrain is suitable for the user's movement. For example, when the information on the terrain as the real-world information indicates that the place where the user is located is a terrain that is unsuitable for the user's movement, such as "near a cliff," "a steep slope," "in the mountains," or "an unpaved road," the game control unit 212 controls the game play environment to be an environment that is unfavorable to the user. In other words, when the probability of the user having an accident is relatively high, the game control unit 212 may control the game play environment to be an environment that is unfavorable to the user, compared to when the probability of the user having an accident is relatively low.

[0085] Also, for example, when the probability that the user will be a victim of a crime is relatively high, the game control unit 212 may control the game play environment to be less favorable for the user than when the probability of being a victim of a crime is relatively low. For example, when information about crime in the place where the user is located as real-world information indicates that a specific crime has occurred in the place or that a suspicious person has been sighted, the game control unit 113 determines that the probability that the user will be a victim of a crime is relatively high and that the place is not suitable for the user's movement, and controls the game play environment to be less favorable for the user.

[0086] Also, for example, when the probability of the user being involved in a traffic accident is relatively high, the game control unit 212 may control the game play environment to be less favorable for the user than when the probability of the user being involved in a traffic accident is relatively low. For example, when information on the risk of traffic accidents in the location where the user is located as real-world information indicates that the location is an accident-prone area, indicates that the road is poorly visible, or indicates that the road is heavy with traffic and has no guardrails, the game control unit 212 determines that the probability of the user being involved in a traffic accident is relatively high and that the location is not suitable for the user's movement, and controls the game play environment to be less favorable for the user.

[0087] Also, for example, when the current time period is a specific time period, the game control unit 212 may control the game play environment to be less favorable for the user than when the current time period is not a specific time period. For example, the game control unit 212 controls the game play environment to be less favorable for the user when the information on the current time period as the real information indicates that it is late night or indicates that it is a time period when the user is at school.

[0088] In addition, the game control unit 212 may control the game playing environment to be less favorable for the user in a situation where the risk of movement is relatively high (in other words, a second situation in which the risk is higher than the first situation), such as when the user has a relatively high probability of contracting an infectious disease or when the government has issued a curfew, compared to a situation where the risk of movement is relatively low (in other words, a first situation in which the risk is lower than the second situation).

[0089] In this way, when it is determined based on reality information that the location is not suitable for the user to move (for example, the risk associated with the movement is high), the game control unit 212 may control the game playing environment to be an environment that is unfavorable to the user.

[0090] In this way, when the situation surrounding the user in the real world satisfies a predetermined condition, the game control unit 212 controls the game play environment to be less favorable for the user than when the predetermined condition is not satisfied, but such control by the game control unit 212 does not have to suppress game play in a situation unsuitable for movement or promote game play in a situation suitable for movement. For example, when the current time zone is a specific time zone, the game control unit 212 may control the game play environment to be less favorable for the user than when the current time zone is not a specific time zone, but such control can be used as control for suppressing game play in a predetermined situation regardless of whether or not movement occurs, or control for promoting game play in an appropriate situation.

[0091] Next, the control of the unfavorable environment will be described with reference to Fig. 3. Fig. 3(a) shows the play environment in normal times (in other words, a state in which the control of the unfavorable environment is not performed), and Fig. 3(b) shows the play environment controlled to be the unfavorable environment.

[0092] The control of the unfavorable environment may be a control to reduce the number of predetermined event objects 33a. The game control unit 212 may control the unfavorable environment by reducing the number of predetermined event objects 33a, so as to make an event corresponding to the predetermined event object 33a (for example, an event in which a predetermined item is given to the user, an event in which a predetermined parameter related to the user is recovered, etc.) less likely to occur (in other words, the occurrence probability may be reduced). In other words, the game control unit 212 may control the unfavorable environment by reducing the number of predetermined event objects 33a associated with an event advantageous to the user, so as to make a predetermined event advantageous to the user less likely to occur. In other words, the 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 specific event is less likely to occur. In this embodiment, "less likely to occur" includes a case in which the probability of occurrence is 0%. In this embodiment, "reducing the probability" or "increasing the probability" includes a case in which the lower probability is 0%.

[0093] The control of the adverse environment may be a control to reduce the probability of acquiring a predetermined item. Here, the predetermined item may be an item that an enemy character drops when the enemy character is defeated. In other words, the control of the adverse environment may be a control to reduce the probability of acquiring a predetermined item that can be acquired from an enemy character. The game control unit 212 may reduce the probability of acquiring the predetermined item by reducing the number of event objects 33 that can acquire the predetermined item.

