Program and information processing system

The system adjusts game environments based on real-world conditions to enhance gameplay experience by making it suitable or discouraging play in unsuitable situations, addressing the lack of situational adaptation in existing games.

JP2025106093APending Publication Date: 2025-07-11COLOPL

Patent Information

Application Number
JP2025068792
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-18
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

Existing games that utilize real-world position information do not adequately consider situations in the real world that are unsuitable for gameplay, leading to a lack of tailored play experiences.

Method used

A computer system functions as a control means to generate game effects that are disadvantageous for gameplay when real-world conditions are unsuitable, using map information to adjust game environments based on real-world conditions such as weather, terrain, and time, and can also generate advantageous effects when conditions improve.

Benefits of technology

This approach provides a play experience that adapts to real-world situations, enhancing gameplay by adjusting game environments to suit or discourage play based on real-world conditions, thereby improving user engagement and safety.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide play experiences according to a situation where a user is placed.SOLUTION: A program causes a computer to function as control means for generating an effect advantageous to a user in progressing a game on the basis of a fact that a situation surrounding the user present at a specific position of a real world satisfies a predetermined condition that is not considered to be suitable for the play of the game in the game using a virtual space generated using map information of the real world.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to programs and information processing systems.

Background Art

[0002] Conventionally, games that utilize position information indicating the position of a user in the real world are known (see, for example, Patent Document 1). Further, not limited to this type of game, games are played by users existing in the real world, and there can be situations suitable or unsuitable for playing the game as the situations in which users are placed in the real world.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, conventionally, sufficient consideration has not been given to the control when the situation surrounding the user in the real world is not suitable for playing the game.

[0005] An object of the present invention is to provide a play experience according to the situation in which the user is placed.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer is caused to function as control means for generating an effect that is advantageous for the progress of the game for the user based on the fact that a situation surrounding a user existing at a specific position in the real world satisfies a predetermined condition that the situation is not suitable for playing the game in a game that uses a virtual space generated using map information of the real world A program is provided.

Advantages of the Invention

[0007] According to the present invention, a play experience according to the situation where the user is placed can be provided.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

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 the network 2. The network 2 may be constituted by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or 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 constituted by, for example, a storage device such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 provides a working area for the processor 21 by temporarily storing the program and various data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the program.

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

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by 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 a network between the server 20 and the terminal device 10 and the like.

[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse 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. 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 overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and expands it in the memory 12. The processor 11 executes the expanded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices 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 operates according to the program.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is composed of storage devices 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 or the like.

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

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

[0027] The input unit 17 has a function of detecting the position input to the input surface by the user's operations (such as touch operations, tap operations, slide operations, swipe operations, and flick operations, 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, etc., but other methods may also be used.

[0028] Note that the input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (such as an acceleration sensor, an angular velocity sensor, a magnetic sensor, a GPS sensor, a motion sensor, a gaze 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.

[0029] <Functional Configuration of the System> Figure 2 is a block diagram showing the functional configurations of the server 20 and the terminal device 10. The server 20 in this embodiment has functions such as providing various data and programs necessary to implement a game to each terminal device 10, collecting and managing data related to the game from each terminal device 10, and performing synchronization processing among a plurality of terminal devices 10.

[0030] In this 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, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration 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 through 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 user information are data referred to by the control unit 210 when executing the game program.

[0033] In this embodiment, the game program may include a game program executed on the server 20 side in addition to 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 that is common among accounts. Game information includes, for example, information for defining various virtual spaces. A virtual space is a space where various objects such as objects of characters (hereinafter referred to as "player characters") that a user uses (in other words, can operate) 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. Also, game information includes, for example, set values of various parameters of NPCs. In the following, the object of a 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. Also, examples of electronic currency include in-game currency that can be used within 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, a game control unit 212, and a real-world information acquisition unit 213.

[0037] The transmission / reception unit 211 transmits or receives various data. The transmission / reception unit 211 receives, for example, requests for transmitting 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. Also, 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 that allows game processing by a plurality of accounts to proceed 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 from the terminal device 10 or the like.

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

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

[0042] In addition, when the game control unit 212 receives, via the transmission / reception unit 211, a request for synchronization processing for supporting the multiplayer function or data to be the target of the synchronization processing from the terminal device 10, for example, the game control unit 212 executes the synchronization processing for supporting the multiplayer function. Also, the game control unit 212 commands the transmission / reception unit 211 to transmit game information or user information. For example, when the server 20 transmits information to a plurality of terminal devices 10, the game control unit 212 synchronizes the games progressing among the 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 in-game event 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 by the cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, and the like. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a game program, game information, and user information. The game program is a program for realizing a game on the terminal device 10 side. The game information and user information are data referred to when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.

[0045] The control unit 110 controls various processes related to the game executed 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 "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 an 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 this embodiment, the movement of the user in the real world and the change of the position information described later can also be regarded as an 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. The game control unit 113 specifies the content of the user's instruction based on the input operation of the user detected by the operation reception unit 111. Further, the game control unit 113 executes various determination processes related to the progress of the game based on the specified instruction content and the like. Further, the game control unit 113 progresses the game while communicating with the server 20 based on the result of the determination process and the like.

[0052] The game control unit 113 defines a virtual camera for designating 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 so that a specific object is located at the center of the visual field area in a specific orientation, with reference to 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. Examples of dynamic objects include player characters and NPCs that operate based on the game program. The NPCs include 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 game operations, such as icons, buttons, and menus showing various parameters, that is, objects related to the UI (User Interface), 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 the display unit 18 to display a predetermined area of the virtual space based on, for example, the object data sent from the server 20 and information indicating the positions of various objects in the virtual space. Also, the control unit 210 of the server 20 may arrange objects in the virtual space, control the virtual camera, generate an image to be displayed on the display unit 18, and transmit it to the terminal device 10, and the control unit 110 of the terminal device 10 may cause the display unit 18 to display the image. That is, various processes related to the control of objects based on information from the user, the control of the virtual camera, and the generation of the image to be displayed on the display unit 18 may be performed by the server 20 or the terminal device 10.

