Program and information processing system

By dynamically changing the usable range for objects in services based on real-world position, the system enhances user engagement and interestingness through location-based events.

JP2025094955AActive Publication Date: 2025-06-25COLOPL
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Patent Information

Application Number
JP2025038093
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-11
Publication Date
2025-06-25
Estimated Expiration
2043-12-13

AI Technical Summary

Technical Problem

Existing services, such as games that utilize position information in the real world, lack sufficient interestingness and engagement.

Method used

A computer system that changes the size of a usable range for objects in a service based on the user's position in the real space, using a game control unit to adjust this range according to specific events or conditions, enhancing user interaction and engagement.

Benefits of technology

This approach improves the interestingness and engagement of services by dynamically adjusting the usable range for objects in response to the user's location and participation in events.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve amusement properties of a service.SOLUTION: A program causes a computer to function as control means for changing a range operable by a user in a game when a predetermined condition is satisfied for a check point arranged on the game in the game using information on a position of the user in an actual space.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] Conventionally, games that utilize position information indicating the position of a user in the real space (in other words, the real world) are known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in services such as games, it is required to improve the interestingness.

[0005] An object of the present invention is to improve the interestingness of services.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer is caused to function as a changing means for changing the size of a range in which a predetermined object in the service can be used by the user, which is determined based on the position information, based on the fact that the user is at a location in the real space corresponding to a specific event, in a service that utilizes position information indicating the position of the user in the real space and a program is provided.

Effects of the Invention

[0007] According to the present invention, the interestingness of services can be improved.

Brief Description of the Drawings

[0008]

Figure 1

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Embodiments for Carrying Out the Invention

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

[0010] <Hardware Configuration of the System> As shown in FIG. 1, the information processing system 1 of the present embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be constituted by, for example, the Internet, a mobile communication system (for example, 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or any combination thereof. Also, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.

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

[0013] The processor 21 controls the operation of the entire server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and expands it in the memory 22. The processor 21 executes the expanded program.

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

[0015] Note that in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game by the cooperation between the terminal device 10 and the server 20. Note that, as an example, the game realized by the cooperation between the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is composed of, for example, a storage device such as a flash memory or an HDD (Hard Disk Drive). Various data related to the game are stored in the storage 23.

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

[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device for displaying and outputting images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device, etc. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes a game.

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

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

[0022] The memory 12 is a main storage device. The memory 12 is composed of, for example, storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the program and various data read by the processor 11 from the storage 13. The memory 12 also temporarily stores various data generated while the processor 11 is operating according to the program.

[0023] Storage 13 is an auxiliary storage device. Storage 13 is composed of a storage device such as a flash memory or an HDD, for example. Various data related to the game are stored in Storage 13.

[0024] Communication IF 14 controls the transmission and reception of various data via a network between the terminal device 10 and the server 20 or the like.

[0025] Input / output IF 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. Input / output IF 15 may perform data input and output via, for example, USB (Universal Serial Bus) or the like. Input / output IF 15 may include an input unit 17 or a display unit 18 or the like.

[0026] Input unit 17 receives input from the user. Input unit 17 may be a pointing device such as a touch pad, for example. Display unit 18 displays an image. Display unit 18 may be a liquid crystal display or an organic EL (Electro-Luminescence) display or the like, for example. The terminal device 10 includes a touch screen 16, which is an electronic component combining the input unit 17 and the display unit 18, for example.

[0027] Input unit 17 has a function of detecting the position input to the input surface by a user operation (such as a touch operation, a tap operation, a slide operation, a swipe operation, and a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can adopt a capacitance method or a resistive film method or the like, but other methods may also be used.

[0028] Note that the input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (such as an acceleration sensor, an angular velocity sensor, a magnetic sensor, a GPS sensor, a motion sensor, a line-of-sight sensor, a bioelectric potential sensor, a fingerprint sensor, an exhalation sensor, a pressure sensor, or an image sensor, etc.), an operation stick, a camera, or a microphone, etc. Also, the display unit 18 may be, for example, a projector or the like.

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

[0030] Note that in the present embodiment, the server 20 uses the accounts of the users registered in advance to identify each user and the terminal device 10. The method of registering the accounts is not particularly limited. For example, another device such as the terminal device 10 or a personal computer may transmit information necessary for the user's account registration to the server 20 based on the user's operation, and the server 20 may create and save each user's account based on the received information.

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

[0032] The game program is a program for realizing a game. The game information and the user information are data referred to when the control unit 210 executes the game program.

[0033] In addition, in the present embodiment, the game program may include a game program executed on the server 20 side and a game program executed on the terminal device 10 side. Further, the storage unit 220 may store the game program executed on the server 20 side and the game program executed on the terminal device 10 side.

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

[0035] User information is information managed for each game account. User information includes, for example, information regarding player characters, information regarding possessed assets, and information indicating the progress of the game. Possessed assets can be said to be the value owned by the user within the virtual space. Examples of such value (in other words, in-game value, possessed assets) include electronic currency, items, and characters. Further, examples of electronic currency include in-game currency usable in the game and cryptocurrency.

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

[0037] The transmission / reception unit 211 transmits or receives various types of data. For example, the transmission / reception unit 211 receives from each terminal device 10 requests for transmitting various types of data and programs, requests for synchronization processing for supporting the multiplayer function, data to be subject to synchronization processing, etc., and passes them to the game control unit 212. Further, the transmission / reception unit 211 transmits various types of data and programs including instructions for synchronization, etc., to each terminal device 10 according to the control by the game control unit 212.

[0038] In the present embodiment, the multiplayer function is a function for advancing game processing with a plurality of accounts in a synchronized state. When the server 20 and the terminal devices 10 of the information processing system 1 participate in the same game with the same accounts logged in to the information processing system 1, they execute various types of processing for supporting the multiplayer function.

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

[0040] The game control unit 212 defines a virtual space based on information for defining the virtual space included in the game information. The game control unit 212 arranges objects in the virtual space based on the setting information of the objects included in the game information. Further, the game control unit 212 controls the objects in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc. of the objects in the virtual space, or causes the objects to perform a predetermined operation.

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

[0042] In addition, when the game control unit 212 receives, via the transmission / reception unit 211, a request for synchronization processing for supporting the multiplayer function or data to be the target of synchronization processing from the terminal device 10, the game control unit 212 executes the synchronization processing for supporting the multiplayer function. Further, the game control unit 212 commands the transmission / reception unit 211 to transmit game information or user information. For example, when the server 20 transmits information to a plurality of terminal devices 10, the game control unit 212 takes synchronization of the games in progress among the respective terminal devices 10 by transmitting information to each terminal device 10 simultaneously. By executing the synchronization processing, it becomes possible to simultaneously reflect an event in the game caused by an operation input in one terminal device 10 in other terminal devices 10.

[0043] The terminal device 10 in the present embodiment has, for example, a function as an input device that receives a user's input operation, and a function as an output device that outputs game images and sounds.

[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 by the cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, and the like. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a game program, game information, and user information. The game program is a program for realizing a game on the terminal device 10 side. The game information and user information are data referred to by the control unit 110 when executing the game program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.

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

[0046] The operation reception unit 111 receives an operation input by the user via the input unit 17 (hereinafter also referred to as an "input operation"). Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the type of the input operation include various operations by a finger or the like, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation that physically contacts the input unit 17 (for example, the touch screen 16), and may include a non-contact operation. Note that an operation for ending an input operation that has been performed until then, such as a touch-off operation for ending contact with the touch screen 16, can also be regarded as one aspect of the input operation.

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

[0048] In the present embodiment, the movement of the user in the real space to change the position information described later can also be regarded as one aspect of the input operation.

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

[0050] In addition, the transmission / reception unit 112 transmits operation information regarding the input operation received by the operation reception unit 111 and information from the user, such as the position information described later, to the server 20.

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

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

[0053] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game control unit 113 arranges the virtual camera so that a specific object is located at the center of the visual field area in a specific orientation, based on the position and orientation of the specific object. At this time, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle with respect to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, a tree, or a rock. An example of a dynamic object includes a player character and an NPC that operates based on a game program. The NPC includes a so-called enemy character and the like.

[0054] The display control unit 114 causes the display unit 18 to display an image related to the game. A specific example will be described below.

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

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

[0057] The position information acquisition unit 116 acquires position information indicating the position of the user in the real space (in other words, the current position of the user). The position information may be any information indicating the position of the user in the real space identified by an account or the like. As methods for acquiring position information, various methods have been known conventionally, and known methods can be used. For example, the position information acquisition unit 116 may acquire position information using the GPS sensor provided in the terminal device 10 in which the user has logged in to the account. Further, the position information acquisition unit 116 may acquire, as position information indicating the position of the user logged in to the account from the terminal device 10, the position information acquired in the device used by the user, such as various devices (for example, smart devices) that cooperate with the terminal device 10 (for example, cooperation via the user's account or cooperation by wireless communication). Further, the position information acquisition unit 116 may acquire position information using, for example, Wi-Fi or Bluetooth (for example, based on communication between the terminal device 10 and a Wi-Fi access point). Further, the position information acquisition unit 116 may be provided, for example, in the control unit 210 of the server 20.

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

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

[0060] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes the game program stored in the information processing system 1, and thus each process according to this embodiment will be described. However, at least a part of the processes performed by the processor 11 among the processes according to this embodiment may be executed by a processor different from the processor 11. Also, at least a part of the processes performed by the processor 21 among the processes according to this embodiment may be executed by a processor different from the processor 21. For example, a part or all of the processes performed by one of the game control units 113 and 212 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of a plurality of devices.

