Program and information processing device

The described program and apparatus enhance location-based game interest by accumulating provisional rewards based on player movement and awarding real rewards, effectively encouraging real-world movement and engagement.

JP2025090780APending Publication Date: 2025-06-17SEGA CORP
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Patent Information

Application Number
JP2025040788
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-14
Publication Date
2025-06-17

AI Technical Summary

Technical Problem

Location-based games often fail to sufficiently encourage players to move in the real world, leading to a lack of interest in the game.

Method used

A program and information processing apparatus that accumulates provisional rewards based on player movement, measuring the amount of movement, and awarding real rewards when a predetermined amount is reached, with features like rarity-based rewards and preferential treatment for shorter or longer movement periods.

Benefits of technology

This solution enhances player engagement by incentivizing real-world movement, increasing the interest of location-based games, and providing motivation for continued gameplay.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve taste of a position information game.SOLUTION: A program causes a computer to function as accumulation means 52, when a prescribed condition is satisfied in a game, accumulating a temporary reward in association with a player, measuring means 54 measuring a moving amount of the player in an actual world in association with the accumulated temporary rewards, and assignment means 56, when the moving amount reaches a prescribed amount, assigning an actual reward corresponding to the accumulated temporary rewards.SELECTED DRAWING: Figure 4
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Description

Technical Field

[0001] The present invention relates to a program and an information processing apparatus.

Background Art

[0002] Conventionally, location-based games that reflect the movement or position of a player in the real world in the game content have been known.

[0003] Regarding this, Patent Document 1 discloses a technique of reflecting the movement or position of a player in the real world in a virtual world and advancing the game by reaching a destination in the real world.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In such games, players often advance the game with a point near their current position as the destination. For this reason, there has been a problem that it is not possible to sufficiently encourage the player to move in the real world and enhance the interest of the location-based game.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of enhancing the interest of a location-based game.

Means for Solving the Problems

[0007] In order to solve the above problems, the program according to the first aspect of the present invention causes a computer to function as an accumulation means for accumulating a provisional reward in association with a player when a predetermined condition is satisfied in a game, a measurement means for measuring the amount of movement of the player in the real world in association with the accumulated provisional reward, and a giving means for giving the player a real reward corresponding to the accumulated provisional reward in response to the amount of movement reaching a predetermined amount.

[0008] Further, in the second aspect of the present invention, the rarity is associated with the provisional reward, and the giving means gives, as the real reward, the content selected from the group of lottery target contents corresponding to the rarity of the provisional reward.

[0009] Further, in the third aspect of the present invention, the giving means gives preferential treatment to the lottery as the period until the amount of movement reaches a predetermined amount is shorter.

[0010] Further, in the fourth aspect of the present invention, the giving means gives preferential treatment to the lottery as the period until the amount of movement reaches a predetermined amount is longer.

[0011] Further, in the fifth aspect of the present invention, the content has a reality associated therewith, and the preferential treatment is to increase the lottery probability of the content with a high reality among the group of lottery target contents.

[0012] Further, in the sixth aspect of the present invention, the preferential treatment is to increase the number of real rewards to be drawn.

[0013] Further, in the seventh aspect of the present invention, the preferential treatment is to increase the rarity of the provisional reward.

[0014] Further, in the eighth aspect of the present invention, the predetermined amount is larger as the rarity of the provisional reward is higher.

[0015] In addition, in a ninth aspect of the present invention, the accumulation means accumulates a plurality of provisional rewards corresponding to the player, and the measurement means measures the amount of movement corresponding to another accumulated provisional reward in response to the awarding of a real reward corresponding to one of the accumulated provisional rewards.

[0016] In addition, an information processing device according to a tenth aspect of the present invention comprises an accumulation means for accumulating a provisional reward corresponding to a player when a predetermined condition is satisfied in a game, a measurement means for measuring an amount of movement in the real world by the player corresponding to the accumulated provisional reward, and an award means for awarding a real reward corresponding to the accumulated provisional reward to the player when the amount of movement reaches a predetermined amount. Effect of the Invention

[0017] According to the present invention, it is possible to increase the interest of location information games. [Brief description of the drawings]

[0018]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

[0019] Hereinafter, embodiments of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.