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

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

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

[0060] <Processing according to the present embodiment> Next, the processing according to the present embodiment will be described. In the present embodiment, it is described that each process according to the present embodiment is performed by the processor 11 of the terminal device 10 or the processor 21 of the server 20 executing the 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. Further, 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, a part or all of the processes performed by one of the game control units 113 and 212 may be performed by the other. In other words, the computer that executes the game program in 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.

[0061] 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 world and the position in the virtual space. Hereinafter, a case where the configuration according to the present embodiment is applied to such a position information game will be described as an example.

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

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

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

[0065] In games such as location information games, a plurality of objects (hereinafter referred to as "event objects 33") associated with a predetermined event (in other words, an event) are arranged on a virtual space. By approaching a specific event object 33 (for example, by performing an operation (for example, a touch operation) on the specific 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 on a virtual space can also be said to be approaching the specific event object 33 in the virtual space, and it can also be said to be visiting the position in the real world corresponding to the position on the virtual space where the specific event object 33 is arranged (in other words, approaching the specific event object 33 in the real world). When an event object 33 in which a specific event occurs is arranged on 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 world corresponding to the position on the virtual space where the event object 33 is arranged. Note that the place where the event object 33 is arranged on the virtual space can also be said to be the place where a predetermined event is set.

[0066] The event object 33 includes, for example, an item spot corresponding to an event such as obtaining an item, and a recovery spot corresponding to an event of recovering a predetermined parameter related to the user (for example, the physical strength of the user's player character). Further, the event object 33 includes an object of an enemy character corresponding to an event of fighting an enemy character, a spot corresponding to an event constituting a part of the game story, and the like. The game control unit 212 gives the user an item corresponding to a specific item spot based on the fact that the user has visited a position in the real world corresponding to the position on the virtual space where the specific item spot is arranged. Further, the game control unit 212 recovers a predetermined parameter related to the user (in other words, brings the predetermined parameter closer to a specified value) based on the fact that the user has visited a position in the real world corresponding to the position on the virtual space where a specific recovery spot is set. Further, the game control unit 212 starts a battle with a specific enemy character based on the fact that the user has visited a position in the real world corresponding to the position on the virtual space where an object of 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, or the like, or may be a predetermined symbol or the like. 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 or the like).

[0067] In this embodiment, the operation (e.g., touch operation) of the user on the event object 33 located within the predetermined range X from the player character 30 in the virtual space is valid. The game control unit 212 causes the user to move the player character 30 so that the event object 33 for which an event is to be generated is located within the predetermined range X from the player character 30. When the user performs an operation 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 the position in the real world corresponding to the position where the specific event object 33 is arranged in the virtual space (specifically, visits and performs a predetermined operation (e.g., touch operation on the specific event object 33)), the event corresponding to the specific event object 33 can be generated. Note that the display control unit 114 causes the display unit 18 to display a display (a circular display in FIG. 3) indicating the predetermined range X, making the predetermined range X recognizable to the user.

[0068] In this embodiment, the player character 30 is arranged and displayed on the display unit 18 at the position in the virtual space corresponding to the position of the user in the real world. However, a configuration 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 illustrated in FIG. 3 etc.) may also be adopted. Even in such a configuration, an event can be generated based on an operation of the user on the event object 33 located within the predetermined range X from the position in the virtual space corresponding to the position of the user in the real world. Similarly, in a game that can proceed in a first-person display such as a game in which the display can be switched from a third-person display that displays the player character 30 to a first-person display in which the player character 30 is hardly displayed, a predetermined range X in which the operations set for each person are possible may be set for each person.

[0069] Note that the game control unit 212 can be switched between a manual mode and an automatic mode based on a user's operation. In the manual mode, which is a mode related to the progress of the game, when approaching the event object 33 and an operation (e.g., a touch operation) on the event object 33 is performed, an event is generated. In the automatic mode, when approaching the event object 33, an event corresponding to the approached event object 33 is automatically generated (in other words, without requiring a touch operation or the like). That is, in the automatic mode, when a specific event object 33 is in a state of being located within a predetermined range X from the player character 30, an event corresponding to the specific event object 33 may be automatically generated. 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 by approaching it, regardless of whether it is set in the manual mode or the automatic mode. Also, even when set in 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.

[0070] The real-world information acquisition unit 213 acquires real-world information related to the user (hereinafter referred to as "real-world information") based on the position information indicating the position of the user acquired by the position information acquisition unit 116. In other words, the real-world information acquisition unit 213 acquires real-world information as information on the situation (in other words, the environment) surrounding the user in the real world.

[0071] The real-world information may be, for example, weather information of the location where the user is located. The weather information may be information regarding the weather such as, for example, "sunny", "rainy", "cloudy", "snowy". Specifically, it may be information regarding the weather such as "heavy rain is falling" or "heavy snow is falling". Also, the weather information may be information regarding the temperature such as, for example, "high temperature (e.g., midsummer day)", "low temperature (e.g., midwinter day)" (in other words, "what degree is the temperature"). Also, the weather information may be information regarding meteorological warnings or meteorological advisories such as, for example, "dense fog". Also, the weather information may be information regarding air pollution such as information related to the occurrence of yellow sand or photochemical smog. Also, the weather information may be information regarding the state of the sea or river such as flood, tsunami, or rough waves (in other words, information regarding flood disasters).

[0072] Also, the real-world information may be, for example, information related to an earthquake forecast for the location where the user is located.

[0073] Also, the real-world information may be, for example, information regarding the terrain of the location where the user is located, or information regarding the state of the ground. The information regarding the terrain may be information indicating, for example, "near a cliff", "steep slope", "in the mountains", or "unpaved road", etc. Also, the information regarding the state of the ground may be information indicating, for example, "frozen road" or "minefield", etc.

[0074] Also, the real-world information may be, for example, information regarding crime in the location where the user is located. The information regarding crime may be, for example, information indicating that a predetermined crime has occurred in that area, or information indicating that a suspicious person has been witnessed (in other words, information regarding the precursor of crime), etc.

[0075] Further, the real-world information may be, for example, information regarding the risk of traffic accidents at the location where the user is located. Information regarding the risk of traffic accidents may be, for example, information indicating that a location is an accident-prone area, information indicating that a road has poor visibility, information indicating that a road has heavy traffic and no guardrails, etc.