[0061] The configuration according to this embodiment can be applied, as an example, to a position information game or the like that links the position of a user in the real space and the position in the virtual space. Hereinafter, the case where the configuration according to this embodiment is applied to such a position information game will be described as an example.

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

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

[0064] Note that the virtual space of the present embodiment is a virtual space in which at least a part of the real space is reflected. In other words, the virtual space of the present embodiment is a virtual space generated using map information of the real space. For example, in the virtual space of the present embodiment, an object corresponding to a road existing in the real space (for example, a road object 31) is arranged at a position corresponding to the position of the road in the real space.

[0065] In games such as location information games, a plurality of objects (hereinafter referred to as "in-game objects 33") associated with a predetermined event (in other words, an event or effect) are arranged in a virtual space. By approaching the in-game object 33 (for example, by performing an operation (such as a touch operation) on the in-game object 33 displayed on the display unit 18 after approaching), it is known that an event corresponding to the specific in-game object 33 occurs. Here, in a location information game, approaching a specific in-game object 33 arranged in a virtual space can also be said to approach the specific in-game object 33 in the virtual space, and it can also be said to visit the position in the real space corresponding to the position in the virtual space where the specific in-game object 33 is arranged (in other words, approach the specific in-game object 33 in the real space). When the in-game object 33 where a specific event occurs is arranged in a virtual space, the game control unit 212 causes a specific event corresponding to the in-game object 33 to occur based on the user visiting the position in the real space corresponding to the position in the virtual space where the in-game object 33 is arranged. Note that the place where the in-game object 33 is arranged in the virtual space can also be said to be a place where a predetermined event is set.

[0066] The in-game object 33 includes, for example, an item spot 33a corresponding to an event such as obtaining an item, and a recovery spot 33b corresponding to an event such as the recovery of a predetermined parameter related to the user (for example, the physical strength of the user's player character). The in-game object 33 also includes an enemy object 33c corresponding to an event such as a battle with an enemy character, and a spot corresponding to an event that constitutes a part of the game story. The game control unit 212 gives the user an item corresponding to the specific item spot 33a based on the user visiting a position in the real space corresponding to the position in the virtual space where the specific item spot 33a is arranged. Also, the game control unit 212 restores a predetermined parameter related to the user (in other words, brings the predetermined parameter closer to a specified value) based on the user visiting a position in the real space corresponding to the position in the virtual space where the specific recovery spot 33b is set. Further, the game control unit 212 starts a battle with the specific enemy character based on the user visiting a position in the real space corresponding to the position in the virtual space where the enemy object 33c related to the specific enemy character is arranged. Note that the event associated with the in-game object 33 may be an event that can be advanced by multiplayer (in other words, play by at least two or more people). In other words, by approaching the in-game object 33 corresponding to an event that can be advanced by multiplayer, an event advanced by multiplayer (for example, an event of fighting an enemy character in cooperation with other users (so-called raid battle), etc.) may be started. Note that the appearance of the in-game object 33 is not particularly limited, and may be in the form of an item, a building, a character, etc., or may be a predetermined symbol, etc. Note that the event associated with the in-game object 33 may be automatically advanced and ended without the intervention of the user's operation, or may be advanced through the user's operation (for example, advanced by operating the player character 30, etc.).

[0067] In this embodiment, for in-game object 33 located within a predetermined range X (in other words, the operable range; hereinafter referred to as "usable range X") from player character 30 in the virtual space, the user's operation (for example, a touch operation) is effective. Game control unit 212 moves player character 30 by the user so that the in-game object 33 for which a corresponding event is to be generated (in other words, to be used) is located within usable range X. When an operation is performed on the in-game object 33, an event corresponding to the in-game object 33 on which the operation was performed is generated. That is, in this embodiment, when the user visits the position in the real space corresponding to the position where a specific in-game object 33 is arranged in the virtual space (specifically, visits and performs a predetermined operation (for example, a touch operation on the specific in-game object 33)), an event corresponding to the specific in-game object 33 can be generated. In other words, the user can use the in-game object 33 existing within usable range X. In other words, game control unit 212 determines whether the in-game object 33 is located within usable range X and controls the in-game object 33 located within usable range X to be available for use. Here, being available for use means being able to generate an event set for the in-game object and the like.

[0068] Usable range X may be, for example, a circular range of a predetermined size centered on player character 30 (in other words, the user's position). Note that the shape of usable range X is not limited to circular, and is not limited to a range centered on player character 30. Usable range X can also be said to be the range that can be used by the user in the virtual space (in other words, in the entire virtual space). Usable range X is determined according to the user's position in the real space (in other words, based on the user's position information) and varies according to the user's position in the real space. Display control unit 114 causes the display unit 18 to display a display indicating usable range X (a circle display in FIG. 3) to make usable range X recognizable to the user.

[0069] In the present embodiment, the player character 30 is arranged and displayed on the display unit 18 at a position in the virtual space corresponding to the position of the user in the real space. However, a configuration may be adopted in which the player character 30 is not arranged at the position in the virtual space (in other words, a configuration in which the player character 30 is not displayed on the screen or the like illustrated in FIG. 3). Even in such a configuration, based on an operation or the like of the user on the in-game object 33 located within the available range X determined according to the position of the user in the real space, a configuration may be adopted in which an event corresponding to the in-game object 33 is generated. Similarly, in a game that can proceed in a first-person display such as a game in which the display can be switched from a third-person display in which the player character 30 is displayed to a first-person display in which the player character 30 is hardly displayed, an available range X in which the operations set for each person can be performed may be set for each person.

[0070] Note that the game control unit 212 can be switched based on the user's operation between a manual mode, which is a mode related to the progress of the game and generates corresponding events when approaching the in-game object 33 and an operation (e.g., touch operation) is performed on the in-game object 33, and an automatic mode, which automatically generates (in other words, without requiring a touch operation or the like) events corresponding to the in-game object 33 that has approached by approaching the in-game object 33. That is, in the automatic mode, when a specific in-game object 33 comes to be in a state of being located within the available range X, the game control unit 212 may automatically generate an event corresponding to the specific in-game object 33. Among the in-game objects 33, there may be an in-game object 33 for which an event corresponding to the in-game object 33 is automatically generated by approaching (in other words, by being located within the available range X), regardless of whether it is set to the manual mode or the automatic mode. Also, even when set to the automatic mode, it may be possible to generate an event based on an operation (e.g., touch operation) on the in-game object 33. Note that the switching between the manual mode and the automatic mode may be automatically performed based on the fulfillment of a predetermined condition (e.g., triggered by the start of a predetermined event or the like).

[0071] In a game in which the real space and the virtual space are associated with each other, such as a location-based game, each location in the real space corresponds to each location in the virtual space. Therefore, setting a predetermined setting for a specific location in the virtual space can also be said to be setting a predetermined setting for a specific location in the real space. Also, setting a predetermined setting for a specific location in the real space can also be said to be setting a predetermined setting for a specific location in the virtual space. That is, for example, arranging a specific in-game object 33 at a specific location in the virtual space can also be said to be arranging the in-game object 33 at a specific location in the corresponding real space. Also, for example, setting a specific range in the virtual space as a range related to predetermined control can also be said to be setting a specific range in the corresponding real space as a range related to predetermined control. Note that the setting may be performed by the game operator or by the user.

[0072] <Change in the size of the available range> Hereinafter, control for changing the size of the available range X will be described. Note that in the information processing system 1 (in other words, the game program), one or more of the conditions related to the change in the size of the available range X exemplified below can be adopted. Also, when adopting a plurality of conditions, the size of the available range X may be changed based on satisfying one of the plurality of conditions, or the size of the available range X may be changed based on satisfying a plurality (for example, all) of the plurality of conditions.

[0073] (Change in the size of the available range related to a specific event) In a game that utilizes location information, specific events may be held using specific locations in the real world. As an example, the specific location may be a specific facility such as an amusement park, a stadium, a store, or a park. Also, as an example, the specific location may be a specific area such as Shibuya, Asakusa, or Kyoto. Further, as an example, the specific location may be a location corresponding to a specific route (in other words, a road). That is, when a specific event is an event that traverses a specific route in the real world, the specific location may be a range corresponding to the specific route. Hereinafter, the specific location (in other words, the range corresponding to the specific event) is also referred to as an "event venue".

[0074] Also, the range corresponding to the event venue in the real world is registered in the storage unit 220 as an event area. For example, when a specific amusement park in the real world becomes the event venue, the range corresponding to the specific amusement park in the real world is set as the event area, and information indicating the range of the event area is stored in the storage unit 220. Note that the setting of the event area may be performed by the game operator or by the user.

[0075] The game control unit 212 is capable of determining whether the user is within the event venue. For example, the game control unit 212 determines whether the user is within the event venue based on the user's location information. For example, the game control unit 212 determines whether the user is within the event venue by determining whether the location of the user indicated by the location information (in other words, the location of the player character 30) is within the range set as the event area. Note that a device capable of detecting entry and exit from the venue may be provided at the event venue, and the game control unit 212 may determine that the user is within the event venue based on a signal transmitted from the device when the user enters the venue, or the like. Also, the game control unit 212 may determine that the user is outside the event venue based on a signal transmitted from the device when the user exits the venue, or the like.

[0076] Based on the user being at a location in the real space corresponding to a specific event, the game control unit 212 changes the size of the range within which the user can use the in-game object 33, which is determined based on the position information. In other words, the game control unit 212 changes the size of the available range X based on satisfying the condition that the user is at a location in the real space corresponding to a specific event. Specifically, the game control unit 212 may reduce the available range X when the user is inside the event venue compared to when the user is outside the event venue. Also, the game control unit 212 may expand the available range X when the user is inside the event venue compared to when the user is outside the event venue.

