Game system and program

The game system integrates real and virtual environments by accessing virtual space information from real-world locations and synthesizing these spaces on a display unit, addressing the limitations of conventional game systems.

JP2025092603APending Publication Date: 2025-06-19BANDAI NAMCO ENTERTAINMENT INC
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2025054729
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2025-06-19

AI Technical Summary

Technical Problem

Conventional game systems restrict players to predetermined locations and virtual spaces, preventing the fusion of real and virtual environments.

Method used

A game system that includes an information acquisition unit for accessing virtual space information from real-world locations, a virtual space setting unit for creating corresponding virtual environments, and a display processing unit for synthesizing real and virtual space images on a display unit.

Benefits of technology

Enables players to engage in games that integrate real and virtual spaces, enhancing gameplay experience and allowing for new types of interactive games.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025092603000001_ABST
    Figure 2025092603000001_ABST
Patent Text Reader

Abstract

To provide a game system, etc. that enable a game merging an actual space and a virtual space to be played in a spot of the actual space.SOLUTION: A game system includes: an information acquisition unit for acquiring access information on a virtual space from a spot of an actual space; a virtual space setting unit for performing setting processing for a virtual space corresponding to the spot on the basis of the acquired access information; a game processing unit for performing game processing for a player to play a game in which an object in the virtual space is a play target, in the spot of the actual space; an image acquisition unit for acquiring an actual space image capturing the actual space in the spot by an imaging unit; and a display processing unit for performing processing to generate a virtual space image viewed from a virtual camera corresponding to a view point of the player in the virtual space, and display a display image compositing the actual space image and the virtual space image in a display unit.SELECTED DRAWING: Figure 11
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a game system, a program, and the like.

Background Art

[0002] For example, Patent Document 1 discloses a game system in which a player can play a fishing game. In this game system, the player selects a stage on a terminal device and enjoys the fishing game on the selected stage. Specifically, using an acceleration sensor or the like provided in the terminal device, it is detected whether a capturing action has been performed on a capturing target such as a fish, and when the capturing target is captured, a discount coupon or the like is given to the player.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In such a conventional game system, the range of the player's actions is limited to a predetermined place such as home or a game center. Even in a game on a portable terminal device that can play games regardless of location, the player is restricted to actions only in the virtual space within the game and cannot enjoy a game that fuses the real space and the virtual space.

[0005] According to some aspects of the present invention, it is possible to provide a game system or the like that enables playing a game that fuses the real space and the virtual space at a spot in the real space.

Means for Solving the Problems

[0006] One aspect of the present disclosure relates to a game system including: an information acquisition unit that acquires access information of a virtual space from a spot in the real space; a virtual space setting unit that performs setting processing of the virtual space corresponding to the spot based on the acquired access information; a game processing unit that performs game processing for a player to play a game in which an object in the virtual space is a play target at the spot in the real space; an image acquisition unit that acquires a real space image obtained by imaging the real space at the spot by an imaging unit; and a display processing unit that generates a virtual space image seen from a virtual camera corresponding to the player's viewpoint in the virtual space and performs processing to display a display image in which the real space image and the virtual space image are synthesized on a display unit. Another aspect of the present disclosure relates to a program that causes a computer to function as each of the above units, or a computer-readable information storage medium storing the program.

[0007] According to one aspect of the present disclosure, a player can play a game in which an object in the virtual space is a play target while viewing a display image in which a real space image at a spot in the real space and a virtual space image of a virtual space set corresponding to the spot in the real space are synthesized. Therefore, it becomes possible to provide a game system or the like that enables playing a game in which the real space and the virtual space are fused at a spot in the real space.

[0008] In another aspect of the present disclosure, when predetermined motion information about the player is detected, the display processing unit may perform processing to display, on the display unit, an image in which the object in the virtual space image moves out of the player's field of view or a warning image for the player.

[0009] In this way, when predetermined motion information about the player is detected, it becomes possible to interrupt the player's game play and to enable the player to grasp the situation around himself / herself.

[0010] Also, in one aspect of the present disclosure, when predetermined movement information about the player is detected, the game processing unit may perform a process of disabling the game operation of the player.

[0011] In this way, since the player's operation is not accepted and the player cannot play the game, it becomes possible to interrupt the player's game play and to make the player aware of the situation around him / herself.

[0012] Also, in one aspect of the present disclosure, after the object enters the captured state, if the object moves outside the player's field of view and the staying time of the object outside the field of view exceeds a given set time, the game processing unit may perform a process of releasing the object.

[0013] In this way, when the captured object moves outside the field of view and a given set time elapses, the object is released and enters the released state.

[0014] Also, in one aspect of the present disclosure, the game processing unit may change the length of the set time according to the game status information of the player.

[0015] In this way, it becomes possible to determine whether or not to release the object by determining whether or not the staying time of the object outside the field of view exceeds the set time whose length changes according to the game status information of the player.

[0016] Also, in one aspect of the present disclosure, the display processing unit may perform display processing to notify the player that the position of the object in the depth direction in the virtual space has reached a position where the object can be captured.

[0017] In this way, the player can confirm that the position of the object in the depth direction in the virtual space has reached a position where it can be captured, and can perform a game operation to capture the object.

[0018] Also, in one aspect of the present disclosure, when the object moves outside the player's field of view, the display processing unit may perform processing of compositely displaying an image of the object outside the field of view on the display image.

[0019] In this way, even when the object moves outside the field of view and becomes invisible, the player can visually confirm the state of the object that has moved outside the field of view.

[0020] Also, in one aspect of the present disclosure, the virtual space setting unit sets a virtual space corresponding to virtual water, and the display processing unit generates a virtual underwater image that is an image of the virtual space visible from the virtual camera in the virtual water, and may perform processing of displaying, on the display unit, a display image in which the virtual underwater image and the real space image are combined.

[0021] In this way, the player can enjoy a game with the object as the play target as if in water, and a game of a type that has never existed before can be realized.

[0022] Also, in one aspect of the present disclosure, it includes a game controller attachable to a terminal device having the display unit and the imaging unit, and the game controller includes a fixing unit for fixing the game controller to the terminal device, a gripping unit gripped by the player, and an operation unit for the player to perform a game operation. The game processing unit may perform the game processing based on the game operation of the player using the operation unit of the game controller.

[0023] In this way, the player can perform a game operation using the game controller, so that the game operation of the player becomes easier, and it is possible to provide a suitable interface environment for the game operation.

[0024] Also, in one aspect of the present disclosure, a privilege processing unit that performs a process of granting a privilege to the player according to the result of the game process at the spot may be included (a computer may function as the privilege processing unit).

[0025] In this way, the player will be motivated by the acquisition of the privilege and will play the game at the spot.

[0026] Also, in one aspect of the present disclosure, a quest to be cleared by the player is set for the spot, and the privilege processing unit may perform a process of granting the privilege to the player on the condition that the player has cleared the quest.

[0027] In this way, the player can acquire the privilege by clearing the quest set at the spot, so the acquisition of the privilege serves as a motivation and the player will go to the spot to play the game to clear the quest.

[0028] Also, in one aspect of the present disclosure, the game processing unit performs the game process of causing a specific object to be played by the player to appear in the virtual space in the quest, and the privilege processing unit may perform a process of granting the privilege to the player when the clear condition of the quest for the specific object is satisfied.

[0029] In this way, the player can enjoy not only games that target normal objects but also game play that targets specific objects, and the fun of the game and the player's enthusiasm for the game can be improved.

[0030] Also, in one aspect of the present disclosure, a plurality of the spots are set in the real space, and the virtual space setting unit may perform setting processing of the virtual space in which different objects appear for each of the plurality of spots based on the access information acquired at each of the plurality of spots.

[0031] By doing so, based on the access information acquired at each of a plurality of spots, it becomes possible to generate a virtual space corresponding to each spot and cause different objects to appear in the virtual space for each spot.

[0032] Another aspect of the present disclosure relates to a game controller attachable to a terminal device, including a fixing portion for fixing the game controller to the terminal device, a gripping portion gripped by a player, a contact member having a contact with a display portion of the terminal device, an electrode that contacts the player when the player grips the gripping portion, an operation portion for the player to perform a rotation operation as a game operation, and a switch unit that turns on or off an electrical connection between the contact and the electrode in response to the rotation operation of the operation portion.

[0033] In this way, in response to the rotation operation of the operation portion by the player, the electrical connection between the contact of the contact member and the electrode is turned on or off, and it becomes possible to provide a game controller that can realize a suitable game operation interface environment.

[0034] In another aspect of the present disclosure, the gripping portion is provided at a position corresponding to the lower side of the terminal device when the game controller is fixed to the terminal device, and the operation portion may be provided at a position corresponding to the right side or the left side of the terminal device when the game controller is fixed to the terminal device.

[0035] In this way, the player can perform the rotation operation of the operation portion with one hand while gripping the gripping portion with the other hand.

[0036] In another aspect of the present disclosure, the fixing portion includes a plate-shaped portion facing the back surface of the terminal device when the game controller is fixed to the terminal device, and the thickness of the plate-shaped portion may be smaller than the communication distance of an NFC tag reader provided on the back surface of the terminal device.

[0037] In this way, with the game controller attached to the terminal device, the player can stably read the access information of the virtual space by bringing the back side of the terminal device into contact with the NFC tag installed at the spot in the real space.

Brief Description of the Drawings

[0038]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

DETAILED DESCRIPTION OF THE INVENTION

[0039] Hereinafter, the present embodiment will be described. Note that the present embodiment described below does not unduly limit the content described in the claims. Also, not all of the configurations described in the present embodiment are essential constituent elements.

[0040] 1. Game System FIG. 1 is a block diagram showing a configuration example of the game system according to this embodiment. With this game system, for example, games of augmented reality (AR) or mixed reality (MR) can be realized. Note that the game system of this embodiment is not limited to the configuration of FIG. 1, and various modifications such as omitting a part of its components (each part) or adding other components are possible. Also, hereinafter, the case where each process of the game system of this embodiment is realized by the terminal device 30 such as FIG. 2 described later will be mainly taken as an example for explanation, but this embodiment is not limited thereto. For example, each process of the game system of this embodiment may be realized by a server system communicatively connected to the terminal device 30 via a network. Alternatively, each process of the game system of this embodiment may be realized by distributed processing of the terminal device 30 and the server system. The network (distribution network, communication line) is, for example, a communication path using the Internet, wireless LAN, etc., and includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), and other communication networks such as a telephone communication network, a cable network, and a wireless LAN. Also, the communication method may be wired / wireless. The terminal device 30 (player terminal) is, for example, a terminal having a communication function (network connection function, Internet connection function). As the terminal device 30, for example, various devices such as a portable communication terminal such as a smartphone or a mobile phone, a portable game device, or a tablet PC can be used. The server system can be realized by, for example, one or a plurality of servers (management server, game distribution server, video distribution server, billing server, service providing server, authentication server, database server, or communication server, etc.). The server system can perform information acquisition processing, image acquisition processing, virtual space setting processing, virtual camera control processing, game processing, privilege processing, display processing, sound processing, etc., which are each process of this embodiment.