[0076] Further, the real-world information may be, for example, information regarding the occurrence status of infectious diseases at the location where the user is located.

[0077] Further, the real-world information may be, for example, information regarding restrictions on going out issued by public institutions. Information regarding restrictions on going out may be, for example, information regarding an order to prohibit going out issued by an administrative authority, etc.

[0078] Further, the real-world information may be information regarding the current time zone. In other words, the real-world information may be information indicating that the current time zone when the user is about to play is the late night, information indicating that it is early morning, information indicating that it is the time zone when at school, etc. In other words, information regarding the current time may be used as the real-world information.

[0079] The real-world information acquisition unit 213 may access, for example, a website that publishes desired real-world information or a predetermined server that stores real-world information, and acquire real-world information corresponding to the location information. That is, for example, when acquiring weather information as real-world information, the real-world information acquisition unit 213 may access a website that publishes weather information or a predetermined server that stores weather information, and acquire weather information corresponding to the location information. Also, real-world information corresponding to the location information, such as terrain information of each region, etc., is stored in the storage unit 220, and the real-world information acquisition unit 213 may acquire real-world information corresponding to the location information from the storage unit 220. Further, the real-world information acquisition unit 213 may acquire, as real-world information, information detected using various sensors built into a predetermined device such as the terminal device 10 (for example, temperature information detected by a temperature sensor, etc.).

[0080] In the present embodiment, the real-world information acquisition unit 213 can acquire real-world information based on the position information acquired by the position information acquisition unit 116, but may also acquire real-world information without relying on the position information acquired by the position information acquisition unit 116.

[0081] When the situation surrounding the user in the real world satisfies a predetermined condition (hereinafter also referred to as the "adverse control condition"), the game control unit 212 controls the game play environment to be an environment disadvantageous to the user as compared to the case where the predetermined condition is not satisfied. In other words, when the situation surrounding the user in the real world satisfies a predetermined condition, the game control unit 212 causes an effect disadvantageous to the user to occur. In the present embodiment, the predetermined condition is set such that the user's play environment becomes an adverse environment in a situation where it is desired to restrict the user's game play. Thereby, it becomes possible to suppress the user's game play in a situation that satisfies the predetermined condition. Also, it becomes possible to induce the user to play the game in a situation that does not satisfy the predetermined condition.

[0082] For example, when the situation surrounding the user indicated by the real-world information satisfies a condition that is not suitable for the user's movement, the game control unit 212 controls the game play environment to be an environment disadvantageous to the user as compared to the case where the condition is not satisfied. Here, "not suitable for movement" includes, for example, a case where the risk associated with movement is higher than in a case suitable for movement, or a case where the user is not supposed to move according to some rule. In other words, "not suitable for movement" includes a case where the probability that the user will be involved in an accident or incident is relatively high. In other words, when the situation surrounding the user indicated by the real-world information is a second situation where the risk associated with the user's movement is higher than in a first situation (for example, the probability of being involved in an accident or incident is higher than in the first situation), the game control unit 212 can control the game play environment to be an environment disadvantageous to the user as compared to the case of the first situation.

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

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

[0085] Also, for example, when the probability that the user will encounter a crime is relatively high, the game control unit 212 may control the game play environment to be disadvantageous for the user compared to when the probability of encountering a crime is relatively low. For example, when the information about the crime at the location where the user is located as real-world information indicates that a predetermined crime has occurred at the location or that a suspicious person has been witnessed, etc., the game control unit 113 determines that the probability that the user will encounter a crime is relatively high and that it is not suitable for the user's movement, and controls the game play environment to be disadvantageous for the user.

[0086] Also, for example, when the probability that the user will be involved in a traffic accident is relatively high, the game control unit 212 may control the game play environment to be a disadvantageous environment for the user as compared to when the probability of being involved in a traffic accident is relatively low. For example, when the information regarding the danger of a traffic accident at the location where the user is located as real-world information indicates that the location is an accident-prone area, or indicates that the road has poor visibility, or indicates that the road has a large traffic volume and no guardrail, etc., the game control unit 212 may control the game play environment to be a disadvantageous environment for the user on the grounds that the probability that the user will be involved in a traffic accident is relatively high and it is not suitable for the user to move.

[0087] Also, for example, when the current time zone is a specific time zone, the game control unit 212 may control the game play environment to be a disadvantageous environment for the user as compared to when the current time zone is not a specific time zone. For example, when the information regarding the current time zone as real-world information indicates that it is the late night, or indicates that it is the time zone when the user is at school, etc., the game control unit 212 may control the game play environment to be a disadvantageous environment for the user.

[0088] In addition, the game control unit 212 may, when the probability that the user will contract an infectious disease is relatively high, or when the administration has issued a stay-at-home order, etc., in a situation where the risk associated with movement is relatively high (in other words, a second situation where the risk is higher than the first situation), control the game play environment to be a disadvantageous environment for the user as compared to in a situation where the risk associated with movement is relatively low (in other words, a first situation where the risk is lower than the second situation).

[0089] In this way, when it is determined based on real-world information that it is not suitable for the user to move (for example, the risk associated with movement is high), the game control unit 212 may control the game play environment to be a disadvantageous environment for the user.

[0090] Note that, in this way, when the situation surrounding the user in the real world satisfies a predetermined condition, the game control unit 212 controls the game play environment to be a disadvantageous environment for the user compared to the case where the predetermined condition is not satisfied. However, the control by such a game control unit 212 does not necessarily have to suppress game play in a situation unsuitable for movement or promote game play in a situation suitable for movement. For example, when the current time zone is a specific time zone, the game control unit 212 can control the game play environment to be a disadvantageous environment for the user compared to the case where the current time zone is not the specific time zone. However, such control can be used as control for suppressing game play in a predetermined situation regardless of the presence or absence of movement or control for promoting game play in an appropriate situation.

[0091] Next, the control to a disadvantageous environment will be described with reference to FIG. 3. Note that FIG. 3(a) shows the play environment in the normal state (in other words, the state where the control to a disadvantageous environment is not performed), and FIG. 3(b) shows the play environment controlled to a disadvantageous environment.