[0020] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the present embodiment.

[0021] As shown in FIG. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0022] The server device 10 is an information processing device that provides the execution result of a game obtained by executing a game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT. In the present embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.

[0023] Each terminal device 12 is an information processing device possessed by each player. After the game program 14 received from the server device 10 is installed, it is executed to provide a game to each player. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0024] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.

[0025] As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0026] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24 or the storage device 28 or the like. Details of this functional means will be described later.

[0027] The communication device 26 is composed of a communication interface or the like for communicating with an external device. The communication device 26 transmits and receives various information to and from, for example, the terminal device 12.

[0028] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs, various information, and information on processing results necessary for the execution of processing in the control device 20, including the game program 14.

[0029] Note that the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Also, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can have other configurations generally provided in a server. Also, the hardware configuration of the plurality of terminal devices 12 can have the same configuration as the server device 10, except that it includes, for example, operating means, a display device, and a sound output device.

[0030] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.

[0031] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel 32, an acceleration sensor 33, an angular velocity sensor 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS receiver 39, a memory unit 40, and a speaker 42.

[0032] The main control unit 30 is configured to include a CPU, a memory, and the like. The main control unit 30 is connected to a touch panel 32 as a display input device, an acceleration sensor 33, an angular velocity sensor 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS receiver 39, a memory unit 40, and a speaker 42. And the main control unit 30 has a function of controlling these connection destinations.

[0033] The touch panel 32 has both a display function and an input function, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function. In the first embodiment, the display 32A can display a game image including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player with respect to the game image.

[0034] The acceleration sensor 33 can measure the acceleration of the terminal device 12, in other words, the player. Specifically, the acceleration sensor 33 can detect the movement and vibration of the player.

[0035] The angular velocity sensor 34 can measure the orientation and inclination of the terminal device 12.

[0036] The mobile communication unit 36 is connected to the mobile communication network via the antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.

[0037] The wireless LAN communication unit 38 is connected to the communication network NT via the antenna 38A and has a function of communicating with other devices such as the server device 10 connected to the communication network NT.

[0038] The GPS receiver unit 39 has a function of receiving radio waves from GPS satellites via the antenna 39A and acquiring position information representing the current position. This position information is, for example, latitude and longitude.

[0039] The storage unit 40 stores various programs and various data including all or part of the game program 14.

[0040] The speaker 42 has a function of outputting game sounds and the like.

[0041] <Game Overview> The game according to this embodiment is a location information game that reflects the player's position and movement in the real world in the game content. In this game, for example, when the player moves in the real world, the player character placed in the game field (virtual world) also moves. This player character is one or more characters available to the player in the game. The player gives instructions to the player character by performing an input operation or the like on the touch panel 32.

[0042] Also, in the game according to this embodiment, there are a field mode and an event mode. The field mode is a mode in which the player character moves in the game field. In this field mode, the player instructs the player character to equip (attach / detach) the owned equipment items and use (consume) the owned consumable items, etc. The equipment items include, for example, weapons, armors, accessories, etc. The consumable items include, for example, items that recover the hit points of the player character, items that recover the status abnormalities (such as paralysis, confusion, etc.) of the player character, items that strengthen the equipment items, etc. Also, the event mode is a mode in which an event corresponding to the enemy characters or boss characters that appear (are encountered) in the game field is performed when the player moves in the real world, that is, when the player character moves in the game field. This event is, for example, a battle game in which the player character battles against the enemy characters or boss characters. In this battle game, the player instructs the player character to attack the appeared enemy characters (ordinary monsters) or boss characters (boss monsters), use skills, defend, use (consume) consumable items, etc. For example, when the player (player character) wins against an enemy character, experience points for growing (leveling up) the player character, currency available in the game (such as medals and coins), provisional rewards (such as sealed bags and boxes), etc. are given to the player. For example, when the ability of the enemy character is high or the appearance frequency is low, a large amount of experience points, currency, and provisional rewards associated with a high rarity are given. This provisional reward is associated with one or more actual rewards and is given to the player prior to the actual reward. Examples of the actual reward include items, characters, currency, etc. as an example of the content. For example, the player can open the provisional reward and obtain the actual reward when the movement amount corresponding to the provisional reward reaches a predetermined amount.

