Program and information processing system

The system enables replayable events in services using real-world position information, enhancing user engagement and service utilization by allowing paid revivals and adjusting conditions based on user location.

JP2025105601AActive Publication Date: 2025-07-10COLOPL
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Patent Information

Application Number
JP2025026187
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-20
Publication Date
2025-07-10
Estimated Expiration
2043-12-28

AI Technical Summary

Technical Problem

Existing services that utilize position information in the real world, such as games, face challenges in promoting user engagement and utilization.

Method used

A computer system is used to enable specific events in a service to be replayable after clearing, allowing users to revive events associated with specific positions in the real space by paying a consideration, with conditions for revival influenced by the user's current position and payment of a price.

Benefits of technology

This approach enhances user engagement by allowing replay of events, reduces location constraints, and promotes service utilization while maintaining event value through payment requirements.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025105601000001_ABST
    Figure 2025105601000001_ABST
Patent Text Reader

Abstract

To provide a technique capable of promoting the use of a service.SOLUTION: A program causes a computer to function as registration means for registering a cleared event as a candidate for an event to be revived by paying compensation by a user when the event that is placed at a specific position in virtual space is cleared by the user in a game, and replay control means for reviving the event selected by the user from among multiple registered candidates and enabling the user to perform replay. The replay control means revives an event to be revived as an event that can be replayed at a specific position in virtual space where the event has been placed.SELECTED DRAWING: Figure 4
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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 promote utilization.

[0005] An object of the present invention is to provide a technology capable of promoting the use of services.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer is functioned as replay control means for executing control to make a specific event replayable according to payment of a consideration by a user after the specific event associated with a specific position in the real space is cleared in a service that utilizes position information indicating the position of the user in the real space is provided with a program.

Effects of the Invention

[0007] According to the present invention, it is possible to promote the use of services.

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 configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, Long Term Evolution (LTE), 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 either 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 a storage device such as a ROM (Read Only Memory) and a RAM (Random Access Memory), for example. 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 of the terminal device 10 and the server 20. As an example, the game realized by the cooperation of 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. In addition, 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 a storage device such as a flash memory or an HDD (Hard Disk Drive), for example. Various data related to the game is stored in the storage 23.

[0017] The communication IF 24 controls the transmission and reception of various data via the 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 and a keyboard, and a display unit which is a device for displaying and outputting an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device, 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 constituted by a storage device such as a ROM and a RAM, for example. 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] The storage 13 is an auxiliary storage device. The storage 13 is constituted by a storage device such as a flash memory or an HDD, for example. Various data related to the game are stored in the storage 13.

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

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

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

[0027] The input unit 17 has a function of detecting the position input to the input surface by a user operation (for example, 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 (for example, 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 functions such as providing various data and programs necessary for realizing a game to each terminal device 10, collecting and managing data related to the game from each terminal device 10, and performing synchronization processing between a plurality of terminal devices 10.

[0030] In the present embodiment, the server 20 identifies each user and the terminal device 10 using the accounts of the users registered in advance. 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 registering the user's account to the server 20 based on the user's operation, and the server 20 may create and store 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, and the like. 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 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. A 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 a user are arranged. Game information includes, for example, various setting information regarding common objects among accounts, such as the arrangement positions, sizes, colors, shapes, etc. of background objects such as buildings, trees, and stones and objects of non-player characters (NPCs) arranged in the virtual space. In addition, game information includes, for example, set values of various parameters of NPCs. Hereinafter, 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. In addition, 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 has, for example, a transmission / reception unit 211 and a game control unit 212.

[0037] The transmission / reception unit 211 transmits or receives various data. The transmission / reception unit 211 receives, for example, transmission requests for various data and programs, requests for synchronization processing to support the multiplayer function, data to be synchronized, etc. from each terminal device 10 and passes them to the game control unit 212. In addition, the transmission / reception unit 211 transmits various 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 this embodiment, the multiplayer function is a function for advancing game processing by a plurality of accounts in a synchronized state. When the accounts logged in to the information processing system 1 participate in the same game a plurality of times, the server 20 and the terminal device 10 of the information processing system 1 execute various processes 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 the 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. The game control unit 212 also 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 performs object control and 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, for example, the multiplayer function or data to be subjected to the 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 instructs 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 the 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 on one terminal device 10 on 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 through 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 information similar to 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 on 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 fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation 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 the 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 the multiplayer function to the server 20. The transmission / reception unit 112 receives various data, programs, and data for synchronization for supporting the 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 the 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. Based on the input operation of the user detected by the operation reception unit 111, the game control unit 113 identifies the instruction content of the user. Further, based on the identified instruction content and the like, the game control unit 113 executes various determination processes related to the progress of the game. Also, based on the result of the determination process and the like, the game control unit 113 progresses the game while communicating with the server 20.

[0052] The game control unit 113 defines a virtual camera for designating the 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 such 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 the game program. The NPC includes so-called enemy characters 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 rendering the area of the virtual camera's field of view defined by the game control unit 113 and the objects existing in that area within the virtual space, and causes the display unit 18 to display it. The display control unit 114 can superimpose and render objects related to various UI (User Interface) required for game operations, such as icons, buttons, and menus showing 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 and cause a predetermined area of the virtual space to be displayed on the display unit 18 based on the object data sent from the server 20, information indicating the positions of various objects on the virtual space, etc. Also, the control unit 210 of the server 20 may perform the arrangement of objects in the virtual space and the control of the virtual camera, generate an image to be displayed on the display unit 18, and send it to the terminal device 10, and the control unit 110 of the terminal device 10 may 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 that indicates 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 conventionally known, 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 of other devices. Further, each device such as the terminal device 10 and the server 20 may not be realized by an integrated device, and may be realized by 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 may not be realized by a plurality of devices connected via a network.

[0059] <Processing according to this embodiment> Next, the processes according to the present embodiment will be described. In the present embodiment, it is described that the processor 11 of the terminal device 10 or the processor 21 of the server 20 performs each process according to the present embodiment by executing a game program stored in the information processing system 1. However, at least a part of the processes performed by the processor 11 among the processes according to the present 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 the present embodiment may be executed by a processor different from the processor 21. For example, 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 the present embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of a plurality of devices.

[0060] The configuration according to the present 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 the present embodiment is applied to such a position information game will be described as an example.

[0061] As shown in FIG. 3, the game control unit 212 arranges the player character 30 corresponding to the user who operates 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.

[0062] 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 swipe operation), etc.) as information from the user.

[0063] 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.

[0064] In games such as location information games, a plurality of objects (hereinafter referred to as "event objects 33") associated with a predetermined event (in other words, an effect or an event) are arranged in a virtual space. By approaching the event object 33 (for example, by performing an operation (such as a touch operation) on the event object 33 displayed on the display unit 18 after approaching), it is known that an event corresponding to the specific event object 33 occurs. Here, in a location information game, approaching a specific event object 33 arranged in a virtual space can also be said to approach the specific event 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 event object 33 is arranged (in other words, approach the specific event object 33 in the real space). When the event object 33 where a specific event occurs is arranged in a virtual space, the game control unit 212 generates a specific event corresponding to the event object 33 based on the fact that the user has visited the position in the real space corresponding to the position in the virtual space where the event object 33 is arranged. Note that the place where the event object 33 is arranged in the virtual space can also be said to be the place where a predetermined event is set.