[0092] Control of an adverse environment may be control that reduces the number of predetermined event objects 33a. The game control unit 212 may perform control to reduce the number of predetermined event objects 33a as control of an adverse environment, and make it difficult for events corresponding to the predetermined event objects 33a (for example, an event in which a predetermined item is given to the user, an event in which a predetermined parameter related to the user is restored, etc.) to occur (in other words, the occurrence probability may be decreased). In other words, the game control unit 212 may perform control to reduce the number of predetermined event objects 33a associated with events advantageous to the user as control of an adverse environment, and make it difficult for a predetermined event advantageous to the user to occur. In other words, an adverse environment may be an environment in which the use of a predetermined spot is restricted more than in normal times, or an environment in which a specific event is difficult to occur. Note that in the present embodiment, "difficult to occur" includes the case where the occurrence probability is 0%. Also, in the present embodiment, "decrease the probability" or "increase the probability" includes the case where the lower probability is 0%.

[0093] Also, control of an adverse environment may be control that reduces the acquisition probability of a predetermined item. Here, the predetermined item may be an item dropped by an enemy character when the enemy character is defeated. That is, control of an adverse environment may be control that reduces the acquisition probability of a predetermined item that can be acquired from an enemy character. Also, the game control unit 212 may reduce the acquisition probability of a predetermined item by reducing the number of event objects 33 from which the predetermined item can be acquired.

[0094] Also, the control of an adverse environment may be the control of the occurrence of a predetermined event that is adverse to the user. For example, the game control unit 212 may perform control to place an event object 33 (hereinafter referred to as "adverse object 33b") in which a predetermined event adverse to the user occurs in the virtual space. Here, the adverse object 33b placed in the control of the adverse environment may be an event object 33 of a type that is not placed during normal times, or an event object 33 of a type that is also placed during normal times and the number of which placed by the control of the adverse environment increases. Further, the adverse object 33b may be one in which an event adverse to the user automatically occurs (for example, automatically regardless of whether it is set to the manual mode or the automatic mode) when approached. In other words, the game control unit 212 may increase the occurrence probability of a predetermined event adverse to the user as the control of the adverse environment. That is, the adverse environment may be an environment in which a predetermined event more adverse to the user occurs more easily than during normal times. Also, the predetermined event adverse to the user may be, for example, an event that causes the user's player character 30 to fall into a predetermined abnormal state (for example, an event in which the player character 30 is poisoned), an event that changes (for example, decreases) a predetermined parameter related to the user, or the like.

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

[0096] In addition, the control for an adverse environment may be control that strengthens the enemy characters. That is, the adverse environment may be an environment in which the enemy characters are stronger than in normal times. Here, the control that strengthens the enemy characters may be, for example, control that changes a parameter related to the strength of the enemy characters, or control that changes the types of enemy characters that appear in a battle with enemy characters that occurs based on approaching the event object 33.

[0097] Also, the control to an adverse environment may be a control that reduces a predetermined benefit obtained by the progress of the game. Here, reducing the benefit includes the case of reducing the benefit to zero. Specifically, in the game, it is known that at a predetermined timing (for example, by defeating an enemy character or clearing an event), a predetermined amount of experience points for the level-up of the player character 30 or the like is given, or in-game currency or a predetermined item is given. The game control unit 212 may perform control to reduce a predetermined benefit given to the user at a predetermined timing as the control to an adverse environment. That is, the adverse environment may be an environment in which the benefit given at a predetermined timing is reduced compared to the normal time.

[0098] In addition, the control for an adverse environment may be a control that changes the operability of the game. Here, the control that changes the operability of the game may be a control that reduces the effective range X of the operation on the event object 33. As described above, in the present embodiment, the user's operation (for example, a touch operation) on the event object 33 located within the predetermined range X from the player character 30 is effective, and the operation on the event object 33 located outside the predetermined range X is ineffective. The control for an adverse environment may be a control that reduces such an effective range X of the operation. In other words, the control for an adverse environment may be a control that makes the conditions regarding the positional relationship between the event object 33 and the player character 30 (in other words, the user) for generating the event corresponding to the event object 33 stricter. Also, the control that changes the operability of the game may be a control that changes the content of the user's operation (for example, the type of operation or the number of operations, etc.) required to cause a predetermined event in the game (for example, to exert a predetermined action on a predetermined object such as an enemy character or an item (for example, to attack or acquire)). Also, the control that changes the operability of the game may be a control that invalidates a specific operation required to cause a predetermined event in the game. Also, the control that changes the operability of the game may be a control that makes it impossible to use a part (for example, the manual mode) among a plurality of modes related to the operation of the game (specifically, the above-described manual mode and automatic mode, etc.), and limits the modes available to the user to other parts of the modes (for example, the automatic mode). That is, the adverse environment may be an environment in which the operability deteriorates compared to normal times.

[0099] In addition, the control for an adverse environment may be a control that gives a predetermined change that is disadvantageous to the user with respect to a function that supports the user's game play. For example, in a game such as a location information game, as described above, when the event object 33 for which an event is to be generated is located within a predetermined range X from the player character 30, the player character 30 is moved, and when an operation is performed on the event object 33, it is known that an event corresponding to the event object 33 on which the operation is performed occurs. Also, in such a game, when a predetermined condition is satisfied, it is known that an event corresponding to the event object 33 can be generated without the user having to move the player character 30 and perform an operation on the event object 33. For example, when there is a predetermined event object 33 within a predetermined range (where the predetermined range may be the same range as range X or a different range) from the player character 30, the game control unit 212 causes a predetermined character 35 that is a friend of the player character 30 (in other words, a predetermined object related to the player character 30 (for example, an object owned by the user)) to face the predetermined event object 33 (for example, automatically without requiring the user's operation or by directing it based on the user's operation), and generates an event corresponding to the predetermined event object 33. Specifically, a predetermined character 35 is directed to an item spot as the predetermined event object 33 to acquire an item, or a predetermined character 35 is directed to an object corresponding to an event of fighting an enemy character as the predetermined event object 33 to cause the predetermined character 35 to fight the enemy character. The control for an adverse environment may be a control that reduces the range within which a predetermined character 35 (in other words, a predetermined object related to the player character 30) reacts to a predetermined event object 33 (for example, the range within which the predetermined character 35 can face the predetermined event object 33 and generate an event).In addition, the control for an adverse environment may be control that causes such a predetermined character 35 not to react to a predetermined event object 33 (for example, making it impossible to direct such a predetermined character 35 toward a predetermined event object 33). Further, the control for an adverse environment may be control that increases the time required for such a predetermined character 35 to move toward a predetermined event object 33 and complete the event. That is, the control for an adverse environment may be control that reduces the function of a predetermined object 35 that supports the user's game play.