[0043] In addition, in the game according to this embodiment, there are multiple types of quests, each with a different name (title). The quests can be selected by the player on the quest menu screen or the like. These quests are associated with enemy characters that appear in the game field and boss characters that appear at the goal point (destination) of the quest. For example, when the player wins a battle against a boss character, a new quest becomes selectable. The new quest is set to have a higher difficulty level than the quests that the player can already select, and the abilities of the enemy characters and boss characters increase.

[0044] Also, in the game according to this embodiment, the goal point of each quest is set at a landmark in the player's real world, that is, a virtual landmark in the game field. Examples of such landmarks include commercial facilities, public facilities, and tourist spots. On the way to the goal point of the quest, the player can encounter enemy characters corresponding to the quest and the location information. Also, in the real world, the player can encounter the boss character corresponding to the quest by moving to the vicinity (for example, within a radius of 20 m) of the landmark where the goal point of the quest is set. Note that the goal point of each quest may be set by the player or the game operator.

[0045] <Functional means> FIG. 4 is a block diagram showing an example of the functional configuration of the server device 10.

[0046] As shown in FIG. 4, the server device 10 includes, as a functional configuration, a storage means 50, an accumulation means 52, a measurement means 54, and a granting means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like.

[0047] The memory means 50 is a functional means for storing player information 50A, character information 50B, enemy character information 50C, quest information 50D, item information 50E, temporary reward information 50F, etc.

[0048] The player information 50A is stored in association with the player ID of each player. This player information 50A includes, for example, the player's name, age, stride (height), rank, usable character information, owned item information, quest completion information, step count information history, position information history, and temporary reward accumulation information. The rank, for example, increases when the player clears a quest. The usable character information includes ability information and status information in association with the player character ID of the player-available player characters. The ability information includes ability values and skill information. The ability values include, for example, total experience points (level), hit points, attack power, defense power, etc. The total experience points increase when experience points are obtained in battles against enemy characters. The player character's level increases as the total experience points increase, and the hit points, attack power, and defense power increase, or new skills are acquired. The skill information includes the skill IDs of the skills that the player character has acquired (usable). Examples of such skills include magic that restores the hit points of the player character and special skills that attack enemy characters with the fire attribute. The status information includes a flag indicating whether the status is normal or abnormal. For example, the status information includes a flag related to paralysis and a flag related to confusion. The owned item information includes the item ID and the number of items (equipped items and consumable items) owned by the player. The quest completion information includes the quest ID and the goal location of the quest being executed by the player, and the quest IDs of the quests that the player can select. The goal location includes the position information of landmarks in the real world. The step count information history includes the number of steps of the player per minute measured based on the output result of the acceleration sensor 33. The location information history includes the player's location information every minute acquired by the GPS receiver unit 39. The provisional reward accumulation information includes the accumulation date and time in association with one or more provisional rewards given to the player. The provisional rewards are associated with a rarity indicating a rarity value. This rarity increases in the order of, for example, "yellow", "red", "blue", "purple". For example, a basic reward with a low rarity is associated with a provisional reward of "yellow" with the lowest rarity. On the other hand, a basic reward with a high rarity (for example, a lottery target item group) is associated with a provisional reward of "purple" with the highest rarity. Note that an upper limit number (for example, 10) may be set for the number of provisional rewards accumulated (stored) in the provisional reward accumulation information. The accumulation date and time includes the date and time when the provisional reward was accumulated (stored), in other words, the date and time when the provisional reward was given to the player.

[0049] The character information 50B is stored for each character in association with the character ID of the character. This character information 50B includes, for example, the name and image of the character, the required experience value for each level, the ability information according to the level, equipable items, etc. The required experience value for each level includes the total experience value required to reach each level. Examples of the ability information according to the level include the acquisition level of various skills and the ability values (hit points, attack power, defense power, etc.) for each level. The equipable items include the item IDs of the equipable equipment items.