[0041] The operation unit 160 is for a player (user) to input various operation information (input information). The operation unit 160 can be realized by various operation devices such as operation buttons, direction keys, touch panels, keyboards, levers, or voice input devices.

[0042] The imaging unit 162 (camera) captures images of the real space. The imaging unit 162 can be realized by, for example, an image sensor such as a CCD, a CMOS sensor, or a depth sensor, and an optical system composed of a focus lens or the like.

[0043] The game controller 50 is a controller for the player to perform game operations. For example, when the game system is realized by the terminal device 30, the game controller 50 is a game operation kit attachable to the terminal device 30. For example, the game controller 50 is an auxiliary device for the player's game operations. The game controller 50 can also be said to be an auxiliary operation device for the operation unit 160. Details of the game controller 50 will be described later.

[0044] The storage unit 170 stores various types of information. The storage unit 170 functions as a work area for the processing unit 100, the communication unit 196, etc. Programs for game processing and data necessary for program execution are held in this storage unit 170. The function of the storage unit 170 can be realized by a semiconductor memory (DRAM, VRAM), an HDD (hard disk drive), an SSD, an optical disk device, or the like. The storage unit 170 includes a virtual space information storage unit 172 and a drawing buffer 178.

[0045] The information storage medium 180, which is a computer-readable medium, stores programs, data, etc., and its function can be realized by an optical disk (DVD, BD, CD), an HDD, or a semiconductor memory (ROM), etc. The processing unit 100 performs various processes of this embodiment based on the programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs (programs for causing a computer to execute the processes of each part) for causing a computer (a device including an input device, a processing unit, a storage unit, and an output unit) to function as each part of this embodiment.

[0046] The display unit 190 outputs the image generated according to this embodiment, and its function can be realized by an LCD, an organic EL display, or the like. When the display unit 190 is a touch panel type display, the display unit 190 also functions as the operation unit 160. The sound output unit 192 outputs the sound generated according to this embodiment, and its function can be realized by a speaker, headphones, or the like.

[0047] The I / F unit 194 (interface unit) performs interface processing with the portable information storage medium 195, and its function can be realized by an ASIC for I / F processing or the like. The portable information storage medium 195 is for the player to store various kinds of information, and is a storage device that retains the storage of these information even when the power supply is cut off. The portable information storage medium 195 can be realized by an IC card (memory card), a USB memory, a magnetic card, or the like.

[0048] The communication unit 196 communicates with the outside (other devices) via a wired or wireless network, and its function can be realized by hardware such as a communication ASIC or a communication processor, or communication firmware.

[0049] Note that the program (data) for causing a computer to function as each part of this embodiment may be distributed from the information storage medium of the server (host device) to the information storage medium 180 (or the storage unit 170) via the network and the communication unit 196. The use of such an information storage medium by the server can also be included within the scope of this embodiment.

[0050] The processing unit 100 (processor) performs information acquisition processing, image acquisition processing, virtual space setting processing, virtual camera control processing, game processing, privilege processing, display processing, sound processing, or the like based on the operation information of the operation unit 160, programs, and the like.

[0051] Each process (each function) of the present embodiment performed by each part of the processing unit 100 can be realized by a processor (a processor including hardware). For example, each process of the present embodiment can be realized by a processor that operates based on information such as a program and a memory that stores information such as a program. The processor may be, for example, a hardware in which the functions of each part are realized by individual hardware, or the functions of each part may be realized by integrated hardware. For example, the processor includes hardware, and the hardware can include at least one of a circuit that processes digital signals and a circuit that processes analog signals. For example, the processor can also be composed of one or more circuit devices (such as ICs, etc.) mounted on a circuit board and one or more circuit elements (such as resistors, capacitors, etc.). The processor may be, for example, a CPU (Central Processing Unit). However, the processor is not limited to the CPU, and various processors such as a GPU (Graphics Processing Unit) or a DSP (Digital Signal Processor) can be used. Also, the processor may be a hardware circuit by an ASIC. Also, the processor may include an amplifier circuit or a filter circuit that processes analog signals. The memory (storage unit 170) may be a semiconductor memory such as SRAM or DRAM, or may be a register. Alternatively, it may be a magnetic storage device such as a hard disk drive (HDD), or an optical storage device such as an optical disk device. For example, the memory stores instructions readable by a computer, and when the instructions are executed by the processor, the processes (functions) of each part of the processing unit 100 are realized. The instructions here may be an instruction set that constitutes a program or instructions that instruct the operation of the hardware circuit of the processor.

[0052] The processing unit 100 includes an information acquisition unit 102, an image acquisition unit 104, a virtual space setting unit 106, a virtual camera control unit 108, a game processing unit 110, a privilege processing unit 112, a display processing unit 120, and a sound processing unit 130. As described above, each process of the present embodiment executed by each of these units can be realized by a processor (or a processor and a memory). When the game system of the present embodiment is realized by a server system, the server system includes each of these units. In the present embodiment, various modifications such as omitting some of these components (each unit) or adding other components are possible.

[0053] The information acquisition unit 102 performs acquisition processing of various information. The image acquisition unit 104 performs acquisition processing of various images. Details of the information acquisition unit 102 and the image acquisition unit 104 will be described later.

[0054] The virtual space setting unit 106 performs setting processing of a virtual space (object space) in which objects are arranged. For example, the virtual space setting unit 106 arranges and sets various objects (objects composed of primitive surfaces such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as moving bodies (cars, people, robots, trains, airplanes, ships, monsters, or animals, etc.), maps (terrains), buildings, spectator seats, courses (roads), items, trees, walls, water surfaces, etc. in the virtual space. That is, the position and rotation angle (synonymous with orientation, direction) of the object in the world coordinate system are determined, and the object is arranged at that position (X, Y, Z) with that rotation angle (rotation angles around the X, Y, and Z axes). Specifically, in the virtual space information storage unit 172 of the storage unit 170, object information, which is information such as the position, rotation angle, moving speed, or moving direction of an object (part object) in the virtual space, is stored in association with an object number. That is, the object information is stored in the virtual space information storage unit 172 as virtual space information. The virtual space setting unit 106 performs update processing of the object information, which is virtual space information, for example, for each frame.

[0055] The virtual camera control unit 108 controls the virtual camera. For example, it performs control to change the position and direction of the virtual camera corresponding to the player's viewpoint in the virtual space. For example, when using the imaging unit 162 of the terminal device 30 shown in FIG. 2 described later, the position and direction of the virtual camera change according to the changes in the position and direction of the imaging unit 162. For example, when the position and direction of the terminal device 30 change and the position and direction of the imaging unit 162 change, the virtual camera control unit 108 changes the position and direction of the virtual camera accordingly.

[0056] The game processing unit 110 performs various game processes for the player to play the game. In other words, the game processing unit 110 executes various processes for experiencing AR (augmented reality) and MR (mixed reality). The game processes include, for example, a process of starting the game when the game start condition is satisfied, a process of advancing the started game, a process of ending the game when the game end condition is satisfied, or a process of calculating game results such as game scores.

[0057] The privilege processing unit 112 performs privilege processing such as privilege granting processing. Details of the privilege processing unit 112 will be described later.

[0058] The display processing unit 120 performs processing for displaying an image on the display unit 190. For example, the display processing unit 120 performs, as display processing, generation processing of data for displaying a display image on the display unit 190. For example, when the game system of the present embodiment is realized by a server system, the display processing unit 120 performs, as display processing, generation processing of, for example, HTML data for displaying a display image on the display unit 190. The display processing unit 120 performs rendering processing based on the results of various processes (virtual space setting process, game process, etc.) performed by the processing unit 100, thereby generating an image and displaying it on the display unit 190. Specifically, geometric processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective transformation, or light source processing is performed, and based on the processing results, rendering data (position coordinates of vertices of a primitive surface, texture coordinates, color data, normal vector, or α value, etc.) is created. Then, based on this rendering data (primitive surface data), the object (one or more primitive surfaces) after perspective transformation (after geometric processing) is drawn on the rendering buffer 178 (a buffer capable of storing image information in pixel units such as a frame buffer or a work buffer). Thereby, an image visible from the virtual camera in the virtual space is generated. Note that the rendering processing performed by the display processing unit 120 can be realized by vertex shader processing, pixel shader processing, or the like.

[0059] The sound processing unit 130 performs processing for outputting sound from the sound output unit 192. For example, the sound processing unit 130 performs, as sound processing, generation processing of data for outputting the sound (voice, game sound, effect sound) from the sound output unit 192.

[0060] And as shown in FIG. 1, the game system of the present embodiment includes an information acquisition unit 102, an image acquisition unit 104, a virtual space setting unit 106, a game processing unit 110, and a display processing unit 120.

[0061] The information acquisition unit 102 acquires access information of the virtual space from a spot in the real space. The spot is a location set as a place for generating the virtual space in the real space. The access information is information for accessing the virtual space set at the spot, for example, information for generating the virtual space at the spot. The access information can also be referred to as an access ID or a virtual space ID. For example, the information acquisition unit 102 acquires access information from a spot in the real space by means of proximity wireless communication such as NFC (Near Field Communication) or Bluetooth (registered trademark) using the communication unit 196. For example, an NFC tag storing the access information is installed at a spot in the real space. Then, the information acquisition unit 102 acquires the access information by reading the access information from the NFC tag using the tag reader 164 in FIG. 5, which will be described later and is realized by the communication unit 196. Alternatively, a Bluetooth beacon transmitter is installed at a spot in the real space, and the access information is transmitted using the beacon. Then, the information acquisition unit 102 acquires the access information by receiving the beacon with a Bluetooth receiver realized by the communication unit 196. Alternatively, the information acquisition unit 102 acquires the access information based on a marker image such as a QR code (registered trademark) imaged by the imaging unit 162. Or when the game system is realized by a server system, the position of the terminal device 30 may be specified using GPS or the like, and the access information at the spot where the terminal device 30 is located may be acquired. Thus, various processes can be considered as the process for acquiring the access information.

