Program and information processing system

The system enhances multiplayer games by generating events based on real-world user interactions, improving engagement and interestingness through context-driven gameplay.

JP2025106104APending Publication Date: 2025-07-11COLOPL
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Patent Information

Application Number
JP2025069423
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-21
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

Existing games that utilize real-world position information lack engaging multiplayer experiences.

Method used

A system and method that generates specific events in a game when users satisfy predetermined conditions based on their real-world positional relationships, allowing for enhanced interaction and engagement through events like battles, quests, and rewards.

Benefits of technology

Improves the interestingness and engagement of multiplayer games by creating dynamic, real-world context-driven events that enhance user interaction and reward systems.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technology to improve amusement properties.SOLUTION: A program causes a computer to function as control means for generating a specific event when a first user and a second user satisfy a predetermined condition for a house that can be arranged in a game space in a game using position information indicating the position of the users in a real world.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] Conventionally, games that utilize position information indicating the position of a user in the real world are known (see, for example, Patent Document 1). Also, as this type of game, games that enable multiplayer are known.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

[0005] An object of the present invention is to provide a technology capable of improving the interestingness.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer is functioned as control means for generating a specific event when a first user and a second user satisfy a predetermined condition with respect to a house that can be arranged in the space of the game in a game that uses position information indicating the position of a user in the real world. a program is provided.

Effects of the Invention

[0007] According to the present invention, it becomes possible to improve the interestingness.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

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Figure 10

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.), WiFi (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 via 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 storage device. The memory 22 is constituted by, for example, storage devices 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 of the terminal device 10 and the server 20. Note that, as an example, the game realized by the cooperation of the terminal device 10 and the server 20 may be a game executed on a browser launched 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 the network between the server 20 and the terminal device 10 and the like.

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

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

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

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

[0027] The input unit 17 has a function of detecting the position input to the input surface by a user's operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, and a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can adopt a capacitance method or a resistive film method, 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 (for example, an acceleration sensor, an angular velocity sensor, a magnetic sensor, a GPS sensor, a motion sensor, a line-of-sight sensor, a bioelectric potential sensor, a fingerprint sensor, an exhalation sensor, a pressure sensor, or an image sensor, etc.), an operation stick, a camera, or a microphone, etc. Also, the display unit 18 may be, for example, a projector.

[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 for realizing a game to each terminal device 10, collecting and managing data related to the game from each terminal device 10, and performing synchronization processing between a plurality of terminal devices 10.

[0030] In this embodiment, the server 20 uses the user accounts registered in advance for each game to identify each user and the terminal device 10. The method for 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 save each user's account based on the received information.

[0031] As shown in FIG. 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 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 that the control unit 210 refers to when executing the game program.

[0033] In this embodiment, the game program may include not only the game program executed on the server 20 side but also the 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, for example, a space in which various objects such as objects of characters (hereinafter referred to as "player characters") that can be operated by a user are arranged. Game information includes, for example, various setting information regarding objects that are common among accounts, such as the arrangement positions, sizes, colors, shapes, etc. of background objects such as buildings, trees, and stones arranged in the virtual space, and objects of non-player characters (NPCs). In addition, game information includes, for example, set values of various parameters of NPCs. Hereinafter, the object of the character arranged in the virtual space may be simply referred to as "character".

[0035] As an example of the virtual space, a space where an event takes place (in other words, occurs) can be mentioned. Also, as an example of the space where an event takes place, a game space where an event related to the progress of the game takes place (for example, the game is progressed by moving characters, etc.), a live space where various live events such as a music live take place, and a space where users can communicate with each other can be mentioned. Also, as an example of an object in the virtual space, a game medium used in the game can be mentioned. Also, as an example of a game medium, objects used in characters, items, and competitions held in the game space (for example, a ball in a ball game, etc.) can be mentioned.

[0036] 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, etc. Possessed assets include, for example, currency and items in the virtual space. In other words, possessed assets can also be said to be the value owned by the user in the virtual space (in other words, the value associated with the user). An example of such value (in other words, the value in the virtual space) is electronic currency. Also, as an example of electronic currency, in-game currency that can be used in the game and cryptocurrency can be mentioned.

[0037] The control unit 210 controls various processes related to the game by executing the game program stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a game progress unit 212, and a relationship setting unit 213.

[0038] 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 progress 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 progress unit 212.

[0039] In the present embodiment, the multiplayer function is a function for advancing game processing while synchronizing game processing by a plurality of accounts. When the server 20 and the terminal devices 10 of the information processing system 1 participate in the same game with the same accounts logged in to the information processing system 1, they execute various processes for supporting the multiplayer function.

[0040] The game progress unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program in response to a request or the like from the terminal device 10.

[0041] Also, when the game progress unit 212 receives a request for synchronization processing for supporting the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes synchronization processing for supporting the multiplayer function. Further, the game progress 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 progress unit 212 transmits information to each terminal device 10 simultaneously to synchronize the games progressing among the terminal devices 10. By executing the synchronization processing, it becomes possible to simultaneously reflect events in the game caused by an operation input on one terminal device 10 on other terminal devices 10.

[0042] In the present embodiment, the terminal device 10 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.

[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. 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 that the control unit 110 refers to when executing the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0044] 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 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, and a display control unit 114.

[0045] The operation reception unit 111 receives an operation input by the user via the input unit 17 (hereinafter also referred to as an "input operation"). Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the type of the input operation include various operations by fingers such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation that physically contacts the input unit 17 (for example, the touch screen 16), and may include a non-contact operation. Note that an operation that ends an input operation that has been performed until then, such as a touch-off operation that ends the contact with the touch screen 16, can also be regarded as an aspect of the input operation.

[0046] 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 to the input unit 17.

[0047] The transmission / reception unit 112 transmits or receives various data. For example, the transmission / reception unit 112 transmits 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 synchronize 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.

[0048] The transmission / reception unit 112 transmits operation information regarding the input operation received by the operation reception unit 111 to the server 20. The transmission / reception unit 112 receives operation information regarding an operation input by another user in another terminal device 10 from the server 20.

[0049] The game progress unit 113 executes various processes related to the progress of the game. Specific examples will be described below.

[0050] The game progress unit 113 defines a virtual space based on information for defining the virtual space included in the game information. The game progress unit 113 arranges an object in the virtual space based on the setting information of the object included in the game information. The game progress unit 113 controls the object arranged in the virtual space. Specifically, the game progress unit 113 changes the position, orientation, shape, color, etc. of the object in the virtual space, or causes the object to perform a predetermined operation.

[0051] The game progress unit 113 defines a virtual camera for specifying the area to be presented to the user in the virtual space. The game progress 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 progress unit 113 instructs the display control unit 114 to generate an image depicting the viewing area defined by the virtual camera and the objects arranged in this viewing area.

[0052] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game progress unit 113 arranges the virtual camera based on the position and orientation of a specific object, such that the specific object is located at the center of the viewing area in a specific orientation. In so doing, the game progress 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, tree, or rock. Examples of dynamic objects include player characters that move based on the operations of each user and NPCs that move based on the game program. NPCs include so-called enemy characters and the like.

[0053] The game progress unit 113 interprets the content of the user's instruction based on the coordinates of the input position detected by the operation reception unit 111 and the type of input operation. The game progress unit 113 executes various determination processes related to the progress of the game based on the interpreted instruction content. The game progress unit 113 advances the game while controlling objects, the virtual camera, etc. based on the results of the determination processes. The game progress unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

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

[0055] The display control unit 114 generates an image by drawing the area of the virtual camera's field of view defined by the game progress 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 draw objects related to the UI (User Interface) necessary for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0056] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may include at least a part of the functions provided by other devices. Also, each device such as the terminal device 10 and the server 20 does not have to be realized by an integrated device, and may be realized by a plurality of devices connected via a network or the like, for example. Further, the information processing system 1 may be constituted 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.

[0057] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes the game program stored in the information processing system 1, and the processing according to this embodiment will be described as being performed. However, at least a part of the processing performed by the processor 11 among the processing according to this embodiment may be executed by a processor different from the processor 11. Also, at least a part of the processing performed by the processor 21 among the processing according to this embodiment may be executed by a processor different from the processor 21. For example, part or all of the processing performed by one of the game progress unit 113 and the game progress unit 212 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of a plurality of devices.