[0065] The event object 33 includes, for example, an item spot 33a corresponding to an event such as item acquisition, 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 player character 30). The event object 33 also includes an enemy object 33c corresponding to an event such as a battle with an enemy character, and spots corresponding to events that constitute 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 on 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 on 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 on the virtual space where the enemy object 33c related to the specific enemy character is arranged. Note that the event associated with the event object 33 may be an event that can be advanced by multiplayer (in other words, played by at least two or more people). In other words, by approaching the event 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 another user (so-called raid battle), etc.) may be started. Note that the appearance of the event 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 event 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.).

[0066] In this embodiment, operations (such as touch operations) by the user on an event object 33 located within a predetermined range (in other words, an operable range; hereinafter referred to as "usable range X") from the player character 30 in the virtual space are valid. The game control unit 212 moves the player character 30 by the user so that the event object 33 for which a corresponding event is to be generated (in other words, to be used) is located within the usable range X. When an operation is performed on the event object 33, an event corresponding to the operated event object 33 is generated. That is, in this embodiment, when the user visits a position in the real space corresponding to the position where a specific event object 33 is arranged on the virtual space (specifically, visits and performs a predetermined operation (for example, a touch operation on the specific event object 33)), an event corresponding to the specific event object 33 can be generated. In other words, the user can use the event object 33 existing within the usable range X. In other words, the game control unit 212 determines whether the event object 33 is located within the usable range X and controls the event object 33 located within the usable range X to be available. Here, being available means that it is possible to generate an event set for the event object and the like.

[0067] The usable range X may be, for example, a circular range with a predetermined size centered on the player character 30 (in other words, the position of the user). Note that the shape of the usable range X is not limited to a circle, and it is not limited to a range centered on the player character 30. The 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). The usable range X is determined according to the position of the user in the real space (in other words, based on the position information of the user) and varies according to the position of the user in the real space. The display control unit 114 causes the display unit 18 to display a display indicating the usable range X (a circular display in FIG. 3) so that the usable range X can be recognized by the user.

[0068] 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, a configuration may be adopted in which an event corresponding to the event object 33 is generated based on an operation or the like of the user on the event object 33 located within the available range X determined according to the position of the user in the real space. Similarly, in a game that can be advanced 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.

[0069] Note that the game control unit 212 can switch between a manual mode, which is a mode related to the progress of the game, and in which an event corresponding to the event object 33 is generated based on approaching the event object 33 and an operation (e.g., a touch operation) being performed on the event object 33, and an automatic mode, in which an event corresponding to the event object 33 that has been approached is automatically generated (in other words, without requiring a touch operation or the like) when approaching the event object 33, based on a user operation. That is, in the automatic mode, when a specific event object 33 is 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 event object 33. Among the event objects 33, there may be an event object 33 for which an event corresponding to the event object 33 is automatically generated when it is approached (in other words, when it is 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., a touch operation) on the event 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, etc.).

[0070] In a game where the real space and the virtual space are associated with each other like a location-based game, each location in the real space corresponds to each location in the virtual space. In other words, the correspondence relationship between each location in the real space and each location in the virtual space is stored in the storage unit 220. Therefore, performing a predetermined setting for a specific location in the virtual space can also be said to be performing a predetermined setting for a specific location in the real space. Also, performing a predetermined setting for a specific location in the real space can also be said to be performing a predetermined setting for a specific location in the virtual space. That is, for example, arranging a specific event object 33 at a specific location in the virtual space can also be said to be arranging the event object 33 at the corresponding specific location in the 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 the corresponding specific range in the real space as a range related to predetermined control. Note that the setting may be performed by the game operator or by the user.

[0071] (Revival of Event) In the game of this embodiment, after the user clears a specific event associated with a specific event object 33, the game control unit 212 performs control to make the specific event playable again. Specifically, after the user clears a specific event associated with a specific event object 33, control is performed to make the specific event playable again according to the payment of a price by the user. The specific event object 33 may be an enemy object 33c associated with a specific event of fighting against a specific enemy character. Also, the specific event object 33 may be an object other than the enemy object 33c, and the specific event may not be an event of fighting against an enemy character. Note that making the specific event playable again can also be said to be reviving the specific event. Hereinafter, the specific event will be referred to as a "revivable event", and the event object 33 associated with the revivable event will be referred to as a "special object 33d".

[0072] The resurrectable event can also be said to be an event associated with a specific position in the real space. Information indicating the position in the real space associated with the resurrectable event (in other words, the position of the special object 33d) is stored in the storage unit 220, and the game control unit 212 can identify the position in the real space associated with the resurrectable event based on the information. Note that the position in the real space associated with the resurrectable event does not have to be the position where the event object 33 is arranged.

[0073] An example of the process of clearing and resurrecting the resurrectable event will be described with reference to FIG. 4.

[0074] The game control unit 212 starts the resurrectable event based on the fact that the user moves in the real space and visits a location where the special object 33d is located within the available range X (in other words, the location where the resurrectable event is set) (see FIG. 4(a)). Specifically, the game control unit 212 starts the resurrectable event based on the user's operation on the special object 33d when the special object 33d is located within the available range X. In other words, the game control unit 212 starts the resurrectable event associated with a specific position in the real space based on the user approaching within a predetermined range from the specific position.

[0075] In addition, the game control unit 212 may be able to start a resurrectable event associated with a specific special object 33d based on a predetermined operation by the user after the user visits a location where the specific special object 33d is located within the available range X and then moves to a location where the specific special object 33d is located outside the available range X. Specifically, the user may be able to reserve, as an event to be played later, a resurrectable event associated with a specific location in the real space by visiting the location corresponding to the specific location and performing a predetermined operation. For example, the game control unit 212 registers, in the storage unit 220, a resurrectable event corresponding to the special object 33d as an event reserved by the user (in other words, an event that can be played later) based on a predetermined operation by the user (for example, an operation on the special object 33d, etc.) in a state where the special object 33d is located within the available range X. Then, the game control unit 212 starts the event reserved by the user based on a predetermined operation by the user (for example, an operation of selecting an event to start playing on a screen displaying a list of reserved events). Note that a price may be required for reserving an event. In the present embodiment, the "price" is not particularly limited and includes various prices described later. For example, it may be a predetermined item, in-game currency, a predetermined point, a predetermined parameter related to the user (for example, the physical strength of the player character 30), etc. When a price is required, the game control unit 212 may reduce the value owned by the user by the amount of the price (for example, reduce the number of a predetermined item owned by the user by "1") when reserving an event (in other words, registering it as an event that can be played later).

[0076] Also, the game control unit 212 advances a resurrected event based on a predetermined operation by the user (see Fig. 4(b)). The method of advancing the event is not particularly limited and can be the same as that of a conventional game or the like. For example, during the progress of the resurrected event, the game control unit 212 may move the player character 30 based on an input operation by the user (e.g., a swipe operation, a tap operation, or an operation on a predetermined UI displayed on the display unit 18). Specifically, the game control unit 212 may cause the player character 30 to attack the enemy character 36 or move the player character 30 within the virtual space based on an input operation by the user. That is, although there are various conventional games for having the player character 30 fight the enemy character 36, the resurrected event may be an event of operating the player character 30 to fight the enemy character 36 like a known game. However, the resurrected event may not be an event of advancing by operating the player character 30. As an example, the resurrected event may be an event of advancing by operating an object other than the player character 30, such as a puzzle game. Note that the resurrected event may be automatically advanced without the intervention of the user's operation.