[0062] The virtual space setting unit 106 performs setting processing of a virtual space corresponding to a spot based on the acquired access information. For example, the virtual space setting unit 106 identifies a virtual space to be generated at a spot in the real space based on the access information, and performs processing to set the identified virtual space. Specifically, the virtual space setting unit 106 reads virtual space information corresponding to the access ID from the virtual space information storage unit 172 based on the access ID (virtual space ID) which is the access information, and performs setting processing of a virtual space in which a plurality of objects are arranged based on the read virtual space information.

[0063] The game processing unit 110 performs game processing for a player to play a game with the objects in the set virtual space at a spot in the real space. For example, the game processing unit 110 performs processing to arrange an object to be a play target of the player in the virtual space, or processing to move an object to be a play target of the player in the virtual space according to a given movement algorithm. Then, the game processing unit 110 performs game processing for the player to perform game play such as capturing (acquiring) the object by the player, performing a specific action such as an attack on the object by the player, or the player performing a predetermined action corresponding to the object. For example, the game processing unit 110 starts the game when the game start condition is satisfied, advances the game according to the game play of the player with the objects in the virtual space as the play target, ends the game when the game end condition is satisfied, and performs processing to calculate game results such as the player's game score and acquired points.

[0064] The image acquisition unit 104 acquires a real-space image of the spot imaged by the imaging unit 162. For example, when a real-space image of the spot is imaged by the imaging unit 162 provided in the terminal device 30 as shown in FIG. 5 described later, the image acquisition unit 104 acquires the data of the imaged real-space image from the imaging unit 162. The image acquisition unit 104 acquires, for example, an RGB real-space image, but may acquire, for example, a depth image in which a depth value is set for each pixel, or a plurality of captured images captured from a plurality of camera viewpoints and having parallax.

[0065] The display processing unit 120 performs processing of generating a virtual space image visible from a virtual camera corresponding to the player's viewpoint in the virtual space and displaying a display image in which the real-space image and the virtual space image are synthesized on the display unit 190. For example, when the imaging unit 162 is provided in the terminal device 30, the position of this imaging unit 162 comes to correspond to the player's viewpoint, and the virtual camera becomes a virtual camera corresponding to the imaging unit 162 which is a real-space camera. Then, the display processing unit 120 generates a virtual space image visible from a virtual camera corresponding to the viewpoint of the imaging unit 162 in the virtual space. For example, the display processing unit 120 generates a virtual space image visible from the virtual camera in a virtual space in which a plurality of objects including an object to be played by the player are arranged and set. Then, the display processing unit 120 generates a display image obtained by synthesizing the virtual space image of the virtual space corresponding to the generated spot and the real-space image of the real space imaged by the imaging unit 162 at the spot, and performs processing of displaying on the display unit 190 a display image realizing AR or MR.

[0066] Also, when predetermined movement information about the player is detected, the display processing unit 120 performs processing to display on the display unit 190 an image in which an object in the virtual space image moves outside the player's field of view or a warning image for the player. Detection of the player's predetermined movement information is, for example, detection of movement information such that it can be determined that the player is walking or running. For example, when it is determined that the player's movement amount exceeds a predetermined threshold value, it is determined that predetermined movement information about the player has been detected. The player's movement information may be detected based on a captured image of the real space captured by the imaging unit 162, may be detected based on motion detection information from motion sensors such as a gyro sensor or an acceleration sensor provided in the terminal device 30, may be detected based on both the captured image and the motion detection information, or may be detected based on a change in the position of the virtual camera. The player's field of view is, for example, the field of view of the imaging unit 162 and the field of view of the virtual camera. An image in which an object in the virtual space image moves outside the player's field of view is, for example, an image in which the object moves from within the view volume (viewport) of the virtual camera corresponding to the player's field of view to outside the view volume (outside the viewport). In this case, the object moves outside the player's field of view at a speed faster than the movement speed in the normal movement algorithm. A warning image for the player is an image that notifies and warns the player that a predetermined movement operation such as a walking operation or a running operation of the player has been detected.

[0067] Also, when predetermined movement information about the player is detected, the game processing unit 110 performs processing to invalidate the player's game operation. For example, when the game processing unit 110 detects the player's predetermined movement information, even when the player performs a game operation by the operation unit 160, it does not accept the operation information and invalidates it. When the operation unit 160 is realized by a touch panel, the game processing unit 110 does not accept the operation information by a touch operation on the touch panel and invalidates it. Also, when a game operation by voice input is performed, the game processing unit 110 does not accept the voice data for the input game operation and invalidates it.

[0068] Furthermore, the game processing unit 110 judges whether the object has moved outside the player's field of view (outside the view volume, outside the viewport, outside the display screen) after the object has been captured. The game processing unit 110 then performs a release process for the object according to the duration of the object's stay outside the field of view. For example, the game processing unit 110 performs a process of releasing (releasing) the object when the duration of the object's stay outside the field of view exceeds a given set time. The duration of the object's stay outside the field of view is the time it continues to stay outside the field of view. At this time, when the object goes outside the field of view, a time measurement starts, and if the object is still outside the field of view even after the set time has elapsed, a process of releasing the object is performed, but if the object returns to the field of view within the set time, the time measurement is reset to 0. The duration of the object's stay outside the field of view may be the total time it stays outside the field of view. At this time, even if the object returns to the field of view within the set time, the time measurement is stopped once without being reset to 0, and the time measurement continues when the object next goes outside the field of view. The captured state of the object is, for example, a state in which the object is captured, and is, for example, a state in which the object is captured or restrained. The captured state of the object can be, for example, a captured state or restrained state of the object. The captured state of an object is, for example, a state in which a character, an item, or the like, which is an object to be played, is grabbed, captured, or restrained in a fighting game, RPG, action game, or the like. For example, when the capture condition of the object is satisfied, the game processing unit 110 determines that the object is in a captured state, and when the captured object moves outside the player's field of view (outside the field of view of the camera), it performs a timing process for the time the object has been outside the field of view. Then, when it is determined by the timing process that the time has exceeded a given set time, it performs a release process for releasing the captured state of the object. This puts the object in a released state (released state). Note that when an object that has been moving according to a normal movement algorithm is captured by a player, the object's movement algorithm is switched to a movement algorithm for capture, and the object performs an action to escape from the captured state.When the object moves outside the player's field of view according to the movement algorithm for capture, and the object is released because the stay time exceeds the set time, the movement algorithm of the object switches to the algorithm at the time of release, and then switches to the normal movement algorithm.

[0069] In addition, the game processing unit 110 changes the length of the set time according to the player's game status information. For example, the game processing unit 110 changes the length of the set time used for determining whether to release the object according to the player's game status information. The player's game status information is, for example, the player's experience value in the game, the points obtained in the game, various ability parameters in the player's game, the player's game play history (number of plays, play frequency, etc.), or information on items held by the player. For example, the game processing unit 110 increases the set time as the player's experience value, obtained points, or specific ability is higher, or changes the set time when the player uses a predetermined item. Then, the game processing unit 110 determines whether the stay time of the object outside the field of view exceeds the set time that changes according to the player's status information, and performs a process of releasing the object when the set time is exceeded. Also, when there are multiple types of objects, the length of the set time may be made different for each type of object.

[0070] Further, the display processing unit 120 performs display processing to notify the player that the position of the object in the depth direction in the virtual space has reached a position where the object can be captured. For example, when the position of the object in the depth direction falls within a predetermined position range and the object can be captured by the player, the display processing unit 120 performs processing to notify the player that the position of the object in the depth direction has fallen within the predetermined position range. For example, the display processing unit 120 performs processing to display a capture object for capturing the object. For example, when the player plays a game of capturing an object, the capture object used for capturing the object is also displayed. Then, when the position of the object in the depth direction falls within a position range where the object can be captured by this capture object, notification processing to inform the player of this is performed. This notification processing may be performed using a marker that notifies that the object can be captured, or may be performed by a process of changing properties such as the color of the image of the object.

[0071] Further, when the object moves outside the player's field of view (outside the viewport, outside the view volume), the display processing unit 120 performs processing to compositely display the image of the object outside the field of view on the display image. For example, the display processing unit 120 performs compositing processing such that an image that notifies the player of the situation of the object outside the field of view is superimposed on the display image and displayed. The image of the object outside the field of view is, for example, an image that can be seen from a second virtual camera arranged so that the object enters its field of view. The second virtual camera is set at a position having a predetermined positional relationship with respect to the representative point of the object and at a position such that the object enters the field of view. Then, the second virtual camera moves so as to follow the movement of the object. The image of the object outside the field of view that can be seen from such a second virtual camera is composited with the display image. For example, when the object moves from within the field of view to outside the field of view, a window area is set in the vicinity of the edge of the screen of the display image that the object crosses, and the image of the object outside the field of view is displayed in the window area.

[0072] Further, the virtual space setting unit 106 sets a virtual space corresponding to virtual water. For example, the virtual space setting unit 106 sets a virtual space for displaying underwater organisms, floating objects such as underwater bubbles, water, or the water surface as seen from underwater. For example, it sets a virtual space in which a plurality of objects constituting the underwater are arranged. Then, the display processing unit 120 generates a virtual underwater image, which is a virtual space image visible from a virtual camera in virtual water, and performs a process of displaying on the display unit 190 a display image in which the virtual underwater image and the real space image are synthesized. For example, a virtual camera is arranged in virtual water, and a virtual underwater image visible from this virtual camera is generated and synthesized with the real space image.

[0073] Also, the game system of this embodiment includes a privilege processing unit 112. Then, the privilege processing unit 112 performs a process of granting a privilege to the player according to the result of the game processing at the spot. The privilege is for making the player more advantageous or more preferential. The privilege may be, for example, for making the player more advantageous or more preferential in the game, or may be, for example, something granted to the player as a prize or virtual currency outside the game. For example, as a process of granting a privilege to the player, the privilege processing unit 112 performs a process of granting various points such as experience points, game points, bonus points, or prize exchange points to the player. Also, the privilege processing unit 112 may perform a process of granting a privilege that enables the player to obtain a specific prize as a privilege granting process. The specific prize is, for example, an expensive prize or a highly rare prize. For example, the privilege processing unit 112 can perform processes such as printing information enabling the acquisition of a specific prize on a receipt, writing it on a card, including it in a code, or uploading it to a server as the player's information. Also, the privilege processing unit 112 performs a privilege granting process according to the player's current and past game play information, game results information such as game achievements and acquired points. For example, the privilege processing unit 112 determines whether the privilege granting conditions are satisfied according to the game play information and game results information, or performs a process of changing the type and content of the privilege granted to the player.