[0058] In the game of this embodiment, the game progress unit 113 may move a character in the virtual space based on the position information indicating the position of the user in the real world as information from the user. Specifically, for example, the game progress unit 113 may move the player character in the virtual space based on the position information of the user acquired by the input unit 17 (for example, a GPS sensor). The configuration according to this embodiment can be applied, as an example, to a position information game or the like that links the position of the user in the real world and the position in the virtual space. Hereinafter, the case where the configuration according to this embodiment is applied to such a position information game will be described as an example.

[0059] The game progress unit 212 acquires the position information of a plurality of users including the first user and the second user. Further, the game progress unit 212 detects the movement of each user in the real world based on the position information of each user (in other words, the change in the position information). Further, the game progress unit 212 detects the positional relationship between users in the real world (for example, the positional relationship between the first user and the second user) based on the position information of each user. In other words, the game progress unit 212 detects the distance between users in the real world based on the position information of each user. Note that the "detection of distance" may be, for example, to calculate a specific numerical value such as meters, or to determine whether another user is within a predetermined range from a certain user. Also, here, the "position information" may be coordinate information indicating the position of the user on the earth, or information indicating the spot where the user is located. For example, the game progress unit 212 may receive (in other words, acquire) the position information acquired by the GPS sensor provided in the terminal device 10 as the position information indicating the position of the owner of the terminal device 10 from the terminal device 10. Also, for example, when determining whether the positional relationship between users is a predetermined positional relationship, the game progress unit 212 may determine whether the users are at the same spot.

[0060] Incidentally, the positional relationship (in other words, the distance) between users may be detected based on, for example, short-range wireless communication (such as infrared communication, Bluetooth communication, or WiFi communication) between the terminal devices 10 each user has. Specifically, the control unit 110 of the terminal device 10 may determine whether another specific user's terminal device 10 is nearby through infrared communication or Bluetooth communication, and thereby determine whether the specific user is within a predetermined range. Alternatively, the control unit 110 of the terminal device 10 may determine whether another user is within a predetermined range by detecting other terminal devices 10 connected to the same network device.

[0061] Incidentally, as methods for acquiring the position information of users and detecting the positional relationship between users, various methods have been known conventionally, and known methods can be used.

[0062] In this embodiment, the positional relationship between users in the real world can also be said to be the positional relationship between the terminal devices 10 of each user. Also, the positional relationship between users in the real world can also be said to be the positional relationship between users in a virtual world (in other words, on a virtual map).

[0063] Incidentally, in this embodiment, the game progress unit 212 detects the positional relationship (in other words, the distance) between users. However, while the game progress unit 212 detects the positional relationship between users having a specific relationship (for which a specific relationship described later is registered), it may not detect the positional relationship with users having no specific relationship. That is, if it is to continuously detect the positional relationship with all other users for all users registered in the service, there is a risk that the load and communication volume of the game progress unit 212 will become excessive. To avoid this, only the positional relationship between users having a specific relationship may be detected.

[0064] In this embodiment, the game progress unit 212 causes a predetermined event to occur for the user in a predetermined service (e.g., a game). As an example of an event, there are those in which the user engages in a battle with a predetermined opponent, or those in which the user aims to achieve a predetermined goal alone or in cooperation with multiple users. Specifically, as an example of an event, there are those in which the user aims to win against a predetermined opponent (here, the "opponent" may be another user or an NPC. Also, enemy characters in a so-called quest, etc. are included in the opponent) alone or in cooperation with multiple users, or those in which the user aims to reach a predetermined destination or acquire a predetermined object. In other words, events include battles with a predetermined opponent, so-called quests, raid battles, and the like. Also, the events in this embodiment may be events that can be advanced by multiplayer (in other words, played by at least two or more people).

[0065] Also, as an example of an event, there is an event in which a reward is given to the target user (in other words, the user for whom the event is generated). Here, the "event in which a reward is given" may be an event in which a reward is simply given when the generation conditions of the event are satisfied, or an event in which a reward is given when a specific condition is satisfied in the generated event (e.g., when winning a battle). Examples of rewards include predetermined items as virtual space values (in other words, in-game values), electronic currency, and predetermined points. Also, the predetermined points may be points that contribute to an increase in the user's rank, or points that can be exchanged for predetermined items or electronic currency in the virtual space or predetermined objects in the real world. Note that the rank can be said to be a parameter indicating the user's proficiency and can also be said to be a parameter indicating the relative positioning among users. The rank includes what is generally called a level in a typical game, etc.

[0066] Note that specific examples of events and specific examples of rewards will be described later.

[0067] Also, "causing an event to occur to a user" can also be said to provide an event to the user. For example, when causing a predetermined event to occur to a first user, various displays related to the predetermined event are displayed on the terminal device 10 of the first user. Further, when the predetermined event is an event that the user can play by operating their own player character (for example, a battle event or a quest in a game), when the predetermined event is caused to occur to the first user, the first user can operate their own player character via their terminal device 10 to advance the event.

[0068] Regarding the method of advancing the event, it can be the same as that of a conventional game or the like. For example, during the advancement of the event, the game progress unit 113 may move the player character based on an input operation by the user. Specifically, the game progress unit 113 may move the player character within the virtual space or cause the player character to perform an action related to an attack on an opponent based on an input operation by the user. Note that the event may advance automatically without the intervention of the user's operation.

[0069] (Generation of an event by moving together) Based on the fact that the first user and the second user move while maintaining a predetermined positional relationship in the real world, the game progress unit 212 causes a predetermined event (hereinafter, also referred to as "first specific event") within a predetermined service to occur to at least one of the first user and the second user. Specifically, based on the fact that the first user and the second user whose movement is detected in the real world move while maintaining a predetermined positional relationship for a predetermined period in the real world, the game progress unit 212 causes the first specific event to occur to at least one of the first user and the second user.

[0070] In other words, based on the fact that the positional relationship in the real world between the first user and the second user who are moving in the real world has become a predetermined positional relationship over a predetermined period of time, the game progress unit 212 causes a first specific event to occur within a predetermined service for at least one of the first user and the second user. In other words, when the first user and the second user move together (e.g., travel) in the real world, the game progress unit 212 causes a first specific event to occur within the service for at least one of the first user and the second user. That is, the game progress unit 212 causes the first specific event to occur when the occurrence conditions of the first specific event are satisfied. The occurrence conditions of the first specific event are satisfied, for example, when the positional relationship in the real world between the first user and the second user becomes a predetermined positional relationship over a predetermined period of time. Further, the occurrence conditions of the first specific event may include the condition that the first user and the second user have moved while maintaining a predetermined positional relationship.

[0071] Specifically, when the first user and the second user who are moving in the real world maintain a predetermined distance from each other over a predetermined period of time (specifically, when they do not separate by more than the predetermined distance), the game progress unit 212 causes a first specific event to occur within the service for at least one of the first user and the second user. Here, "maintaining a predetermined distance from each other over a predetermined period of time" may be regarded as maintaining a predetermined distance from each other over a predetermined period of time even if the first user and the second user do not maintain the predetermined distance for less than a certain time during the predetermined period. Specifically, for example, when the first user and the second user travel together and temporarily take separate actions (e.g., only one of them goes to the toilet or they go to different tourist spots), a determination may be made as to whether they have continued to maintain a predetermined distance from each other over a predetermined period of time so that they are determined to be traveling together. In other words, in the process of determining whether the occurrence conditions of the first specific event are satisfied, the game progress unit 212 may make the determination while ignoring short-term individual actions.

[0072] Also, "over a predetermined period" may mean acting together for a predetermined time or more, or acting together while moving from the first point to the second point, etc.

[0073] Here, the game progress unit 212 may generate a first specific event of content according to at least one of the length of the period during which a predetermined positional relationship is maintained or the distance between the first user and the second user during the period. Specifically, for example, when the length of the period is equal to or greater than a threshold value, the game progress unit 212 may generate a first specific event of content that is more advantageous for the user who is the target of the event generation than when the length is less than the threshold value. Also, for example, the closer the distance between the first user and the second user during the period, the more advantageous the content of the first specific event for the user who is the target of the event generation may be generated by the game progress unit 212. In other words, the game progress unit 212 may generate a first specific event that is more advantageous for the first user or the second user as the first user and the second user move together in the real world for a longer time (for example, travel). Also, the game progress unit 212 may generate a first specific event that is more advantageous for the first user or the second user as the first user and the second user move more closely together in the real world (for example, travel). Note that for an event, "more advantageous for the user" includes, for example, a case where the amount of the reward given is large or the quality of the reward is high (for example, a case where an item with a higher rarity is given).