[0077] In addition, clear conditions are set for the resurrectable event. When the set clear conditions are met, the game control unit 212 determines that the resurrectable event has been cleared and ends the resurrectable event (see Fig. 4(c)). The clear conditions may be, for example, victory over a predetermined opponent, acquisition of a predetermined object, arrival at a predetermined destination, etc. In other words, in the resurrectable event, a battle opponent to be defeated, an object to be acquired, a destination to be reached, etc. may be set. Here, the "battle opponent" may be an enemy character (in other words, an NPC) or another user, etc. Also, here, the "destination" may be, for example, a point in the virtual space where the player character 30 should arrive, or a point in the real space where the user should move and arrive in the real space. When the player character 30 moves according to the user's position information in the resurrectable event, the destination may be a point in the virtual space where the player character 30 should arrive and also a point in the real space where the user should move and arrive in the real space.

[0078] In addition, the game control unit 212 gives a reward to the user who has cleared the resurrectable event. The reward is not particularly limited, but may be, for example, a predetermined item, in-game currency, a predetermined point, etc. Here, "give (in other words, let acquire) to the user" for the reward, etc. means that for an item, etc. as a reward, it can also be said that it is associated with the user's account as an item owned by the user and stored in a predetermined storage unit (for example, the storage unit 220).

[0079] In addition, when the revivable event is cleared, the game control unit 212 instructs the terminal device 10 to display a result screen 50 that displays the result of the cleared revivable event. Based on this instruction, the display control unit 114 of the terminal device 10 causes the result screen 50 to be displayed on the display unit 18 (see Fig. 4(d)). The result screen 50 may display an evaluation of the user's play content in the cleared revivable event, the time required for clearing, and the like. Also, the result screen 50 may display a reward given to the user upon clearing.

[0080] In addition, after the revivable event is cleared, the control unit 110 of the user's terminal device 10 accepts an operation (hereinafter referred to as a "revival operation") for the user to revive the revivable event (in other words, make it playable again). The game control unit 212 revives the revivable event based on the revival operation.

[0081] Also, the game control unit 212 requests the user to pay a price for the revival of the revivable event. In the present embodiment, a revival item is prepared as an item for reviving the revivable event. When a revival operation is performed, the game control unit 212 causes the user to pay the price for revival and revives the revivable event. Specifically, the game control unit 212 revives the revivable event and reduces the user's owned value by the amount of the price (for example, reduces the number of revival items owned by the user by "1"). In other words, when reviving the revivable event, the game control unit 212 can execute control to reduce a predetermined item, in-game currency, or predetermined points owned by the user, or a predetermined parameter related to the user, as control to cause the user to pay the price. That is, in the present embodiment, "payment" includes consuming (in other words, reducing) something the user has (for example, a predetermined item, in-game currency, or predetermined points, or a predetermined parameter related to the user) in place of some control (for example, revival of the revivable event). Also, "price" can be something that is consumed in place of some control in this way.

[0082] In addition, when receiving a revival operation, the control unit 110 of the terminal device 10 provides the user with guidance regarding the revival of revivable events. For example, in a situation where the revival of a revivable event is possible, the control unit 110 causes the display unit 18 to display a guidance display 60 that guides regarding revival. The guidance regarding revival can also be said to be a notification that the revival of the revivable event is possible. This notification only needs to be such that the user can recognize that the cleared revivable event can be revived.

[0083] In the present embodiment, as the guidance display 60, as shown in FIG. 4 or FIG. 5, by displaying a character string such as "Revive the event" or a character string such as "Don't you want to revive the event", etc., it is guided that the revival of the revivable event is possible. The guidance display 60 can also be said to be a display for confirming whether to revive the revivable event.

[0084] In addition, the guidance display 60 may include a display regarding the consideration required for the revival of the revivable event. The display regarding the consideration may be, for example, a display indicating the content of the consideration (e.g., what is required as the consideration, the amount of the required consideration), a display indicating the user's holding amount regarding the consideration (e.g., the number of revival items held), etc. In other words, by providing information regarding the consideration, guidance regarding the consideration required for the revival of the revivable event is provided.

[0085] As shown in FIG. 4(d), the guidance display 60 may be displayed on the result screen 50. In other words, when the revivable event is cleared, the control unit 110 may display the result screen 50 and provide guidance to the user regarding the revival of the cleared revivable event on the result screen 50. In other words, when the revivable event is cleared (that is, at the timing when the revivable event is cleared), the control unit 110 may provide guidance to the user who cleared the revivable event regarding making the cleared revivable event playable again. That is, the guidance regarding the revival of the revivable event may be provided when the revivable event is cleared. Note that the guidance provided when the revivable event is cleared may be provided simultaneously with (in other words, during) the display of the result screen 50, or may be provided after or before the display of the result screen 50. That is, the guidance display 60 may be displayed after the display of the result screen 50 ends.

[0086] In addition, guidance regarding the revival of a revivable event may be provided during a predetermined period other than or in addition to the timing when the revivable event is cleared. For example, as shown in FIG. 5, the control unit 110 may cause a guidance display 60 to be displayed on a predetermined play screen while the user is playing the game. As an example, the predetermined play screen may be a screen (hereinafter referred to as the "field screen 52") on which a display is shown in which the player character 30 moves on the virtual space as the user moves in the real space (in other words, the position information changes), as shown in FIG. 5(a). The control unit 110 may display the guidance display 60 in a predetermined area of the field screen 52. In other words, the control unit 110 may be able to notify that a revivable event can be revived in a situation where the user is playing the game by moving the player character 30. Further, as an example, the predetermined play screen may be a screen that displays a map 54 of the virtual space, as shown in FIG. 5(b). The map 54 can also be said to be a map that displays a wider range of the virtual space than the range displayed on the field screen 52. On the map 54, a display indicating the current position 55 of the user and the available range X may be displayed. The control unit 110 may display the guidance display 60 in a predetermined area of the screen that displays the map 54.

[0087] When a user who has been provided with guidance on the revival of a revivable event performs a predetermined operation in response to the guidance, the revivable event is revived. For example, the control unit 110 may display, on the result screen 50 or a predetermined play screen, together with the guidance display 60, a revival button 62 as a UI for accepting a revival operation and a rejection button 63 as a UI for accepting an operation to reject revival. Note that the guidance display 60 may also serve as these UIs. Then, the control unit 110 accepts an operation on the revival button 62 as a revival operation (in other words, a predetermined operation in response to the guidance), and the game control unit 212 may revive the revivable event based on the revival operation. That is, when the revivable event is cleared (in other words, at the timing when the revivable event is cleared), the control unit 110 accepts an operation by the user who cleared the revivable event to make the cleared revivable event playable again. Also, the control unit 110 accepts an operation on the rejection button 63 as an operation to reject revival, and may erase the guidance display 60 from the screen based on the operation. When an operation to reject revival is performed, the game control unit 212 does not revive the revivable event.

[0088] Further, as shown in FIG. 5(a), the control unit 110 may display the revival button 62 on the display unit 18 based on an operation on the guidance display 60 (for example, a touch operation on the display of "Do you not want to revive the event?" as the guidance display 60 displayed on a predetermined play screen). That is, the control unit 110 may accept an operation on the guidance display 60 and an operation on the revival button 62 as a revival operation. In other words, in a situation where the user is playing the game by moving the player character 30, the control unit 110 may accept an operation by the user who cleared the revivable event to make the cleared revivable event playable again.