[0094] The control of the adverse environment may be a control of occurrence of a predetermined event that is disadvantageous to the user. For example, the game control unit 212 may perform a control of placing an event object 33 (hereinafter, referred to as "advantageous object 33b") in which a predetermined event that is disadvantageous to the user occurs in the virtual space. Here, the disadvantageous object 33b placed in the control of the adverse environment may be a type of event object 33 that is not placed in normal times, or may be a type of event object 33 that is placed in normal times and the number of which is increased by the control of the adverse environment. The disadvantageous object 33b may be an object that automatically causes an event that is disadvantageous to the user to occur (for example, automatically regardless of whether the mode is set to manual mode or automatic mode) when the user approaches the disadvantageous object 33b. In other words, the game control unit 212 may increase the probability of occurrence of a predetermined event that is disadvantageous to the user as the control of the adverse environment. In other words, the disadvantageous environment may be an environment in which a predetermined event that is disadvantageous to the user is more likely to occur than normal times. Furthermore, a specified event that is disadvantageous to the user may be, for example, an event that causes the user's player character 30 to fall into a specified abnormal state (e.g., an event such as the player character 30 being poisoned) or an event that changes (e.g., decreases) a specified parameter related to the user.

[0095] The control of the unfavorable environment may be a control to change (e.g., decrease) a predetermined parameter related to the user. For example, the game control unit 212 may change the attack power, defense power, physical strength (in other words, hit points), speed, evasion rate against attacks from enemies, recovery power (e.g., time required to recover from damage received from enemies, in other words, amount of recovery per unit time), waiting time for a predetermined action (e.g., waiting time from when a predetermined action is executed until the predetermined action can be executed again, or stiffness time before or after performing a predetermined action, etc.). The control of the unfavorable environment may be a control to restrict the use of skills available to the player character 30 (e.g., control to reduce the types of skills available, control to reduce the number of times that skills can be used, etc.). In other words, the control of the unfavorable environment may be a control to decrease the ability of a predetermined object related to the user.

[0096] The control of the unfavorable environment may be a control to make the enemy character stronger. That is, the unfavorable environment may be an environment in which the enemy character is stronger than in normal times. Here, the control to make the enemy character stronger may be, for example, a control to change a parameter related to the strength of the enemy character, or a control to change the type of enemy character that appears in a battle with the enemy character that occurs based on the approach to the event object 33.

[0097] Furthermore, the control of the unfavorable environment may be a control to reduce a predetermined benefit obtained by the progress of the game. Here, reducing the benefit includes a case where the benefit is reduced to zero. Specifically, in a game, it is known that a predetermined experience value related to an increase in the level of the player character 30 or an in-game currency or a predetermined item is given at a predetermined opportunity (for example, by defeating an enemy character or clearing an event). The game control unit 212 may perform a control to reduce a predetermined benefit given to the user at a predetermined opportunity as the control of the unfavorable environment. In other words, the unfavorable environment may be an environment in which the benefit given at a predetermined opportunity is reduced compared to normal times.

[0098] The control of the unfavorable environment may be a control that changes the operability of the game. Here, the control that changes the operability of the game may be a control that reduces the range X in which an operation on the event object 33 is effective. As described above, in this embodiment, a user's operation (e.g., a touch operation) on the event object 33 located within a predetermined range X from the player character 30 is effective, and an operation on the event object 33 located outside the predetermined range X is invalid. The control of the unfavorable environment may be a control that reduces the range X in which such an operation is effective. In other words, the control of the unfavorable environment may be a 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. The control that changes the operability of the game may be a control that changes the content of the user's operation (e.g., the type of operation, the number of operations, etc.) required to generate a predetermined event in the game (e.g., required to give a predetermined action to a predetermined object such as an enemy character or an item (e.g., to attack or acquire)). The control for changing the operability of the game may be a control for invalidating a specific operation required to cause a predetermined event in the game. The control for changing the operability of the game may be a control for disabling the use of some (e.g., the manual mode) of a plurality of modes related to game operation (specifically, the manual mode and the automatic mode described above, etc.) and limiting the modes available to the user to some other modes (e.g., the automatic mode). In other words, the unfavorable environment may be an environment in which operability is worse than normal.