[0074] Here, "the distance between the first user and the second user during a predetermined period" may be, for example, the average value of the intervals between the first user and the second user during the predetermined period, or the distance when the first user and the second user are closest to each other during the predetermined period, etc. Also, in calculating the distance between the first user and the second user during a predetermined period, cases where the first user and the second user are temporarily separated or approach each other for less than a certain time may be ignored (in other words, excluded) and the calculation may be performed.

[0075] In addition, the game progress unit 212 may generate a first specific event with content corresponding to the distance on the map that the first user and the second user have moved while maintaining a predetermined positional relationship in the real world. Specifically, for example, when the length of the distance is equal to or greater than a threshold value, the game progress unit 212 may generate a first specific event with content that is more advantageous for the user who is the target of the event generation compared to the case where the distance is less than the threshold value. Here, the "distance on the map" may be, for example, the total distance that the first user and the second user have moved together, or the distance between the two farthest points among the points visited by the first user and the second user during the period of moving together.

[0076] Note that the movement of the first user and the second user related to the generation of the first specific event may be movement to a destination set on the service. For example, in the present embodiment, the terminal device 10 may receive an input operation in which the user sets the destination of his or her movement (for example, a travel destination or the like). Further, the game progress unit 212 may, for example, acquire information indicating the destination set by the first user, and determine whether the first user has acted together with the second user during the process of moving to the destination (in other words, whether a predetermined positional relationship has been established over a predetermined period), and may generate a first specific event when it is determined that they have acted together. In this case, the game progress unit 212 may generate the first specific event after the first user (and the second user) has arrived at the destination, or may generate the first specific event during the movement of the first user (and the second user) to the destination. Further, in this case, the game progress unit 212 may generate the first specific event on the condition that the second user has also set the same destination as the first user. Note that, regarding the configuration in which the first specific event is generated by the movement of the first user and the second user without setting a destination, it may be a configuration in which it is impossible to set a destination on the service in the first place, or the first specific event may be generated by the movement in a state where the destination can be set but the destination is not set.

[0077] Note that the occurrence conditions of the first specific event may include conditions related to the moving distance of the user. Specifically, for example, the game progress unit 212 may generate the first specific event when the moving distance of the first user (and the second user) is equal to or greater than a predetermined distance, and may not generate the first specific event when the moving distance is less than the predetermined distance. In other words, the game progress unit 212 may generate the first specific event when the distance on the map where the first user and the second user move while maintaining a predetermined positional relationship is equal to or greater than a predetermined distance.

[0078] In addition, the occurrence conditions of the first specific event may include conditions related to the moving speed of the user. Specifically, for example, the game progress unit 212 may not generate the first specific event when the moving speed of the first user (and the second user) is equal to or greater than a predetermined speed. Also, for example, the game progress unit 212 may not generate the first specific event when the moving speed of the first user (and the second user) is less than a predetermined speed.

[0079] Note that the game progress unit 212 may determine whether the same user is holding a plurality of terminal devices 10 and using each of the plurality of terminal devices 10 as a terminal device 10 of a different user without any fraud. In other words, the game progress unit 212 may determine whether a single user is committing fraud by acting as a first user and a second user. And when it is determined that such fraud has been committed, the game progress unit 212 may control so that the first specific event does not occur. That is, when it is determined that such fraud has been committed, the game progress unit 212 may, for example, prevent the first specific event from occurring even when the positional relationship between the first user and the second user in the real world has become a predetermined positional relationship over a predetermined period (that is, even in a situation where the first specific event would normally occur). The game progress unit 212 may, for example, determine that such fraud has been committed when the terminal device 10 of the first user and the terminal device 10 of the second user are continuously located in close proximity (in other words, within a specific distance) over a predetermined period and there is no variation in the distance between the terminal devices 10. That is, normally, when different users move together, there should be some variation in distance, and if there is none, it may be determined that fraud has been committed.

[0080] In the present embodiment, the first user and the second user may be users between whom a specific relationship has been registered within the service. In the present embodiment, as the relationship between users, "parent - child relationship", "spouse relationship", "sibling relationship", "close - friend relationship", "lover relationship", etc. can be registered. Also, hereinafter, the relationship between users in which no specific relationship has been registered is referred to as a "casual relationship". The method of registering the relationship and the like will be described later.

[0081] The game progress unit 212 may vary at least one of the length of the period during which a predetermined positional relationship required of the first user and the second user is maintained (in other words, the length of the period required for the occurrence of a specific event) or the predetermined positional relationship (in other words, the positional relationship required for the occurrence of a specific event) as the relationality between the first user and the second user changes.

[0082] For example, when the first user and the second user are in a "lover relationship", the game progress unit 212 may set a longer length of the period related to the occurrence condition of a specific event than when they are in a "parent-child relationship", "spouse relationship", "sibling relationship", "close friend relationship", or "stray relationship". Also, when the first user and the second user are in a "lover relationship", the game progress unit 212 may set a shorter distance between the first user and the second user related to the occurrence condition of a specific event than when they are in a "parent-child relationship", "spouse relationship", "sibling relationship", "close friend relationship", or "stray relationship". Specifically, for example, when the first user and the second user are in a "lover relationship", the game progress unit 212 may ensure that the first specific event does not occur unless they travel together for a long time compared to when they are in other specific relationships. Also, when the first user and the second user are in a "lover relationship", the game progress unit 212 may ensure that the first specific event does not occur unless they travel closely compared to when they are in other specific relationships.

[0083] In addition, when the occurrence conditions of a specific event are satisfied, the game progress unit 212 may generate an event with content corresponding to the relationality between the first user and the second user. That is, the game progress unit 212 may determine which of a plurality of types of events to execute according to the relationality between the users. "An event with content corresponding to the relationality" includes, for example, cases where in a battle event, the opponent in the battle becomes an enemy character corresponding to the relationality, cases where the production during the event becomes content corresponding to the relationality, cases where the goal to be achieved during the event becomes content corresponding to the relationality, cases where the rewards obtained in the event (such as items, etc.) become content corresponding to the relationality, and the like.

[0084] Specifically, for example, when the occurrence condition of the first specific event is satisfied, if the relationship between the first user and the second user is a "parent-child relationship", the game progress unit 212 may generate a first specific event unique to the parent-child relationship, and if the relationship between the first user and the second user is a "close friend relationship", the game progress unit 212 may generate a first specific event unique to the close friend relationship.

[0085] Also, for example, when the occurrence condition of the first specific event is satisfied, if the relationship between the first user and the second user is a "stray relationship", the game progress unit 212 may display an application screen for applying for friend registration or applying for following (in other words, an application related to building a relationship) on at least one of the terminal devices 10 of the first user and the second user.

[0086] Also, for example, the game progress unit 212 may determine the type or amount of rewards given in the event according to the relationship between users.

[0087] As described above, the game progress unit 212 may detect that a plurality of users have traveled together in the real world, and based on the fact that the plurality of users have traveled together, generate an event for at least some of the plurality of users. At this time, the game progress unit 212 may change the event generated according to the process of the travel (in other words, movement) of the plurality of users. Specifically, for example, the game progress unit 212 may change the content of the event generated according to factors such as what kind of relationship the users acted with, how long they acted together, how far they moved together, in what state the distance between the users was during the movement, or what means of transportation was used.

[0088] Note that the detection of whether a plurality of users have moved together does not necessarily need to be performed by continuously observing changes in location information during movement. For example, when determining whether the first user and the second user have traveled together, by comparing the location information of the departure point and the location information of the arrival point, it is detected that both have moved, and it is confirmed that the terminal device 10 of the first user and the terminal device 10 of the second user were located within a predetermined range between the time when the location information of the departure point was acquired and the time when the location information of the arrival point was acquired (for example, confirmation that short-range wireless communication was performed between the two terminal devices 10 during that period, etc.). It may also be detected that they were together in other ways.

[0089] (Registration of user relationships) Here, the registration of user relationships will be described.