[0050] The enemy character information 50C is stored for each enemy character in association with the character ID of the enemy character. This enemy character includes a boss character. This enemy character information 50C includes, for example, the name and image of the enemy character, the appearance frequency, the appearance area, the ability information, the reward information, etc. The appearance frequency includes a numerical value according to the frequency with which the enemy character appears in the game field. For example, "50" is set for the enemy character with the highest appearance frequency, and "1" is set for the enemy character with the lowest appearance frequency. The appearance area includes the area (range) of the real world in which the enemy character appears. This area is, for example, an area indicated by latitude and longitude in the real world. Note that this appearance area may also be an area (range) indicated by the coordinates of the game field. The ability information includes ability values ​​and skill information. The reward information includes experience points and currency amounts to be given to the player when an enemy character is defeated, and provisional reward information. The provisional reward information includes the rarity and drop rate of the provisional reward. The drop rate is the probability that the provisional reward will be given to the player. For example, an enemy character that appears less frequently is associated with a provisional reward that is highly rare and a high drop rate.

[0051] Quest information 50D is stored for each quest in association with the quest ID of the quest. This quest information 50D includes, for example, the name of the quest, character appearance information, and goal information. The character appearance information includes character IDs of various characters that appear in the game field during the execution of the quest. For example, the character appearance information includes character IDs of enemy characters (normal monsters) and boss characters (boss monsters) that appear at the goal.

[0052] The item information 50E is stored for each item in association with the item ID of the item. This item information 50E includes the name and image of the item, item classification, rarity, and effect. The item classification includes a flag value indicating the classification of equipment items such as weapons and armor, and consumable items such as tools. The rarity includes, for example, a numerical value from 1 to 6. For example, an item with a high rarity is set with an effect that gives an advantage in a battle against an enemy character. The effect includes, for example, a value by which an ability value changes (increases or decreases) when the player character is equipped with the equipment item, a value by which the hit points of the player character are recovered by using a consumable item, and the like.

[0053] The provisional reward information 50F is stored in association with the rarity of the provisional reward for each rarity of the provisional reward. This provisional reward information 50F includes the actual reward corresponding to the rarity of the provisional reward and the movement amount (predetermined amount). For the actual reward, for example, for the provisional reward of "yellow" with the lowest rarity, a lottery target item group (lottery target content group) including items with rarity from 1 to 3 is associated, and for the provisional reward of "purple" with the highest rarity, a lottery target item group including items with rarity of 5 or 6 is associated. In addition, for each item included in this lottery target item group, a weight (numerical value) corresponding to the rarity of the item is set. For example, a low weight (numerical value) is set for items with high rarity, and a high weight (numerical value) is set for items with low rarity. Here, the lottery probability of one item included in the lottery target item group is the value obtained by dividing the weight set for the one item by the total value of the weights set for each item included in the lottery target item group. Specifically, when the weight set for one item included in the lottery target item group is 2 and the total value of the weights set for each item included in the lottery target item group is 40, the lottery probability of the one item is 2 / 40 (5%). The movement amount includes a predetermined amount corresponding to the rarity of the provisional reward. The predetermined amount is, for example, larger as the rarity of the provisional reward is higher. For example, when the movement amount is the number of steps, the predetermined amount of "yellow" with the lowest rarity is "1000 steps", and the predetermined amount of "purple" with the highest rarity is "10000 steps". Also, for example, when the movement amount is the movement distance, the predetermined amount of "yellow" with the lowest rarity is "5 km", and the predetermined amount of "purple" with the highest rarity is "50 km".

[0054] The accumulation means 52 is a functional means for accumulating provisional rewards in association with the player. In the present embodiment, when a predetermined condition is satisfied within the game, the accumulation means 52 accumulates one or more provisional rewards in association with the player. Specifically, the accumulation means 52 accumulates (stores) one or more provisional rewards in the provisional reward accumulation information of the player information 50A. Examples of the predetermined condition include the player winning against an enemy character in a battle game, the player clearing a quest, the player reaching a goal point, the player's rank increasing, the player logging in, the player purchasing or exchanging (trading) a provisional reward, and the like.