[0099] In addition, the control of the unfavorable environment may be a control of making a predetermined change disadvantageous to the user with respect to a function of assisting the user in playing the game. For example, in a game such as a position information game, as described above, it is known that when the player character 30 is moved so that an event object 33 in which an event is desired to occur is located within a predetermined range X from the player character 30 and an operation is performed on the event object 33, an event corresponding to the operated event object 33 occurs. It is also known that in such a game, when a predetermined condition is satisfied, an event corresponding to the event object 33 occurs without the user having to move the player character 30 and perform an operation on the event object 33. For example, when a predetermined event object 33 is within a predetermined range from the player character 30 (the predetermined range may be the same range as the range X or may be a different range), the game control unit 212 directs a predetermined character 35 (in other words, a predetermined object related to the player character 30 (e.g., owned by the user)) that is a companion of the player character 30 toward the predetermined event object 33 (e.g., automatically without requiring a user operation or based on a user operation) to generate an event corresponding to the predetermined event object 33. Specifically, the game control unit 212 directs the predetermined character 35 toward an item spot as the predetermined event object 33 to acquire an item, or directs the predetermined character 35 toward an object corresponding to an event in which the predetermined event object 33 fights an enemy character to fight the predetermined character 35 against the enemy character. The control of the unfavorable environment may be control that reduces the range in which such a specified character 35 (in other words, a specified object related to the player character 30) reacts to a specified event object 33 (for example, the range in which the specified character 35 can move toward the specified event object 33 and cause an event).Furthermore, the control of the adverse environment may be control that makes such a predetermined character 35 unresponsive to the predetermined event object 33 (for example, makes it impossible to move the predetermined character 35 toward the predetermined event object 33). Furthermore, the control of the adverse environment may be control that lengthens 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 of the adverse environment may be control that reduces the function of the predetermined object 35 that assists the user in playing the game.

[0100] The control of the unfavorable environment may be a control that restricts the use of some of the game functions. For example, in the game of this embodiment, there are parts where the user actually moves in the real world to play (in other words, parts where the player character 30 moves in a virtual space to generate various events) and parts that can be played without moving in the real world. Parts that can be played without moving in the real world include, for example, parts where an item to be equipped to the player character 30 is selected, and parts where an event that can be executed without moving in the real world (for example, a mini-game, in other words, an event different from an event that occurs by approaching the event object 33) is executed. The control of the unfavorable environment may be a control that restricts the play of some of the multiple types of parts, specifically, parts where the user actually moves in the real world to play. Specifically, as a control for an unfavorable environment, the game control unit 212 may prohibit the user from playing parts in which the user actually moves and plays in the real world, by controlling the player character 30 not to move based on the user's position information, controlling the event object 33 not to appear in the virtual space, or disabling button operations related to starting play for parts in which play is restricted.

[0101] As a control for an adverse environment, one of the controls exemplified here may be executed, or multiple controls may be executed.

[0102] (Changes in adverse control conditions) As described above, when the situation surrounding the user indicated by the real-world information satisfies a predetermined condition (in other words, an unfavorable control condition), the game control unit 212 controls the game playing environment to be more unfavorable to the user than when the predetermined condition is not satisfied, but the predetermined condition may be variable.

[0103] For example, the game control unit 212 may change the disadvantageous control conditions according to the attributes of the user. Specifically, the game control unit 212 may change the disadvantageous control conditions according to the age, sex, occupation, physique, place of residence, or place of origin of the user. The user's attributes such as age, sex, occupation, physique, place of residence, or place of origin may be registered in advance by the user and stored in a predetermined storage unit as user information. That is, for example, when the situation surrounding the user in the real world is a specific situation, the degree of danger may not be so high depending on the attributes of the user. Therefore, when the user has a specific attribute, control to an unfavorable environment may not be performed in the specific situation, while when the user does not have the specific attribute, control to an unfavorable environment may be performed in the specific situation. Specifically, when the real-world information indicates that the situation surrounding the user is "late night", the disadvantageous control conditions may be changed so that the play environment is controlled to an unfavorable environment when the user is a minor, and the play environment is not controlled to an unfavorable environment when the user is an adult.

[0104] Also, for example, the game control unit 212 may change the disadvantageous control condition 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, walked through) as the user's behavior history in a predetermined storage unit as user information. Then, in a case where the situation surrounding the user in the real world is a specific situation, if the user's current position is included in a place the user has visited (for example, a place the user has visited once, a place the user has visited a predetermined number of times, or a place the user has visited with a predetermined frequency, etc.), the game control unit 212 may not control the environment to be disadvantageous, while if the user's current position is not included in a place the user has visited, the game control unit 212 may control the environment to be disadvantageous in the specific situation. Alternatively, the game control unit 212 may store information indicating a time period in which the user is playing the game as the user's behavior history in the storage unit 220 as user information. Then, when the situation surrounding the user is "late at night," if the behavioral history indicates that the number of times or the total time that the user played games during the late night hours exceeds a predetermined threshold, the game control unit 212 may not control the environment to be unfavorable, whereas if the behavioral history indicates that the number of times or the total time that the user played games during the late night hours does not exceed the predetermined threshold, the game control unit 212 may control the environment to be unfavorable.

[0105] Also, for example, the game control unit 212 may change the disadvantageous control condition depending on at least one of the attributes or the number of other users playing together with the user. In other words, the game control unit 212 may change the disadvantageous control condition depending on the combination of users playing together.