[0090] Each user may be able to select the user who registers a specific relationship from among their friends, users they are following, etc. In other words, the user who registers the specific relationship may be selected from among users who already have a predetermined relationship (e.g., "friendship" or "following relationship", etc.). In other words, the user with the specific relationship registered may be a user who has a special relationship (e.g., a high degree of intimacy) among users who have a predetermined relationship. Further in other words, in the game of this embodiment, as a relationship between users, it may be possible to register, as a subdivision, users who are close friends (e.g., users in a "parent-child relationship", "spouse relationship", "sibling relationship", "best friend relationship", "lover relationship", etc.) from among users who have a predetermined relationship as a major category. Note that the "friendship" or "following relationship" and the "parent-child relationship", "spouse relationship", "sibling relationship", "best friend relationship", "lover relationship" may be in a parallel relationship or the like, rather than a relationship between a major category and a subdivision. Note that in this embodiment, the "stray relationship" may be a relationship for which registration as a close friend has not been made, or may be a relationship for which even a "friendship" or "following relationship" has not been registered. Note that the relationship between users is stored, for example, in the storage unit 220.

[0091] Note that regarding friends and following, it can be made the same as in conventional games and SNS (Social Networking Service). In the game of this embodiment, each user may be able to register another user as a friend. Also, each user may be able to follow another user. For example, when the first user applies for friend registration to the second user and the second user approves the application, the relationship setting unit 213 may register the first user and the second user as friends with each other. Also, when the first user applies to follow the second user, the relationship setting unit 213 may register the first user as a follower of the second user. Note that each application and its approval can be executed by each user performing a predetermined input operation on their own terminal device 10.

[0092] Regarding the registration of a specific relationship, it will be described with reference to FIG. 3. FIG. 3 shows an example of a screen display when user A (Mr. A) registers a relationship with user B (Mr. B). FIGS. 3(a), 3(b), and 3(d) show the displays on the terminal device 10 of user A, and FIG. 3(c) shows the display on the terminal device 10 of user B. Further, FIG. 3(a) shows the display before the relationship between user A and user B is registered, and FIG. 3(d) shows the display after the relationship between user A and user B is registered.

[0093] Regarding the registration of a specific relationship, the display control unit 114 of the terminal device 10 of each user may, as shown in FIG. 3(a), based on a predetermined input operation by the user, cause the display unit 18 to display a list of users having a specific relationship with itself (for example, friends). Further, the display control unit 114 may cause the display unit 18 to display a UI related to the registration of a specific relationship within the service together with the friend list.

[0094] The UI related to the registration of a specific relationship includes, for example, a user selection button 51 as a UI for receiving an operation of selecting a partner for registering a specific relationship (in other words, constructing or setting), and a relationship selection UI 52 as a UI for receiving an operation of selecting which type of relationship among a plurality of types of specific relationships to register. And an operation on the user selection button 51 (for example, a touch operation) may be received as an operation of selecting a partner for registering a specific relationship from among the users displayed in the friend list. Also, an operation on the relationship selection UI 52 (for example, a touch operation) may be received as an operation of selecting which type of relationship to register with the user selected as a partner for registering a specific relationship. Here, in the relationship selection UI 52, for example, selectable relationships may be displayed in a list, and it may be possible to select the relationship to register from among them (for example, by a touch operation or the like).

[0095] In addition, in this embodiment, when an operation is performed on the user selection button 51, the relationship selection UI 52 is displayed. However, the user selection button 51 and the relationship selection UI 52 may be displayed on one screen or the like.

[0096] The operations on the user selection button 51 and the relationship selection UI 52 can also be said to be operations for setting the attributes (in other words, the relationship with the other party) with respect to the other party (in other words, the other user, here user B) of the operator (in other words, one user, here user A). For example, when the operator is the parent of the other party in the real world, if the operator performs an operation to set that they are the parent of the other party in the user selection button 51 and the relationship selection UI 52, the attribute with respect to the other party of the operator is set as "parent".

[0097] Here, when the operator selects the other party to register a specific relationship and selects the type of relationship to register, the attribute of the other party with respect to the operator may be automatically registered. For example, when the operator performs an operation to register that they are the parent of the other party in the user selection button 51 and the relationship selection UI 52, the attribute with respect to the other party of the operator is registered as "parent", and the attribute of the other party with respect to the operator may be automatically registered as "child" (in other words, without requiring an operation by the other party).

[0098] Note that the registration of the attribute of "parent" and the registration of the attribute of "child" can also be said to be the registration of the "parent - child relationship".

[0099] Also, the commitment of the other party may be required for the registration of a specific relationship. That is, a specific relationship may be registered when an application for registering a specific relationship from one user to the other user is made and an operation to commit to the application by the other user is performed.

[0100] Specifically, for example, the first user selects the second user as the partner to register a specific relationship by operating the user selection button 51 on their own terminal device 10 (see Fig. 3(a)), and selects the type of relationship to be registered by operating the relationship selection UI 52 (see Fig. 3(b)). Then, an application regarding the registration of the relationship may be sent to the terminal device 10 of the second user. When the application is sent, the display control unit 114 of the terminal device 10 of the second user may cause the display unit 18 to display a screen (hereinafter referred to as the "commitment screen 53") that prompts an answer to the application regarding the registration of the relationship from the first user, as shown in Fig. 3(c).

[0101] On the commitment screen 53, for example, the user name of the first user, the type of relationship that the first user intends to register, etc. may be displayed. Also, on the commitment screen 53, a commitment operation UI 54 may be displayed as a UI regarding the selection of whether to commit to the application from the first user. When the second user performs an operation to commit to the application in the commitment operation UI 54, the relationship between the first user and the second user may be registered. Specifically, for example, when user A performs an operation to apply for the registration that user A is the parent of user B (in other words, the registration of the parent-child relationship with user B), and user B performs an operation to commit to the application, the attribute of user A with respect to user B may be set to "parent", and the attribute of user B with respect to user A may be set to "child". Also, for example, when user A performs an operation to apply for the registration that user A is the parent of user B (in other words, without waiting for user B's commitment), the attribute of user A with respect to user B may be set to "parent", and when user B performs an operation to commit to the application, the attribute of user B with respect to user A may be set to "child", etc. In this way, by requiring commitment regarding the registration of the relationship, it is possible to prevent the relationship from being registered arbitrarily.

[0102] Note that, for one user, the relationship with the other user may be registered, but there may be a state where the relationship with the one user is not registered for the other user. For example, for the first user, the parent-child relationship with the second user may be registered, but there may be a state where the parent-child relationship with the first user is not registered for the second user. That is, in the present embodiment, a specific event may occur when the first user and the second user with a specific relationship registered perform a specific action. However, the "first user and the second user with a specific relationship registered" may be any users for whom a specific relationship is registered when viewed from at least one of the users, and does not necessarily mean only users for whom a specific relationship is registered when viewed from both users.

[0103] Also, even when one user registers an attribute for the other user and the other user does not register an attribute for the one user, it may be treated as if a specific relationship is registered for the one user, or it may be treated as if a specific relationship is registered when both register attributes for each other. For example, for the case where the first user sets his / her own attribute for the second user as "parent" (in other words, registers the second user as a user in a "parent-child relationship") and the second user does not set an attribute for the first user as "child" (in other words, does not register the first user as a user in a "parent-child relationship"), for the first user, it may be treated as if the "parent-child relationship" with the second user is established, or it may be treated as not established. Note that, originally, it may be configured so that a state does not occur where an attribute (in other words, a relationship) for the other user is registered for one user, but the attribute (in other words, the relationship) for the one user is not registered for the other user.

[0104] Also, in the friend list, as shown in FIGS. 3(a) and 3(d), for each friend, a display 56 indicating the type of registered relationship may be displayed. In other words, the display control unit 114 may cause the display unit 18 to display a list of a plurality of users with whom a specific relationship is registered in an identifiable manner for each user with respect to the type of relationship registered for each user. Here, the display 56 indicating the type of registered relationship can be said to be a display indicating one's own attributes with respect to each user, and can also be said to be a display indicating the attributes of each user with respect to oneself. Here, for example, when the attribute of user A with respect to user B is set to "parent", in the friend list of user A, as shown in FIG. 3(d), a display of "parent" or a display of "child" may be made at the location corresponding to user B. In any case of the display form, user A can identify his own attribute with respect to user B (in other words, the relationship with the second user). Also, when a new relationship is registered, a display (for example, the display of "New" in FIG. 3(d)) that can identify that a new relationship has been registered may be displayed together with the display 56 indicating the type of registered relationship.