[0074] Also, in the present embodiment, for the spots in the real space, quests that are the game clear targets for the player are set, and the privilege processing unit 112 performs a process of granting a privilege to the player on the condition that the player has cleared the quest. For example, a plurality of quests may be set for a spot. In this case, for example, each time the player clears a plurality of quests, a privilege is granted to the player. The quest is, for example, a quest related to an object in the virtual space, such as a quest to capture (acquire) an object, attack an object, or perform a predetermined operation corresponding to the object. The quest information is stored in the storage unit 170 with the information of the privilege when cleared associated therewith.

[0075] Also, the game processing unit 110 performs a game process of causing a specific object to be played by the player to appear in the virtual space in the quest. And when the clear condition of the quest for the specific object is satisfied, the privilege processing unit 112 performs a process of granting a privilege to the player. The specific object is, for example, a special object. When the clear condition of the quest for the specific object is satisfied, a privilege that is more advantageous or preferential to the player than a normal object is granted. For example, the specific object may be larger in size than a normal object, move with a movement algorithm different from that of a normal object, or be an object of higher-quality CG (Computer Graphics) than a normal object.

[0076] Also, in this embodiment, for example, a plurality of spots are set in the real space. Then, based on the access information acquired at each of the plurality of spots, the virtual space setting unit 106 performs setting processing of a virtual space in which different objects appear for each spot. For example, when the first access information is acquired at the first access point, the virtual space setting unit 106 performs setting processing of the first virtual space corresponding to the first access information. For example, based on the first access information, the virtual space setting unit 106 reads out the information of the first virtual space from the virtual space information storage unit 172 and performs setting processing of the first virtual space. Also, when the second access information is acquired at the second access point, the virtual space setting unit 106 performs setting processing of the second virtual space corresponding to the second access information. For example, based on the second access information, the virtual space setting unit 106 reads out the information of the second virtual space from the virtual space information storage unit 172 and performs setting processing of the second virtual space. In these first virtual space and second virtual space, at least a part of the plurality of appearing objects is different. Also, the quests set in the first virtual space and the second virtual space are different.

[0077] 2. Method of this embodiment Next, the method of this embodiment will be described in detail. Hereinafter, the case where this embodiment is applied to a fishing game will be mainly taken as an example for description, but this embodiment is not limited thereto. For example, this embodiment can be applied to various games such as games for capturing organisms or monsters other than fish, games for collecting items arranged in a virtual space, games for fighting against enemy objects appearing in a virtual space, music games, RPGs, or shooting games.

[0078] 2.1 Game controller FIG. 2 is an explanatory diagram showing the state of the player's game play in the present embodiment. In FIG. 2, the player attaches the game controller 50 to a terminal device 30 such as a smartphone. The terminal device 30 has a display unit 190 and an imaging unit 162. The imaging unit 162 is provided on the back side of the terminal device 30 as shown in FIG. 5 described later. Then, on the display unit 190 of the terminal device 30, a display image in which a virtual space image IMV including images of fish objects OB1 and OB2 and a real space image IMR which is an image obtained by imaging the real space by the imaging unit 162 are synthesized is displayed as a game image. Thereby, the player can play a fishing game using AR or MR.

[0079] FIG. 3 shows a perspective view of the game controller 50. The game controller 50 that can be attached to the terminal device 30 having the display unit 190 and the imaging unit 162 includes a fixing unit 52 for fixing the game controller 50 to the terminal device 30, a gripping unit 60 that the player grips, and an operation unit 70 that the player performs game operations. The fixing unit 52 is provided with rubber members 54 for attachment at positions corresponding to the four corner portions of the terminal device 30, and the game controller 50 is fixed to the terminal device 30 by these rubber members 54 and the like. Further, a handle 72 is provided on the operation unit 70 that imitates the reel of the fishing rod, and the player can perform a rotation operation of turning this handle 72.

[0080] As shown in FIG. 2, the player operates the fishing game by, for example, gripping the gripping portion 60 of the game controller 50 with the left hand and operating the operation portion 70 of the game controller 50 with the right hand. Specifically, the player performs an operation of turning the handle 72 of the operation portion 70, and as will be described later, a game operation of winding a fishing line with a reel to catch a fish is performed in the fishing game. Then, the game processing unit 110 performs game processing based on the player's game operation using the operation portion 70 of the game controller 50. For example, when the player performs a game operation of turning the handle 72 of the operation portion 70, game processing for catching object OB1, OB2, etc. of fish is performed. In this way, the player can perform a game operation that cannot be realized by an operation using, for example, the terminal device 30, using the game controller 50. For example, the player can perform a game operation that cannot be realized by a touch operation or a button operation on the display portion 190 of the terminal device 30, using the game controller 50. Thereby, the player's game operation becomes easy, and it becomes possible to provide a suitable interface environment for the game operation.

[0081] Next, the specific configuration and operation of the game controller 50 will be described with reference to FIGS. 3 to 5. As shown in FIG. 3, the game controller 50 includes a fixed portion 52, a gripping portion 60, a contact member 64 having a contact with the display portion 190 of the terminal device 30, an electrode 62 that contacts the player (the player's skin) when the player grips the gripping portion 60, and an operation portion 70 for the player to perform a rotation operation as a game operation. Also, as shown in FIG. 4, the game controller 50 includes a switch unit 80 that turns on or off the electrical connection between the contact of the contact member 64 and the electrode 62 in response to the rotation operation of the operation portion 70. The switch unit 80 can be realized by, for example, a microswitch or the like.

[0082] Specifically, as shown in FIG. 3, the contact member 64 has, for example, a clip shape, and the contact member 64 is attached by sandwiching the front and back surfaces of the terminal device 30 with the clip. Further, in the contact member 64, a contact (not shown) formed of a conductive member such as conductive rubber is provided on the surface facing the front surface of the terminal device 30. For example, contacts having a convex shape or the like are provided. Further, a touch operation area is set in the display unit 190, and the contact member 64 is attached so that a contact contacts the touch operation area. Here, the touch panel of the display unit 190 is a capacitive touch panel. Further, in the grip portion 60, an electrode 62 is provided at a place where the player's hand, finger, or the like touches when the player grips the grip portion 60.

[0083] When the player performs a rotation operation of turning the handle 72 of the operation unit 70, the switch unit 80 in FIG. 4 turns on or off the electrical connection between the contact of the contact member 64 and the electrode 62. For example, when the connection between the contact of the contact member 64 and the electrode 62 is off, the player's capacitance is not added to the touch operation area that contacts the contact, but when the connection between the contact of the contact member 64 and the electrode 62 is turned on, the player's capacitance is added to the touch operation area that contacts the contact. Thus, a touch operation on the touch operation area of the display unit 190 is pseudo-realized. Specifically, when the player performs a rotation operation of turning the handle 72, a plurality of protrusions 74 shown in FIG. 4 provided at the base of the handle 72 rotate and move. When the protrusion 74 contacts the roller portion 82 provided in the switch unit 80, the switch 84 of the switch unit 80 is pressed, and the electrical connection between the contact of the contact member 64 and the electrode 62 is turned on. Therefore, when the player performs a rotation operation of turning the handle 72, the on and off of the electrical connection between the contact of the contact member 64 and the electrode 62 are repeated, and continuous tapping on the touch operation area of the display unit 190 is performed. For example, if the player turns the handle 72 quickly, continuous tapping with a short time interval is performed, and if the player turns the handle 72 slowly, continuous tapping with a long time interval is performed. That is, the faster the player turns the handle 72, the shorter the time interval between continuous taps.

[0084] As described above, in the game controller 50 of this embodiment, in response to the rotation operation of the operation unit 70 by the player, the electrical connection between the contact of the contact member 64 and the electrode 62 is turned on or off, and the continuous tap operation on the touch operation area of the display unit 190 is realized. Therefore, the player's rotation operation can be converted into a continuous tap operation. For example, the faster the player's rotation operation is, the shorter the time interval of the continuous tap becomes, and it is possible to provide the game controller 50 that can convert the player's rotation operation into a continuous tap operation and realize a suitable game operation interface environment.

[0085] Also, in the game controller 50 of this embodiment, as shown in FIG. 3, the gripping portion 60 gripped by the player is provided at a position corresponding to the lower side of the terminal device 30 when the game controller 50 is fixed to the terminal device 30. For example, the gripping portion 60 is a member having a substantially cylindrical shape extending downward from the lower side of the terminal device 30. And the operation unit 70 is provided at a position corresponding to, for example, the right side of the terminal device 30 when the game controller 50 is fixed to the terminal device 30. In FIG. 3, the operation unit 70 is provided at a position corresponding to the right side of the terminal device 30, but the operation unit 70 may be provided at a position corresponding to the left side of the terminal device 30. In this way, the player can perform the rotation operation of the operation unit 70 with the other hand while gripping the gripping portion 60 with one hand. And since the gripping portion 60 is provided at a position corresponding to the lower side of the terminal device 30, when the player grips the gripping portion 60 with one hand, it becomes possible to position the screen of the display unit 190 of the terminal device 30 near the player's face. Therefore, it is possible to realize the game controller 50 suitable for AR or MR that displays the display image in which the virtual space image IMV and the real space image IMR are synthesized as shown in FIG. 2.

[0086] Also, as shown in the schematic side view of the game controller 50 in FIG. 5, the fixing portion 52 of the game controller 50 includes a plate-like portion 56 that faces the back surface of the terminal device 30 when the game controller 50 is fixed to the terminal device 30. For example, the game controller 50 is attached to the terminal device 30 so that the surface of the plate-like portion 56 of the fixing portion 52 faces the back surface of the terminal device 30, enabling stable attachment. And as shown in FIG. 5, the thickness DT of the plate-like portion 56 is smaller than the communication range of the NFC tag reader 164 provided on the back surface of the terminal device 30. For example, let the communication range of NFC be DN. In this case, DT < DN, and more preferably DT < DN / 2. The communication range DN of NFC is less than 10 cm, for example. And when an operation of bringing the back side of the terminal device 30 with the game controller 50 attached close to and contacting the NFC tag is performed, in order to enable stable reading of the NFC tag, the thickness DT of the plate-like portion 56 is desirably, for example, less than about 5 cm. In this way, the player can stably read the access information in the virtual space by contacting the back side of the terminal device 30 with respect to the NFC tag installed at the spot in the real space with the game controller 50 attached to the terminal device 30. Thereby, the convenience of the player in the access information reading operation can be improved. Also, in the game controller 50 of the present embodiment, for example, the plate-like portion 56 of the fixing portion 52 is shaped so as not to block the field of view of the imaging unit 162. For example, a hole or the like is formed in the portion of the plate-like portion 56 corresponding to the position of the imaging unit 162, enabling the imaging unit 162 to appropriately image an image of the real space.