[0106] For example, the game control unit 212 may control the play environment of the first user to be unfavorable in a specific situation when the first user who does not have a specific attribute (e.g., an adult attribute) is playing alone (in other words, not playing a multiplayer game) or playing a multiplayer game with another user who does not have a specific attribute, while not controlling the play environment of the first user to be unfavorable in the specific situation when the first user who does not have a specific attribute is playing a multiplayer game with a second user who has a specific attribute. Alternatively, the game control unit 212 may control the play environment of the first user to be unfavorable in a specific situation when the first user who does not have a specific attribute (e.g., an adult attribute) is playing alone or playing a multiplayer game with another user who does not have a special attribute (e.g., an attribute of the parent of the first user), while not controlling the play environment of the first user to be unfavorable in the specific situation when playing a multiplayer game with a second user who has a special attribute. In addition, such special attributes (for example, information that a user is the parent or child of another user) may be registered in advance by the user, similar to the user's age, gender, etc., and may be stored in a designated storage unit as user information.

[0107] In addition, the game control unit 212 may control the play environment of the first user to be unfavorable in a specific situation when the first user is playing alone or when playing multi-play with less than a specified number of players, while not controlling the play environment of the first user to be unfavorable in the specific situation when playing multi-play with more than a specified number of players. In such a configuration, whether or not to control the play environment to be unfavorable may be determined based on the number of users participating in the multi-play, regardless of the attributes of each user, or whether or not to control the play environment to be unfavorable may be determined 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 multi-play.

[0108] In this case, when the disadvantageous control condition is changed according to at least one of the attributes or the number of other users playing together with the user, the "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 in which the play environment of the first user is controlled to be an unfavorable environment in a specific situation when the first user is playing alone, while the play environment of the first user is not controlled to be an unfavorable environment in the specific situation when the first user is playing multiplay with a second user, the "first user and second user playing multiplay" may refer to the first user and second user playing multiplay and located within a predetermined range in the real world. In this case, as a requirement for playing multiplay, the first user and the second user may be required to be located within a predetermined range, and although the multiplay itself is possible even if the first user and the second user are not located within the predetermined range, the first user and the second user may be required to be located within the predetermined range as a condition related to the change of the disadvantageous control condition. In other words, the game control unit 212 may change the disadvantageous control condition depending on at least one of the attributes and the number of other users near the user.

[0109] Note that whether or not the first user and the second user are located within a predetermined range in the real world (in other words, the positional relationship between the first user and the second user) may be detected based on, for example, the position information of each user. For example, the game control unit 212 detects whether or not the first user and the second user are located within a predetermined range based on the position information of the first user and the position information of the second user. Also, whether or not the first user and the second user are located within a predetermined range in the real world (in other words, the positional relationship between the first user and the second user) may be detected based on, for example, short-distance wireless communication between the terminal devices 10 owned by each user. For example, the control unit 110 of the terminal device 10 of the first user may determine whether or not the terminal device 10 of the second user is nearby by infrared communication or Bluetooth communication, thereby determining whether or not the first user and the second user are located within a predetermined range. Alternatively, the control unit 110 of the terminal device 10 of the first user may determine whether or not the first user and the second user are located within a predetermined range by detecting the terminal device 10 of the second user connected to the same network device. Note that various methods have been conventionally known as a method for detecting the positional relationship between users, and any of the publicly known methods can be used.

[0110] Also, for example, the game control unit 212 may determine the disadvantageous control condition based on an operation of a predetermined user. That is, for example, when the situation surrounding the first user in the real world satisfies the disadvantageous control condition, in the case where the playing environment of the game of the first user is controlled to be an environment disadvantageous to the first user, the game control unit 212 may determine the disadvantageous control condition based on an operation of the first user himself or a second user different from the first user. In other words, another user may be able to set the account of the first user. The second user may be, for example, a user having a predetermined attribute related to the first user (for example, an attribute of the parent of the first user). Also, when the second user sets the disadvantageous control condition for the first user, the second user may perform an operation related to the setting of the condition on the terminal device 10 of the first user, or may perform the operation on the terminal device 10 of the second user (in other words, using the account of the second user linked with the account of the first user).

[0111] An example of a condition setting screen 50 as a screen related to setting of disadvantageous control conditions is shown in Fig. 4. The condition setting screen 50 is displayed on a terminal device 10 (for example, a terminal device 10 of a first user or a second user) that performs an operation related to setting of disadvantageous control conditions.