[0100] In addition, the control for an adverse environment may be control that restricts the use of a part of the game functions. For example, in the game of the present embodiment, there are a part where the user actually moves and plays in the real world (in other words, a part where the player character 30 is moved in the virtual space to generate various events) and a part that can be played without moving in the real world. The part that can be played without moving in the real world includes, for example, a part where items to be equipped on the player character 30 are selected, and a part where an event that can be executed without moving in the real world (for example, a mini-game or the like, in other words, an event different from the event that occurs by approaching the event object 33) is executed. The control for an adverse environment may be control that restricts the play of a part of such a plurality of types of parts, specifically, the part where the user actually moves and plays in the real world. Specifically, the game control unit 212, as control for an adverse environment, may control not to execute the movement of the player character 30 based on the user's position information, may control not to cause the event object 33 to appear in the virtual space, or may invalidate the button operation related to the start of play for the part where the play is restricted, thereby prohibiting the play of the part where the user actually moves and plays in the real world.

[0101] Note that, as the control for an adverse environment, the control exemplified in 1 here may be executed, or a plurality of controls may be executed.

[0102] (Change of Adverse Control Conditions) As described above, when the situation surrounding the user indicated by the real - world information satisfies a predetermined condition (in other words, an adverse control condition), the game control unit 212 controls the game play environment to be an adverse environment for the user compared to when the predetermined condition is not satisfied. However, the predetermined condition may be variable.

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

[0104] Also, for example, the game control unit 212 may change the adverse control conditions according to the user's action history. Specifically, first, the game control unit 212 may store, in a predetermined storage unit as user information, information indicating a location that the user has visited (in other words, walked) as the user's action history. Then, when the situation surrounding the user in the real world is a specific situation, if the user's current position is included in a location that the user has visited (for example, a location that the user has visited once, a location that the user has visited a predetermined number of times, or a location that the user has visited at a predetermined frequency, etc.), the game control unit 212 does not perform control to an adverse environment. On the other hand, if it is not included in a location that the user has visited, in the specific situation, the game control unit 212 may perform control to an adverse environment. Alternatively, the game control unit 212 may store, in the storage unit 220 as user information, information indicating the time zone in which the user is playing the game as the user's action history. Then, when the situation surrounding the user is the "late night zone", if the number of times or the total time that the user has played the game in the late night zone indicated by the action history exceeds a predetermined threshold, the game control unit 212 does not perform control to an adverse environment. On the other hand, if it does not exceed the predetermined threshold, the game control unit 212 may perform control to an adverse environment.

[0105] Also, for example, the game control unit 212 may change the adverse control conditions according to at least one of the attributes or the number of other users playing with the user. In other words, the game control unit 212 may change the adverse control conditions according to the combination of users playing together.

[0106] For example, when a first user without a specific attribute (e.g., the attribute of being an adult) is playing alone (in other words, not playing multiplayer) or when playing multiplayer with another user without a specific attribute, in a specific situation, the game control unit 212 controls the play environment of the first user to an unfavorable environment. On the other hand, when the first user without a specific attribute is playing multiplayer with a second user having a specific attribute, in the specific situation, it may be acceptable not to control the play environment of the first user to an unfavorable environment. Alternatively, when a first user without a specific attribute (e.g., the attribute of being an adult) is playing alone or when playing multiplayer with another user without a special attribute (e.g., the attribute of being the parent of the first user), in a specific situation, the game control unit 212 controls the play environment of the first user to an unfavorable environment. On the other hand, when playing multiplayer with a second user having a special attribute, in the specific situation, it may be acceptable not to control the play environment of the first user to an unfavorable environment. Note that for such special attributes (e.g., information such as a certain user being the parent or child of a certain user), similar to the age and gender of the user, the user may register in advance and be stored in a predetermined storage unit as user information.

[0107] Also, when the first user is playing alone or when playing multiplayer with less than the specified number of people, in a specific situation, the game control unit 212 controls the play environment of the first user to an unfavorable environment. On the other hand, when playing multiplayer with the specified number of people or more, in the specific situation, it may be acceptable not to control the play environment of the first user to an unfavorable environment. In such a configuration, regardless of the attributes of each user, it may be determined whether to execute control to an unfavorable environment based on the number of users participating in multiplayer, or it may be determined whether to execute control to an unfavorable environment taking into account the attributes of each user as well. That is, for example, the specified number may change according to the attributes of each user participating in multiplayer.

[0108] In addition, when changing the disadvantage control conditions according to at least one of the attributes or the number of other users who are playing with the user in this way, "other users who are playing together" may refer to other users within a predetermined range (in other words, within a predetermined distance). That is, for example, when the first user is playing alone, in a specific situation, while controlling the play environment of the first user to a disadvantageous environment, when the first user is playing multiplayer with the second user, in the specific situation, in a configuration where the play environment of the first user is not controlled to a disadvantageous environment, "the first user and the second user who are playing multiplayer" may refer to the first user and the second user who are playing multiplayer and are located within a predetermined range in the real world. In this case, as a requirement for performing multiplayer, it may be required that the first user and the second user are located within a predetermined range. Although multiplayer itself is possible even if the first user and the second user are not located within a predetermined range, as a condition related to the change of the disadvantage control conditions, it may be required that the first user and the second user are located within a predetermined range. In other words, the game control unit 212 may change the disadvantage control conditions according to at least one of the attributes or the number of other users near the user.