[0077] Here, for example, assume that a specific event is an event that goes around a plurality of checkpoints P set within an event venue as shown in FIG. 4. In the specific event illustrated in FIG. 4, five checkpoints P, namely checkpoints P1 to P5, are set, and the user will go around checkpoints P1 to P5 in the order of the attached numbers. The checkpoint P may be a predetermined in-game object 33 arranged in the virtual space. In this case, the user can move within the event venue so that the predetermined in-game object 33 as the checkpoint P is located within the available range X, and perform a touch operation on the predetermined in-game object 33 to advance the event. In other words, the user can advance the event by actually moving within the event venue so that the checkpoint P is located within the available range X. In such a case, if the size of the available range X is too large compared to the size of the event venue, the user can go around a plurality of checkpoints P without much movement, and the interest of the event will decrease. Therefore, as shown in FIG. 5, for the user (in other words, the participant of the event) within the event venue, by reducing the available range X, the user can be prompted to walk towards the checkpoint P, and the interest of the event can be improved. In FIG. 5, the size of the available range X before reduction (for example, when the user is outside the venue) is indicated by a two-dot chain line. Also, not limited to the event of going around a plurality of checkpoints, for example, for an event that uses a large number of enemy objects 33c or item spots 33a as the in-game object 33 (for example, an event of defeating a plurality of enemy characters within the event venue or an event of going around a plurality of item spots 33a within the event venue), the interest of the event can also be improved by reducing the available range X.

[0078] Also, for example, when a specific event is an event held in a vast event venue, if the size of the available range X is normal (in other words, the standard size), there is a risk that the burden of the user's movement will become too large. Also, for example, when a specific event is an event with a large number of participants, if the size of the available range X is normal, there is a risk that users will be too concentrated at the position of a specific in-game object 33. Therefore, depending on the nature of the event, by expanding the available range X, the interestingness of the event can be improved.

[0079] In addition, the game control unit 212 may restrict the use of an in-game object 33 related to a specific event (hereinafter referred to as an "event-related object") by a user for whom information indicating that the user is a participant in the specific event (hereinafter referred to as "participant information") is not stored in a predetermined storage unit (for example, the storage unit 120 or the storage unit 220). In other words, in this embodiment, "participant" may mean a user in whom participant information is stored in a predetermined storage unit, and "non-participant" may mean a user in whom participant information is not stored in a predetermined storage unit.

[0080] The participant information may be, for example, information indicating that a predetermined two-dimensional code (for example, a QR code (registered trademark)) related to participation in a specific event has been read by the terminal device 10 (in other words, using the game application) in the case where the specific event is an event in which participation is made by reading the predetermined two-dimensional code. Also, the participant information may be, for example, information indicating that the participant has the right to participate in a specific event (for example, a predetermined ticket (including the case of an electronic ticket)) in the case where the specific event is an event in which participation is made by purchasing the right to participate. Also, the participant information may be information indicating that the predetermined operation has been performed in the case where the specific event is an event in which participation is made by performing a predetermined operation (for example, a predetermined button operation indicating participation in the event) related to participation in the event on the terminal device 10 (in other words, the game application).

[0081] In addition, the restrictions on the use of event-related objects may be as follows. That is, the restriction may be, for example, a control that prohibits non-participants from using event-related objects that participants can use. Specifically, the game control unit 212 may invalidate operations by non-participants on event-related objects displayed on the terminal device 10 of non-participants (in other words, even if a touch operation on an event-related object is performed, an event corresponding to the event-related object is not generated). Further, the game control unit 212 may control so that event-related objects displayed on the terminal device 10 of participants are not displayed on the terminal device 10 of non-participants. Also, the game control unit 212 may make it impossible for non-participants to use event-related objects by changing the shape of the available range X. Specifically, for example, when there is a portion of the available range X related to a non-participant that overlaps with the event area, the game control unit 212 may perform control to exclude the overlapping portion from the available range X. That is, for example, when the event venue is a specific amusement park, on the terminal device 10 of non-participants, the available range X, which is normally displayed in a circular shape, may be displayed in a shape that is cut along the outer periphery of the specific amusement park.

[0082] In addition, the game control unit 212 may start a specific event based on the user visiting a location where a game object 33 related to the start of a specific event (hereinafter referred to as the "start object") is located within the available range X. For example, the game control unit 212 may start a specific event based on the user visiting a location where the start object is located within the available range X and performing an operation on the start object. Also, for example, the game control unit 212 may automatically start a specific event when the user visits a location where the start object is located within the available range X. In other words, the game control unit 212 may start a specific event based on the user visiting a location in the real space set as the start point of a specific event.

[0083] The start object is a type of event-related object. The start object may be arranged within a range on the virtual space corresponding to the event venue (in other words, within the event area).

[0084] The control for starting a specific event by the game control unit 212 may be control for releasing restrictions related to the use of a specific event-related object different from the start object. Specifically, based on the user visiting a location where the start object is located within the available range X, the game control unit 212 may cause a specific event-related object to appear to the user (in other words, change the state of the specific event-related object from a state where it is not displayed on the user's terminal device 10 to a state where it is displayed). In other words, the control for starting a specific event may be to make a specific event-related object appearable. Also, for a specific event-related object that is presented to the user (displayed on the user's terminal device 10) before the user visits a location where the start object is located within the available range X, the game control unit 212 may invalidate operations by the user until the user visits that location, and based on the user visiting that location, may validate operations by the user. In other words, the control for starting a specific event may be to validate operations on a specific event-related object.

[0085] Also, in the case where a destination to which the user is heading is set in a specific event, the game control unit 212 may change the size of the available range X so as to guide the user toward the destination. In other words, the game control unit 212 may change the size of the available range X according to whether the user is heading toward the destination. The destination may be, for example, each checkpoint P in an event of going around a plurality of checkpoints P (in other words, a plurality of event-related objects). For example, the game control unit 212 may change the size of the available range X so as to guide the user toward a second event-related object (for example, the next checkpoint P) associated with a first event-related object (for example, the passed checkpoint P). Specifically, the game control unit 212 may change the size of the available range X according to whether the user is off the route toward the destination (for example, the route from the first event-related object to the second event-related object). In other words, the game control unit 212 may change the size of the available range X based on satisfying a predetermined condition regarding the route toward the destination. More specifically, when not off the route, the game control unit 212 may expand or contract the available range X compared to when off the route. Here, for either the case of not being off the route or the case of being off the route, the size of the available range X may be the normal size (in other words, the standard size) when no control regarding the size change is performed. Also, whether the user is off the route may be determined based on information indicating the range on the map corresponding to the route being registered in the storage unit 220 in advance (for example, by determining whether the user is off the range). Also, whether the user is off the route may be determined by determining the moving direction of the user (in other words, the direction the user is heading) based on the position information of the user or the like, and based on the relationship between the moving direction of the user and the position of the destination (for example, whether the moving direction of the user is toward the destination). In other words, the route may be, for example, a path to be taken as indicated by the dashed arrow in FIG. 4, or may be a specified order of traversing without specifying the path for a plurality of checkpoints P

[0086] Note that even when the user continues to move without deviating from the route to the destination (in other words, towards the destination), the game control unit 212 may be able to change the size of the available range X. For example, points where the available range X is reduced or points where the available range X is expanded are set on the route, and the game control unit 212 may change the size of the available range X based on the user approaching such points. Note that such points may be points where a predetermined in-game object 33 is arranged.

[0087] Also, when the user continues to move along the route, the game control unit 212 may control so that the size of the available range X is gradually expanded (or gradually reduced). Specifically, for example, a plurality of checkpoints P are set on the route, and the game control unit 212 may expand (or reduce) the available range X each time it passes through a checkpoint P. Alternatively, when the user is moving without deviating from the route, the game control unit 212 may gradually expand (or reduce) the available range X according to the elapse of a predetermined period or the movement of a predetermined distance, etc.

[0088] In the real space, within a predetermined range (in other words, a specific area, for example, within one event venue), multiple routes may be set. For example, for a specific event, multiple routes may be set. In other words, a specific event may include an event following the first route and an event following the second route. In other words, within a predetermined range in the real space, multiple events including an event following the first route and an event following the second route may be set. Also, a part of the first route and the second route may overlap. In such a case, the game control unit 212 may change at least one of the size of the available range X and the color of the display indicating the available range X according to which route among the multiple routes the user is following. That is, for example, the game control unit 212 may make at least one of the size of the available range X and the color of the display indicating the available range X different when the user is following the first route and when the user is following the second route. For example, the game control unit 212 may make the amount of change from the standard size of the available range X different according to which route among the multiple routes the user is following. Also, for example, a color corresponding to each route is set, and the game control unit 212 may display the available range X in the color corresponding to the route being followed according to which route among the multiple routes the user is following.

[0089] Here, how the user is traveling along a certain route may be determined as follows, for example. For example, the game control unit 212 may determine which route among a plurality of routes the current position of the user corresponds to (for example, whether the user is on a specific route, or whether the user is not more than a predetermined distance away from a specific route, etc.), thereby determining which route the user is traveling along. In this case, the game control unit 212 may determine that the user is traveling along the specific route when it is confirmed that the current position of the user has been at a position corresponding to the specific route for a predetermined period or more or a predetermined distance or more. Also, it is possible for the user to select and set which route to travel along by themselves, and the game control unit 212 may determine the route selected by the user as the route the user is traveling along. Specifically, the user may be able to select and set which route among a plurality of routes to travel along from a predetermined setting screen on their own terminal device 10. Also, the section between each checkpoint P in the event of going around a plurality of checkpoints P may correspond to each of the plurality of routes. That is, for example, the route from the first checkpoint P1 to the second checkpoint P2 may be set as the first route, and the route from the second checkpoint P2 to the third checkpoint P3 may be set as the second route. In this case, the game control unit 212 may determine which route among the plurality of routes the user is traveling along by determining the passed checkpoint P. Note that at least one of the starting point and the ending point of the plurality of routes may be the same, or both may be different. That is, for example, the first route and the second route may be different routes leading from the same point to the same point.