[0087] Note that the game controller 50 of this embodiment is not limited to the configuration described with reference to FIGS. 2 to 5, and various modifications can be made. For example, in FIGS. 2 to 5, the case where the player's rotation operation is converted into a continuous tap operation on the touch panel has been described, but the present invention is not limited to this. For example, the game controller 50 may be any device that can convert the player's first operation into a second operation in a different operation mode. For example, the game controller 50 may convert the player's button operation into a continuous tap operation, or convert the player's lever operation or slide operation into a continuous tap operation. Alternatively, the game controller 50 may convert the player's rotation operation, button operation, lever operation, slide operation, etc. into an operation other than a continuous tap (such as a drag operation or a flick operation). Also, in FIG. 4, the switch unit 80 is used, but the present embodiment is not limited to this. For example, the game controller 50 may convert the operation signal of the player's game operation input using the operation unit 70, and transmit the converted operation signal to the terminal device 30 by proximity wireless communication such as Bluetooth. For example, the game controller 50 may convert the operation signal of the rotation operation into the operation signal of a continuous tap and transmit it to the terminal device 30. In the present embodiment, the case where the player's game operation is performed using the game controller 50 is mainly taken as an example for explanation, but the present embodiment is not limited to this. For example, each process of the present embodiment may be performed based only on the information of the game operation using the operation unit 160 such as the touch panel of the terminal device 30 without using the game controller 50.

[0088] 2.2 Explanation of the Game Next, an example of a game realized according to this embodiment will be described. FIGS. 6 to 10 are examples of display images that are game images generated according to this embodiment. Here, a display image for a fishing game is generated. As described with reference to FIG. 2, this display image is an image in which a virtual space image IMV including images of fish and underwater and a real space image IMR that is an image captured at a spot in the real space are synthesized. For example, NFC tags or the like are installed at spots such as stores and facilities in the real space, and by reading access information from the NFC tags or the like, a virtual space image IMV representing a fishing ground is generated. Thereby, the player can enjoy the fishing game while viewing a display image in which the real space image at a spot such as a store or a facility and the virtual space image IMV for the fishing game are synthesized. Therefore, for the player, it looks as if fish have appeared at a spot in the real space, so it becomes possible to play a game that fuses the real space and the virtual space at a spot in the real space. Also, in FIG. 2, when the player turns the imaging unit 162 on the back of the terminal device 30 to which the game controller 50 is attached in various directions within a 360-degree range around himself / herself, the virtual space image IMV in each direction is synthesized with the real space image IMR and displayed on the display unit 190 of the terminal device 30. Therefore, it becomes possible to give the player a feeling of playing a fishing game as if in a virtual underwater superimposed on the real space. In this embodiment, for example, the real space image IMR is set to the farthest view image, and a process of synthesizing the virtual space image IMV with the real space image IMR set to the farthest view is performed. Note that the depth value of an object in the real space may also be reflected, and hidden surface elimination processing of an object in the virtual space may be performed based on the depth value of the object in the real space and the depth value of the object.

[0089] In FIG. 6, the player performs an operation of dragging the float FL in the direction of DR on the touch panel of the display unit 190 to perform an operation of casting the float FL with the fishing rod. In FIG. 6, the gauge GA is displayed. In the gauge GA, the farther the float FL is dragged toward the front side, the farther the float FL can be cast. In FIG. 6, when an operation of dragging the float FL to the position in FIG. 6 is performed, a virtual trajectory OR of the fishing line is displayed, and a virtual float marker MFL and a ring-shaped marker MRI are displayed at the predicted landing point of the float FL. At this time, the depth distance may be indicated numerically so that the predicted landing point of the float FL becomes clearer. That is, as the drag amount on the gauge GA by the player's drag operation increases, the virtual trajectory OR of the fishing line gradually extends deeper, and the number indicating the depth distance also increases. In addition, a marker MQ indicating that the fish object OB1 that is the capture target is capturable is displayed, and the image of the fish object OB1 is set to a predetermined color such as blue, indicating that it is capturable. The player adjusts the drag position of the float FL with a finger while looking at these markers MQ, etc. and the color of the object OB1, etc. so that the float FL is cast near the fish object OB1 that is the capture target. Then, when the player releases the finger from the drag position, the float FL is cast.

[0090] FIG. 7 is an example of a display image when the fish object OB1 bites after the float FL is cast and enters the captured state. The captured state is a state in which the fish object OB1 is caught by the fishing line FT, and can be called the object capture state or restraint state. Also, the state before casting the float FL can be called the capture preparation state, and after casting the float FL and until the object OB1 bites and enters the captured state, it can be called the capture standby state. Also, the state of lifting the bitten object OB1 can be called the capture completion state. When the captured state is entered, a marker MH indicating that the fish has been hit is displayed. When the fish hits and enters the captured state in this way, the player turns the handle 72 in FIG. 3 corresponding to the reel of the fishing rod to wind the fishing line FT and perform an operation of pulling the fish object OB1 to the front side. On the other hand, when the fish object OB1 enters the captured state, it moves according to a movement algorithm for capture that is different from the normal movement algorithm. For example, the fish object OB1 moves at high speed up, down, left, right, forward, and backward while making violent movements in order to cut the fishing line FT and escape. Then, the player moves the terminal device 30 up, down, left, right, etc. so that the camera direction (line-of-sight direction) of the imaging unit 162 of the terminal device 30 faces the fish object OB1 so that the fish object OB1 does not escape from the field of view.

[0091] FIG. 8 is an example of a display image when the fish object OB1 moves near the left edge of the screen, and FIG. 9 is an example of a display image when the fish object OB1 moves further to the left from FIG. 8 and the fish object OB1 moves out of the player's field of view.

[0092] When the fish object OB1 thus moves out of the player's field of view, an image of the object OB1 outside the field of view is compositely displayed on the display image. For example, an image of the object OB1 outside the field of view is displayed in the window area WD on the display image.

[0093] Also, when the object OB1 of the fish in the captured state moves outside the player's field of view, the elapsed time of the object OB1 outside the field of view is measured. When the elapsed time of the object OB1 outside the field of view exceeds a given set time, a marker MCT is displayed to indicate that the fishing line has broken and the fish has escaped as shown in FIG. 10. That is, a display image is shown in which the object OB1 in the captured state becomes the released state and escapes.

[0094] On the other hand, if the player turns the handle 72 in FIG. 3 to wind up the fishing line FT without the elapsed time of the object OB1 outside the field of view exceeding the set time and succeeds in pulling up the object OB1 of the fish, the object OB1 of the fish enters the acquired state (the state of completion of capture), and it becomes possible to catch and acquire the fish. In this embodiment, a special skill for fishing is also provided. When the player touches a button (not shown) provided on the game controller 50 or an icon of the special skill (not shown) displayed on the screen, electricity runs through the fish and the movement of the fish weakens, making it possible to easily pull up the fish.

[0095] As described above, according to this embodiment, a virtual space of a fishing ground is set in a spot in the real space, and the player can enjoy a fishing game of catching the fish that appear in this fishing ground.

[0096] 2.3 Processing of this Embodiment FIG. 11 is a flowchart for explaining the processing of the present embodiment. First, the game system acquires access information for the virtual space from a spot in the real space (step S1). For example, access information for the virtual space is acquired using an NFC tag, a Bluetooth beacon, or the like. Then, based on the acquired access information, the game system sets a virtual space corresponding to the spot (step S2). For example, based on the access information, a virtual space that becomes a virtual fishing ground is set. Next, the game system executes game processing for a player to play a game targeting an object in the virtual space at a spot in the real space (step S3). For example, game processing for a player to play a game such as a fishing game at a location such as a store in the real space is executed. Also, the game system acquires a real space image captured by the imaging unit 162 of the real space at the spot (step S4). For example, a real space image is acquired by photographing the real space with the imaging unit 162 of the terminal device 30. Next, the game system generates a virtual space image visible from a virtual camera corresponding to the player's viewpoint in the virtual space (step S5). For example, a virtual space image such that fish swim in the water is generated. Then, the game system displays a display image in which the real space image and the virtual space image are synthesized on the display unit 190 (step S6). Then, the game system determines whether the game has ended (step S7). If it has not ended, the process returns to step S3, and if it has ended, the process ends.

[0097] As described above, according to the present embodiment, based on the access information of the virtual space acquired from the spot in the real space, a virtual space corresponding to the spot is set, game processing is performed for the player to play a game in which an object in the virtual space is a play target, and a virtual space image visible from a virtual camera corresponding to the player's viewpoint in the virtual space is generated. Then, a real space image obtained by imaging the real space at the spot is acquired, and a display image obtained by synthesizing the real space image and the virtual space image is displayed on the display unit 190. In this way, the player can play a game in which an object in the virtual space is a play target while viewing a display image in which the real space image at the spot in the real space and the virtual space image of the virtual space set corresponding to the spot in the real space are synthesized. Therefore, it becomes possible to provide a game system or the like that enables playing a game in which the real space and the virtual space are fused at a spot in the real space.

[0098] For example, heretofore, the range of the player's actions in a game has been limited to a predetermined place such as home, and even in a game on a portable terminal device, the player has been restricted to actions only in the virtual space within the game, and has not been able to enjoy a game in which the real space and the virtual space are fused. Also, in a shopping center or the like, it has been difficult to form a motivation for customers to repeatedly visit stores, and it has not been possible to achieve sufficient customer guidance such as the loss of opportunities to visit stores. There is a need for a game system that can realize a game fused with the real world and also enhance the customer attraction effect for stores. In this regard, according to the present embodiment, it becomes possible to realize a game fused with the real world. Also, by installing a generation point of access information such as an NFC tag at a predetermined spot such as a store, it is possible to expand the range of the player's actions and realize an effect of promoting store visits. Further, as will be described later, by giving a privilege such as a point according to the result of game processing to the player, for example, making it usable at a real store, it becomes possible to obtain an effect of promoting store visits and a sales promotion effect.

[0099] Also, in this embodiment, when predetermined movement information about the player is detected, a process is performed to display an image in which an object in the virtual space image moves outside the player's field of view or a warning image for the player. Also, when predetermined movement information about the player is detected, a process is performed to disable the player's game operation. FIG. 12 is a flowchart for explaining the process of this embodiment based on such player movement information.