[0105] Note that, for example, the display control unit 114 of the terminal device 10 of the second user may cause the display unit 18 (for example, the location corresponding to the first user in the friend list of the second user) to display the attribute of the first user with respect to the second user or the attribute of the second user with respect to the first user based on the fact that the first user has registered his own attribute with respect to the second user. In other words, the display control unit 114 of the terminal device 10 of the second user may cause the display unit 18 (for example, the location corresponding to the first user in the friend list of the second user) to display the relationship with the first user based on the fact that the first user has registered the relationship with the second user.

[0106] Note that a limit may be provided on the number of users who can register a specific relationship. This limit number may vary according to the number of users with whom a predetermined relationship has been registered for oneself, or may be a fixed value regardless of the number of users with whom a predetermined relationship has been registered for oneself. For example, the limit number may be set within a range that does not exceed the number of one's friends or the number of users one is following (or being followed by). It may also be set to a predetermined percentage (e.g., 10%) of the number of one's friends or the number of users one is following (or being followed by). According to such a configuration, the target for registering a specific relationship can be restricted to close people who act together in the real world among friends and the like. Also, the limit number may be determined for each type of specific relationship. Specifically, for example, an upper limit number (e.g., different upper limit numbers for each) may be determined for each of the number of users who can be registered as one's "parent", the number of users who can be registered as one's "lover", the number of users who can be registered as one's "best friend", and so on.

[0107] Note that here, it has been described assuming that there are multiple types of specific relationships, but there may be only one type of specific relationship. For example, it may be possible to register one's "buddy" as the partner having a specific relationship (e.g., as a user who may act together or meet in the real world).

[0108] Note that when there is an operation related to the registration of a specific relationship by the user (for example, an operation on the user selection button 51 and the relationship selection UI 52, or an operation on the approval operation UI 54, in other words, an operation that requests registration), the relationship setting unit 213 may perform a process of confirming the credibility of the relationship to be registered, and register the relationship based on the result of this process. Here, the process of confirming the credibility may be performed by referring to the profile information (for example, age, date of birth, place of residence (for example, region or specific coordinates on the map), etc.) registered (for example, input by oneself) in the service by at least one of the users who are the subjects of the relationship registration, or may be performed by referring to the position information indicating the position of at least one of the users who are the subjects of the relationship registration in the real world. Specifically, for example, when the first user performs an operation to register himself / herself as the "parent" of the second user, the relationship setting unit 213 may refer to the profile information indicating the age of the first user to determine whether to permit the registration as the "parent". Also, for example, when the first user performs an operation to register a "lover relationship" with the second user, the relationship setting unit 213 may refer to the position information of the first user and the second user, and determine whether to permit the registration of the "lover relationship" by determining whether they have spent a certain period of time nearby regularly, etc. Also, for example, when the first user performs an operation to register a "parent-child relationship" with the second user, the relationship setting unit 213 may refer to the position information of the first user and the second user or the profile information indicating the place of residence to determine whether they live together and determine whether to permit the registration of the "parent-child relationship". And when the relationship setting unit 213 determines not to permit the registration, the relationship may not be registered. According to such a configuration, it is possible to prevent the occurrence of events due to false relationship registration and the improper acquisition of rewards, etc.

[0109] Note that the relationship between users may be automatically registered without any user operation. That is, the relationship setting unit 213 may automatically determine the relationship between users according to a predetermined rule. Specifically, for example, the relationship setting unit 213 detects that the home positions registered as profile information for the first user and the second user are the same or approximate, or detects that they may live together based on the location information, and when it is determined that the two users are in a "parent-child relationship" based on the detected information and the age information registered as profile information, the "parent-child relationship" between the two users may be automatically registered.

[0110] Note that in this embodiment, the specific relationship registered in the service as the relationship between users is assumed to correspond to the relationship in the real world. Specifically, it is assumed that the "parent-child relationship" is registered for actual parents and children in the real world. However, the specific relationship does not have to correspond to the relationship in the real world.

[0111] (Modification Example 1: Generation of an Event due to Reunion) Instead of, or in addition to, the generation of an event due to users moving together as described above, the game progress unit 212 may generate an event due to the reunion of users. For example, when the positional relationship between the first user and the second user in the real world changes from a first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than in the first positional relationship, and based on the fact that the second positional relationship continues for a specific period, a specific event (hereinafter, also referred to as the "second specific event") may be generated within a predetermined service for at least one of the first user and the second user. Also, the second specific event may occur at the time when the second positional relationship is reached (in other words, without requiring the second positional relationship to continue for a specific period).

[0112] Specifically, when the distance between a first user and a second user who were at separated positions in the real world (in other words, in a first positional relationship) approaches and they come to be in a state of being located close to each other (in other words, in a second positional relationship), and this state continues for a specific period, the game progress unit 212 causes a second specific event to occur. In other words, when the first user and the second user meet in the real world, the game progress unit 212 causes a second specific event to occur within the service for at least one of the first user and the second user.

[0113] That is, when the conditions for the occurrence of the second specific event are satisfied, the game progress unit 212 causes the second specific event to occur. The conditions for the occurrence of the second specific event are satisfied, for example, when the positional relationship between the first user and the second user changes from the first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than in the first positional relationship, and the second positional relationship continues for a specific period.

[0114] In addition, the conditions for the occurrence of the second specific event may include the condition that information indicating that the first user and the second user already know each other (hereinafter, also referred to as "acquaintance information") is stored in a predetermined storage unit (for example, the storage unit 220). In other words, the second specific event may be an event that occurs based on the first user and the second user meeting again.

[0115] When the position information of the first user and the second user indicates that they are currently meeting, the game progress unit 212 may cause the storage unit 220 to store acquaintance information indicating that they have already met. In other words, the acquaintance information may be stored in the storage unit 220 based on the fact that the positional relationship between the first user and the second user in the real world has become a third positional relationship in which the distance between the first user and the second user is closer than the first positional relationship (in other words, when the third positional relationship is established before the first positional relationship). Further in other words, the game progress unit 212 may cause a second specific event to occur for at least one of the first user and the second user based on the fact that the positional relationship between the first user and the second user has changed from the third positional relationship to the first positional relationship and then from the first positional relationship to the second positional relationship. Here, the second positional relationship and the third positional relationship may be the same positional relationship.

[0116] Also, registration information on specific relationships such as "parent-child relationship", "close friend relationship", "lover relationship", etc. may function as acquaintance information. That is, the game progress unit 212 may cause a second specific event to occur for at least one of the first user and the second user based on the fact that the positional relationship between the first user and the second user having a specific relationship has changed from the first positional relationship to the second positional relationship.

[0117] In addition, the occurrence conditions of the second specific event may include the condition of meeting according to a schedule set on the service (for example, at least one of the meeting place and schedule). For example, in the present embodiment, the terminal device 10 may receive an input operation in which the user sets a place to meet another user as their own schedule. Then, for example, the game progress unit 212 acquires information indicating a place to meet the second user as the schedule set by the first user, and determines whether the first user meets the second user at the scheduled place as scheduled (in other words, whether the positional relationship with the second user has become the second positional relationship in the scheduled form). When it is determined that the first user has met the second user as scheduled, the second specific event may be generated. Further, in this case, the game progress unit 212 may generate the second specific event on the condition that the second user has also set the same schedule as the first user (for example, the first user and the second user have set the same place as the place to meet each other). Note that the game progress unit 212 may be able to generate the second specific event when the first user and the second user meet without setting a meeting schedule on the service. In this case, it may be impossible to set a meeting schedule with other users on the service in the first place, or it may be possible to set a meeting schedule but the second specific event may occur when they meet without setting a meeting schedule. In a configuration where the second specific event occurs when they meet without setting a meeting schedule, the second specific event will occur due to a chance encounter, and the encounter can be produced as a moving one.

[0118] Here, the game progress unit 212 may generate a second specific event with content corresponding to at least one of the period during which the first positional relationship continues or the distance by which the first user and the second user were separated before the positional relationship between the first user and the second user becomes the second positional relationship. Specifically, for example, when the length of the period is equal to or greater than a threshold value, the game progress unit 212 may generate a second specific event with content that is more advantageous for the user who is the target of the event generation than when the length is less than the threshold value. Also, for example, the game progress unit 212 may generate a second specific event with content that is more advantageous for the user who is the target of the event generation as the distance is longer. In other words, the game progress unit 212 may generate a second specific event that is advantageous for the first user or the second user as the period during which the first user and the second user are separated in the real world is longer. Also, the game progress unit 212 may generate a second specific event that is advantageous for the first user or the second user as the distance by which the first user and the second user are separated in the real world is longer.