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

[0110] Further, for example, the game control unit 212 may determine the disadvantage control conditions based on a predetermined user operation. That is, for example, when the situation surrounding the first user in the real world satisfies the disadvantage control conditions, in the case of controlling the game play environment of the first user to a disadvantageous environment for the first user, the game control unit 212 may determine the disadvantage control conditions based on the operation of the first user himself or a second user different from the first user. In other words, it may be possible for other users to make settings regarding the account of the first user. The second user may be, for example, a user having a predetermined attribute related to the first user (for example, the attribute of being the parent of the first user). Further, when the second user sets the disadvantage control conditions regarding the first user, the second user may perform the operation related to the condition setting on the terminal device 10 of the first user, or may perform it on the terminal device 10 of the second user (in other words, using the account of the second user linked to the account of the first user).

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

[0112] On the condition setting screen 50, it may be possible to set the disadvantage control conditions by selecting the conditions to be set as the disadvantage control conditions from among a plurality of candidates. For example, the operation reception unit 111 may receive, as an operation related to the setting of the disadvantage control conditions, an operation of selecting the conditions to be set as the disadvantage control conditions from among the plurality of candidates displayed on the condition setting screen 50 and an operation on the execution button 52 displayed on the condition setting screen 50. Then, when an operation related to the setting of the disadvantage control conditions is performed, the game control unit 212 may set the selected conditions as the disadvantage control conditions. In FIG. 4, although the screen display in the case where the control to the disadvantageous environment is executed when any one of the selected conditions is satisfied is illustrated, the disadvantage control conditions may be set so that the control to the disadvantageous environment is executed when a plurality of the selected conditions are satisfied.

[0113] Further, the game control unit 212 may determine control for an adverse environment to be executed when the adverse control conditions are satisfied (specifically, the content of the control, in other words, the adverse effect to be generated when the adverse control conditions are satisfied) based on the operations of the first user or the second user. An example of a control content setting screen 55 as a screen related to the setting of control for an adverse environment is shown in FIG. 5. The control content setting screen 55 is displayed on the terminal device 10 (for example, the terminal device 10 of the first user or the second user) that performs an operation related to the setting of the control to be executed when the adverse control conditions are satisfied.

[0114] In the control content setting screen 55, it may be possible to set the control to be executed when the adverse control conditions are satisfied by selecting the control to be executed when the adverse control conditions are satisfied from among a plurality of candidates. For example, the operation reception unit 111 may receive, as an operation related to the setting of the control to be executed when the adverse control conditions are satisfied, an operation of selecting the control to be executed when the adverse control conditions are satisfied from among a plurality of candidates displayed on the control content setting screen 55 and an operation on the execution button 57 displayed on the control content setting screen 55. Then, when the operation related to the setting of the control is performed, the game control unit 212 may set the selected control as the control to be executed when the adverse control conditions are satisfied.

[0115] (Generation of Advantageous Effects) In addition, the game control unit 212 may generate an effect advantageous to the user based on the change in the situation surrounding the user in the real world from a state that satisfies the disadvantageous control condition to a state that does not satisfy the disadvantageous control condition. That is, after the situation surrounding the user in the real world satisfies the disadvantageous control condition and the game play environment is controlled to be a disadvantageous environment for the user, when the situation surrounding the user in the real world no longer satisfies the disadvantageous control condition, the game control unit 212 may control the game play environment to be an advantageous environment for the user. Here, the advantageous environment means an environment more advantageous than the normal time (in other words, a state where neither the control to the disadvantageous environment nor the control to the advantageous environment is performed). Note that the game control unit 212 may generate an advantageous effect for a predetermined period (in other words, continue the advantageous environment for a predetermined period), and return to the normal environment when the predetermined period has elapsed. Also, the advantageous effect may not be an effect of continuing for a predetermined period.

[0116] The advantageous effect may be to increase the number of predetermined event objects 33. Based on the change in the situation surrounding the user in the real world from a state that satisfies the disadvantageous control condition to a state that does not satisfy the disadvantageous control condition, the game control unit 212 performs control to increase the number of predetermined event objects 33, and may make it easier for an event corresponding to the predetermined event object 33 (for example, an event in which a predetermined item is given to the user, an event in which a predetermined parameter related to the user is restored, etc.) to occur (in other words, may increase the occurrence probability). That is, the advantageous environment may be an environment in which it is easier to use a predetermined spot than in the normal time, or an environment in which a specific event is likely to occur.

[0117] Further, the advantageous effect may be control to increase the acquisition probability of a predetermined item. Here, the predetermined item may be an item dropped by an enemy character when the enemy character is defeated. That is, the advantageous effect may be control to increase the acquisition probability of a predetermined item that can be acquired from an enemy character. Further, the game control unit 212 may increase the acquisition probability of a predetermined item by increasing the number of event objects 33 from which the predetermined item can be acquired.

[0118] Further, the advantageous effect may be to increase the occurrence probability of a predetermined event advantageous to the user. That is, the advantageous environment may be an environment in which the occurrence probability of a predetermined event advantageous to the user is increased compared to normal times.

[0119] Further, the advantageous effect may be to change (for example, improve) a predetermined parameter related to the user. In other words, the advantageous effect may be to improve the ability of a predetermined object related to the user. That is, the advantageous environment may be an environment in which the ability of a predetermined object related to the user is improved compared to normal times.

[0120] Further, the advantageous effect may be to weaken the enemy character. That is, the advantageous environment may be an environment in which the enemy character is weaker than in normal times.

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

[0122] Further, the advantageous effect may be one that changes the operability of the game. For example, based on the situation surrounding the user in the real world changing from a state that satisfies the adverse control condition to a state that does not satisfy the adverse control condition, the game control unit 212 may perform control to expand the effective range X of the operation on the event object 33. That is, the advantageous environment may be an environment with improved operability compared to normal times.

[0123] Also, the advantageous effect may be one that gives a predetermined change that is advantageous to the user regarding a function that supports the user's game play. For example, the advantageous effect may be one that improves the function of a predetermined object 35 that supports the user's game play.