[0089] Note that, as shown in FIG. 6, the control unit 110 may be able to cause the display unit 18 to display a list 65 of cleared recoverable events. For example, the control unit 110 causes the display unit 18 to display a list 65 of recoverable events cleared by the user based on a predetermined operation by the user (for example, an operation on a predetermined icon displayed on a predetermined play screen). When the user clears a recoverable event, the game control unit 212 adds the cleared recoverable event to the recoverable events to be displayed in the list 65 (in other words, registers it in the storage unit 220 as a recoverable event to be displayed in the list 65). Further, the control unit 110 accepts, as a recovery operation, an operation by the user to select a specific recoverable event from among the plurality of recoverable events displayed in the list 65. The list 65 can be said to be a list of currently recoverable events. The list 65 includes a plurality of recoverable events cleared by the user in the past (for example, within a predetermined period). Note that, when it is possible to recover a plurality of recoverable events cleared in the past, in the guidance display 60 displayed on a predetermined play screen, guidance regarding the recovery of the recoverable event cleared last (in other words, most recently) may be provided.

[0090] The recoverable event revived by the revival operation may be started immediately, or may be started based on a predetermined operation by the user after being revived. That is, for example, a revival operation (e.g., an operation on the revival button 62) may be received as an operation for starting the recoverable event, and the game control unit 212 may start the recoverable event based on the revival operation. Also, for example, the game control unit 212 may delete the special object 33d corresponding to the recoverable event that has been cleared from the virtual space, and cause the deleted special object 33d to appear again based on the revival operation. Then, the game control unit 212 may start the recoverable event based on an operation on the special object 33d that has appeared again. For example, the game control unit 212 may start the recoverable event based on the fact that the user moves in the real space and the place where the reappeared special object 33d is located within the available range X (in other words, the place where the recoverable event is set). That is, when reviving the recoverable event to play again, the game control unit 212 may start the recoverable event on the condition that the special object 33d corresponding to the revived recoverable event is in a state of being located within the available range X. Also, for example, in the terminal device 10, a list of the revived recoverable events may be displayable. Then, the game control unit 212 may add the revived recoverable event to the recoverable events to be displayed in the list (in other words, register it in the storage unit 220 as a recoverable event to be displayed in the list). Then, the control unit 110 of the terminal device 10 may receive an operation by the user for selecting a specific recoverable event from among the plurality of recoverable events displayed in the list as an operation for starting the selected recoverable event. Then, the game control unit 212 may start the selected recoverable event based on the operation.That is, in this embodiment, the game control unit 212 performs control to make a target revivable event playable again based on a revival operation. Such control may be, for example, control to start the target revivable event based on the revival operation, or control to cause a special object 33d related to the target revivable event to appear based on the revival operation, or control to add the target revivable event to a predetermined list (for example, a list from which the user can select an event to start playing).

[0091] Note that a revivable event associated with a specific position in the real space may be an event that naturally revives after a predetermined period has elapsed if the user does not perform a revival operation. That is, for the special object 33d arranged at a specific position, when a specific revivable event associated with the special object 33d is cleared, the game control unit 212 may delete the special object 33d from the virtual space, and after a predetermined period has elapsed, may arrange the special object 33d again at the specific position (or another position). In this case, the user can play again the specific revivable event associated with the special object 33d by approaching the special object 33d that has been arranged again after the predetermined period has elapsed. In such a configuration, the control to revive a revivable event according to the payment of a consideration can also be said to be control to shorten (for example, make zero) the time until the revivable event revives.

[0092] The game control unit 212 may change the conditions for making a specific revivable event playable again according to the relationship between the current position of the user indicated by the position information indicating the position of the user in the real space and the position in the real space associated with the specific revivable event (for example, the position where the special object 33d related to the specific revivable event is arranged, in other words, the position where the revivable event is set).

[0093] For example, the game control unit 212 may change the cost of resurrecting a resurrectable event according to the relationship between the user's current position and the position where the resurrectable event is set. For example, the game control unit 212 may increase the cost of resurrection as the distance between the user's current position and the position where the resurrectable event is set becomes farther. In other words, the game control unit 212 may decrease the cost of resurrection as the distance between the user's current position and the position where the resurrectable event is set becomes closer. Here, "the cost is high" includes cases where the amount of the cost (e.g., the number of resurrection items consumed, etc.) is large, or cases where an item of higher value is required as the cost.

[0094] That is, for example, the game control unit 212 determines the cost of resurrecting a resurrectable event according to the relationship between the user's current position and the position where the resurrectable event is set. Further, the control unit 110 of the terminal device 10 provides guidance on the cost to the user based on the determination. Specifically, when the cost is higher than normal (in other words, when it is higher than the standard), the control unit 110 may notify the user that it is higher than normal. In the example shown in FIG. 7, the user is notified of the fact that the cost has changed (specifically, that it has become higher than normal) and the reason therefor by a character string such as "Since the event to be resurrected is far away, twice the normal number of items are required".

[0095] In addition, the game control unit 212 may change the availability of resurrecting a resurrectable event according to the relationship between the user's current position and the position where the resurrectable event is set. For example, when the distance between the user's current position and the position where the resurrectable event is set is greater than or equal to a predetermined distance, the game control unit 212 may restrict the resurrection of the resurrectable event (in other words, make it impossible to resurrect). Then, when the game control unit 212 restricts the resurrection of the resurrectable event based on the fact that the distance between the user's current position and the position where the resurrectable event is set is greater than or equal to a predetermined distance, the game control unit 212 may cancel the restriction on the resurrection of the resurrectable event (in other words, make it possible to resurrect) based on the fact that the distance between the user's current position and the position where the resurrectable event is set becomes less than the predetermined distance.

[0096] In a state where the revival of a reviveable event is restricted, the control unit 110 of the terminal device 10 may notify the user of a method for lifting the restriction on revival. For example, in the example shown in FIG. 8, the lifting method is notified to the user by a character string saying "Please approach the reviveable area". In addition, in a state where the revival of a reviveable event is restricted, the control unit 110 may display a display for assisting in lifting the restriction on the display unit 18. The display for assisting in lifting the restriction may notify the user of at least one of a point to which the user should go (in other words, a position associated with the reviveable event to be revived), a direction to which the user should go, and a distance to which the user should move in order to lift the restriction. The display for assisting in lifting the restriction may be a display of a character string or a display of a predetermined object. The predetermined object may be an object (a pillar of light 70 in FIG. 8) located at the position of the reviveable event for which revival is restricted, an object indicating the direction to which the user should go (an arrow 71 in FIG. 8), or the like. Furthermore, the form of the predetermined object (for example, the color or shape of the arrow 71, etc.) may change depending on the distance that needs to be moved before revival becomes possible, thereby notifying the user of the distance.

[0097] It should be noted that it may be possible to revive a reviveable event and play the revived reviveable event regardless of the distance between the user's current location and the location where the reviveable event is set.

[0098] In addition, the game control unit 212 may limit the number of times a revivable event can occur. Such a limit may be a limit on the number of times a revivable event can occur within a predetermined period. Specifically, for each revivable event, an upper limit on the number of times it can occur within a predetermined period may be defined. In this case, when the number of times a specific revivable event has been revived within a predetermined period reaches the upper limit, the game control unit 212 controls the specific revivable event to be temporarily in a non-revivable state, and when the predetermined period has elapsed, controls it to be in a revivable state again. Also, an upper limit may be defined for the total number of times that multiple types of revivable events can be revived within a predetermined period. In this case, when the total number of times that multiple types of revivable events have been revived within a predetermined period reaches the upper limit, the game control unit 212 controls the multiple types of revivable events to be temporarily in a non-revivable state, and when the predetermined period has elapsed, controls it to be in a revivable state again. Further, even without a period limit, an upper limit on the number of times a single revivable event can occur may be defined. In this case, when the number of times a specific revivable event has been revived reaches the upper limit, the game control unit 212 controls the specific revivable event to be permanently in a non-revivable state.