[0119] Here, the "distance by which the first user and the second user were separated" may be, for example, the average value of the intervals between the first user and the second user over a predetermined period, or the distance when the first user and the second user were farthest apart during the predetermined period, or the like.

[0120] In addition, the game progress unit 212 may change the content of the second specific event according to the number of times the second specific event occurs when the positional relationship between the first user and the second user changes from the first positional relationship to the second positional relationship. That is, the game progress unit 212 may generate a second specific event with content corresponding to the number of times the first user and the second user meet (hereinafter, also referred to as the "number of reunions"). For example, the game progress unit 212 may generate a second specific event with more advantageous content for the user who is the target of the event as the number of times the first user and the second user meet increases. Specifically, when the number of reunions is N (N is a natural number of "2" or more, and here, as an example, "5"), the game progress unit 212 may generate a second specific event that is more advantageous to the first user or the second user than the second specific event that occurs when the number of reunions is M (M is a natural number smaller than N, and here, as an example, "1").

[0121] In addition, there are a plurality of stages corresponding to the distance between the first user and the second user in the second positional relationship, and the game progress unit 212 may generate a second specific event with content corresponding to the stage according to which stage among the plurality of stages the positional relationship between the first user and the second user is in. For example, the game progress unit 212 may generate a second specific event with more advantageous content for the user who is the target of the event as the distance between the first user and the second user decreases.

[0122] Note that the generation conditions of the second specific event may include conditions related to the moving speed of the user. Specifically, for example, the game progress unit 212 may not generate the second specific event when the moving speed of the first user (and the second user) is equal to or higher than a predetermined speed during the period from the first positional relationship to the second positional relationship between the first user and the second user. Also, for example, the game progress unit 212 may not generate the second specific event when the moving speed of the first user (and the second user) is less than a predetermined speed during the period from the first positional relationship to the second positional relationship between the first user and the second user.

[0123] Note that the occurrence condition of the second specific event may include the condition that the first user and the second user gradually approach each other. In other words, the game progress unit 212 may determine whether the first user and the second user are gradually approaching, and if it is determined that they are gradually approaching, the second specific event may be generated.

[0124] In addition, when there is an intermediate positional relationship between the first positional relationship and the second positional relationship (for example, when the distance between the first user and the second user approaches, and when changing from the first positional relationship to the second positional relationship, passing through the intermediate positional relationship to reach the second positional relationship), the occurrence condition of the second specific event may include the condition that the period during which the intermediate positional relationship exists is within a predetermined period. In other words, when the first user and the second user in the far-apart first positional relationship gradually approach each other over a long period of time and reach the second positional relationship, the second specific event may not occur.

[0125] In addition, the occurrence condition of the second specific event may include the condition that the occurrence condition of a third specific event, which will be described later, is satisfied between the first user and the second user, and after the third specific event occurs, the positional relationship between the first user and the second user changes from the first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than the first positional relationship.

[0126] (Modification Example 2: Generation of an Event due to Separation) Instead of, or in addition to, generating events due to users moving together or meeting again as described above, the game progress unit 212 may generate an event due to the separation of users. For example, after the first user and the second user stay within a predetermined range (hereinafter referred to as the "specific range") in the real world for a specific period, based on the second user leaving the specific range, the game progress unit 212 may generate a specific event (hereinafter also referred to as the "third specific event") within a predetermined service for at least one of the first user and the second user. Here, the "specific range" may be, for example, a predetermined range centered on the first user. In other words, the location corresponding to the specific range in the real world (in other words, on the map) may change as the first user moves. In other words, "leaving the specific range" may mean leaving the first user. Also, the "specific range" may be a specific area on the map (for example, "Shibuya" or "Shinjuku", etc.).

[0127] When the distance between the first user and the second user who were near each other in the real world increases, the game progress unit 212 generates the third specific event. In other words, when the first user and the second user separate in the real world, the game progress unit 212 generates the third specific event within the service for at least one of the first user and the second user.

[0128] That is, when the generation conditions of the third specific event are satisfied, the game progress unit 212 generates the third specific event. The generation conditions of the third specific event are satisfied, for example, when the first user and the second user stay within the specific range for a specific period and then the second user leaves the specific range.

[0129] Here, the game progress unit 212 may generate a third specific event with content corresponding to the length of the period during which the first user and the second user stayed within a specific range. Specifically, for example, when the length of the period is equal to or greater than a threshold value, the game progress unit 212 may generate a third specific event with content that is more advantageous for the user who is the target of the event generation compared to when it is less than the threshold value. In other words, the game progress unit 212 may generate a third specific event with content that is more advantageous for the user who is the target of the event generation as the period during which the first user and the second user were together in the real world becomes longer.

[0130] In addition, when the second user moves more than a predetermined distance away from the state when the first user and the second user were located within a specific range, the game progress unit 212 may generate a third specific event. Specifically, the game progress unit 212 may generate a third specific event when the second user moves away from the specific range by more than a predetermined distance. Also, in a configuration where the specific range changes as the first user moves, the game progress unit 212 may generate a third specific event when the second user moves more than a predetermined distance away from the point where the second user met the first user. Here, the game progress unit 212 may not generate a third specific event when the second user moves away from the specific range but does not move more than a predetermined distance.

[0131] In addition, the game progress unit 212 may generate a third specific event with content corresponding to the distance by which the second user has moved from the state when the first user and the second user were located within a specific range. Specifically, for example, the game progress unit 212 may generate a third specific event with content that is advantageous for the first user or the second user as the second user moves away from the specific range. In other words, the game progress unit 212 may generate a third specific event with content that is advantageous for the first user or the second user as the distance between the first user and the second user increases.

[0132] Note that the occurrence condition of the third specific event may include the condition that the second user gradually moves away from the specific range. In other words, the game progress unit 212 may determine whether the second user is gradually moving away from the specific range, and if it is determined that the second user is gradually moving away, the third specific event may be generated.

[0133] Also, the occurrence condition of the third specific event may include the condition that the first user stays within the specific range. In other words, the game progress unit 212 may not generate the third specific event when not only the second user but also the first user moves away from the specific range.

[0134] In this modification, "separation" or "moving away" may mean starting to live separately. In this case, when the game progress unit 212 detects that the second user among the first user and the second user, for whom information indicating that they have lived together (hereinafter referred to as "coexistence information") is stored in a predetermined storage unit (for example, the storage unit 220), has started to live separately, the game progress unit 212 may generate the third specific event on the assumption that the occurrence condition of the third event is satisfied. In other words, "the first user and the second user staying within the specific range" may include the first user and the second user living in a specific place or living in a specific area.

[0135] Here, when the game progress unit 212 detects from the position information of the first user and the second user that they would live in the same house (or the same area, etc.) for a predetermined period, the game progress unit 212 may store coexistence information indicating that they have lived together in the storage unit 220. Also, when the positions of the registered homes in the service are the same or approximate, the game progress unit 212 may use the information on the positions of the registered homes as coexistence information. In other words, "the first user and the second user with coexistence information stored" may be the first user and the second user with the same registered home position.

[0136] Also, the detection that the second user has started living separately may be performed, for example, by detecting that the location of a new home has been registered. Further, the detection that the second user has started living separately may be performed by detecting from the position information of the second user that the second user has been away from the previous living area (for example, the living area detected by position information, or the location of the registered home, etc.) for a predetermined period (for example, several days).

[0137] In other words, when the occurrence condition of the third specific event is satisfied, the game progress unit 212 causes the third specific event to occur, and the occurrence condition of the third specific event may include the condition that the first user and the second user start living separately. Further in other words, the occurrence condition of the third specific event may include the condition that a predetermined period has elapsed since the second user has left the specific range.

[0138] Note that, similar to the case of the first specific event, for the second specific event and the third specific event as well, the game progress unit 212 may vary the length of each period or the positional relationship (for example, how much period or distance should be approached, or how much period or distance should be separated) as the condition required for the occurrence of the event according to the relationship between the users.

[0139] Also, similar to the case where the occurrence condition of the first specific event is satisfied, when the occurrence condition of the second specific event is satisfied or when the occurrence condition of the third specific event is satisfied, the game progress unit 212 may cause an event with content corresponding to the relationship between the first user and the second user to occur. That is, a plurality of types of events are prepared as the second specific event and the third specific event, and the game progress unit 212 may determine which one of the plurality of types of events to execute according to the relationship between the users.