[0112] In the condition setting screen 50, an adverse control condition may be set by selecting a condition to be set as an adverse control condition from among a plurality of candidates. For example, the operation receiving unit 111 may receive an operation to select a condition to be set as an adverse control condition from among a plurality of candidates displayed on the condition setting screen 50, and an operation on the execution button 52 displayed on the condition setting screen 50, as an operation related to the setting of an adverse control condition. Then, when an operation related to the setting of an adverse control condition is performed, the game control unit 212 may set the selected condition as an adverse control condition. Note that, although FIG. 4 illustrates an example of a screen display in which control of an adverse environment is executed when any one of the selected conditions is met, an adverse control condition may be set so that control of an adverse environment is executed when multiple selected conditions are met.

[0113] Furthermore, the game control unit 212 may determine the control of the adverse environment to be executed when the adverse control condition is satisfied (specifically, the content of the control, in other words, the adverse effect to be generated when the adverse control condition is satisfied) based on the operation of the first user or the second user. FIG. 5 shows an example of a control content setting screen 55 as a screen related to the setting of the control of the adverse environment. 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 the setting of the control to be executed when the adverse control condition is satisfied.

[0114] In the control content setting screen 55, the control to be executed when an adverse control condition is satisfied may be set by selecting a control to be executed when an adverse control condition is satisfied from among a plurality of candidates. For example, the operation receiving unit 111 may receive an operation of selecting a control to be executed when an adverse control condition is satisfied from among a plurality of candidates displayed on the control content setting screen 55, and an operation on the execution button 57 displayed on the control content setting screen 55, as an operation related to setting the control to be executed when an adverse control condition is satisfied. Then, when an 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 an adverse control condition is satisfied.

[0115] (Occurrence of beneficial effects) The game control unit 212 may generate an effect advantageous to the user based on a change in the situation surrounding the user in the real world from a state satisfying an adverse control condition to a state not satisfying the adverse control condition. That is, the game control unit 212 may control the game play environment to an environment advantageous to the user when the situation surrounding the user in the real world does not satisfy the adverse control condition after the situation surrounding the user in the real world satisfies the adverse control condition and the game play environment is controlled to an environment disadvantageous to the user. Note that the advantageous environment here means an environment that is more advantageous than normal (in other words, a state in which the environment is neither controlled to an adverse environment nor controlled to an advantageous environment). Note that the game control unit 212 may generate an advantageous effect for a predetermined period (in other words, the advantageous environment continues for a predetermined period), and when the predetermined period has elapsed, return to the normal environment. Note that the advantageous effect does not have to be an effect that continues for a predetermined period.

[0116] The advantageous effect may be an effect of increasing the number of predetermined event objects 33. The game control unit 212 may perform control to increase the number of predetermined event objects 33 based on a change in the situation surrounding the user in the real world from a state satisfying an unfavorable control condition to a state not satisfying the unfavorable control condition, and may make an event corresponding to the predetermined event object 33 (for example, an event in which a predetermined item is given to the user, an event in which a predetermined parameter related to the user is recovered, etc.) more likely to occur (in other words, may increase the occurrence probability). In other words, the advantageous environment may be an environment in which it is easier to use a predetermined spot than usual, or an environment in which a specific event is more likely to occur.

[0117] The advantageous effect may be control that increases the probability of acquiring a predetermined item. Here, the predetermined item may be an item that an enemy character drops when the enemy character is defeated. In other words, the advantageous effect may be control that increases the probability of acquiring a predetermined item that can be acquired from an enemy character. The game control unit 212 may increase the number of event objects 33 that can acquire the predetermined item, thereby increasing the probability of acquiring the predetermined item.

[0118] The advantageous effect may be an effect that increases the probability of occurrence of a predetermined event that is advantageous to the user. In other words, the advantageous environment may be an environment in which the probability of occurrence of a predetermined event that is advantageous to the user is increased compared to normal times.

[0119] The advantageous effect may also be one that changes (e.g., improves) a predetermined parameter related to the user. In other words, the advantageous effect may be one that improves the ability of a predetermined object related to the user. In other words, the advantageous environment may be an environment in which the ability of a predetermined object related to the user is improved compared to normal times.

[0120] The advantageous effect may also be one that weakens enemy characters, i.e., an advantageous environment may be an environment in which enemy characters are weaker than usual.

[0121] The advantageous effect may be a control to increase a predetermined profit obtained by the progress of the game. The game control unit 212 may perform a control to increase a predetermined profit given to the user at a predetermined opportunity based on a change in the situation surrounding the user in the real world from a state satisfying an unfavorable control condition to a state not satisfying the unfavorable control condition. In other words, the advantageous environment may be an environment in which the profit given at a predetermined opportunity is increased compared to normal times.

[0122] The advantageous effect may be one that changes the operability of the game. For example, the game control unit 212 may perform control to expand the range X in which operations on the event object 33 are effective, based on a change in the situation surrounding the user in the real world from a state that satisfies an unfavorable control condition to a state that does not satisfy the unfavorable control condition. In other words, the advantageous environment may be an environment in which operability is improved compared to normal times.