[0099] In addition, the game control unit 212 may limit the revivable period for a revivable event. Specifically, for each revivable event, a revivable period may be defined. For example, the game control unit 212 may control a specific revivable event to be in a non-revivable state when a predetermined period has elapsed from a reference time. Here, the reference time may be, for example, the timing when the specific revivable event was cleared, the timing when a special object 33d related to the specific revivable event was placed in the virtual space before clearing, the timing when the specific revivable event was implemented in the application and each user became able to play, etc.

[0100] That is, the game control unit 212 may manage a period during which a specific revivable event that has been cleared can be revived. Further, the game control unit 212 may extend the period in response to the payment of a consideration. For example, the control unit 110 of the terminal device 10 accepts an operation of a user who selects a specific revivable event from among a plurality of revivable events displayed in the list 65 (see FIG. 6) of cleared revivable events as an operation of selecting a revivable event for extending the revivable period, and the game control unit 212 may extend the revivable period of the selected revivable event based on the operation. Further, when extending the revivable period, the game control unit 212 may reduce the value owned by the user by the amount of the consideration (for example, the user's owned predetermined item may be reduced by "1"). The consideration for extending the revivable period may be an item different from the item required as the consideration for revival. Further, the consideration for extending the revivable period may be a consideration of the same type as the consideration for revival and may be set to be less in quantity than the consideration for revival.

[0101] Further, the game control unit 212 may change the consideration for revival according to the number of times of revival for the revivable event. For example, the game control unit 212 may increase the consideration for revival as the number of times of revival increases.

[0102] The game control unit 212 may change the reward for a specific revivable event according to the number of times the user has revived the specific revivable event (in other words, the number of times the user has played the specific revivable event). For example, the game control unit 212 may increase the reward when the user plays the specific revivable event after reviving it compared to the reward when the user first plays the specific revivable event. Specifically, the reward when playing after reviving (specifically, the first play after reviving or the play after reviving a predetermined number of times) may be increased. Also, the game control unit 212 may increase the reward obtained when the user plays the specific revivable event as the number of times the user has revived the specific revivable event increases. Here, a high reward includes cases where the amount of the reward is large, cases where the quality of the item given as the reward is high, cases where another reward is given in addition to the reward given when the reward is low, etc. Also, a high reward includes cases where an item not given when the reward is low (for example, an item with a higher rarity than the item given when the reward is low) is given. Also, for the specific revivable event, an item specially given according to the number of times of revival (in other words, an item given as a privilege according to the number of times) may be set. In other words, the correspondence relationship between the number of times of revival and the reward to be given for the specific revivable event may be registered in the storage unit 220. Specifically, for example, a first special item may be set as the reward given when the number of times of revival is the first number of times, and a second special item may be set as the reward given when the number of times of revival is the second number of times, etc. And the game control unit 212 may give a specific item set in association with the number of times of revival as a reward.

[0103] As shown in FIG. 9, the guidance display 60 may include a display regarding the rewards of the revivable event. The display regarding the rewards may indicate, for example, the content of the rewards (such as what is given as a reward or the amount of the reward). Further, the display regarding the rewards may indicate items specially given according to the number of revival times (such as the aforementioned first special item, second special item, etc.). Also, the guidance display 60 may include a display of the cumulative number of times revived for the target revivable event, etc.

[0104] Further, the game control unit 212 may increase the acquisition probability of a specific item in a specific revivable event according to the number of times the user has revived a specific revivable event (in other words, the number of times the user has played the specific revivable event). For example, the game control unit 212 may increase the acquisition probability of a specific item when the user plays the specific revivable event after reviving it compared to when the user first plays the specific revivable event (specifically, the first play after reviving or the play after reviving a predetermined number of times). Also, the game control unit 212 may increase the acquisition probability of a specific item in a specific revivable event as the number of times the user has revived the specific revivable event increases. That is, in a configuration where the game control unit 212 gives a specific item to the user with a predetermined probability in a specific revivable event, the game control unit 212 may change the probability of giving the specific item according to the number of times the specific revivable event has been revived. Note that the giving of the specific item may be executed at a predetermined timing such as the timing of clearing the revivable event or the timing of defeating a predetermined enemy character during the revivable event. In the present embodiment, "the probability increases (or the probability is high)" includes the case where the lower probability (in other words, the reference probability) is 0%.

[0105] In addition, the game control unit 212 may generate a special event with a predetermined probability in a revivable event. For example, the game control unit 212 may generate a special event with a predetermined probability when the clear condition of the revivable event is satisfied. In other words, the game control unit 212 may develop the revivable event with a predetermined probability. The special event may be, for example, an event in which a special character that does not normally appear (e.g., a special enemy character) appears. Also, the game control unit 212 may increase the probability of a special event occurring (in other words, the probability of the revivable event developing) in the specific revivable event according to the number of times the user has revived a specific revivable event (in other words, the number of times the user has played the specific revivable event). For example, the game control unit 212 may increase the occurrence probability of the special event in the case where the user has revived and played the specific revivable event (specifically, the first play after revival or the play after revival a predetermined number of times) compared to the case where the user has played the specific revivable event for the first time. Also, the game control unit 212 may increase the occurrence probability of the special event as the number of times the user has revived a specific revivable event increases.

[0106] That is, the game control unit 212 may give a predetermined benefit to the user according to the number of times the user has revived a specific revivable event (in other words, the number of times the user has played the specific revivable event). The benefit may be, as an example, one in which the reward is increased, one in which the acquisition probability of a specific item is increased, or one in which the occurrence probability of a special event is increased.

[0107] Further, the game control unit 212 may increase the difficulty level of a specific revivable event according to the number of times the user has revived the specific revivable event (in other words, the number of times the user has played the specific revivable event). For example, the game control unit 212 may increase the difficulty level of a specific revivable event when the user plays the specific revivable event after reviving it compared to when the user first plays the specific revivable event (specifically, the first play after revival or the play after reviving a predetermined number of times). Also, the game control unit 212 may increase the difficulty level of a specific revivable event as the number of times the user has revived the specific revivable event increases. Specifically, as the number of times the game control unit 212 has revived a specific revivable event increases, the enemy characters that appear in the specific revivable event may be made stronger or the number of enemy characters that appear in the specific revivable event may be increased.

[0108] In a game that utilizes location information indicating a user's location in the real space, such as a location information game, the user first needs to generate an event corresponding to a specific event object 33 by actually moving to a place where the specific event object 33 is located within the available range X. Therefore, the user may feel a burden in generating an event. However, according to the configuration of the present embodiment, for a specific event associated with a specific location in the real space, after being cleared, it can be made playable again according to the payment of a price by the user, so that the burden felt by the user can be reduced and the play of the game can be promoted. For example, in a configuration where the specific event can be revived and played again even without being at the place corresponding to the specific location (for example, the place where the specific location is within the available range X), the location constraint for playing the specific event can be reduced, making the game easier to play and promoting the play of the game. Also, for example, even in a configuration where it is necessary to be at the place corresponding to the specific location (for example, the place where the specific location is within the available range X) in order to revive the specific event and play it again, the user is no longer required to search and walk around the place where the specific event can occur (for example, the place where the specific event object 33 is arranged), or to revisit the place where the specific event occurred before after a predetermined period (for example, waiting for the special object 33d related to the specific event to naturally revive), making the game easier to play and promoting the play of the game.