[0100] First, the game system monitors the movement information of the player (step S21). For example, the game system monitors the movement information of the player based on the captured image captured by the imaging unit 162, or monitors the movement information of the player based on the motion detection information of motion sensors such as a gyro sensor and an acceleration sensor provided in the terminal device 30. Alternatively, the game system monitors the movement information of the player based on both the captured image and the motion detection information. Then, the game system determines whether predetermined movement information about the player has been detected (step S22). For example, the game system determines that predetermined movement information about the player has been detected when it is determined that the amount of movement of the player exceeds a predetermined threshold value. And when the game system determines that predetermined movement information about the player has been detected, it displays an image in which an object in the virtual space moves outside the player's field of view or a warning image (step S23). Also, when the game system determines that predetermined movement information about the player has been detected, it executes a process to disable the player's game operation (step S24).

[0101] For example, in this embodiment as shown in FIG. 2, the player positions the display unit 190 of the terminal device 30 in front of his / her eyes and plays the game while viewing the composite image of the real space image IMR and the virtual space image IMV displayed on the display unit 190. Specifically, the player holds the grip portion 60 of the game controller 50 to position the display unit 190 of the terminal device 30 in front of his / her eyes and plays the game while gazing at the composite image of the real space image IMR and the virtual space image IMV. Since the player is gazing at the composite image on the display unit 190 of the terminal device 30 in this way, the player cannot sufficiently grasp the situation around him / her in the real space, and there is a risk of problems such as hitting surrounding objects or people.

[0102] Therefore, in this embodiment, for example, as shown in FIG. 13(A), when predetermined motion information such as the walking motion or running motion of the player who is playing the game while holding the terminal device 30 is detected, a process of moving the objects OB1 and OB2 in the virtual space outside the view volume VV is performed. As a result, the fish objects OB1 and OB2 move from within the player's field of view (within the display screen) to outside the field of view (outside the display screen) and disappear from the player's field of view. Therefore, the player can no longer play the game with the objects OB1 and OB2 as the play targets. Accordingly, it becomes possible to interrupt the player's game play, enable the player to grasp the situation around him / her, prevent problems such as hitting surrounding objects or people, and improve safety. Alternatively, as shown in FIG. 13(B), when predetermined motion information of the player is detected, a warning image is displayed to the player. For example, a warning image is displayed to notify and warn the player that a predetermined motion such as the walking motion of the player has been detected. When such a warning image is displayed on the display unit 190, it becomes possible to interrupt the player's game play, enable the player to grasp the situation around him / her, prevent problems such as hitting surrounding objects or people, and improve safety.

[0103] Also, in the present embodiment, as shown in step S24 of FIG. 12, when predetermined motion information about the player is detected, the game operation of the player becomes invalid. For example, even if the player performs a touch operation on the touch panel of the display unit 190 or a rotation operation of the operation unit 70 in FIG. 2, these operations are not accepted and become invalid. As a result, since the player's operation is not accepted, the player cannot play the game. Therefore, it becomes possible to interrupt the player's game play, allowing the player to recognize the situation around himself / herself and preventing problems such as colliding with surrounding objects or people, thereby improving safety.

[0104] Also, in the present embodiment, after the object becomes in the captured state, when the object moves outside the player's field of view and the staying time of the object outside the field of view exceeds a given set time, a process of releasing the object is performed. FIG. 14 is a flowchart for explaining the process of the present embodiment when such an object moves outside the field of view.

[0105] First, the game system determines whether an object has entered a captured state (step S31). For example, as shown in FIG. 7, when the fish object OB1 bites and hits, it is determined that the object OB1 has entered a captured state (caught state). Next, the game system determines whether the captured object has moved outside the player's field of view (step S32). For example, as shown in FIG. 8, when the fish object OB1 moves towards the edge of the screen and then moves outside the screen as shown in FIG. 9, the game system determines that it has moved outside the player's field of view. Then, when the object has moved outside the player's field of view, the game system determines whether the staying time of the object outside the field of view has exceeded a given set time (step S33). That is, when the fish object OB1 is located outside the field of view as shown in FIG. 9, the game system determines whether the staying time outside the field of view has exceeded a given set time. And when the staying time of the object outside the field of view has exceeded the given set time, the game system performs a process of releasing the object (step S34). For example, as shown in FIG. 10, the fishing line breaks and a process of releasing the fish object OB1 and letting it escape is performed. Also, when the staying time in step S33 has not exceeded the given set time, the game system determines whether the object has moved into the player's field of view (step S35). If it has moved into the field of view, it proceeds to step S32, and if it has not moved into the field of view, it proceeds to step S33.

[0106] For example, in the fishing game realized according to this embodiment, when a fish bites a float thrown by a fishing rod and hits it, the fish makes violent escaping movements up and down, left and right, or back and forth. In response, the player moves the terminal device 30 so that the camera direction of the imaging unit 162 of the terminal device 30 faces the direction of the fish, so that the escaping fish enters the field of view. And an intensity parameter is set for the rod (fishing rod, fishing line). When the escaping speed of the fish is fast and the fish moves out of the player's field of view as shown in FIG. 9, a timing process for the staying time of the fish outside the field of view is performed. And when the staying time exceeds a given set time, it is determined that the fishing line has broken, and the captured fish is released. In this way, when an object such as a captured fish moves out of the field of view and a given set time elapses, the object is released. Therefore, the player tries to perform a desperate operation so that the object enters the field of view so that the captured object is not released. As a result, the degree of enthusiasm and immersion of the player in the game of capturing an object can be improved.

[0107] Also, in this embodiment, the player chases the object while directing the direction of the camera of the terminal device toward the direction of the object so that the object such as a fish does not escape outside the screen of the terminal device, which is outside the player's field of view. Therefore, the player will start walking in various directions while holding the terminal device, and there is a possibility that a situation such as hitting an object around the player will occur. In this regard, in this embodiment, as will be described with reference to FIGS. 12 to 13(B) below, since the movement information of the player is detected and a warning display or the like is performed, such a situation can also be prevented.

[0108] In this embodiment, for example, when the object is in the captured state and the capture is not completed within a predetermined time, the object may be released. Alternatively, when the object is in the captured state and does not enter within a predetermined distance range with respect to the player (the player's perspective, virtual camera), the object may be released. Alternatively, whether to release the object may be determined by a lottery process. For example, every time the player winds the reel, a lottery process is executed to determine whether to release the object. These processes may be performed on the condition that the object is within the screen, or may be performed regardless of whether the object is within or outside the screen. For example, when determining whether to exceed a predetermined time, the first timing starts after the object enters the captured state, and it is determined whether the first predetermined time (for example, 30 seconds) is exceeded. At the same time, when the object goes out of the screen, the second timing starts, and it is determined whether the second predetermined time (for example, 15 seconds), which is less than the first predetermined time, is exceeded. Further, when there are multiple types of objects, the setting contents related to the predetermined time, predetermined distance, or lottery process (for example, the length of time, the range of distance, the probability of lottery) may be made different for each type of object.

[0109] Also, in the present embodiment, the length of the set time in step S33 of FIG. 14 is changed according to the game status information of the player. For example, processing such as lengthening or shortening the set time is performed according to the player's game experience value, acquired game points, various ability parameters, game play history, or item information. In this way, it is possible to determine whether or not the staying time of the object outside the field of view exceeds the set time whose length changes according to the game status information of the player, and to determine whether or not to release the object. Therefore, it becomes possible to realize the release process of the object reflecting the game status information of the player. For example, in the present embodiment, a strength parameter of the rod is set, and the value of this strength parameter changes according to the game status information of the player. As an example, as the experience value and various points acquired by the player through game play increase, the value of the strength parameter is increased to increase the strength of the rod. Alternatively, the value of the strength parameter of the rod may be increased when the player uses a specific item. And the set time in step S33 of FIG. 14 is set based on the strength parameter of the rod. For example, the larger the value of the strength parameter, the longer the set time, the object moves outside the field of view, and the time until the staying time exceeds the set time and the fishing line breaks becomes longer. Therefore, the player can lengthen the time until the line breaks and the fish escapes by acquiring experience values and various points or using a specific item to increase the strength parameter of the rod. Therefore, the player becomes enthusiastic about increasing the strength parameter of the rod in order to easily acquire fish, and it becomes possible to improve the fun and immersion of the fishing game.

[0110] In addition, in the present embodiment, a process is performed to notify the player that the position of the object in the depth direction in the virtual space has reached a position where the object can be captured. For example, a display process is performed so that the player can visually recognize the position of the object in the depth direction in the virtual space. For example, in FIG. 6, the player drags the floating object FL on the screen in the direction DR1 and aims at the object OB1 of the fish to be captured. In this case, in the method of displaying the composite image of the real space image and the virtual space image as in the present embodiment, there is a problem that it is difficult for the player to visually recognize the position of the object OB1 in the depth direction in the virtual space. For example, when the real space image serving as the background is displayed as the farthest view image, there is no object for comparison with the depth of the object OB1, so it becomes difficult to visually recognize the position of the object OB1 in the depth direction. Therefore, in the present embodiment, a marker MQ or the like as shown in FIG. 6 is displayed to notify the player that the position of the object OB1 in the depth direction in the virtual space has reached a position where it can be captured. Alternatively, by changing the properties of the image such as the color and texture of the object OB1 that has become capturable, the player is notified that the position of the object OB1 in the depth direction in the virtual space has reached a position where it can be captured. In this way, even when it is difficult to visually identify the position of the object OB1 in the depth direction as in the present embodiment, the player can visually recognize that the position of the object OB1 in the depth direction has reached a position where it can be captured by looking at the marker MQ or the like or by looking at the change in the image such as the color of the object OB1. Therefore, the player can confirm that the position of the object in the depth direction in the virtual space has reached a position where it can be captured and perform a game operation for capturing the object, thereby improving the player's operation interface environment. Taking FIG. 6 as an example, the player performs an operation of dragging the floating object FL to a position where the desired object OB1 can be captured while confirming the display of the marker MQ or the like and the change in the image of the object OB1, and performs an operation of throwing the floating object FL.As a result, for example, in a quest described later, a float FL is thrown at the position of the object OB1 of the fish to be captured, and the object OB1 can be captured as shown in FIG. 7.