[0123] The advantageous effect may also be a predetermined change that is advantageous to the user with respect to a function that supports the user's gameplay. For example, the advantageous effect may be an improvement in the function of a predetermined object 35 that supports the user's gameplay.

[0124] (Notification to users) When the disadvantageous control condition is satisfied and control of the disadvantageous environment is to be performed, the game control unit 212 notifies the terminal device 10 of the execution of control of the disadvantageous environment. Then, based on the notification, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a notification screen 60 notifying the user of the execution of control of the disadvantageous environment, as shown in FIG. 6(a).

[0125] Furthermore, when the control of the disadvantageous environment is terminated based on a change from a state satisfying an adverse control condition to a state not satisfying the adverse control condition, the game control unit 212 notifies the terminal device 10 of the termination of the control of the disadvantageous environment. Then, based on the notification, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a notification screen 62 notifying the user of the termination of the control of the disadvantageous environment, as shown in FIG. 6(b). Note that, when an effect advantageous to the user occurs based on a change from a state satisfying an adverse control condition to a state not satisfying the adverse control condition, the display control unit 114 may cause the display unit 18 to display a notification screen (not shown) notifying the user of the occurrence of the advantageous effect.

[0126] Various notifications to the user may be given by a predetermined display on the display unit 18 as described above, or may be given by sound, vibration, or by sending an email to the user.

[0127] (Control of adverse environments) Next, an example of control for an adverse environment will be described with reference to the flow chart shown in FIG.

[0128] First, the position information acquisition unit 116 acquires position information indicating the user's current position 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 position information (step S102). For example, the game control unit 212 places the event object 33 in the vicinity of the position of the player character 30 specified based on the position information.

[0130] Next, the control unit 110 of the terminal device 10 causes the display unit 18 to display an image of the virtual space in which the game control unit 212 has placed the event object 33 based on the position information (step S103).

[0131] Next, the control unit 110 of the terminal device 10 accepts an operation on the event object 33 displayed on the display unit 18 (step S104). In this embodiment, the control unit 110 accepts, as a valid operation, an operation (e.g., a touch operation) on the event object 33 located within a predetermined range X from the player character 30 as shown in FIG.

[0132] Next, when a valid operation is performed on the event object 33 (in other words, an operation on the event object 33 within the predetermined range X), the game control unit 212 generates an event corresponding to the operated event object 33 (step S105).

[0133] The control of the adverse environment may be executed, for example, as follows. That is, for example, when the control of the adverse environment is a control related to an increase or decrease in the number of event objects 33, the game control unit 212 may determine the event objects 33 (for example, the type, position, number, etc. of the event objects 33 to be placed) to be placed in the virtual space based on the reality information in the process of step S102, and when the situation surrounding the user indicated by the reality information satisfies the adverse control condition, may decrease (or increase) the number of predetermined event objects 33 (for example, recovery spots, etc.) to be placed compared to when the adverse control condition is not satisfied. Note that the control unit 110 may execute such a control to change the number of predetermined event objects 33 in the virtual space displayed on the display unit 18.

[0134] Also, for example, when the control of the unfavorable environment is a control related to a change in a predetermined parameter (for example, a predetermined parameter related to the user or a predetermined parameter of an enemy character), the game control unit 212 may determine whether or not to change the predetermined parameter in a direction unfavorable to the user based on the reality information, and when the situation surrounding the user indicated by the reality information satisfies an unfavorable control condition, the predetermined parameter may be changed to be unfavorable to the user compared to when the unfavorable control condition is not satisfied. Specifically, for example, information on various parameters related to the strength of the character (for example, various parameters related to the strength of the player character 30 and various parameters related to the strength of the enemy character) 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, the game control unit 212 starts the battle based on the information stored in the storage unit 220. When starting a battle, the game control unit 212 may determine, based on real-world information, what a predetermined parameter related to the strength of a character should be set to (specifically, which of the parameters stored in the storage unit 220 should be used, or how much the value of the stored parameter should be reduced, etc.), thereby controlling the predetermined parameter to correspond to the real-world information. Note that such control of changing the predetermined parameter may be executed by the control unit 110.