[0109] (Revival of an event that allows multiplayer) So far, the description has been made assuming that one user repeats the play and revival of a revivable event alone to obtain rewards and the like. However, the revivable event may be an event that allows multiplayer. Hereinafter, a revivable event that allows multiplayer is referred to as a "multiplayer event".

[0110] The game control unit 212 grants the right to revive a multiplayer event to a plurality of users who have participated in the multiplayer event. Then, the control unit 110 of each terminal device 10 of the plurality of users accepts a revival operation for reviving the multiplayer event. Regarding the acceptance of the revival operation in each terminal device 10 and the guidance for reviving the revivable event (for example, the guidance display 60, etc.), since it can be the same as the case where the user in 1 above plays and revives the revivable event, the description is omitted.

[0111] The game control unit 212 can revive the multiplayer event by the revival operation of one of the plurality of users who have participated in the multiplayer event.

[0112] When one of the plurality of users who have participated in the multiplayer event performs a revival operation, the game control unit 212 revives the multiplayer event. Also, the game control unit 212 instructs the terminal device 10 of the other user among the plurality of users to notify the other user that the multiplayer event has been revived. The control unit 110 of the terminal device 10 of the other user notifies the other user that the multiplayer event has been revived based on the instruction. For example, as shown in FIG. 10, the control unit 110 of the terminal device 10 of the other user causes the display unit 18 to display a revival notification display 80 for notifying that the multiplayer event has been revived.

[0113] Also, the revival notification display 80 is a display for confirming whether to participate in the revived multiplayer event. It can also be said that the revival notification display 80 is a display for recruiting members who will participate in the revived multiplayer event.

[0114] Other users who have been notified that the multiplayer event has been revived can participate in the revived multiplayer event by performing a predetermined operation in response to the notification. In other words, other users who have been notified that the multiplayer event has been revived can, by performing a predetermined operation, play the revived multiplayer event together with the user who revived the multiplayer event. For example, the control unit 110 may cause the display unit 18 to display a participation button 82 as a UI for receiving an operation (hereinafter referred to as a "participation operation") for participating in the revived multiplayer event, together with the revival notification display 80. Note that the revival notification display 80 may also serve as the UI. The game control unit 212 allows other users who have been notified that the multiplayer event has been revived to participate in the revived multiplayer event based on the participation operation by such other users. That is, the game control unit 212 starts a multiplayer event in which the user who performed the revival operation to revive the multiplayer event and the user who performed the participation operation play together, and controls the progress of the multiplayer event. That is, when the game control unit 212 revives a cleared multiplayer event, it controls the revived event to be playable again with the same members as those at the time of clearing.

[0115] Thus, when one of the multiple users who participated in the multiplayer event performs a resurrection operation, other users are notified that there has been a request for resurrection of the multiplayer event, and these other users can participate in the multiplayer event in response to this notification. Here, the users who participate in the multiplayer event in response to this notification can also be said to be users who consent to the resurrection (in other words, playing again) of the multiplayer event. That is to say, the participation operation for participating in the multiplayer event can also be said to be an operation of consenting to the resurrection of the multiplayer event. Note that the game control unit 212 may resurrect the multiplayer event based on the fact that a plurality (in other words, a predetermined number or more, for example, all) of the multiple users who participated in the multiplayer event have consented to the resurrection of the multiplayer event (in other words, have performed the operation of consenting), and may not resurrect the multiplayer event if a plurality of the multiple users do not consent.

[0116] Also, when there are multiple users participating in the revived multiplayer event, the game control unit 212 may be able to have the cost of revival shared and paid by the multiple users participating in the revived multiplayer event. For example, when the game control unit 212 determines the members participating in the multiplayer event based on each user having performed a revival operation or a participation operation for reviving the multiplayer event, it determines the share of the cost borne by each member and causes each member to pay the share (specifically, reduces the share from the value owned by each user). Note that the share may be determined according to a predetermined rule. For example, it may be determined by equally dividing the total amount of the cost required for reviving the multiplayer event by the number of members, or some members (for example, the user who performed the revival operation or the user who performed the participation operation) may be made to pay more. When sharing and causing payment, the game control unit 212 may first collect all of the cost required for reviving the multiplayer event from one user (for example, the user who performed the revival operation), and then, if there are other users participating in the multiplayer event, collect the share of the other users from the other users and return it to the user who first paid all of the cost.

[0117] Note that, for example, it may be possible for the user who performed the revival operation to pay the cost, and for other users participating in the multiplayer game revived by the user to participate in the multiplayer event without paying the cost. Also, each of the users participating in the revived multiplayer event may be required to pay a prescribed cost regardless of the number of users participating in the revived multiplayer event. That is, for example, the user who performed the revival operation may be set to consume "1" revival item regardless of whether there are other users participating in the multiplayer event revived by the user. Also, each of the other users participating in the revived multiplayer event may also be set to consume "1" revival item.

[0118] Also, for example, the burden sharing ratio of each user may be settable by the user. For example, the game control unit 212 may determine the burden of each user based on an operation of setting the burden sharing ratio of each user participating in the multiplayer event to be revived by the user who performs the revival operation. Then, the game control unit 212 may cause each member participating in the multiplayer event to pay the price of the burden of each member. Note that the operation of setting the burden sharing ratio may be received, for example, on a screen where the revival operation is performed.

[0119] Note that at least a part (in other words, part or all) of the members participating in the revived multiplayer event may be users other than the users who cleared the multiplayer event together (in other words, the users who participated in the previous multiplayer event). For example, when one of the plurality of users participating in the multiplayer event performs a revival operation, the game control unit 212 instructs the terminal device 10 of the other user to notify the other user that the multiplayer event has been revived (in other words, that it is recruiting users to participate in the revived multiplayer event) based on satisfying a predetermined condition. The control unit 110 of the terminal device 10 of the other user notifies the other user that the multiplayer event has been revived based on the instruction. For example, the control unit 110 of the terminal device 10 of the other user causes the display unit 18 to display a revival notification display 80 notifying that the multiplayer event has been revived. The other user notified that the multiplayer event has been revived can participate in the revived multiplayer event by performing a predetermined operation in response to the notification.

[0120] Here, another user who satisfies a predetermined condition may be another user who has a predetermined relationship with the user who performed the resurrection operation. Specifically, as described above, another user who satisfies a predetermined condition may be another user who cleared a multiplayer event together. Also, another user who satisfies a predetermined condition may be another user who has a friend or follow relationship with the user who performed the resurrection operation. Further, a user who satisfies a predetermined condition may be another user who belongs to the same group as the user who performed the resurrection operation (for example, a group within a game that cooperates for a predetermined purpose such as a so-called team, party, guild, etc.). Also, a user who satisfies a predetermined condition may be another user who is located within a predetermined range from the current position of the user who performed the resurrection operation (in other words, users whose positions indicated by their position information are within a predetermined distance of each other).