[0090] Also, in a specific event, the user may be able to select whether to proceed with the event with the available range X as the first size (in other words, whether to proceed with the expansion of the available range X), or to proceed with the second size smaller than the first size (in other words, whether to proceed without expanding the available range X). Specifically, the user may be able to set the size of the available range X during the progress of a specific event from a predetermined setting screen on their own terminal device 10. The game control unit 212 receives an operation related to such a setting by the user, and proceeds with a specific event with the size of the available range X as the size selected by the user (for example, the standard size or a size expanded from the standard size). In such a configuration, the game control unit 212 may give a predetermined reward (that is, a reward for playing with the second size instead of the first size) to the user who has played a specific event with the available range X as the second size at a predetermined timing (for example, when a predetermined goal in a specific event is achieved, for example, when a specific event is cleared). The reward is not particularly limited, but may be, for example, a predetermined item, in-game currency, predetermined points, electronic information exchangeable for a predetermined item in the real space, and the like. Note that giving (in other words, causing to acquire) an item or the like to the user can also be said to store it in a predetermined storage unit (for example, the storage unit 220) associated with the user's account as an item or the like owned by the user.

[0091] (Change in the size of the available range according to the number of predetermined objects) The game control unit 212 may change the size of the available range X according to the number of specific in-game objects 33 within the available range X. In other words, the game control unit 212 may expand (or contract) the available range X based on the fact that the number of specific in-game objects 33 within the available range X satisfies a predetermined condition. For example, the game control unit 212 may expand (or contract) the available range X based on the decrease in the number of specific in-game objects 33 within the available range X. In other words, in a game where events (for example, events corresponding to each in-game object 33) existing within a predetermined range from the player character 30 can proceed, the game control unit 212 may change the size of the available range X based on the fact that the number of events that can proceed within the predetermined range satisfies a predetermined condition.

[0092] The specific in-game object 33 may include only one type of object among various objects such as, for example, an item spot 33a, an enemy object 33c, or an event-related object, or may include a plurality of types of objects.

[0093] For example, as shown in FIG. 6, the game control unit 212 may expand the available range X (for example, change from the state shown in FIG. 6(a) to the state shown in FIG. 6(b)) based on the fact that the number of enemy objects 33c within the available range X has reached a predetermined number (for example, "0"). Here, "the number of enemy objects 33c has reached a predetermined number" may mean, for example, when an event is generated for the enemy objects 33c existing within the available range X (in other words, by using the enemy objects 33c within the available range X) and the number of enemy objects 33c within the available range X is decreased.

[0094] (Change in the size of the available range according to the movement amount) The game control unit 212 may change the size of the available range X according to the amount of movement of the user in the real space. In other words, the game control unit 212 may expand (or contract) the available range X based on the fact that the amount of movement of the user in the real space satisfies a predetermined condition. For example, the game control unit 212 may expand (or contract) the available range X based on the fact that the amount of movement of the user exceeds a predetermined amount.

[0095] For example, the game control unit 212 may expand the available range X based on the fact that the amount of movement of the user within a predetermined period (for example, one day) exceeds a predetermined amount (for example, a predetermined number of steps or a predetermined distance, etc.). That is, the game control unit 212 may increase the size of the available range X when the amount of movement of the user is the second amount (for example, 10,000 steps or more) compared to when the amount of movement of the user is the first amount (for example, less than 10,000 steps). Further, the game control unit 212 may further increase the size of the available range X when the amount of movement of the user is the third amount (for example, 20,000 steps or more) compared to when the amount of movement of the user is the second amount (for example, 10,000 steps or more and less than 20,000 steps).

[0096] (Change in the size of the available range according to the movement speed) The game control unit 212 may change the size of the available range X according to the movement speed of the user in the real space. In other words, the game control unit 212 may expand (or contract) the available range X based on the fact that the movement speed of the user in the real space satisfies a predetermined condition. For example, the game control unit 212 may expand (or contract) the available range X based on the fact that the movement speed of the user is below a predetermined speed. Also, for example, the game control unit 212 may contract (or expand) the available range X based on the fact that the movement speed of the user exceeds a predetermined speed.

[0097] For example, as shown in Fig. 7(a), when the user is moving at a reference speed (for example, between 3 km / h and 6 km / h), the size of the available range X is set to the standard size (in other words, the normal size). In this case, when the user moves at a speed lower than the reference speed (for example, less than 3 km / h), the game control unit 212 may expand the size of the available range X as shown in Fig. 7(b) to be larger than the standard. Also, when the user moves at a speed higher than the reference speed (for example, a speed exceeding 6 km / h), the game control unit 212 may reduce the size of the available range X as shown in Fig. 7(c) to be smaller than the standard. Note that the game control unit 212 may increase the amount of change in size according to the degree of deviation from the reference speed. That is, for example, the game control unit 212 may gradually reduce the size of the available range X as the user's moving speed increases.

[0098] In addition, in a game that uses position information indicating the user's position, a method for determining the user's moving speed is known, and the moving speed can be determined using a known method.

[0099] (Change in the size of the available range according to the display of an advertisement) As shown in Fig. 8, the game control unit 212 may change the size of the available range X according to the presence or absence of the display of the advertisement 40 on a predetermined screen (specifically, the display unit 18 of the user's terminal device 10) used by the user. In other words, the game control unit 212 may expand (or contract) the available range X based on satisfying a predetermined condition related to the display of the advertisement 40. For example, the game control unit 212 may expand the available range X based on the advertisement 40 being displayed on a predetermined screen used by the user.

[0100] Specifically, the control unit 110 of the user's terminal device 10 receives a user operation regarding the setting of whether to display the advertisement 40 on a predetermined setting screen. The game control unit 212 sets whether to display the advertisement 40 based on the operation. When the setting to display the advertisement 40 is made, the game control unit 212 displays the advertisement 40 on the screen where the player character 30 that moves on the virtual space in conjunction with the movement of the user in the real space is displayed (in other words, the play screen). In other words, when the setting to display the advertisement 40 is made, the advertisement 40 is presented to the user during the game play. On the other hand, when the setting not to display the advertisement 40 is made, the game control unit 212 does not display the advertisement 40 on the screen where the player character 30 that moves on the virtual space in conjunction with the movement of the user in the real space is displayed (in other words, the play screen). In other words, when the setting not to display the advertisement 40 is made, the advertisement 40 is not presented to the user during the game play.

[0101] When the advertisement 40 is not displayed on the play screen (in other words, when the setting not to display the advertisement 40 is made), the game control unit 212 sets the size of the available range X to the standard size (in other words, the normal size) as shown in FIG. 8(a). Also, when the advertisement 40 is displayed on the play screen (in other words, when the setting to display the advertisement 40 is made), the game control unit 212 enlarges the size of the available range X more than the standard as shown in FIG. 8(b).

[0102] Note that the advertisement 40 does not necessarily have to be displayed according to the setting on the setting screen. For example, as the in-game object 33, an object related to the start of the display of the advertisement 40 may be prepared. Then, the game control unit 212 instructs the terminal device 10 to display the advertisement 40 based on the user's operation on the object, and the control unit 110 of the terminal device 10 may display the advertisement 40 on the display unit 18 (in other words, the play screen) based on the instruction. Then, the game control unit 212 may enlarge the available range X based on the display of the advertisement 40.

[0103] Here, while the case where the available range X is expanded while the advertisement 40 is being displayed has been described, the game control unit 212 may expand the available range X as a reward for the user having viewed the advertisement 40 after the advertisement 40 is displayed.

[0104] (Change in the size of the available range according to the state of the object used) The game control unit 212 may change the size of the available range X according to the state of the object used by the user in the game. In other words, the game control unit 212 may expand (or contract) the available range X based on fulfillment of a predetermined condition regarding the object used by the user. Here, the object used by the user may be, for example, a predetermined character (for example, the player character 30 or a companion of the player character 30, etc.), or a predetermined item (for example, an item equipped on the player character 30, etc.).

[0105] For example, the game control unit 212 may change the size of the available range X according to the state of a predetermined parameter related to the object used by the user. For example, when a predetermined parameter of the player character 30 does not exceed a predetermined standard (for example, the physical strength is not full) and does not fall below the predetermined standard (for example, the physical strength has not become less than a predetermined value), the size of the available range X is set to the standard size. In this case, the game control unit 212 may expand the size of the available range X more than the standard when a predetermined parameter of the player character 30 exceeds the predetermined standard (in other words, when it is equal to or greater than a predetermined value, for example, when the physical strength is full). Also, the game control unit 212 may contract the size of the available range X more than the standard when a predetermined parameter of the player character 30 falls below the predetermined standard (in other words, when it is less than a predetermined value).

[0106] Also, for example, the game control unit 212 may change the size of the available range X according to whether the object used by the user is in an abnormal state. Specifically, when the player character 30 has fallen into a predetermined state abnormality (for example, a state of being poisoned), the game control unit 212 may reduce the available range X compared to the case where it has not fallen into the predetermined state abnormality.

[0107] (Change in the size of the available range according to the terrain) The game control unit 212 may change the size of the available range X according to information on the terrain of the location where the user is located in the real space (hereinafter referred to as "terrain information"). In other words, the game control unit 212 may expand (or reduce) the available range X based on satisfying a predetermined condition regarding the terrain of the location where the user is located.