[0135] Also, for example, when the control of the unfavorable environment is a control that changes the operability of the game, the game control unit 212 may determine the size of the range X in which the operation on the event object 33 is effective based on the reality information, and may change the size of the range X so that it is more disadvantageous to the user when the situation surrounding the user indicated by the reality information satisfies the unfavorable control condition, compared to when the unfavorable control condition is not satisfied. Also, the game control unit 212 may determine the content of the user's operation (e.g., the type of operation, the number of operations, etc.) required to cause a predetermined event (e.g., required to give a predetermined action to a predetermined object such as an enemy character or an item) based on the reality information, and may control so that the operability is worsened when the situation surrounding the user indicated by the reality information satisfies the unfavorable control condition, compared to when the unfavorable control condition is not satisfied. Also, the game control unit 212 may determine the mode related to the operation or the restriction related to the selection of the mode based on the reality information, and may control so that the operability is worsened when the situation surrounding the user indicated by the reality information satisfies the unfavorable control condition, compared to when the unfavorable control condition is not satisfied. Furthermore, the unfavorable control may be changed depending on the state of the person related to the display of the player character. That is, as an example, the degree of change in the size of the range X in which the operation is effective may be controlled to differ between the first person display and the third person display. Note that such control for changing the operability may be executed by the control unit 110.

[0136] The specific process of controlling the unfavorable environment is not limited to the one exemplified in this embodiment. That is, the determination of the object to be placed in the virtual space (in other words, the object to be presented to the user), the determination of the predetermined parameters, the change in the operability of the game, etc., based on the predetermined information can be realized using various known methods, and any method may be used. In other words, the generation of an effect that is unfavorable to the user when some condition is satisfied is also performed in known games, and the control of the unfavorable environment can be realized by a method similar to the control that generates such an unfavorable effect.

[0137] As described above, in this embodiment, the game control unit 212 changes the game play environment when the situation surrounding the user in the real world satisfies a predetermined condition, but such a change in the play environment does not have to be a control to control the play environment to an environment disadvantageous to the user. In other words, "control to an unfavorable environment" in this embodiment can be read as "control to change the play environment". For example, in this embodiment, when a predetermined condition is satisfied, control to worsen the operability of the game may be performed as a control to change the operability of the game, but when the predetermined condition is satisfied, control to improve the operability of the game may be performed. That is, for example, when the situation surrounding the user indicated by the real information satisfies a condition unsuitable for the user's movement, the operability may be changed so as to enable an operation suitable for the situation unsuitable for movement, rather than suppressing the user's game play by worsening the operability. For example, when a condition unsuitable for the user's movement is satisfied, the user's operation required to cause a predetermined event may be changed to a simple one. With such a configuration, it is possible to enable game play suitable for the situation in the real world.

[0138] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the gist of the present invention. The configuration of this embodiment may be applied to a game that links a virtual space with the real world, such as the position information game described in this embodiment, or a game that uses a photographed image of the real world. The game that uses a photographed image of the real world may be applied to a game that can display a superimposed image in which a virtual object (e.g., an object in a virtual space such as a player character) is superimposed on a photographed image of the real world (in other words, a game that uses augmented reality), or a game in which a photographed image of the real world has a predetermined effect on a virtual space (e.g., a game in which parameters of an object in a virtual space are changed based on a photographed image, or a game in which a shape of an object in a virtual space is deformed). In other words, the control unit 110 of the terminal device 10 may be capable of acquiring a photographed image taken by a predetermined camera such as a camera built into the terminal device 10, or generating a superimposed image in which a virtual object is superimposed on the photographed image. The configuration of this embodiment may also be applied to a game other than a game in which a virtual space is linked with a real world. In other words, the configuration of this embodiment may be applied to games other than games that use location information indicating the user's location in the real world. Also, the configuration of this embodiment may be applied to services (in other words, applications) other than games.

[0139] Within the scope of the present invention, it is possible to freely combine each component, modify any component, replace any component, omit any component, or add other components. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes described in this specification may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0140] <Additional Notes> The configuration of this embodiment may be used, for example, to provide a play experience that corresponds to the situation that the user is in. The matters described in the above embodiment may also be described as follows.

[0141] (Appendix 1) Computer, When the situation surrounding the user in the real world satisfies a predetermined condition, the control means (e.g., the game control unit 212) functions to control the game playing environment to be less favorable for the user than when the predetermined condition is not satisfied. program. With this configuration, when the situation surrounding the user in the real world satisfies certain conditions, the game playing environment can be controlled to be unfavorable to the user, thereby suppressing game play in situations that satisfy the certain conditions.

[0142] (Appendix 2) When the situation surrounding the user satisfies a condition that is unsuitable for the movement of the user, the control means controls the game playing environment to be less favorable for the user than when the condition is not satisfied. 2. The program described in Appendix 1. With this configuration, when the situation surrounding the user in the real world meets conditions that are unsuitable for the user's movement, the game playing environment can be controlled to an unfavorable environment for the user, thereby suppressing game play in situations that are unsuitable for movement.