[0121] Note that regarding friends and follows, it can be the same as in conventional games or SNSs (Social Networking Services). In the game of this embodiment, each user may be able to register another user as a friend. Also, each user may be able to follow another user. For example, when a first user applies for friend registration to a second user and the second user approves the application, the control unit 210 may register the first user and the second user as friends with each other. Also, when a first user applies to follow a second user, the control unit 210 may register the first user as a follower of the second user. Note that each application and its approval can be executed by each user performing a predetermined input operation on their own terminal device 10.

[0122] Also, another user who satisfies a predetermined condition may be another user who is located within a predetermined range from the position where the multiplayer event to be resurrected is set.

[0123] The game control unit 212 may control to notify other users of one type that the multiplayer event has been revived, or may control to notify other users of multiple types that the multiplayer event has been revived. That is, for example, the game control unit 212 may control to notify other users who have cleared the multiplayer event together with the user who performed the revival operation, and the friends of the user who performed the revival operation that the multiplayer event has been revived. In this way, when notifying multiple types of other users, the game control unit 212 may control to notify multiple types of other users simultaneously, or may control to notify a specific type of user preferentially. Specifically, the game control unit 212 first controls to notify other users who have cleared the multiplayer event together with the user who performed the revival operation, and when the number of users who wish to participate in the revived multiplayer event is less than a predetermined number, it may control to notify the friends of the user who performed the revival operation, etc.

[0124] Also, the type of user to be notified of the revival of the multiplayer event (in other words, the type of user to be recruited) may be settable by the user who performs the revival operation. For example, the game control unit 212 may determine the type of user to be recruited based on an operation by the user who performs the revival operation to set the type of user to be recruited as a member participating in the multiplayer event to be revived. Then, the game control unit 212 may instruct the terminal device 10 of the determined type of user to perform the notification.

[0125] (Revival of Events Cleared by Other Users) Each user may be able to revive and play a revival-enabled event cleared by another user (in other words, a revival-enabled event that the user has never played). For example, a user may be able to revive and play a revival-enabled event cleared by another user having a predetermined relationship with the user himself / herself.

[0126] For example, as shown in FIG. 11, the control unit 110 of the user's terminal device 10 may be able to cause the display unit 18 to display a list 90 of recoverable events cleared by other users having a predetermined relationship with the user. For example, based on a predetermined operation by the user (for example, an operation on a predetermined icon displayed on a predetermined play screen, etc.), the control unit 110 causes the display unit 18 to display a list 90 of recoverable events cleared by other users having a predetermined relationship. Note that the list 90 may also display recoverable events cleared by the user himself / herself. When a recoverable event is cleared by another user having a predetermined relationship, the game control unit 212 adds the cleared recoverable event to the recoverable events to be displayed in the list 90. Further, the control unit 110 accepts, as a revival operation, an operation of the user to select a specific recoverable event from among the plurality of recoverable events displayed in the list 90. In other words, when a second user (for example, a friend of the first user) having a predetermined relationship with the first user clears a recoverable event, the game control unit 212 transmits information about the recoverable event cleared by the second user to the terminal device 10 of the first user. When the information is transmitted, the control unit 110 of the terminal device 10 of the first user causes the display unit 18 to display a list 90 including the recoverable event cleared by the second user. The control unit 110 of the terminal device 10 of the first user accepts, as a revival operation, an operation of the first user to select a specific recoverable event from among the plurality of recoverable events displayed in the list 90. Based on the operation, the game control unit 212 revives the selected recoverable event (for example, the recoverable event cleared by the second user). Specifically, based on the operation, the game control unit 212 controls the recoverable event cleared by the second user, which is the selected recoverable event, to be playable by the first user. For example, based on the operation, the game control unit 212 may start the play of the recoverable event cleared by the second user, which is the selected recoverable event, by the first user.According to such a configuration, for example, for a resurrectable event cleared by another user having a predetermined relationship, it is possible to enable play without visiting the place where the resurrectable event is set. Therefore, for example, when a special object 33d corresponding to a specific resurrectable event does not appear near the first user, it is possible to enable the first user to play the specific resurrection event.

[0127] Note that when the first user plays a resurrectable event cleared by the second user, the game control unit 212 may enable multiplayer play by the first user and the second user. Specifically, when the first user resurrects a resurrectable event cleared by the second user, the game control unit 212 may instruct the terminal device 10 of the second user to notify the second user that the multiplayer event has been resurrected, and may cause the terminal device 10 of the second user to display a resurrection notification display 80 related to the notification.

[0128] <Flow of processing> Next, an example of the processing related to the resurrection of a resurrectable event will be described with reference to the flowchart shown in FIG. 12.

[0129] First, the position information acquisition unit 116 acquires position information indicating the current position of the user in the real space (step S101).

[0130] Next, the game control unit 212 determines whether the positional relationship between the current position of the user indicated by the acquired position information and the position associated with the resurrectable event satisfies a predetermined condition (step S102). Specifically, the game control unit 212 determines whether the position where the special object 33d corresponding to the resurrectable event is arranged is within a predetermined range (for example, available range X) determined based on the current position of the user.

[0131] When the positional relationship between the current position of the user indicated by the acquired position information and the position associated with the revivable event satisfies a predetermined condition (YES in step S102), the game control unit 212 starts a revivable event based on a predetermined operation by the user (for example, an operation on the special object 33d) (step S103).

[0132] Next, when the set clear condition is satisfied for the started revivable event, the game control unit 212 ends the revivable event (step S104).

[0133] Next, the game control unit 212 instructs the terminal device 10 of the user who cleared the revivable event to display a guidance display 60 for guiding the revival of the cleared revivable event (step S105).

[0134] Next, based on the instruction, the control unit 110 of the terminal device 10 causes the display unit 18 to display the guidance display 60 and accepts a predetermined operation according to the guidance by the user (in other words, an operation for reviving the cleared revivable event) (step S106).

[0135] Next, the game control unit 212 revives the cleared revivable event based on a predetermined operation according to the guidance by the user (step S107). Specifically, the game control unit 212 makes the cleared revivable event playable again and starts the revivable event. At this time, the game control unit 212 reduces the value owned by the user by the amount corresponding to the price of revival.

[0136] Next, an example of the process related to the revival of the multiplayer event will be described with reference to the flowchart shown in FIG. 13.

[0137] When the set clear condition is satisfied for the started multiplayer event, the game control unit 212 ends the multiplayer event (step S201).

[0138] Next, the game control unit 212 instructs each terminal device 10 of a plurality of users who participated in the multiplayer event to display a guidance display 60 for guiding the revival of the cleared multiplayer event (step S202).

[0139] Next, based on the instruction, the control unit 110 of each user's terminal device 10 causes the guidance display 60 to be displayed on the display unit 18 and accepts a predetermined operation according to the guidance by each user (in other words, an operation for reviving the multiplayer event) (step S203).

[0140] Next, based on a predetermined operation according to the guidance by any one of the users, the game control unit 212 revives the cleared multiplayer event (step S204). In other words, the game control unit 212 puts the cleared multiplayer event back into a playable state.

[0141] Next, the game control unit 212 instructs each of the other terminal devices 10 of the users other than the user who performed the predetermined operation according to the guidance among the plurality of users who participated in the revivable event to notify that the multiplayer event has been revived (step S205).

[0142] Next, based on the instruction, the control unit 110 of the other user's terminal device 10 causes a revival notification display 80 for notifying that the multiplayer event has been revived to be displayed on the display unit 18 and accepts an operation for the other user to participate in the revived multiplayer event (step S206).