[0055] The measurement means 54 is a functional means for measuring the amount of movement of the player in the real world. In the present embodiment, the measurement means 54 measures the amount of movement of the player in the real world in association with the accumulated provisional rewards. For example, when a plurality of provisional rewards are accumulated in the provisional reward accumulation information of the player information 50A, the measurement means 54 measures the amount of movement corresponding to the oldest or the newest provisional reward in terms of the accumulation date and time. Examples of this amount of movement include the number of steps and the moving distance of the player. For example, the measurement means 54 refers to the step count information of the player information 50A and measures the total number of steps from the accumulation date and time of the provisional reward to the present. Also, for example, the measurement means 54 refers to the position information history of the player information 50A and measures the total moving distance from the accumulation date and time of the provisional reward to the present.

[0056] In addition, when a main reward corresponding to one provisional reward accumulated in the provisional reward accumulation information of the player information 50A is given, the measurement means 54 measures the amount of movement corresponding to the other provisional rewards accumulated in the provisional reward accumulation information. For example, when a main reward corresponding to one accumulated provisional reward is given, the measurement means 54 measures the amount of movement corresponding to the oldest or the newest provisional reward among the remaining provisional rewards accumulated in the provisional reward accumulation information.

[0057] The awarding means 56 is a functional means for awarding a player with a provisional reward or a main reward. In the present embodiment, when a predetermined condition is satisfied within the game, the awarding means 56 awards a provisional reward to the player, and the provisional reward is accumulated in the provisional reward accumulation information by the accumulation means 52. Further, the awarding means 56 awards a main reward corresponding to the provisional reward accumulated in the provisional reward accumulation information to the player in response to the player's real-world movement amount reaching a predetermined amount. This predetermined amount is the movement amount (predetermined amount) associated with the rarity of the provisional reward in the provisional reward information 50F. For example, the awarding means 56 awards an item (content) selected from a group of lottery target items (lottery target content group) corresponding to the rarity of the provisional reward as the main reward.

[0058] Also, the awarding means 56 provides preferential treatment to the player the shorter the period until the movement amount corresponding to the accumulated provisional reward reaches the predetermined amount. For example, the awarding means 56 compares the accumulation date and time of the provisional reward with the date and time when the movement amount corresponding to the provisional reward reaches the predetermined amount, and the smaller the difference, the more preferential the lottery of the main reward. For example, the awarding means 56 compares the accumulation date and time of the provisional reward with the date and time when the movement amount corresponding to the provisional reward reaches the predetermined amount, and the smaller the difference, the more preferential the lottery of the main reward. Also, the awarding means 56 provides preferential treatment to the lottery of the main reward the longer the period until the movement amount reaches the predetermined amount. For example, the awarding means 56 compares the accumulation date and time of the provisional reward with the date and time when the movement amount corresponding to the provisional reward reaches the predetermined amount, and the larger the difference, the more preferential the lottery of the main reward. Hereinafter, specific examples of the preferential treatment performed by the awarding means 56 will be described. These specific examples may be combined with each other.

[0059] (1) Increase the lottery probability of items with high rarity The giving means 56, as a privilege, increases the lottery probability of items with a high rarity among the lottery target item group. For example, the giving means 56, as a privilege, increases the weight set for items with a high rarity among the lottery target item group associated with the rarity of the temporary rewards. Specifically, when the difference between the accumulation date and time of the "purple" temporary reward and the date and time when the movement amount corresponding to the temporary reward reaches a predetermined amount is less than 1 day, the weight of the item with a rarity of 6 among the lottery target item group is increased by 5. When the difference is 1 day or more and less than 2 days, the weight of the item with a rarity of 6 among the lottery target item group is increased by 3. When the difference is 2 days or more, the weight of the item with a rarity of 6 among the lottery target item group is not increased.

[0060] (2) Increase the number of the main rewards to be drawn The giving means 56, as a privilege, increases the number of items to be drawn from the lottery target item group. Specifically, when the difference between the accumulation date and time of the temporary reward and the date and time when the movement amount corresponding to the temporary reward reaches a predetermined amount is less than 1 day, 3 items are drawn from the lottery target item group. When the difference is 1 day or more and less than 2 days, 2 items are drawn from the lottery target item group. When the difference is 2 days or more, 1 item is drawn from the lottery target item group. And when there are 2 or more drawn items, the giving means 56 allows the player to arbitrarily select 1 item, and gives the selected item to the player. On the other hand, when there is 1 drawn item, the giving means 56 gives the item to the player. Note that when there are 2 or more drawn items, the giving means 56 may give all the drawn items to the player, or may give some of the drawn items to the player.