[0108] The game control unit 212 acquires terrain information of the location where the user is located based on the position information indicating the user's position acquired by the position information acquisition unit 116. The terrain information may be information indicating, for example, "flat road", "downhill slope", "uphill slope", "steep slope", "unpaved road", or "muddy road". The game control unit 212 may access, for example, a predetermined server storing the terrain information of the location indicated by the position information, a publicly available website, etc., to acquire the terrain information of the location where the user is located. Also, for example, the terrain information of each region is stored in the storage unit 220, and the game control unit 212 may acquire the terrain information of the location where the user is located from the storage unit 220.

[0109] In addition, the game control unit 212 changes the size of the available range X according to the acquired terrain information. For example, when the terrain information indicates that the user is on a flat road, the game control unit 212 sets the size of the available range X to the standard size. Also, when the terrain information indicates that the user is on a downhill slope, the game control unit 212 expands the size of the available range X beyond the standard. Further, when the terrain information indicates that the user is on an uphill slope, the game control unit 212 reduces the size of the available range X below the standard. Moreover, when the terrain information indicates that the user is on an unpaved or muddy road, the game control unit 212 reduces the size of the available range X below the standard. Note that whether the user is on an uphill slope or a downhill slope can be specified by determining the user's moving direction based on the position information and the like. In other words, the game control unit 212 may change the size of the available range X according to the user's moving direction.

[0110] (Change in the size of the available range according to the facility) The game control unit 212 may change the size of the available range X according to information about the facility (hereinafter referred to as "facility information") at the location where the user is located in the real space. In other words, the game control unit 212 may expand (or reduce) the available range X based on the satisfaction of a predetermined condition regarding the facility at the location where the user is located.

[0111] The game control unit 212 acquires facility information at the location where the user is located based on the position information indicating the user's position acquired by the position information acquisition unit 116. The facility information may be, for example, information indicating that the user is within a specific facility, information indicating that the user is on a public road, information indicating that the user is on private land, or information indicating that the user is in a residential area. The game control unit 212 may access, for example, a predetermined server storing the facility information at the location indicated by the position information, a publicly available website, etc., to acquire the facility information at the location where the user is located. Also, for example, the facility information of each region is stored in the storage unit 220, and the game control unit 212 may acquire the facility information at the location where the user is located from the storage unit 220.

[0112] In addition, the game control unit 212 changes the size of the available range X according to the acquired facility information. For example, when the facility information indicates that the user is on a public road, the game control unit 212 sets the size of the available range X to the standard size. Also, when the facility information indicates that the user is at a specific facility (e.g., a large public facility such as a park), the game control unit 212 expands the size of the available range X more than the standard. Further, when the facility information indicates that the user is on private land or in a residential area, the game control unit 212 reduces the size of the available range X more than the standard. Note that when the facility information indicates that the user is at a specific facility (e.g., a large public facility such as a park), the game control unit 212 may reduce the size of the available range X more than the standard. Also, when the facility information indicates that the user is on private land, the game control unit 212 may expand the size of the available range X more than the standard.

[0113] Note that the size of the available range X changed based on satisfying a predetermined condition returns to the original size at a predetermined opportunity. For example, it may return to the original size when the predetermined condition is not satisfied. Also, for example, it may return to the original size when a predetermined period has elapsed since the size changed. Also, for example, it may return to the original size at a predetermined specific timing (e.g., a specific time every day).

[0114] Note that the control related to the change in the size of the available range X can also be rephrased as follows. That is, in a game that uses information about the actual position, the game control unit 212 changes the range within the game space that the user can operate (in other words, the available range X) according to one or both of the information related to the user's current position in the game, and the user's state. Here, the information related to the user's current position can be, for example, information on whether the user is inside the event venue, information on whether the user is moving along a route, information on whether the number of specific in-game objects 33 (e.g., enemy object 33c) around the user's current position has reached a predetermined number, information on the terrain of the location where the user is, information on the facilities at the location where the user is, and so on. Also, the user's state can be whether the user is a participant in a specific event, whether the user's movement amount exceeds a predetermined amount, whether the user's movement speed is above (or below) the reference speed, whether the user is viewing an advertisement (in other words, whether it is being displayed), and so on.

[0115] <Occurrence of an Event Based on the Use of an Item> In the game of this embodiment, there is an item (hereinafter referred to as an "event item") that can generate a predetermined event (hereinafter referred to as a "special event") in the game by use. When the user owns an event item, the user can use the event item he / she owns to generate a special event. Note that the event item may be an item that is consumed (in other words, disappears) by use, or an item that is not consumed (in other words, a special event can be generated again by using it again).

[0116] Event items can be shared (in other words, shared) with other users. A user can select an event item to share with other users from among a plurality of event items owned by the user himself / herself. The event item selected as the event item to be shared can be received by other users and will be shared with the other users who have received it.

[0117] An example of an operation related to sharing will be described. Based on a predetermined operation by the user, the display control unit 114 causes the display unit 18 to display an item selection screen 50 illustrated in FIG. 9. A list of event items owned by the user (in other words, event items that can be shared with other users) is displayed on the item selection screen 50.

[0118] In addition, the operation reception unit 111 receives an operation for making an event item shareable with other users (in other words, an operation related to recruiting users who will receive the share of the event item). Specifically, the operation reception unit 111 receives, as an operation for making the selected event item shareable with other users, an operation of selecting an event item to be shared from among the event items displayed on the item selection screen 50 (for example, a touch operation on a specific displayed event item and a touch operation on an execution button 51 displayed on the item selection screen 50).

[0119] When an operation to select an event item to be shared is performed, the game control unit 212 sets the selected event item to a state where it can be shared with other users, and controls so that the selected event item is displayed on the reception screen 55 illustrated in FIG. 10 on the terminal device 10 of other users. The reception screen 55 is a screen that the display control unit 114 of the terminal device 10 of the user (in other words, another user) who intends to receive the share of the event item causes to be displayed on the display unit 18 based on a predetermined operation by the user. On the reception screen 55, event items that can be received for sharing are displayed in a list. In other words, on the reception screen 55, event items that are event items owned by other users and that have been set to a shareable state by an operation that makes them shareable by the user who owns the event item are displayed in a list.

[0120] In addition, the operation reception unit 111 receives, as an operation to receive the share of the selected event item, an operation to select an event item to receive the share from among the event items displayed on the reception screen 55 (for example, a touch operation on the reception button 56 provided corresponding to each event item displayed in the list).

[0121] When an operation to select an event item to receive the share is performed, the game control unit 212 causes the user who performed the operation to acquire the selected event item. Specifically, the game control unit 212 stores the selected event item in the storage unit 220 as an event item owned by the user, and sets it to a state where it can be used by the user. As a result, a specific event item becomes a state where it can be used by both the user who set it to a shareable state and the user who performed the operation to receive the share, and is shared between these users.

[0122] On the receiving screen 55, for each event item displayed in a list, the user name of the user who owns the event item (in other words, the user who is recruiting users to receive the share), the name of the event item, and a display indicating the sharing status, etc. are displayed. The display indicating the sharing status can be a display indicating the superiority or inferiority of the sharing status. In the example shown in FIG. 10, for event items with excellent sharing status (for example, event items with a large number of shares or event items shared in a wide area (for example, event items with a large number of shared regions)), the number of stars as the display indicating the sharing status is larger. Note that the sharing status will be described in detail later. Note that the display indicating the sharing status for each event item may be displayed in addition to or instead of the receiving screen 55, on the item selection screen 50 or the item list screen 60 described later (see FIG. 11).

[0123] In this embodiment, the user can further share an event item received from another user with yet another user, but it may be configured such that an event item received from another user cannot be shared with another user. Also, in this embodiment, one user can share (in other words, transfer) a specific event item owned by the user with a plurality of users, but one user may be able to share one event item only with one user. In this case, one event item can be shared by a plurality of users as it is shared sequentially from user to user.

[0124] In addition, the method for obtaining event items other than by receiving shares (for example, the method by which the first user obtains event items) is not particularly limited. For example, the game control unit 212 may generate event items based on a predetermined operation by the user and cause the user to obtain the generated event items. For example, the game control unit 212 may cause the user to obtain event items based on the elapse of a predetermined time from a predetermined point in time (for example, the timing when a predetermined operation instructing the generation of event items is performed). Also, the game control unit 212 may cause the user to obtain event items as a reward when the user achieves a predetermined goal in the game. Further, the game control unit 212 may cause the user to obtain event items through exchange with the value owned by the user (for example, in-game currency, predetermined points, predetermined items, etc.) (including cases such as generating event items by consuming predetermined items). (Note that even in the case of receiving shares, event items may be obtained through exchange with the value owned by the user.) Note that the achievement of a predetermined goal means, for example, victory over a predetermined opponent (note that the opponent may be another user or a non-player character. Also, enemy characters, etc. are included in the opponents), reaching a predetermined destination, obtaining a predetermined object, or moving a predetermined distance or number of steps by the user. In other words, the achievement of a predetermined goal may be the clearance of a predetermined event (for example, a predetermined quest).

[0125] Also, event items may include event items that can be shared with other users and event items that cannot be shared.