[0140] (Specific examples of events) Next, specific examples of various events will be described with reference to FIG. 4.

[0141] When the first user and the second user, for whom the "parent-child relationship" is registered, move to a place (e.g., a travel destination) away from the same location (e.g., home) while maintaining a predetermined positional relationship over a predetermined period (in other words, move a predetermined distance), the game progress unit 212 may generate a "family trip" event as a first specific event for at least one of the first user and the second user. The generation conditions of the "family trip" event may further include the condition of staying at the travel destination for a predetermined period (e.g., one day or more). Note that, separately from the "family trip" event, a "day trip" event may be prepared. In this case, the generation conditions of the "day trip" event may not include the condition of staying at the travel destination for a predetermined period (e.g., one day or more).

[0142] In addition, in the "family trip" event, the game progress unit 212 may give a reward corresponding to the area of the travel destination to at least one of the first user and the second user. The reward may be, for example, a local item showing the characteristics of the travel destination. Also, when a plurality of users (e.g., a family) including the first user and the second user move to a place (e.g., a travel destination) away from the same location (e.g., home) while maintaining a predetermined positional relationship and a "family trip" event occurs, the more the number of the plurality of users (in other words, the number of family members traveling together) is, the more advantageous the content of the "family trip" event may be for the first user or the second user. Further, in the case of an overnight trip (in other words, a "family trip" event), the reward may be higher than in the case of a day trip (in other words, a "day trip" event) (for example, the amount of the reward may be large or the quality of the reward may be high).

[0143] In addition, based on the fact that the first user and the second user, for whom the "close friendship" is registered, have moved a predetermined distance (in other words, traveled) while maintaining a predetermined positional relationship over a predetermined period of time, the game progress unit 212 may cause a "friend trip" event as a first specific event to occur for at least one of the first user and the second user. Since traveling with friends can generally be planned more casually than family trips, the travel distance required for the occurrence of the "friend trip" event may be longer than the travel distance required for the occurrence of the "family trip" event. In other words, the conditions related to the travel distance for the "friend trip" event may be set more strictly than those for the "family trip" event. On the other hand, the conditions related to the positional relationship that must be maintained for the "friend trip" event may be set more loosely than those for the "family trip" event. For example, for the occurrence of the "family trip" event, the distance between users must be maintained within 100 m, while for the occurrence of the "friend trip" event, the distance between users may be sufficient to be maintained within 200 m. Note that the "friend trip" event may occur, for example, not only for the first user and the second user, but also when the third user, for whom the "close friendship" is registered with the first user and the second user, has moved a predetermined distance (in other words, traveled) from a predetermined point while maintaining a predetermined positional relationship over a predetermined period of time. In other words, for the occurrence of the "friend trip" event, it may be necessary for a predetermined number of users having "close friendship" with three or more people to travel together.

[0144] The "Friends' Journey" event may be, for example, a battle event in which users with a "best friend relationship" who are traveling together cooperate to fight against a specific enemy character. Also, for example, in a game where a so-called raid battle in which users with a "casual relationship" cooperate to fight against an enemy character is prepared as an event, the battle event as the "Friends' Journey" event may be an event in which users with a "casual relationship" cannot participate, and only users with a "best friend relationship" who are traveling together fight against a specific enemy character. Further, the "Friends' Journey" event may be an event in which the specific enemy character appears at a lodging facility or the like at the travel destination (in other words, when at a specific place at the travel destination). The specific enemy character may be one that appears when predetermined conditions are achieved at the travel destination. Also, the enemy character may be a character peculiar to the "Friends' Journey" event (for example, a character that does not appear or has an extremely low probability of appearing except when the "Friends' Journey" event occurs). Also, in the battle event as the "Friends' Journey" event, an enemy character of a strength corresponding to the number of people traveling together may appear. When victory is achieved in the battle, the game progress unit 212 awards a reward to the users who participated in the battle.

[0145] Further, based on the fact that a first user and a second user registered in a "lover relationship" or a "spouse relationship" have moved a predetermined distance (in other words, traveled) while maintaining a predetermined positional relationship over a predetermined period, the game progress unit 212 may cause a "Lovers' Journey" event as a first specific event to occur to at least one of the first user and the second user. The "Lovers' Journey" event may have more stringent conditions regarding the positional relationship that must be maintained compared to the "Family Journey" event or the "Friends' Journey" event. For example, for the occurrence of the "Family Journey" event, it may be sufficient to maintain the distance between users within 100 m, while for the occurrence of the "Lovers' Journey" event, it may be necessary to maintain the distance between users within 50 m.

[0146] In the "Couple's Journey" event, the game progress unit 212 may assign an item indicating that the two users have traveled together as a couple to the first user and the second user. Also, for example, in a game where each user can own their own character (e.g., a monster they raise themselves), the "Couple's Journey" event may be an event where a child is born between the monster owned by the first user and the monster owned by the second user (in other words, an event where a new character can be acquired). Further, the "Couple's Journey" event may be an event that occurs when visiting a specific location (e.g., a matchmaking shrine, etc.) related to a "romantic relationship" in the real world during the journey. Additionally, the "Couple's Journey" event may be a battle event where a specific enemy character appears. Also, the battle event as the "Couple's Journey" event, unlike a so-called raid battle, may be an event where users in a "casual relationship" cannot participate, and only users in a "romantic relationship" traveling together battle a specific enemy character. The specific enemy character may be a character unique to the "Couple's Journey" event (e.g., a character that does not appear or has an extremely low probability of appearing except during the occurrence of the "Couple's Journey" event). When the battle is won, the game progress unit 212 awards a reward to the users who participated in the battle.

[0147] Moreover, based on the fact that the first user and the second user in a "casual relationship" have moved while maintaining a predetermined positional relationship over a predetermined period, the game progress unit 212 may cause a "chance encounter" event as a first specific event to occur to at least one of the first user and the second user. In other words, the game progress unit 212 may cause a "chance encounter" event based on the fact that the first user and the second user have moved in the same direction for a predetermined time. Here, whether they are moving in the same direction may be determined, for example, by the game progress unit 212 determining whether the first user and the second user whose movement is detected are within a predetermined range for a predetermined time. Note that the game progress unit 212 of the first user and the second user may also detect their respective movement directions and determine whether they are proceeding in the same direction based on the detected movement directions.

[0148] The occurrence conditions of the "chance encounter" event may include the condition that the moving speeds of the first user and the second user are below a predetermined speed. That is, for example, in the case where the first user and the second user happen to ride together on the same train, it is difficult to feel a fateful encounter, so in such a case, the "chance encounter" event may not occur.

[0149] Regarding the "chance encounter" event, the game progress unit 212 may display an application screen for applying for friend registration or follow-up (in other words, an application related to building a relationship) to the other party on at least one of the terminal devices 10 of the first user and the second user. Also, regarding the "chance encounter" event, the game progress unit 212 may display the profile of the other party on at least one of the terminal devices 10 of the first user and the second user. Here, the profile may include information such as the name of the user in the virtual space and various statuses. That is, the game progress unit 212 may introduce the other user to one of the first user and the second user who meet the occurrence conditions of the "chance encounter" event and recommend building a relationship (for example, friend registration).

[0150] In addition, when the positional relationship between the first user and the second user registered with the "parent-child relationship" changes from the first positional relationship to a second positional relationship in which the distance between the first user (for example, having the "parent" attribute) and the second user (for example, having the "child" attribute) is closer than the first positional relationship, the game progress unit 212 may generate a "return home" event as a second specific event for at least one of the first user and the second user. The occurrence conditions of the "return home" event may include the condition that the second positional relationship continues for a specific period. Also, the occurrence conditions of the "return home" event may include the condition that the positional relationship between the first user and the second user becomes the second positional relationship at the place where the first user lives.

[0151] In the "homecoming" event, the game progress unit 212 may give a predetermined reward to at least one of the first user and the second user. Also, regarding the "homecoming" event, the game progress unit 212 may increase the reward as the period during which the first user and the second user have not met is longer. Also, regarding the "homecoming" event, the game progress unit 212 may increase the reward as the second user visits the first user more frequently (in other words, the more frequently the second user returns home).