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

[0125] Further, when ending the control to the adverse environment based on the change from the state where the adverse control condition is satisfied to the state where the adverse control condition is not satisfied, the game control unit 212 notifies the terminal device 10 of the end of the control to the adverse environment. Then, based on the notification, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a notification screen 62 that notifies the user of the end of the control to the adverse environment, as shown in FIG. 6(b). In addition, when an advantageous effect occurs for the user based on the change from the state where the adverse control condition is satisfied to the state where the adverse control condition is not satisfied, the display control unit 114 may cause the display unit 18 to display a notification screen (not shown) that notifies the user of the occurrence of the advantageous effect.

[0126] In addition, various notifications to the user may be made by a predetermined display on the display unit 18 as described above, or may be made by sound, vibration, or sending an email to the user, etc.

[0127] (Control for adverse environments) Next, an example of control for an adverse environment will be described with reference to the flowchart shown in FIG. 7.

[0128] First, the position information acquisition unit 116 acquires position information indicating the current position of the user in the real world (step S101).

[0129] Next, the game control unit 212 arranges the event object 33 in the virtual space based on the acquired position information (step S102). For example, the game control unit 212 arranges the event object 33 around the position of the player character 30 specified based on the position information.

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

[0131] Next, the control unit 110 of the terminal device 10 accepts an operation on the event object 33 displayed on the display unit 18 (step S104). In the present embodiment, the control unit 110 accepts an operation (for example, a touch operation) on the event object 33 located within a predetermined range X from the player character 30 as a valid operation as shown in FIG. 3.

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

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

[0134] Also, for example, when the control of the adverse environment is control related to the change of a predetermined parameter (for example, a predetermined parameter related to the user, a predetermined parameter of the enemy character, etc.), the game control unit 212 determines whether to change the predetermined parameter in a direction adverse to the user based on the real information. When the situation surrounding the user indicated by the real information satisfies the adverse control condition, the predetermined parameter may be changed to be adverse to the user compared to the case where the adverse control condition is not satisfied. Specifically, for example, information on various parameters related to the strength of the character (for example, various parameters related to the strength of the player character 30 and various parameters related to the strength of the enemy character) is stored in the storage unit 220. When the game control unit 212 starts a battle with the enemy character based on the user's operation on the event object, the battle is started based on the information stored in the storage unit 220. When starting the battle, the game control unit 212 determines, based on the real information, to what value to set a predetermined parameter related to the strength of the character (specifically, which of the parameters stored in the storage unit 220 to use, or how much to decrease the value from the stored parameters, etc.), and thereby the predetermined parameter may be controlled according to the real information. Note that the control unit 110 may execute such control to change the predetermined parameter.

[0135] Also, for example, when the control for an adverse environment is a control that changes the operability of the game, the game control unit 212 determines the size of the effective range X for the operation on the event object 33 based on the real-world information. When the situation surrounding the user indicated by the real-world information satisfies the adverse control condition, the size of the range X may be changed so as to be disadvantageous to the user as compared with the case where the adverse control condition is not satisfied. Further, the game control unit 212 determines the content of the user's operation (for example, the type of operation or the number of operations, etc.) necessary to cause a predetermined event (for example, necessary to exert a predetermined action on a predetermined object such as an enemy character or an item). When the situation surrounding the user indicated by the real-world information satisfies the adverse control condition, it may be controlled so that the operability deteriorates as compared with the case where the adverse control condition is not satisfied. Also, the game control unit 212 determines the mode related to the operation and the restrictions related to the selection of the mode based on the real-world information. When the situation surrounding the user indicated by the real-world information satisfies the adverse control condition, it may be controlled so that the operability deteriorates as compared with the case where the adverse control condition is not satisfied. Furthermore, depending on the person state related to the display of the player character, the adverse control may be changed. That is, as an example, the degree of change in the size of the effective range X for the operation may be controlled to be different between the first-person display and the third-person display. Note that the control unit 110 may execute such control for changing the operability.

[0136] Note that the specific processing for the control for an adverse environment is not limited to those exemplified in this embodiment. That is, the determination of the object to be arranged in the virtual space (in other words, the object to be presented to the user), the determination of a predetermined parameter, the change in the operability of the game, etc. can be realized by using various known methods based on predetermined information, and any method may be used for realization. In other words, causing an adverse effect on the user when a certain condition is satisfied has already been performed in known games, and the control for an adverse environment can be realized by the same method as the control for causing such an adverse effect.

[0137] Note that, as described above, in this embodiment, when the situation surrounding the user in the real world satisfies a predetermined condition, the game control unit 212 changes the game play environment. However, such a change in the play environment does not necessarily have to control the play environment into an environment that is disadvantageous to the user. In other words, the "control to an adverse environment" in this embodiment can be read as "control to change the play environment". For example, in this embodiment, when a predetermined condition is satisfied, as a control to change the operability of the game, a control to deteriorate the operability of the game can be performed. However, when a predetermined condition is satisfied, it is also possible to perform a control to improve the operability of the game or the like. That is, for example, when the situation surrounding the user indicated by the real-world information satisfies a condition that is not suitable for the user's movement, instead of suppressing the user's game play by deteriorating the operability, the operability may be changed so as to enable an operation suitable for the situation that is not suitable for movement. For example, when a condition that is not suitable for the user's movement is satisfied, the user's operation required to cause a predetermined event may be changed to a simple one. Even with such a configuration, it is possible to enable game play suitable for the situation in the real world.

[0138] 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 links a virtual space and the real world, for example, a location information game described in the present embodiment, a game that uses a captured image of the real world, or the like. The game that uses a captured image of the real world may include, for example, a game in which a superimposed image in which a virtual object (for example, an object in a virtual space such as a player character) is superimposed on a captured image of the real world (in other words, a game that uses augmented reality), a game in which a captured image of the real world 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), or the like. In other words, the control unit 110 of the terminal device 10 may be able to acquire a captured image captured by a predetermined camera such as a camera built in the terminal device 10, or generate a superimposed image in which a virtual object is superimposed on the captured image. Further, the configuration of the present embodiment may be applied to games other than games that link a virtual space and the real world. In other words, the configuration of the present embodiment may be applied to games other than games that use location information indicating the user's position in the real world. Further, the configuration of the present embodiment may be applied to services (in other words, applications) other than games.