[0126] The game control unit 212 manages the sharing status of event items. For example, the game control unit 212 manages, for a specific event item, how many users are sharing (in other words, owning) it. In other words, the game control unit 212 performs control to store, in the storage unit 220, the number of users sharing each event item. For example, every time a user using this game receives a share for a specific event item, the game control unit 212 performs control to increment by "1" the stored value indicating the number of users who have acquired the specific event item. Also, the game control unit 212 manages the area regarding the shared specific event item. In other words, the game control unit 212 performs control to store, in the storage unit 220, information regarding the area where each event item is shared. Specifically, for each event item, the game control unit 212 stores, in the storage unit 220, information indicating which area's users are owning (in other words, sharing) it. For example, every time a user using this game receives a share for a specific event item, the game control unit 212 checks which area's user has acquired the specific event item, and may store, in the storage unit 220, information indicating which area's users have acquired the specific event item. This information may indicate, for example, which users in any of the 47 prefectures are sharing the specific event item, or which users in any country are sharing it. That is, this information may indicate, for example, that when the specific event item is owned by users in Tokyo and Osaka Prefecture, it is being shared in two prefectures (in other words, two areas) out of the 47 prefectures. Note that the area of each user may be any area related to each user. For example, it may be something registered by each user himself / herself (for example, registered as the location of his / her own home or his / her place of origin, etc.), or it may be something automatically determined, such as the location where each user was located when acquiring the event item.

[0127] The game control unit 212 generates a special event based on a predetermined operation by a user who owns an event item, and provides the special event to the user. The special event is an event aimed at achieving a predetermined goal, and in this embodiment, it is an event in which a destination is set. Note that the destination may be specified by the user or automatically set. Specifically, for example, by performing an operation of specifying a point as the destination on the map of the virtual space displayed on the display unit 18, the specified point may be set as the destination (see FIG. 11).

[0128] In this embodiment, the special event ends (in other words, is cleared) when the destination is reached. Here, "when reaching the destination" may mean that it ends only by reaching the destination, or it may end by reaching the destination and defeating a predetermined enemy character or the like. In other words, the goal to be achieved in the special event may be reaching the destination itself, or a goal to be achieved at the destination or the like.

[0129] An example of an operation related to the use of the event item will be described. The display control unit 114 causes the display unit 18 to display an item list screen 60 illustrated in FIG. 11 based on a predetermined operation by the user. The item list screen 60 displays a list of event items owned by the user.

[0130] In addition, the operation reception unit 111 receives an operation related to the start of the special event. Specifically, the operation reception unit 111 receives, as an operation to start the special event using the selected event item, an operation of selecting an event item to be used from the event items displayed on the item list screen 60 (for example, a touch operation on an event start button 61 provided corresponding to each event item displayed in the list).

[0131] The game control unit 212 starts a special event corresponding to the selected event item based on an operation of selecting an event item to be used. Further, when starting the special event, the game control unit 212 requests the designation of a destination in the special event.

[0132] Based on the request for destination designation by the game control unit 212 (in other words, based on the operation by the user of selecting an event item to be used), the display control unit 114 causes the display unit 18 to display a destination designation screen 64 as a screen related to destination designation. Further, the operation reception unit 111 receives an operation related to destination designation on the destination designation screen 64. Specifically, the operation reception unit 111 receives, as an operation for designating a destination, an operation of designating a specific point on the map of the virtual space displayed on the destination designation screen 64. The operation of designating a specific point on the map of the virtual space may be, for example, an operation of selecting a specific candidate point from among a plurality of candidate points 66 displayed on the destination designation screen 64, or an operation of aligning a cursor (not shown) displayed on the destination designation screen 64 with a specific point. In other words, the user may be able to designate a destination from among a plurality of candidates, or may be able to designate an arbitrary point in the real space as the destination.

[0133] When an operation of designating a destination is performed, the game control unit 212 sets the designated specific point (in other words, the point in the real space corresponding to the specific point designated on the map of the virtual space) as the destination in the special event. In other words, the game control unit 212 generates a special event with the designated specific point as the destination.

[0134] The game control unit 212 generates an advantageous effect for the user according to the sharing status of the event item used for a special event to be generated (in other words, started) by using the event item. For example, the game control unit 212 generates an advantageous effect for the user based on that a predetermined parameter related to sharing for the event item to be used satisfies a predetermined condition. Specifically, the game control unit 212 may generate an advantageous effect for the user based on that the number of shares of the event item to be used (in other words, the number of users who have shared) exceeds a predetermined number. Further, the game control unit 212 may generate an advantageous effect for the user based on that the number of regions where the event item to be used is shared exceeds a predetermined number (in other words, the range of the shared region exceeds a predetermined range). Here, the game control unit 212 may generate a more advantageous effect as the predetermined parameter deviates from a reference value (for example, an initial value) (for example, as the number of shares of the event item to be used or the number of regions where it is shared increases).

[0135] For example, the game control unit 212 may change the virtual space in which the special event is held according to the sharing status of the event item.

[0136] Specifically, the game control unit 212 may change the configuration of the virtual space in which the special event is held according to the sharing status of the event item. Specifically, as a change in the configuration of the virtual space, the game control unit 212 may change at least one of the arrangement of enemies in the virtual space (for example, the arrangement position or the number of enemies arranged), the types of enemies that appear, the arrangement of items (for example, the arrangement position or the number of items arranged), the types of items that appear, or the terrain of the virtual space. Here, the arrangement of enemies may be the arrangement of enemy objects 33c. Also, the arrangement of items may be the arrangement of item spots 33a. That is, as a change in the configuration of the virtual space, the game control unit 212 may change the arrangement of specific in-game objects 33 or the types of in-game objects 33 to be arranged.

[0137] In other words, the advantageous effect generated according to the sharing situation may be to change the configuration of the virtual space in a direction advantageous to the user.

[0138] The change in the advantageous direction of the configuration of the virtual space may be a change that makes it easier to encounter a predetermined enemy. In other words, the game control unit 212 may change the virtual space where the special event is performed to a virtual space where it is easier to encounter a predetermined enemy according to the sharing situation of the event item. Specifically, the change in the advantageous direction of the configuration of the virtual space may be an increase in the number of predetermined enemies arranged in the direction of the destination (in other words, between the current position of the user and the destination). Also, the change in the advantageous direction of the configuration of the virtual space may be an increase in the number of predetermined enemies arranged around the current position of the user. Further, the change in the advantageous direction of the configuration of the virtual space may be an increase in the probability that a predetermined enemy appears in the special event. Note that in this embodiment, "the probability increases (or the probability is high)" includes the case where the lower probability (in other words, the reference probability) is 0%. In other words, the change in the advantageous direction of the configuration of the virtual space may be a change in the type of enemy that appears in the special event. Here, the predetermined enemy may be, for example, an enemy among the enemies that can be encountered in the special event and that has a relatively large benefit obtained. Also, an enemy with a relatively large benefit may be, for example, an enemy that gives a large amount of experience points (in other words, a predetermined parameter related to the strengthening of the player character 30) when defeated, an enemy that gives a large amount of in-game value when defeated, an enemy that has a high probability of obtaining a specific item when defeated, and the like.

[0139] For example, as shown in FIG. 12, when the sharing status of the event item to be used is in the second status (for example, when the number of shares exceeds a predetermined number (the status shown in FIG. 12(b))), compared to the case where the sharing status is in the first status (for example, when the number of shares is less than or equal to the predetermined number (the status shown in FIG. 12(a))), the number of predetermined enemies (in other words, the in-game object 33 related to the predetermined enemy) arranged in the direction of the destination (in other words, between the current position 80 of the user and the destination 81) may be increased. In FIG. 12, the enemies (in other words, the in-game object 33) that increase due to the sharing status changing from the first status to the second status are represented by white figures.

[0140] Note that the arrangement of enemies in the virtual space may be performed at the start of a special event, or may be appropriately performed during the progress of the special event (for example, so that enemies appear around the user according to the movement of the user). That is, for example, the increase in the number of predetermined enemies arranged in the direction of the destination may mean that the number of predetermined enemies arranged between the user and the destination at the start of the special event increases, or that it becomes easier for predetermined enemies to appear between the user and the destination during the progress of the special event.

[0141] Also, for example, as shown in FIG. 13, when the sharing status of the event item to be used is in the second status (for example, when the number of shares is greater than that in the first status), the game control unit 212 may control so that a second type of enemy (enemy character J in FIG. 13) that does not appear when the sharing status is in the first status appears in the special event. Further, when the sharing status of the event item to be used is in the third status (for example, when the number of shares is greater than that in the second status), the game control unit 212 may control so that a third type of enemy (enemy character K in FIG. 13) that does not appear when the sharing status is in the first status or the second status appears in the special event. Note that the second type of enemy may be an enemy related to the first type of enemy (enemy character C in FIG. 13) that appears when the sharing status is in the first status. Also, the third type of enemy may be an enemy related to the second type of enemy. Specifically, the second type of enemy may be a higher-ranking enemy or a derivative enemy of the first type of enemy. Also, the third type of enemy may be a higher-ranking enemy or a derivative enemy of the second type of enemy. In other words, the first type of enemy, the second type of enemy, and the third type of enemy may be enemies of the same lineage or the same category. Also, the benefits obtained from the second type of enemy may be greater than those obtained from the first type of enemy, and the benefits obtained from the third type of enemy may be greater than those obtained from the second type of enemy. Also, the first type of enemy may not appear when the sharing status is in the second status and the third status. Also, the second type of enemy may not appear when the sharing status is in the first status and the third status. Also, the third type of enemy may not appear when the sharing status is in the first status and the second status. That is, when the sharing status is in the second status, the first type of enemy that appears in the first status may be replaced by a second type of enemy whose benefits obtained are greater than those of the first type of enemy. Also, when the sharing status is in the third status, the second type of enemy that appears in the second status may be replaced by a third type of enemy whose benefits obtained are greater than those of the second type of enemy. In other words, when the sharing status is in the second status, the probability of encountering the second type of enemy may be higher than that in the first status.Further, when the sharing situation is the third situation, the probability of encountering the third type of enemy may be higher than that in the second situation.