[0111] Also, in this embodiment, when an object moves outside the player's field of view, a process of compositely displaying an image of the object outside the field of view on the display image is performed. For example, in FIGS. 8 and 9, the fish object OB1 has moved to, for example, the left edge side of the screen and has moved outside the player's field of view, which is outside the screen. In this case, as shown in FIG. 9, a process of compositely displaying an image of the object OB1 outside the field of view on the display image is performed. For example, in FIG. 9, a window area WD is set within the screen, and an image of the object OB1 outside the field of view is displayed in this window area WD. For example, a second virtual camera is arranged at a position having a predetermined positional relationship with respect to the object OB1, and an image of the object OB1 outside the field of view, which is an image seen from this second virtual camera, is displayed in, for example, a circular window area WD within the screen. In this way, even when the object OB1 moves outside the field of view and becomes invisible, the player can visually confirm the state of the object OB1 that has moved outside the field of view, for example, by looking at the image of the window area WD. Therefore, the player can play a game with the object OB1 as the play target while confirming the object OB1 outside the field of view, and effective assistance for the player's game play becomes possible.

[0112] It is desirable to display the image of the object that has moved outside the field of view at a position corresponding to the movement path of the object from within the field of view to outside the field of view. For example, in FIGS. 8 and 9, the object OB1 is moving from within the field of view to outside the field of view across the vicinity of the center of the left edge of the screen. In this case, as shown in FIG. 9, a window area WD is set near the center of the left edge of the screen to display the image of the object OB1 outside the field of view. Similarly, for example, when the object OB1 moves from within the field of view to outside the field of view across the right edge of the screen, a window area WD is set at the corresponding position on the right edge of the screen to display the image of the object OB1 outside the field of view. The same applies when the object OB1 crosses the upper edge or the lower edge of the screen. In this way, the player can recognize at which position the object OB1 has moved from within the field of view to outside the field of view, and can grasp in which direction the object OB1 has moved outside the player's field of view. Therefore, the player can know in which direction the terminal device 30 should be moved in order for the object OB1 to enter the field of view again.

[0113] Also, the second virtual camera set for the object OB1 may adjust the camera position or the angle of view according to the size of the object OB1 so that the entire object OB1 is captured. Alternatively, the second virtual camera may be arranged at the position of the virtual camera used for generating the virtual space image, and the image of the object OB1 outside the field of view may be displayed by performing a zoom operation on this second virtual camera.

[0114] Also, in this embodiment, a virtual space corresponding to virtual water is set, a virtual underwater image, which is a virtual space image visible from a virtual camera in this virtual water, is generated, and a display image in which the virtual underwater image and the real space image are synthesized is displayed. For example, as shown in FIGS. 6 to 10, in this embodiment, fish swim in the water, floating objects such as bubbles float, and for example, a virtual underwater image with an overall bluish color is generated, and an image in which this virtual underwater image is synthesized with the real space image is displayed to the player. In this way, the player can enjoy a game in which objects such as fish in the water are the play targets while seemingly moving in the water, and it becomes possible to realize a type of AR or MR game that has never existed before. For example, in a normal fishing game, an image of the water surface viewed from above is displayed until the float is thrown with a fishing rod and the fish bites and hits, and after the fish hits, an image showing the appearance of the fish escaping from the fishing line is displayed. On the other hand, in this embodiment, as shown in FIG. 6, even before the float FL is thrown, the virtual camera corresponding to the player's viewpoint is set in the virtual water, and a virtual space image as if fishing is being carried out in the water is displayed. Therefore, for example, it becomes possible to give the player a feeling as if fishing is being carried out in a huge aquarium, and it becomes possible to play a capture game such as a fishing game of a type that has never existed before.

[0115] For example, in a normal AR fishing game, the virtual camera is set at a position on or above the water surface. Then, since the player looks towards the water surface, the player's line of sight is in a downward direction relative to the horizontal direction. And since the fish swim horizontally to escape, when the player tries to chase the escaping fish, the player inevitably starts walking. Also, because the player's line of sight direction is downward, it becomes difficult to see the surrounding situation in the real space, which is a problem in terms of safety. In this regard, according to a game played in a virtual underwater environment like this embodiment, since the virtual camera is set underwater, the player's line of sight direction is not fixed downward, so the occurrence of the above problems can be prevented. Also, in a virtual underwater environment, the fish escape around the player, so the player can continue the game just by changing the direction of the camera of the terminal device, ensuring both safety and gameplay. Also, according to the underwater fishing game of this embodiment, compared with conventional fishing games, there is a sense of depth in the displayed image, and there is an advantage that the AR does not result in a monotonous image.

[0116] Also, in this embodiment, a process of awarding a privilege to the player is performed according to the result of the game process at the spot. Specifically, for the spot, a quest that the player needs to clear in the game is set, and a process of awarding a privilege to the player is performed on the condition that the player clears the quest. Also, in this embodiment, in the quest, a game process of making a specific object that the player plays with appear in the virtual space is performed, and when the clear condition of the quest for the specific object is satisfied, a process of awarding a privilege to the player is performed. FIG. 15 is a flowchart for explaining the process of this embodiment of awarding a privilege according to the result of the game process in this way.

[0117] First, the game system starts the process of a game to clear a quest set at a spot (step S41). For example, information on the quest to be cleared at the spot is stored in the storage unit 170 of FIG. 1 in association with the spot, and the game system reads out the quest information corresponding to the spot from the storage unit 170 and starts the process of a game to clear the quest. Next, it is determined whether or not the capture of the object set as the quest has been completed (step S42). For example, in a fishing game, it is determined whether or not the fish to be captured has been caught and the capture has been completed. And when the object set as the quest has been captured, the game system gives experience points to the player as a bonus (step S43).

[0118] Next, the game system determines whether or not the appearance condition of a specific object has been satisfied (step S44), and if the appearance condition has been satisfied, the specific object is made to appear in the virtual space (step S45). The specific object is, for example, a fish such as the one called Oomono in a fishing game. And the game system determines whether or not the capture of the specific object has been completed (step S46), and if the capture has been completed (when it has reached the acquired state), a coupon is given to the player as a bonus (step S47). This coupon may be a physical coupon or an electronic coupon. And the game system determines whether or not the game has ended (step S48), and if it has not ended, it proceeds to step S42, and if it has ended, the process ends.

[0119] Thus, in this embodiment, as shown in steps S43 and S47 of FIG. 15, a process of granting a privilege to the player is performed according to the result of the game process at the spot. The privilege may be a physical privilege or an electronic privilege. By doing so, the player will be motivated by the acquisition of the privilege and will play the game at the spot. Then, the player can enjoy AR or MR games while viewing a display image in which the real-space image at the spot in the real space and the virtual-space image corresponding to the spot are synthesized. By granting a privilege to the player, when the spot is a store or the like in the real space, the effect of attracting customers to the store or the like can be realized.

[0120] Also, in this embodiment, as shown in step S41 of FIG. 15, a quest that the player is to clear in the game is set for the spot. As shown in step S43, a privilege such as experience points is granted to the player on the condition that the player has cleared the quest. By doing so, the player can acquire a privilege by clearing the quest set for the spot, so that the acquisition of the privilege serves as a motivation and the player will go to the spot and play the game to clear the quest. As a result, it becomes possible to give the player an effective motivation to go to the spot, and it becomes possible to realize an effect such as attracting customers. It is also possible to set, for example, a plurality of quests for the spot. For example, for each quest, the type of object to be captured may be made different. For example, different types of fish may appear for each quest, and the player plays a game to clear each quest by fishing these different types of fish. By doing so, the player can play a game such as acquiring objects such as different types of fish at the spot in the real space, and the fun of the game and the player's enthusiasm for the game can be improved.

[0121] Also, in this embodiment, as shown in steps S44 and S45 of FIG. 15, in the quest, a game process is performed to cause a specific object to be played by the player to appear in the virtual space. For example, after the game play of the first quest, when a predetermined time has elapsed, a specific object is caused to appear and intrude. Then, as shown in steps S46 and S47, when the clear condition of the quest for the specific object is satisfied, a process of awarding a privilege such as a coupon to the player is performed. Taking the fishing game as an example, an object of a fish called a large object with a size that rarely appears is caused to appear, and when the capture of this large object is successful, a special privilege such as a coupon that can be exchanged for a prize is awarded to the player. In this way, the player can enjoy not only the capture of objects by normal quests but also a special game play such as capturing a specific object, and the fun of the game and the player's enthusiasm for the game can be further improved.

[0122] Also, in this embodiment, a plurality of spots are set in the real space, and based on the access information acquired at each of the plurality of spots, setting processing of the virtual space in which different objects appear for each spot is performed. In this way, in each of the plurality of spots in the real space, a virtual space in which different objects appear for each spot is set, and the player can play a game with the object as the play target in the set virtual space. That is, the player can be called to a plurality of spots in the real space and made to play the game at each spot. Therefore, it becomes possible to give the player an effective motivation to visit each of the plurality of spots in the real space, and it becomes possible to realize an effect such as attracting customers.

[0123] For example, in FIG. 16(A), a plurality of stores SHA, SHB, SHC, and SHD in a real-space shopping mall are set as a plurality of spots. Also, virtual fishing spots FSPA, FSPB, FSPC, and FSPD are set for the stores SHA, SHB, SHC, and SHD. For example, an NFC tag is provided on a poster or the like in each store, and the player can obtain access information to the fishing spots FSPA, FSPB, FSPC, and FSPD by reading the NFC tags in the stores SHA, SHB, SHC, and SHD with the terminal device 30. As a result, in each of the fishing spots FSPA, FSPB, FSPC, and FSPD, the player can enjoy AR and MR fishing games as shown in FIGS. 6 to 10. Here, as shown in FIG. 16(B), the player can obtain an access ID, which is access information, in each of the plurality of stores. And for each access ID, a fishing spot ID, a quest ID, and information on appearance objects in the virtual space are associated. By doing so, based on the access information obtained at each of the plurality of spots, a virtual space corresponding to each spot can be generated, and different objects can be made to appear in the virtual space for each spot.

[0124] According to the present embodiment described above, for example, it is possible to provide a content of a roaming-type fishing adventure to a family visiting a shopping mall, enabling the family to have more fun in the shopping mall than before and increasing the sales of the shopping mall. For example, a child can be enthusiastic about an adventure of searching for various fish and fishing while the parent is shopping in the shopping mall. Also, while the parent enjoys their shopping, they can please the child more as they go around the store, so that the shopping time in the shopping mall becomes a fun time for the whole family.

[0125] For example, a player such as a child aims to become a fishing master who catches the legendary giant fish that inhabits the shopping mall. Then, at the various stores they are taken to by their father and mother, they catch various fish, successively clear fishing quests, and obtain fishing results. And they can exchange the tickets obtained according to the fishing results for "treasures" that the whole family will be happy about. With the obtained "treasures", they can further enjoy the time spent in the shopping mall. For example, the player installs the game application program on their smartphone and attaches the game controller 50, which is a fishing controller, to the smartphone. Then, at the reception booth, they receive an adventure guidebook, etc., and start the fishing adventure game. When they arrive at the store, by touching the smartphone to the fishing spot poster at the storefront, the NFC tag is read, and they can find the fishing spot.