[0139] Within the scope of the invention, free combination of each component, deformation of any component, replacement of any component, omission of any component, or addition of other components, etc. are possible. Also, the processing flow described in this specification is merely an example, and the order and configuration of each process may be different. Also, there may be processes not described in this specification. In other words, the processing flow and specific determination processes, etc. may be different from those exemplified in this specification.

[0140] <Appendix> The configuration of this embodiment may be used, for example, to provide a play experience according to the situation in which the user is placed. The matters described in the above embodiments may also be described as follows in the following supplementary notes.

[0141] (Supplementary Note 1) A computer, When the situation surrounding the user in the real world satisfies a predetermined condition, as compared with the case where the predetermined condition is not satisfied, function as a control means (for example, the game control unit 212) that controls the game play environment to be an environment disadvantageous to the user. Program. According to such a configuration, when the situation surrounding the user in the real world satisfies a predetermined condition, the game play environment can be controlled to be an environment disadvantageous to the user, so that game play in a situation satisfying the predetermined condition can be suppressed.

[0142] (Supplementary Note 2) When the situation surrounding the user satisfies a condition unsuitable for the movement of the user, as compared with the case where the condition is not satisfied, the control means controls the game play environment to be an environment disadvantageous to the user. The program according to Supplementary Note 1. According to such a configuration, when the situation surrounding the user in the real world satisfies a condition unsuitable for the movement of the user, the game play environment can be controlled to be an environment disadvantageous to the user, so that game play in a situation unsuitable for movement can be suppressed.

[0143] (Supplementary Note 3) When the weather condition is unsuitable for the movement of the user, as compared with the case where the weather condition is suitable for the movement of the user, the control means controls the game play environment to be an environment disadvantageous to the user. The program according to Supplementary Note 1. According to such a configuration, the game play environment can be controlled to be an environment disadvantageous to the user according to the weather condition, so that game play in a weather situation unsuitable for movement can be suppressed.

[0144] (Appendix 4) When the terrain of the location where the user is located in the real world is not suitable for the user's movement, the control means controls the game play environment to be a disadvantageous environment for the user compared to the case where the terrain is suitable for the user's movement. The program according to Appendix 1. According to such a configuration, when the user is in a terrain environment that is not suitable for movement, the game play environment can be controlled to be a disadvantageous environment for the user, so that game play in a terrain environment that is not suitable for movement can be suppressed.

[0145] (Appendix 5) When the current time zone as the situation surrounding the user is a specific time zone, the control means controls the game play environment to be a disadvantageous environment for the user compared to the case where it is not the specific time zone. The program according to Appendix 1. According to such a configuration, when the current time zone is a specific time zone, the game play environment can be controlled to be a disadvantageous environment for the user, so that game play in a specific time zone can be suppressed.

[0146] (Appendix 6) When the situation surrounding the user is a second situation where the risk degree related to the user's movement is higher than that of the first situation, the control means controls the game play environment to be a disadvantageous environment for the user compared to the case where it is the first situation. The program according to Appendix 1. According to such a configuration, in a situation with a high risk degree, the game play environment can be controlled to be a disadvantageous environment for the user, so that game play in a dangerous situation can be suppressed.

[0147] (Appendix 7) The control means changes the predetermined conditions according to the attributes of the user. The program according to Appendix 1. According to such a configuration, since the conditions for controlling the play environment to an adverse environment can be changed according to the attributes of the user, it is possible to determine whether the situation is unsuitable for game play according to the attributes of the user, and suppress the game play in a situation unsuitable for game play.

[0148] (Appendix 8) The control means changes the predetermined conditions according to the behavior history of the user. The program described in Appendix 1. According to such a configuration, since the conditions for controlling the play environment to an adverse environment can be changed according to the behavior history of the user, it is possible to determine whether the situation is unsuitable for game play according to the behavior history of the user, and suppress the game play in a situation unsuitable for game play.

[0149] (Appendix 9) The control means changes the predetermined conditions according to at least one of the attributes or the number of other users who are playing with the user. The program described in Appendix 1. According to such a configuration, since the conditions for controlling the play environment to an adverse environment can be changed according to the attributes and the number of other users who are playing with the user, it is possible to determine whether the situation is unsuitable for game play according to the attributes and the number of other users who are playing together, and suppress the game play in a situation unsuitable for game play.

[0150] (Appendix 10) Cause the computer to Function as an effect generating means (for example, game control unit 212) that generates an advantageous effect for the user based on the change of the situation surrounding the user from a state that satisfies the predetermined conditions to a state that does not satisfy the predetermined conditions. The program described in Appendix 1. According to such a configuration, since it is possible to generate an advantageous effect based on the situation where the condition for controlling the play environment to a disadvantageous environment is not satisfied, it is possible to promote game play in a situation suitable for game play.

[0151] (Appendix 11) A computer, as an operation control means (for example, game control unit 212) that changes the operability of the game according to the situation surrounding the user in the real world, and functions program. According to such a configuration, it is possible to change the operability according to the situation of the real world and enable game play according to the situation of the real world.

[0152] Note that the problem-solving means configured by the above program can be appropriately diverted to an apparatus, a system, a method, a medium, etc.

Explanation of Signs

[0153] 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, 213 Real-world information acquisition unit, 220 Storage unit

Claims

1. A computer, in a game that uses a virtual space generated using real-world map information, based on the fact that the situation surrounding a user existing at a specific position in the real world satisfies a predetermined condition that is considered unsuitable for playing the game, causes the computer to function as control means for generating an effect that is advantageous for the progress of the game for the user. Program.

2. The predetermined condition is not a condition related to weather. The program according to claim 1.

3. After the situation surrounding the user satisfies the predetermined condition, when the situation returns to a state where the predetermined condition is not satisfied, the control means generates an effect that is advantageous for the progress of the game for the user. The program according to claim 1 or 2.

4. An information processing system comprising control means for generating an effect that is advantageous for the progress of the game for a user, based on the fact that the situation surrounding the user existing at a specific position in the real world satisfies a predetermined condition that is considered unsuitable for playing the game, in a game that uses a virtual space generated using real-world map information. Information processing system.

Citation Information

Patent Citations

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    JP2021069858A

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