[0061] (3) Increase the rarity of the temporary rewards The awarding means 56 increases the scarcity of the provisional reward as a preferential treatment. Specifically, when the difference between the accumulation date and time of the "yellow" provisional reward whose movement amount has reached a predetermined amount and the date and time when the movement amount corresponding to the provisional reward has reached the predetermined amount is less than 1 day, the awarding means 56 changes the scarcity of the provisional reward to "blue", when the difference is 1 day or more and less than 2 days, the awarding means 56 changes the scarcity of the provisional reward to "red", and when the difference is 2 days or more, the awarding means 56 does not change the scarcity of the provisional reward. Note that the awarding means 56 may increase the scarcity of other provisional rewards stored in the provisional reward accumulation information. For example, when the scarcity of the provisional reward whose movement amount has reached the predetermined amount is the highest "purple", the awarding means 56 increases the scarcity of other provisional rewards stored in the provisional reward accumulation information. Thereby, it is possible to give the player an incentive to continue moving and playing the game.

[0062] <Flow of processing> FIG. 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the present embodiment. Further, the processing of the following steps is repeatedly executed at predetermined intervals, for example, every 1 second. Note that the order and content of the following steps can be changed as appropriate.

[0063] (Step SP10) The measuring means 54 acquires the accumulation date and time of the provisional reward stored in the provisional reward accumulation information of the player information 50A. For example, when a plurality of provisional rewards are stored in the provisional reward accumulation information, the measuring means 54 acquires the accumulation date and time of the first (the oldest accumulation date and time) provisional reward. Then, the process proceeds to the process of step SP12.

[0064] (Step SP12) The measuring means 54 refers to the player information 50A and measures the player's movement amount from the accumulation date and time acquired in step SP10 to the present. For example, the measuring means 54 refers to the step count information history of the player information 50A and measures the step count of the player from the accumulation date and time acquired in step SP10 to the present. Then, the process proceeds to the process of step SP14.

[0065] (Step SP14) The awarding means 56 refers to the provisional reward information 50F, obtains the movement amount (predetermined amount) corresponding to the rarity of one provisional reward, and determines whether the movement amount of the player measured in step SP12 has reached the movement amount (predetermined amount) corresponding to the rarity of the provisional reward. If the determination is affirmative, the process proceeds to the process of step SP16. On the other hand, if the determination is negative, the process ends the series of processes shown in FIG. 5.

[0066] (Step SP16) The awarding means 56 gives preferential treatment to the player according to the period until the movement amount corresponding to one provisional reward reaches the predetermined amount. For example, the awarding means 56 gives more preferential treatment to the player as the period until the movement amount corresponding to the provisional reward reaches the predetermined amount is shorter. Specifically, the awarding means 56 increases the extraction probability of an item with a higher rarity among the extraction target item group corresponding to the rarity of the provisional reward as the period from the accumulated date and time obtained in step SP10 to the present is shorter. Then, the process proceeds to the process of step SP18.

[0067] (Step SP18) The awarding means 56 extracts an item from the extraction target item group corresponding to the rarity of one provisional reward. Specifically, the awarding means 56 randomly selects one item from the extraction target item group. Then, the process proceeds to the process of step SP20.

[0068] (Step SP20) The awarding means 56 awards the item extracted in step SP16 to the player as the main reward. Specifically, the awarding means 56 adds the extracted item to the owned item information of the player information 50A. Then, when the player logs in to the game, the awarding means 56 displays an awarding screen 60 indicating that the main reward corresponding to the accumulated provisional reward has been awarded on the touch panel 32.

[0069] FIG. 6 is a diagram showing an example of the awarding screen 60 according to the present embodiment.

[0070] As shown in FIG. 6, the awarding screen 60 is provided with a main reward information area 62 and an acquisition button 64. In the main reward information area 62, it is shown that the player has been awarded the main reward (for example, an item) by opening the accumulated temporary reward. The acquisition button 64 is a button for the player to instruct the acquisition of the main reward.

[0071] Returning to FIG. 5, the process proceeds to the process of step SP22.