[0126] The fishing spot is a world of the sea where fish are swimming in a 360-degree circle around the player. Since the target fish to be caught is presented, the player catches fish one after another and builds up their strength as a fishing hunter. The player turns the smartphone around their surroundings to find the targeted fish. Then, they engage in a battle with the fish that are running around aimlessly in all directions. When the fish is lost from the screen, the fishing line breaks. And they keep catching the rampaging fish within the screen and pulling them out.

[0127] When the player clears a quest, they can get experience points. By clearing quests and storing up experience points, they can raise their master rank. When the rank rises, the fishing rod is strengthened, and they can catch stronger fish. Also, when they clear a quest, the next quest is presented. They can continue fishing at the same fishing spot (store). Or they can move to another fishing spot (store) according to the movement of their father and mother. The child can enjoy the fishing battle all the time without getting bored even while waiting for their father and mother to shop.

[0128] There are also quests that become available by raising the master rank. For example, by looking at the hint posters within the area, predict the dwelling place of the target fish. If you can make a prediction, move to that store (fishing spot) and catch the target fish. When the master rank reaches a certain level or higher, you can challenge bosses that can only be challenged once. If you can catch the boss, you can obtain a large number of special items with the obtained coupon. Also, by taking the receipt of the shopping done on that day to the acceptance booth, it is also possible to challenge the boss again. If you can catch the boss, it means clearing the game, and you return to the acceptance booth to report the fishing result. The collected coupons can be exchanged for various discount coupons and exchange coupons.

[0129] Although the present embodiment has been described as above, the present embodiment can be variously modified. For example, the benefits given to the player may be set by the store itself. For example, the store creates a QR code or the like, and by reading the QR code or the like with the player's terminal device 30, the benefits by the store are given to the player. For example, during a time sale at the store, if a predetermined number of objects such as fish are acquired, the player can receive a coupon of that store.

[0130] Also, benefits such as discount coupons and coupon tickets may be physical benefits such as discount coupons and coupon tickets, or may be electronic benefits such as electronic discount coupons and coupon tickets. For example, each process of the game system of the present embodiment may be realized by a server system. In this case, the data of the benefits may be managed in the server system.

[0131] Also, the NFC tag, QR code, and Bluetooth beacon transmission device for acquiring access information may be installed inside the store or outside the store. And when giving benefits to the player by game play at the store's spot, give benefits such as discount coupons and coupon tickets of that store.

[0132] Also, in this embodiment, for example, within a predetermined area, even if the movement information of the player is detected, a warning display may not be shown, or the game operation may not be disabled. This predetermined area is, for example, a dedicated area of a virtual fishing ground, or an area within a predetermined distance range (for example, a range of several tens of centimeters to several meters) from the position (spot) where fish are displayed based on access information. For example, the vacant space of a facility such as a shopping mall may be set as such a predetermined area. And for example, when the player moves outside the predetermined area, a warning display may be shown, or the game operation may be disabled. Also, at spots such as stores, it may be possible to procure fishing lures and fishing lines used in the game. Also, the mutual distance between players may be monitored, and when the action ranges of the players overlap, a warning image or the like may be displayed.

[0133] Also, in this embodiment, for example, after a warning display is shown or the game operation is disabled, when a predetermined time has elapsed, the warning can be made non-displayed, the game operation can be enabled, and the game can be resumed. When resuming the game, the access information may be read again. Or when the player returns to the above-mentioned predetermined area, the game may be resumed.

[0134] Also, in this embodiment, for example, if the player continues to walk or run over a predetermined distance, the game can be forcibly terminated. In this case, the game can be played by reading the access information again.

[0135] Also, when shopping at a store using a discount coupon or the like, game benefits may be given to the player. For example, benefits such as the game level being increased or the special move becoming available may be given to the player. Also, a discount coupon may be generated by an application program according to the player's game result. And it may be possible to receive game benefits at the store's cash register.

[0136] It may also be possible to detect people in the vicinity and notify the player. For example, in a place where many people gather, management may be carried out so that a virtual space such as a fishing ground cannot be set up. Also, the setting of a virtual space such as a fishing ground may be made possible when authenticated by an authentication process. Further, the store may be able to select whether or not to set up a virtual space such as a fishing ground. For example, during congestion, it may be made impossible to set up a virtual space such as a fishing ground.

[0137] Also, cameras of the terminal device or cameras installed at spots may be used to detect passers-by and the like. Then, when a person's approach is detected or a person crosses between the player and an object such as a fish, operation control of the object corresponding thereto may be performed. For example, operation control such that the fish is startled, the fishing line breaks, and the fish escapes may be performed. By doing so, a more realistic game can be realized and safety can also be ensured.

[0138] Although the present embodiment has been described in detail as above, those skilled in the art will easily understand that many modifications can be made without substantially departing from the novel matters and effects of the present disclosure. Therefore, all such modified examples are intended to be included within the scope of the present disclosure. For example, in the specification or drawings, a term described at least once together with a broader or synonymous different term can be replaced with that different term anywhere in the specification or drawings. Also, the configurations and processes of the game system and game controller are not limited to those described in the present embodiment, and configurations and processes equivalent thereto are also included in the scope of the present disclosure.

Description of Reference Numerals

[0139] 30…Terminal device, 50…Game controller, 52…Fixing part, 54…Rubber member, 56…Plate-like part, 60…Grip part, 62…Electrode, 64…Contact member, 70…Operation part, 72…Handle, 74…Protrusion, 80…Switch unit, 82…Roller part, 84…Switch, 100…Processing part, 102…Information acquisition part, 104…Image acquisition part, 106…Virtual space setting part, 108…Virtual camera control part, 110…Game processing part, 112…Bonus processing part, 120…Display processing part, 130…Sound processing part, 160…Operation part, 162…Imaging part, 164…Tag reader, 170…Memory part, 172…Virtual space information memory part, 178…Drawing buffer, 180…Information storage medium, 190…Display part, 192…Sound output part, 194…I / F part, 195…Portable information storage medium, 196…Communication part, DR1…Direction, DT…Thickness, FT…Fishing line, GA…Gauge, IMR…Real space image, IMV…Virtual space image, MQ, MCT, MFL, MRI, MH…Marker, OB1, OB2…Object, OR…Orbit, VV…View volume, WD…Window area

Claims

1. an information acquisition unit that acquires access information for the virtual space from a spot in the real space; a virtual space setting unit that performs setting processing of the virtual space corresponding to the spot based on the acquired access information; a game processing unit that performs game processing for a player to play a game in which an object in the virtual space is the play target at the spot in the real space; an image acquisition unit that acquires a real-space image obtained by capturing the real space at the spot using an imaging unit; a display processing unit that generates a virtual space image seen from a virtual camera corresponding to a viewpoint of the player in the virtual space, and performs processing to display a display image in which the real space image and the virtual space image are synthesized on a display unit; a bonus processing unit that performs processing to grant a bonus to the player in accordance with a result of the game processing at the spot; Including, The information acquisition unit acquiring the access information of the virtual space from the spot in the real space by close proximity wireless communication; The bonus processing unit includes: The game system is characterized by carrying out a process of granting the player a coupon that can be used outside the game as the bonus.

2. In claim 1, A quest to be completed by the player is set for the spot, The bonus processing unit includes: A game system characterized by carrying out a process of granting the benefit to the player on condition that the player completes the quest.

3. In claim 2, The game processing unit: performing the game process of making a specific object, which is a play target of the player, appear in the virtual space in the quest; The bonus processing unit includes: A game system characterized by performing a process of granting the benefit to the player when a clear condition for the quest for the specific object is satisfied.

4. In any one of claims 1 to 3, A plurality of the spots are set in the real space; The virtual space setting unit A game system comprising: a virtual space setting process for setting up a virtual space in which a different object appears for each of a plurality of said spots, based on the access information obtained for each of said plurality of spots.

5. In any one of claims 1 to 4, A plurality of the spots are set in the real space; The bonus processing unit includes: A game system comprising: a process for granting the player the benefit corresponding to each of the plurality of spots.

6. In any one of claims 1 to 5, The spot is set for the store in the real space, The information acquisition unit acquiring the access information from the store corresponding to the spot; The bonus processing unit includes: A game system characterized by carrying out a process of granting the coupon usable at the store from which the access information was obtained to the player as the benefit.

7. In claim 6, The bonus processing unit includes: A game system characterized by carrying out a process of granting a special benefit in the game to the player when the player makes a purchase at the store using the coupon.

8. In any one of claims 1 to 7, The information acquisition unit A game system characterized in that the access information is obtained by reading from an NFC tag installed at the spot, or by receiving a beacon transmitted by a transmitting device installed at the spot.

9. In any one of claims 1 to 8, The display processing unit is When predetermined movement information is detected about the player, a process of displaying a warning image for the player on the display unit is performed; A game system characterized in that, even when the predetermined movement information is detected for the player, if the player is located within a predetermined area, the warning image is not displayed on the display unit.

10. an information acquisition unit that acquires access information for the virtual space from a spot in the real space; a virtual space setting unit that performs setting processing of the virtual space corresponding to the spot based on the acquired access information; a game processing unit that performs game processing for a player to play a game in which an object in the virtual space is the play target at the spot in the real space; an image acquisition unit that acquires a real-space image obtained by capturing the real space at the spot using an imaging unit; a display processing unit that generates a virtual space image seen from a virtual camera corresponding to a viewpoint of the player in the virtual space, and performs processing to display a display image in which the real space image and the virtual space image are synthesized on a display unit; a bonus processing unit that performs processing to grant a bonus to the player in accordance with a result of the game processing at the spot; Make your computer work The information acquisition unit acquiring the access information of the virtual space from the spot in the real space by close proximity wireless communication; The bonus processing unit includes: The program is characterized by carrying out a process of granting the player a coupon that can be used outside the game as the bonus.

Citation Information

Patent Citations

  • Game terminal and program of the same, and game system using the same

    JP2012016539A

  • Augmented reality system, program and augmented reality provision method

    JP2014174589A

  • Communication terminal, communication method, communication program, recording medium with communication program stored and information processing device

    JP2017131747A

  • Program, electronic apparatus and server system

    JP2020162831A

  • Game system and game program

    JP2021029545A