[0142] In addition, the game control unit 212 may change a predetermined parameter related to the object used by the user for a special event generated by using the event item according to the sharing situation of the event item. Specifically, the game control unit 212 may change a parameter related to the strength of the player character 30 (for example, attack power, defense power, physical strength, magic power, or speed, etc.) as a change in the predetermined parameter. In other words, the game control unit 212 may apply a buff to the object used by the user in the special event generated by using the event item according to the sharing situation of the event item. The game control unit 212 may change the virtual space to a different virtual space with a buff applied to the object used by the user for the virtual space in which the special event is performed according to the sharing situation of the event item.

[0143] In other words, the advantageous effect generated according to the sharing situation may be to strengthen the object used by the user. For example, when the sharing situation of the event item to be used is the second situation (for example, when the number of shares exceeds a predetermined number), the game control unit 212 may make the player character 30 stronger (for example, increase a predetermined parameter of the player character 30) than when the sharing situation is the first situation (for example, when the number of shares is less than or equal to the predetermined number). In other words, when the sharing situation of the event item to be used is the second situation, the game control unit 212 may use the virtual space as a virtual space with a buff that is advantageous to the user (for example, a large increase in a predetermined parameter) compared to when the sharing situation is the first situation.

[0144] In addition, the game control unit 212 may change the acquisition probability of a predetermined item for a special event generated by the use of an event item according to the sharing status of the event item. In other words, the game control unit 212 may change the virtual space in which the special event is performed to a virtual space with a different acquisition probability of a predetermined item according to the sharing status of the event item.

[0145] In other words, the advantageous effect generated according to the sharing status may be to increase the acquisition probability of a predetermined item. For example, when the sharing status of the event item to be used is in the second status (for example, when the number of shares exceeds a predetermined number), the game control unit 212 may increase the probability of obtaining a predetermined item when a predetermined enemy character is defeated (in other words, the probability that the predetermined enemy character drops a predetermined item) compared to when the sharing status is in the first status (for example, when the number of shares is less than or equal to the predetermined number). Also, for example, when the sharing status of the event item to be used is in the second status, the game control unit 212 may increase the number of item spots 33a where a predetermined item can be obtained compared to when the sharing status is in the first status. In other words, when the sharing status of the event item to be used is in the second status, the game control unit 212 may make the virtual space such that the probability of obtaining a predetermined item when a predetermined enemy character is defeated is high, or make the virtual space have a large number of predetermined item spots 33a, compared to when the sharing status is in the first status.

[0146] In addition, the game control unit 212 may change the behavior of the enemy for a special event generated by the use of an event item according to the sharing status of the event item. In other words, the game control unit 212 may change the virtual space in which the special event is performed to a virtual space with different enemy behavior according to the sharing status of the event item.

[0147] In other words, the advantageous effect generated according to the sharing situation may be to change the behavior of a predetermined object in a direction advantageous to the user. For example, during the execution of a special event, the game control unit 212 may move a specific in-game object 33 (for example, the enemy object 33c) in the virtual space. In this case, when the sharing situation of the event item to be used is in the second situation (for example, when the number of shares exceeds a predetermined number), the game control unit 212 may control the enemy object 33c to move towards the player character 30 (in other words, to behave in a manner of approaching the player character 30) compared to when the sharing situation is in the first situation (for example, when the number of shares is less than or equal to a predetermined number).

[0148] Further, the game control unit 212 may change the type of object (for example, an enemy (including bosses, etc.) or an item, etc.) that appears for a special event generated by the use of an event item according to the sharing situation of the event item.

[0149] Also, the game control unit 212 may change the size of the available range X for a special event generated by the use of an event item according to the sharing situation of the event item.

[0150] In other words, the advantageous effect generated according to the sharing situation may be to change the available range X in a direction advantageous to the user. For example, when the sharing situation of the event item to be used is in the second situation (for example, when the number of shares exceeds a predetermined number), the game control unit 212 may expand the available range X compared to when the sharing situation is in the first situation (for example, when the number of shares is less than or equal to a predetermined number).

[0151] Here, an example has been described in which a predetermined change occurs in a special event according to the sharing status of event items, bringing an advantageous effect to the user. However, various changes in the special event according to the sharing status do not necessarily have to bring an advantageous effect to the user. For example, as described above, the game control unit 212 can change the configuration of the virtual space according to the sharing status, but there may be no superiority or inferiority between the configuration of the virtual space when the sharing status is in the first situation (for example, when the number of shares is equal to or less than a predetermined number) and the configuration of the virtual space when the sharing status is in the second situation (for example, when the number of shares exceeds the predetermined number).

[0152] In this embodiment, the user who shares (in other words, transfers) an event item to another user and the other user who receives the share each own the event item and can use it freely. It can be said that the user who shares the event item with another user and the other user who receives the share each occupy 100% of the event item. However, a parameter indicating the occupancy rate may be set for the event item. The parameter may indicate the share of each user (or the group to which each user belongs) for each event item. That is, for example, when a specific event item is shared by a first user, a second user, and a third user, the occupancy rate of the first user for the specific event item may be set to 50%, the occupancy rate of the second user may be 30%, and the occupancy rate of the third user may be 20%. Also, for example, when a specific event item is shared by a plurality of users in a first group (for example, users in Tokyo) and a plurality of users in a second group (for example, users in Osaka Prefecture), the occupancy rate of the first group for the specific event item may be set to 70% and the occupancy rate of the second group may be 30% (for example, the occupancy rate of the group may increase as the number of users belonging to the group and owning the event item increases). Then, the game control unit 212 may cause the above-described predetermined change (in other words, advantageous effect) for the special event according to the sharing status of the event item to occur according to the occupancy status (for example, occupancy rate) of the event item. The game control unit 212 may cause an advantageous effect for the user based on the occupancy rate of the event item to be used (specifically, the occupancy rate of the user himself or the group to which the user belongs) exceeding a predetermined value.

[0153] An event item cannot be shared (i.e., passed) to other users until a special event that occurs when using the event item is played (e.g., cleared), and even if it becomes possible to share with other users by playing, it may be the case. In such a case, the number of shares can depend on the number of times the special event is played. That is, in the present embodiment, the game control unit 212 gives a predetermined change to the special event according to the sharing status of the event item, which can also be rephrased as giving a predetermined change to the special event according to the number of times the special event is played. Here, the number of times played means, in the present embodiment, the total number of times played by a plurality of users. Note that the game control unit 212 may give a predetermined change (i.e., the various changes described above) to a specific event according to the number of times a specific user (i.e., one user) plays a specific event (e.g., a specific special event). That is, for example, according to the number of times a specific user plays a specific event, the configuration of the virtual space in which the specific user (or another user (e.g., a user who received a share from the specific user)) plays the specific event may be changed. Note that when performing these controls, the game control unit 212 may count the number of times a user plays a specific event (specifically, the total number of times played by one user or the total number of times played by a plurality of users). Specifically, the game control unit 212 may increase by "1" a stored value indicating the number of times the specific event has been played and stored in the storage unit 220 each time a user plays the specific event. Then, the game control unit 212 may give a predetermined change according to the number of times played to the specific event based on the stored value. Note that the specific event to which a predetermined change is given according to the number of times played may not be an event that occurs by using an event item.

[0154] <Flow of processing> Next, an example of the processing related to the expansion of the available range X will be described with reference to the flowchart shown in FIG. 14.

[0155] First, the position information acquisition unit 116 acquires position information indicating the current position of the user in the real space (step S101).

[0156] Next, the game control unit 212 determines whether the current position of the user is within the event venue (step S102). Specifically, the game control unit 212 determines whether the current position of the user indicated by the acquired position information is within the range set as the event area.

[0157] When the current position of the user is within the event venue (YES in step S102), the game control unit 212 changes the size of the available range X (step S103). For example, the game control unit 212 reduces the size of the available range X to a size corresponding to a specific event being held within the event venue.

[0158] When the current position of the user is not within the event venue (NO in step S102), the game control unit 212 does not change the size of the available range X (step S104).

[0159] Next, an example of the process related to the occurrence of a special event based on the use of an event item will be described with reference to the flowchart shown in FIG. 15.

[0160] First, the control unit 110 of the user's terminal device 10 receives an operation by the user related to the use of an event item (in other words, an operation related to the start of a special event) (step S201).

[0161] Next, when an operation related to the use of an event item is performed, the game control unit 212 determines whether the sharing status of the event item to be used satisfies a predetermined condition (step S202). For example, the game control unit 212 determines whether the number of shares of the event item to be used satisfies a predetermined condition (specifically, whether it exceeds a predetermined number) based on the information indicating the sharing status of the event item to be used (here, the information indicating the number of shares) stored in the storage unit 220.

[0162] When the sharing status satisfies a predetermined condition (YES in step S202), the game control unit 212 causes a special event generated by the use of the event item to produce an effect advantageous to the user (step S203).

[0163] When the sharing status does not satisfy a predetermined condition (NO in step S202), the game control unit 212 does not cause a special event generated by the use of the event item to produce an effect advantageous to the user (step S204).