[0072] (Step SP22) The accumulation means 52 deletes the information regarding the first accumulated temporary reward from the temporary reward accumulation information of the player information 50A. Then, the process ends the series of processes shown in FIG. 5.

[0073] <Effect> As described above, in the present embodiment, the computer is caused to function as an accumulation means 52 that accumulates a temporary reward in association with a player when a predetermined condition is satisfied in the game, a measurement means 54 that measures the amount of movement of the player in the real world in association with the accumulated temporary reward, and an awarding means 56 that awards the player the main reward corresponding to the accumulated temporary reward in response to the amount of movement reaching a predetermined amount.

[0074] According to this configuration, since the main reward corresponding to the accumulated temporary reward is awarded in response to the amount of movement reaching a predetermined amount, it is possible to encourage the player to move in the real world, thereby enhancing the interest of the location information game. In addition, after the temporary reward is accumulated, by playing the location information game, that is, moving, the player can obtain the main reward, so that it is possible to give the player the motivation to continue playing the location information game, thereby activating the location information game.

[0075] In addition, in this embodiment, rarity is associated with the provisional reward, and the awarding means 56 awards, as the main reward, the content selected from the group of contents to be raffled corresponding to the rarity of the provisional reward.

[0076] According to this configuration, since the content selected from the group of contents to be raffled is awarded to the player, at the time when the provisional reward is awarded, the player does not know which main reward will be awarded. Therefore, it is possible to give the player the motivation to move, thereby enhancing the interestingness of the location information game.

[0077] In addition, in this embodiment, the awarding means 56 gives preference to the raffle as the period until the movement amount reaches a predetermined amount is shorter.

[0078] According to this configuration, since the raffle is given preference as the period until the movement amount reaches a predetermined amount is shorter, after the provisional reward is accumulated, it is possible to prompt the player to move immediately, thereby enhancing the interestingness of the location information game.

[0079] In addition, in this embodiment, the awarding means 56 gives preference to the raffle as the period until the movement amount reaches a predetermined amount is longer.

[0080] According to this configuration, since the raffle is given preference as the period until the movement amount reaches a predetermined amount is longer, after the provisional reward is accumulated, even if the player cannot move immediately, it is possible to prompt the subsequent movement, thereby enhancing the interestingness of the location information game.

[0081] In addition, in this embodiment, rarity is associated with the content, and the preference is to increase the raffle probability of the content with high rarity among the group of contents to be raffled.

[0082] According to this configuration, since the content with high rarity is awarded, it is possible to prompt the player to move, thereby enhancing the interestingness of the location information game.

[0083] In this embodiment, the preferential treatment is to increase the number of main rewards to be drawn.

[0084] According to this configuration, the number of main rewards to be drawn increases, which encourages players to move around more, thereby making the location information game more interesting.

[0085] In addition, in this embodiment, the preferential treatment is to increase the rarity of the provisional reward.

[0086] According to this configuration, as the rarity of the provisional reward increases, a better real reward is awarded, which encourages the player to move around, thereby increasing the interest of the location-based game.

[0087] Furthermore, in this embodiment, the higher the rarity of the provisional reward, the larger the predetermined amount.

[0088] According to this configuration, when a provisional reward with a high rarity is accumulated, it is possible to encourage the player to move around a lot, thereby making the location information game more interesting.

[0089] Furthermore, in this embodiment, the accumulation means 52 accumulates a plurality of provisional rewards in correspondence with a player, and the measurement means 54 measures the amount of movement corresponding to another accumulated provisional reward in response to the granting of a real reward corresponding to the one accumulated provisional reward.

[0090] According to this configuration, when a real reward corresponding to one provisional reward is awarded, the amount of movement corresponding to another provisional reward is measured, thereby encouraging the player to continue moving, thereby increasing the interest of the location-based game.

[0091] <Modification> Note that the present invention is not limited to the above specific examples. That is, even if a person skilled in the art makes appropriate design changes to the above specific examples, as long as they have the features of the present invention, they are included in the scope of the present invention. In addition, each element included in the above-described embodiments and the modification examples described later can be combined as much as technically possible, and as long as the combination includes the features of the present invention, it is included in the scope of the present invention.