[0143] (Appendix 3) When the weather conditions are not suitable for the movement of the user, the control means controls the game playing environment to be less favorable for the user than when the weather conditions are suitable for the movement of the user. 2. The program described in Appendix 1. According to this configuration, the game playing environment can be controlled to be unfavorable to the user in accordance with the weather conditions, so that game play in weather conditions that are unsuitable for travel can be suppressed.

[0144] (Appendix 4) When the terrain of the place where the user is located in the real world is not suitable for the movement of the user, the control means controls the game playing environment to be an environment that is less favorable for the user than when the terrain is suitable for the movement of the user. 2. The program described in Appendix 1. According to this configuration, when the user is in a terrain environment that is not suitable for movement, the game play environment can be controlled to an environment that is unfavorable to the user, thereby making it possible to suppress game play in terrain environments that are not suitable for movement.

[0145] (Appendix 5) When the current time period as the situation surrounding the user is a specific time period, the control means controls the game playing environment to be less favorable for the user than when the current time period is not the specific time period. 2. The program described in Appendix 1. According to such a configuration, when the current time period is a specific time period, the game playing environment can be controlled to be unfavorable to the user, so that game play during the specific time period can be suppressed.

[0146] (Appendix 6) When the situation surrounding the user is a second situation in which a degree of danger to the movement of the user is higher than a first situation, the control means controls the game playing environment to be less favorable for the user than when the situation is the first situation. 2. The program described in Appendix 1. According to this configuration, in a highly dangerous situation, the game playing environment can be controlled to be unfavorable to the user, thereby making it possible to suppress game play in dangerous situations.

[0147] (Appendix 7) The control means changes the predetermined condition in accordance with an attribute of the user. 2. The program described in Appendix 1. According to such a configuration, the conditions for controlling the playing environment to an unfavorable environment can be changed according to the user's attributes, so that whether or not the situation is unsuitable for gameplay can be determined according to the user's attributes, and gameplay in a situation unsuitable for gameplay can be suppressed.

[0148] (Appendix 8) The control means changes the predetermined condition in accordance with a behavior history of the user. 2. The program described in Appendix 1. According to such a configuration, the conditions for controlling the playing environment to an unfavorable environment can be changed in accordance with the user's behavioral history, so that whether or not the situation is unsuitable for gameplay can be determined in accordance with the user's behavioral history, and gameplay in situations unsuitable for gameplay can be suppressed.

[0149] (Appendix 9) The control means changes the predetermined condition depending on at least one of an attribute or a number of other users playing together with the user. 2. The program described in Appendix 1. According to such a configuration, the conditions for controlling the playing environment to an unfavorable environment can be changed depending on the attributes and number of other users playing together with the user, so that whether or not the situation is unsuitable for gameplay can be determined depending on the attributes and number of other users playing together, and gameplay in a situation unsuitable for gameplay can be suppressed.

[0150] (Appendix 10) Computer, The device functions as an effect generating means (e.g., the game control unit 212) for generating an effect advantageous to the user based on a change in the situation surrounding the user from a state satisfying the predetermined condition to a state not satisfying the predetermined condition. 2. The program described in Appendix 1. According to this configuration, an advantageous effect can be generated based on the situation where the conditions for controlling the play environment to an unfavorable environment are no longer satisfied, thereby encouraging game play in a situation suitable for game play.

[0151] (Appendix 11) Computer, The game control unit 212 functions as an operability control unit that changes the operability of the game in accordance with the situation surrounding the user in the real world. program. According to such a configuration, it is possible to change the operability according to the situation in the real world, and to enable game play that suits the situation in the real world.

[0152] In addition, the problem-solving means constituted by the above-mentioned program can be appropriately diverted to an apparatus, a system, a method, a medium, 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 section, 18 Display section, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 110 Control section, 111 Operation reception section, 112 Transmission / reception section, 113 Game control section, 114 Display control section, 116 Position information acquisition section, 120 Memory section, 210 Control section, 211 Transmission / reception section, 212 Game control section, 213 Reality information acquisition section, 220 Memory section

Claims

1. Computer, When a situation surrounding a user in the real world satisfies a predetermined condition that is not suitable for playing a game, the device functions as a control means for changing a function that supports the user in playing the game. program.

2. The supporting function is a function of supporting an operation on an event object placed in a virtual space of the game. The program according to claim 1.

3. The change in the function to be supported by the control means changes a range in which an event corresponding to an event object placed in a virtual space of the game can be executed. The program according to claim 2.

4. The change in the assist function by the control means is to lengthen the time until an event corresponding to an event object located in a virtual space of the game and executed using the assist function is completed. The program according to claim 2.

5. A control means is provided for changing a function for supporting the user in playing the game when a situation surrounding the user in the real world satisfies a predetermined condition that is not suitable for playing the game. Information processing system.

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