[0164] Note that the present invention is not limited to the above-described embodiments, and can be implemented with various modifications without departing from the gist thereof. The configuration of the present embodiment may be applied to a game that utilizes information regarding the position of the user in the real space. Further, the configuration of the present embodiment may be applied to a game that links the virtual space and the real space, for example, the position information game described in the present embodiment, or a game that utilizes a photographed image of the real space. The game that utilizes a photographed image of the real space includes, for example, a game in which a superimposed image in which a virtual object (for example, an object in the virtual space such as a player character) is superimposed on the photographed image of the real space (in other words, a game that utilizes augmented reality), or a game in which the photographed image of the real space has a predetermined influence on the virtual space (for example, a game in which the parameters of an object in the virtual space are changed or the shape of an object in the virtual space is deformed based on the photographed image). In other words, the control unit 110 of the terminal device 10 may be able to acquire a photographed image captured by a predetermined camera such as a camera incorporated in the terminal device 10, or generate a superimposed image in which a virtual object is superimposed on the photographed image. Further, the configuration of the present embodiment may be applied to a game other than a game that links the virtual space and the real space. Further, the configuration of the present embodiment may be applied to a game other than a game that utilizes information regarding the position of the user in the real space. Further, the configuration of the present embodiment may be applied to a service (in other words, an application) other than a game. For example, it may be applied to a walking application, a running application, a pedometer application, or the like.

[0165] Within the scope of the present invention, free combination of each component, deformation of any component, replacement of any component, omission of any component, or addition of other components, etc. are possible. Further, the flow of the processes described in this specification is merely an example, and the order and configuration of each process may be different. Further, there may be processes that are not described in this specification. In other words, the flow of the processes, specific determination processes, etc. may be different from those exemplified in this specification.

[0166] <Supplementary Note> The configuration of the present embodiment may be used, for example, to improve the interestingness of a service. The matters described in the above embodiments may also be described as follows in the supplementary note below.

[0167] (Supplementary Note 1-1) A computer In a service that utilizes position information indicating a user's position in the real space, based on the fact that the user is at a location in the real space corresponding to a specific event, a changing means (for example, game control unit 212) that changes the size of a range (for example, available range X) within which the user can use a predetermined object during the service as determined based on the position information, and causes the computer to function as the changing means. Program. According to such a configuration, the size of the range within which the user can use a predetermined object during the service can be changed to a size suitable for a specific event, and the interestingness of the service can be improved.

[0168] (Supplementary Note 1-2) A computer For a user for whom information indicating that the user is a participant in the specific event is not stored in a predetermined storage unit, a restricting means (for example, game control unit 212) that restricts the use of an object related to the specific event during the service by the user, and causes the computer to function as the restricting means. The program described in Supplementary Note 1-1. According to such a configuration, the use of an object related to a specific event by a non-participant in the specific event can be restricted. Therefore, it becomes possible to distinguish between participants and non-participants for a specific event.

[0169] (Supplementary Note 1-3) A computer An event control means (for example, game control unit 212) that starts the specific event based on the fact that the user has visited a location where an object related to the start of the specific event is located within the range, and causes the computer to function as the event control means. The program described in Supplementary Note 1-1. According to such a configuration, it becomes possible to specify the position of the user at the start of a specific event.

[0170] (Supplementary Note 1-4) The specific event includes an event following a first path and an event following a second path. The changing means makes at least one of the size of the range and the color of the display indicating the range different between the case where the user is following the first path and the case where the user is following the second path. The program described in Supplementary Note 1-1. According to such a configuration, it is possible to make the user recognize which path is being followed based on the size or color of the range, or to make the range suitable for each path.

[0171] (Supplementary Note 1-5) The changing means expands the range based on the fact that the number of specific objects within the range satisfies a predetermined condition. The program described in Supplementary Note 1-1. According to such a configuration, for example, when the number of specific objects within the range satisfies a predetermined condition, it becomes possible to change the size of the range so that a specific object outside the range is located within the range. Therefore, for example, for a specific object outside the range, instead of making it located within the range by the user's movement, it becomes possible to make it located within the range by changing the size of the range, and the interestingness of the service can be improved.

[0172] (Supplementary Note 1-6) The changing means expands the range based on the fact that the amount of movement of the user in the real space satisfies a predetermined condition. The program described in Supplementary Note 1-1. According to such a configuration, merits can be given to the user according to the amount of movement of the user. Further, the movement of the user can be promoted.

[0173] (Appendix 1-7) The changing means changes the size of the range according to the moving speed of the user in the real space The program described in Appendix 1-1. According to such a configuration, merits can be given to the user according to the moving speed of the user. Further, play in a safe speed state can be promoted.

[0174] (Appendix 1-8) The changing means expands the range based on the fact that an advertisement is displayed on a predetermined screen (for example, the display unit 18) used by the user The program described in Appendix 1-1. According to such a configuration, merits can be given to the user by having the user view the advertisement.

[0175] (Appendix 1-9) The changing means changes the size of the range according to the state of the object used by the user in the service The program described in Appendix 1-1. According to such a configuration, the play situation and the size of the range can be linked to enhance the user's sense of immersion in the service.

[0176] (Appendix 1-10) The changing means changes the size of the range according to the information on the terrain of the location where the user in the real space is located The program described in Appendix 1-1. According to such a configuration, the real user situation and the size of the range can be linked to enhance the user's sense of immersion in the service.

[0177] (Appendix 1-11) The change means changes the size of the range according to the information on the facility at the location where the user in the real space is located. The program described in Appendix 1-1. According to such a configuration, it is possible to prevent users from gathering or entering places that are not suitable for the use of services such as private land or residential areas.

[0178] (Appendix 2-1) Function the computer as control means (for example, game control unit 212) that generates an advantageous effect on the user according to the sharing status of the item used for a specific event generated by the use of the item. Program. According to such a configuration, an advantageous effect can be generated on the user for a specific event generated by the use of the item according to the sharing status of the item. Therefore, it is possible to encourage the user to share the item. In addition, the user experience obtained by using the item can be changed according to the sharing status, and the interestingness of the service can be improved.

[0179] (Appendix 2-2) Function the computer as control means (for example, game control unit 212) that changes the configuration of the virtual space where the specific event is performed according to the sharing status of the item used for a specific event generated by the use of the item. Program. According to such a configuration, the configuration of the virtual space where the specific event generated by the use of the item is performed can be made different according to the sharing status of the item. Therefore, it is possible to encourage the user to share the item. In addition, the user experience obtained by using the item can be changed according to the sharing status, and the interestingness of the service can be improved.

[0180] (Appendix 2-3) The control means changes a predetermined parameter related to an object used by the user according to the sharing status of the item to be used. The program described in Appendix 2-1 or Appendix 2-2. According to such a configuration, it becomes possible to increase a predetermined parameter related to an object used by the user according to the sharing status of the item. Therefore, it is possible to encourage the user to share the item. In addition, the user experience obtained by using the item can be changed according to the sharing status, and the interestingness of the service can be improved.

[0181] (Appendix 2-4) The control means changes the acquisition probability of a predetermined item in the specific event according to the sharing status of the item to be used. The program described in Appendix 2-1 or Appendix 2-2. According to such a configuration, it is possible to change the acquisition probability of a predetermined item according to the sharing status of the item. Therefore, it is possible to encourage the user to share the item. In addition, the user experience obtained by using the item can be changed according to the sharing status, and the interestingness of the service can be improved.

[0182] (Appendix 2-5) The control means changes the behavior of a predetermined object in the specific event according to the sharing status of the item to be used. The program described in Appendix 2-1 or Appendix 2-2. According to such a configuration, it is possible to change the behavior of a predetermined object according to the sharing status of the item. Therefore, it is possible to encourage the user to share the item. In addition, the user experience obtained by using the item can be changed according to the sharing status, and the interestingness of the service can be improved.

[0183] (Appendix 2-6) The control means changes the type of object that appears in the specific event according to the sharing status of the item to be used. The program described in Supplementary Note 2-1 or Supplementary Note 2-2. According to such a configuration, according to the sharing status of the item, the type of object that appears in the specific event generated by using the item can be changed. Therefore, it is possible to encourage the user to share the item. In addition, the user experience obtained by using the item can be changed according to the sharing status, and the interestingness of the service can be improved.

[0184] (Supplementary Note 2-7) The control means changes the size of the range (for example, available range X) in which the user can use a predetermined object during the service in the specific event according to the sharing status of the item to be used. The program described in Supplementary Note 2-1 or Supplementary Note 2-2. According to such a configuration, according to the sharing status of the item, the size of the range in which the user can use a predetermined object during the service can be changed. Therefore, it is possible to encourage the user to share the item. In addition, the user experience obtained by using the item can be changed according to the sharing status, and the interestingness of the service can be improved.

[0185] Note that the problem-solving means configured by the above program (for example, each configuration described in the supplementary note, etc.) can be appropriately diverted to an apparatus, a system, a method, a medium, etc.

Explanation of Reference Signs

[0186] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game control unit, 114 Display control unit, 116 Position information acquisition unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 220 Storage unit, X Available range

Claims

1. Computer, In a game that uses information about a user's position in real space, when a predetermined condition is satisfied for a checkpoint placed in the game, the control means functions as a control means for changing a range within the game that the user can operate. program.

2. The change in the operable range when the predetermined condition is satisfied continues until a predetermined period of time has elapsed or until the user moves a predetermined distance. The program according to claim 1.

3. The change in the operable range when the predetermined condition is satisfied occurs every time the user passes through a checkpoint. The program according to claim 1.

4. The control means changes the operable range so as to guide the user from the passed checkpoint to the next checkpoint to be reached. The program according to claim 1.

5. Multiple checkpoints are set along the route to a specific destination, The control means changes the operable range in response to the satisfaction of the predetermined conditions for the plurality of check points in a specified order. The program according to claim 1.

6. In a game that uses information about a user's position in real space, a control means is provided for changing a range in the game that the user can operate when a predetermined condition is satisfied for a checkpoint placed in the game. Information processing system.

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