[0143] Next, when the other user performs an operation to participate in the revived multiplayer event, the game control unit 212 allows the user who performed the operation to revive the multiplayer event and the user who performed the operation to participate in the revived multiplayer event to participate in the revived multiplayer event and starts the multiplayer event (step S207).

[0144] Note that the present invention is not limited to the above-described embodiments, and various modifications can be made 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 a virtual space and the real space, for example, the position information game described in the present embodiment, or a game that utilizes a captured image of the real space. A game that utilizes a captured image of the real space may include, for example, a game in which a superimposed image obtained by superimposing a virtual object (for example, an object in a virtual space such as a player character) on a captured image of the real space (in other words, a game that utilizes augmented reality), or a game in which a captured image of the real space has a predetermined influence on the virtual space (for example, a game in which 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 captured image). In other words, the control unit 110 of the terminal device 10 may be capable of acquiring a captured image captured by a predetermined camera such as a camera incorporated in the terminal device 10, or generating a superimposed image obtained by superimposing a virtual object on the captured image. Further, the configuration of the present embodiment may be applied to a game other than a game that links a 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.

[0145] Within the scope of the present invention, free combinations of each component, deformations of any component, substitutions of any component, omissions of any component, or addition of other components are possible. Further, the processing flow 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 processing flow and specific determination processes may be different from those exemplified in this specification.

[0146] <Supplementary Note> The configuration of the present embodiment may be used, for example, to promote the use of services. Also, the configuration of the present embodiment may be used, for example, to improve the interest of services. The matters described in the above embodiments may also be described as follows in the supplementary note below.

[0147] (Supplementary Note 1) Cause a computer to In a service that uses position information indicating the position of a user in the real space, after a specific event associated with a specific position in the real space is cleared, perform control to make the specific event playable again in response to payment of a consideration by the user, functioning as replay control means (for example, game control unit 212). Program. According to such a configuration, when a specific event associated with a specific position in the real space is cleared, it is possible to play the specific event again. Therefore, a user who has a high desire to play the specific event can easily play the specific event, and the use of the service by the user can be promoted. Also, in order to play again, the user needs to pay a consideration, so it is possible to prevent the value of the specific event from decreasing compared to the case where unlimited replay is possible, and the interest of the service can be improved.

[0148] (Supplementary Note 2) Cause a computer to Function as event control means (for example, game control unit 212) that starts the specific event based on an operation by the user on the specific object corresponding to the specific event, in a state where the specific object corresponding to the specific event arranged at a position in the virtual space corresponding to the specific position is located within a predetermined range determined based on the position information. The program according to Supplementary Note 1. In such a configuration, since the user moves to the location where a specific object is located within a predetermined range determined based on their own location information and starts a specific event, for users who find it troublesome or difficult to move to that location, the difficulty of playing the specific event may cause them to distance themselves from using the service. However, in this configuration, for such a specific event, it can be made playable again by paying a price, which makes it easier for the user to play the specific event and can promote the user's use of the service.

[0149] (Appendix 3) The replay control means changes the conditions for making the specific event playable again according to the relationship between the current position of the user indicated by the position information and the specific position. The program described in Appendix 1. According to such a configuration, since the conditions for making a specific event playable again change according to the current position of the user, regarding the replay of a specific event, a reason for the user to move in the real space can be given to the user, and the interestingness of the service can be improved.

[0150] (Appendix 4) The replay control means manages the period during which the cleared specific event can be made playable again and extends the period according to the payment of the price by the user. The program described in Appendix 1. According to such a configuration, a limit can be set on the period during which a specific event can be made playable again, and the user can be urged to use the service without leaving a gap in the period. Also, the user can extend the period during which a specific event can be made playable again by paying a price, and it becomes possible to use the service in a new play style. Therefore, the user's use of the service can be promoted.

[0151] (Appendix 5) The specific event is an event that allows multiplayer play, For the specific event cleared by multiplayer play, the replay control means enables the specific event to be playable again based on a predetermined operation by one of the multiple users who participated in the multiplayer play. The program according to any one of Appendices 1 to 4. According to such a configuration, for an event that allows multiplayer play, a user who participated in the multiplayer play can play the event again alone. Therefore, while enabling users to enjoy the event with other users, it is possible to improve the degree of freedom of play for each user and promote the use of the service by users.

[0152] (Appendix 6) Cause the computer to Function as a limiting means for limiting the number of times the cleared specific event can be played again. The program according to any one of Appendices 1 to 4. According to such a configuration, compared with the case where the specific event can be played again without limit, it is possible to prevent the value of the specific event from decreasing and improve the interestingness of the service.

[0153] (Appendix 7) Cause the computer to Function as a reward giving means for giving a reward to the user who played the specific event, The reward giving means changes the reward given to the user who played the specific event according to the number of times the user made the specific event playable again. The program according to any one of Appendices 1 to 4. According to such a configuration, due to the change in the reward, it is possible to motivate paying a price to make a specific event playable again, so it is possible to promote the use of the service by users.

[0154] (Appendix 8) Cause a computer to function as guidance means for providing guidance to the user who cleared the specific event on making the cleared specific event playable again when the specific event is cleared The program according to any one of Appendices 1 to 4. According to such a configuration, it is possible to provide guidance regarding replay to the user who cleared a specific event and encourage replay. Therefore, it is possible to promote the use of the service by the user.

[0155] Note that the problem-solving means configured by the above-described program (for example, each configuration described in the appendix, etc.) can be appropriately diverted to an apparatus, a system, a method, a medium, etc.

Explanation of Signs

[0156] 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. A computer, in a game, when an event placed at a specific position in the virtual space is cleared by the user, registering means for registering the cleared event as a candidate for an event to be revived by payment of a price by the user; replay control means for reviving an event selected by the user from among a plurality of registered candidates and enabling the user to replay; functioning as, The replay control means revives the event to be revived as an event replayable at a specific position in the virtual space where the event was placed Program.

2. The registering means can register, as a candidate for an event to be revived by payment of a price by the user, the cleared event when an event placed at a specific position in the virtual space is cleared by another user having a predetermined relationship with the user; The replay control means revives an event registered as a candidate for an event cleared and revived by the other user in accordance with payment of a price by the user and enables the user to play The program according to claim 1.

3. A computer, when the event cleared by the other user is revived in accordance with payment of a price by the user, functioning as notification means for notifying the other user that it has been revived The program according to claim 2.

4. When a multiplayer event, which is an event placed at a specific position in the virtual space and allows multiplayer play, is cleared, the registering means registers the cleared multiplayer event as an event that each of a plurality of users who participated in the multiplayer event can revive The program according to claim 1.

5. A computer, displaying information on the deadline within which an event can be revived on a screen where candidates for events to be revived are displayed, and functioning as control means for arranging the display order of a plurality of candidates in an order according to the deadline within which each candidate can be revived The program according to claim 1.

6. A computer, functioning as extension means for making the deadline within which an event can be revived extendable in accordance with payment of a price by the user, The extension means can extend the deadline based on an operation by the user on a screen where information on the deadline within which an event can be revived is displayed The program according to claim 5.

7. In a game, when an event arranged at a specific position in a virtual space is cleared by a user, registration means for registering the cleared event as a candidate for an event to be revived by payment of a consideration by the user; replay control means for reviving an event selected by the user from among a plurality of registered candidates and enabling the user to replay; and the replay control means revives the event to be revived as an event that can be replayed at a specific position in the virtual space where the event was arranged An information processing system.

Citation Information

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