[0092] For example, in the above embodiment, the case where one or more provisional rewards are accumulated in the provisional reward accumulation information has been described. However, the accumulation means 52 may delete one or more accumulated provisional rewards from the provisional reward accumulation information according to an instruction from the player.

[0093] In addition, in the above embodiment, the case where the measurement means 54 measures the movement amount corresponding to the provisional reward with the oldest or newest accumulation date and time has been described. However, the movement amount corresponding to the provisional reward arbitrarily selected by the player may be measured. For example, the accumulation means 52 receives in advance a selection of one provisional reward that the player wants to open, and stores the one provisional reward in the provisional reward accumulation information as the object to be opened.

[0094] In addition, in the above embodiment, the case where the awarding means 56 compares the accumulation date and time of the provisional reward with the date and time when the movement amount corresponding to the provisional reward reaches a predetermined amount, and gives priority to the lottery of the main reward as the difference is smaller or larger has been described. However, the date and time when the player selects the provisional reward as the object to be opened may be compared with the date and time when the movement amount corresponding to the provisional reward reaches a predetermined amount.

[0095] In addition, in the above embodiment, the case where the awarding means 56 awards the player the main reward corresponding to the provisional reward accumulated in the provisional reward accumulation information in response to the player's real-world movement amount reaching a predetermined amount has been described. However, the provisional reward may be opened by consuming an item (for example, a charged item or an opening item), and the player may be awarded the main reward. In addition, at the time of this opening, for example, when the rarity of the provisional reward to be opened is high or when the player's movement amount corresponding to the provisional reward is small, a large number of items may be consumed.

[0096] Also, in the above embodiment, the case where the step count information history of the player information 50A is measured based on the output result of the acceleration sensor 33 has been described. However, the step count may be measured from the moving distance (position information history). In this case, the step count can be obtained, for example, by the calculation formula "step count = moving distance ÷ step width (height × 0.45)". Also, the step count information history may be measured based on the output result of the angular velocity sensor 34.

[0097] Also, in the above embodiment, the case where the content is an item has been mainly described. However, it may be a character, card, avatar, coin, point, or the like.

Description of Reference Numerals

[0098] 10... Server device (computer), 12... Terminal device, 50... Storage means, 52... Accumulation means, 54... Measurement means, 56... Granting means

Claims

1. Computer, an accumulation means for accumulating a provisional reward in association with a player when a predetermined condition is satisfied in the game; a measuring means for measuring an amount of movement in the real world by the player in association with the accumulated provisional reward; a granting means for granting to the player a final reward corresponding to the accumulated provisional reward in response to the amount of movement reaching a predetermined amount; A program that functions as a

2. The provisional reward is associated with a rarity level, The granting means grants, as the final reward, a content selected from a selection target content group corresponding to the rarity of the provisional reward. The program according to claim 1.

3. The awarding means gives preferential treatment to the lottery the shorter the period until the movement amount reaches a predetermined amount. The program according to claim 2.

4. The awarding means gives preferential treatment to the lottery as the period until the movement amount reaches the predetermined amount is longer. The program according to claim 2.

5. The content is associated with a rarity; The preferential treatment is to increase the probability of a content having a high rarity being selected from the group of content items to be selected. The program according to claim 3 or 4.

6. The preferential treatment is to increase the number of prizes to be drawn; The program according to claim 3 or 4.

7. The preferential treatment is to increase the rarity of the provisional reward. The program according to claim 3 or 4.

8. The higher the rarity of the provisional reward, the greater the predetermined amount. The program according to any one of claims 2 to 7.

9. the accumulation means accumulates a plurality of provisional rewards in association with the player; The measurement means measures a movement amount corresponding to the other accumulated provisional reward in response to the grant of a final reward corresponding to the one accumulated provisional reward.

9. The program according to claim 1.

10. an accumulation means for accumulating a provisional reward in association with a player when a predetermined condition is satisfied in the game; a measuring means for measuring an amount of movement in the real world by the player in association with the accumulated provisional reward; a granting means for granting to the player a final reward corresponding to the accumulated provisional reward in response to the movement amount reaching a predetermined amount; An information processing device comprising:

Citation Information

Patent Citations

  • Systems and methods for displaying virtual worlds

    JP3551856B2