[0152] In addition, based on the fact that the positional relationship between the first user and the second user, for whom the "best friend relationship" has been registered, has changed from a first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than in the first positional relationship, the game progress unit 212 may generate a "touching reunion" event as a second specific event for at least one of the first user and the second user. The generation conditions of the "touching reunion" event may include the condition that the second positional relationship continues for a specific period. Here, the specific period for which the second positional relationship should continue, which is required for the occurrence of the "touching reunion" event, may be shorter than the specific period required for the occurrence of the "homecoming" event. Note that the "touching reunion" event may occur, for example, not only when the first user and the second user are involved, but also when a third user, for whom the "best friend relationship" has been registered with the first user and the second user, also has the second positional relationship. In other words, for the occurrence of the "touching reunion" event, the reunion of a predetermined number of three or more users having the "best friend relationship" may be required.

[0153] Regarding the "Touching Reunion" event, the game progress section 212 may generate an event according to the number of people who have gathered. The "Touching Reunion" event may be, for example, a battle event in which users with a "best friend relationship" who have gathered cooperate with each other to fight against a specific enemy character. Also, the battle event as the "Touching Reunion" event is different from the so-called raid battle, and users with a "stray relationship" cannot participate, and it may be an event in which only the users with a "best friend relationship" who have gathered fight against a specific enemy character. The specific enemy character may be a character unique to the "Touching Reunion" event (for example, a character that does not appear or has an extremely low probability of appearing except when the "Touching Reunion" event occurs). Also, in the battle event as the "Touching Reunion" event, enemy characters of a strength corresponding to the number of people who have gathered may appear. Regarding the "Touching Reunion" event, the game progress section 212 may increase the reward as the period during which the first user and the second user have not met is longer. Regarding the "Touching Reunion" event, the game progress section 212 may increase the reward as the second user meets the first user more frequently.

[0154] Also, based on the fact that the positional relationship between the first user and the second user registered with a "lover relationship" or a "spouse relationship" has changed from a first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than the first positional relationship, the game progress section 212 may generate a "Touching Reunion from Afar" event as a second specific event for at least one of the first user and the second user. In other words, based on the fact that the first user and the second user registered with a "lover relationship" have changed from a state of being separated by a predetermined distance or more to a state of being located within a predetermined range, the game progress section 212 may generate a "Touching Reunion from Afar" event. Also, the generation conditions of the "Touching Reunion from Afar" event may include the condition that the second positional relationship continues for a specific period.

[0155] In addition, the occurrence conditions of the "Moving Reunion from Afar" event may include the condition that the first user and the second user meet at a specific location in the real world (in other words, they have a second positional relationship). The specific location may be, for example, a location in the real world corresponding to a specific location (such as the location where the user's home is registered or a specific spot, etc.) on a virtual world (in other words, on a virtual map).

[0156] In addition, the occurrence conditions of the "Moving Reunion from Afar" event may include the condition that the first user and the second user meet (in other words, they have a second positional relationship) during a specific time period (for example, at night).

[0157] Also, for example, in a game where each user can own their own character (for example, a monster they raise themselves), the "Moving Reunion from Afar" event may be an event where a child is born between the monster owned by the first user and the monster owned by the second user. Specifically, when the number of times the positional relationship between the first user and the second user changes from the first positional relationship to a second positional relationship where the distance between the first user and the second user is closer than in the first positional relationship reaches a predetermined number of times, the game progress unit 212 may generate an event where a child is born between the monster owned by the first user and the monster owned by the second user. In other words, the "Moving Reunion from Afar" event may be one that gives at least one of the first user and the second user a new character (for example, a character in an egg state). Here, the character in the egg state will be explained. Conventionally, as a game where characters such as monsters can be raised, there is a known game where a monster can be raised from an egg state and the egg can be hatched by satisfying a predetermined condition. In this type of game, in the "Moving Reunion from Afar" event, an egg may be given to the user.

[0158] In addition, based on the fact that the second user has left a specific range (specifically, has started living separately) among the first user and the second user for whom symbiotic information has been registered, the game progress unit 212 may generate an event of "departure day" as a third specific event for at least one of the first user and the second user. For example, the game progress unit 212 may generate an event of "departure day" as a third specific event for at least one of the first user (for example, having the "parent" attribute) and the second user (for example, having the "child" attribute) for whom "parent-child relationship" has been registered, based on the fact that the second user has started living separately. Further, the generation condition of the "departure day" event may include the condition that a predetermined period has elapsed since starting to live separately.

[0159] In the "departure day" event, the game progress unit 212 may send a predetermined item to the second user. The predetermined item may be, for example, an item such as a letter from the parent, or a local item showing the characteristics of the place where the family lived (for example, the place set as the home). Here, the item may be automatically sent by the game progress unit 212, or may be sent based on the operation of the first user. When sent based on the operation of the first user, for example, when the game progress unit 212 determines the occurrence of the "departure day" event, it displays a screen for inputting the text of the letter on the terminal device 10 of the first user. Next, when the first user inputs the text of the letter and performs an input operation to send the letter to the second user, the game progress unit 212 sends the letter from the first user to the second user and displays it on the terminal device 10 of the second user. That is, in this example, the "departure day" event is an event for the first user to send a letter to the second user, and an event for the second user to receive a letter from the first user. Such an event can be said to be an event in which an item is sent from one user to the other user.

[0160] In addition, based on the fact that the first user and the second user, for whom the "spousal relationship" is registered, are near their home for a predetermined time or more within a day (for example, they are located within a predetermined range and near their home), the game progress unit 212 may generate a "happy family" event for at least one of the first user and the second user. Further, the "happy family" event may be an event that continues while the state where the first user and the second user are near their home for a predetermined time or more within a day continues. Further, the generation conditions of the "happy family" event may include the condition that the ages of the first user and the second user are a predetermined age or more (for example, 20 years old or more).

[0161] Regarding the "happy family" event, the game progress unit 212 may increase the growth rate of the child monster born between the monster owned by the first user and the monster owned by the second user compared to the case where the "happy family" event does not occur. In such a game, the child monster may be a character owned by either the first user or the second user, or may be a character jointly owned by both of them, etc.

[0162] Note that what is shown here is merely an example of an event. The generation conditions of the event, the content of the event, etc. can be freely partially changed or combined.

[0163] For example, the relationship between users as the generation conditions of each event may be different from those described above. Also, a part of the generation conditions of the first specific event, the second specific event, or the third specific event may be used as the generation conditions of other specific events.

[0164] Also, the rewards obtained in each event may be different from those described above. Specifically, the rewards obtained in each event may be values within the virtual space other than the various items exemplified above, specifically, predetermined items, characters, virtual currency, predetermined points, etc. Also, the rewards obtained in each event may be titles, etc. A title can be said to be a title within the virtual space. For example, the title of "Perfect Family" that can be obtained by a user who generates the "Perfect Family" event, the title of "Filial Piety" that can be obtained by a user who generates the "Homecoming" event (for example, a user with the "child" attribute), the title of "Lover of Hometown" that can be obtained by a user who generates the "Homecoming" event a predetermined number of times, or the title of "Bodyguard of Best Friend" that can be obtained when defeating an enemy character in the "Friends Again" event may be prepared. Also, the rewards obtained in each event may be related to changes in the parameters of the characters owned by the user (for example, the player character that the user operates when executing a battle event, quest, etc. in the game, or the monster that the player raises). The parameters of the character may be, for example, the attack power, defense power, speed, or physical strength value as parameters related to the strength of the character, parameters indicating the intimacy between the character and the user, or parameters that cause a change in the appearance of the character when raised to a predetermined value (for example, parameters related to the so-called evolution or birth of the character (for example, a character in an egg state hatches)). Also, the reward related to the change in the parameters of the character may be, as a reward, for example, something that changes the value of the parameter by a predetermined amount (for example, adding a predetermined added value), or something that changes the change speed (for example, increasing the rising speed of the parameter).

[0165] Note that an event does not necessarily have to bring a positive effect to a user, and may also have a negative effect. For example, the game progression unit 212 may generate a "suspicious behavior" event when it detects that one of the first user and the second user registered as a "couple relationship" or a "lover relationship" returns to their home after spending a predetermined time in a specific time zone (e.g., late night hours) at a place other than their home for a predetermined number of days or more within a predetermined period of time. In the "suspicious behavior" event, the game progression unit 212 may slow down the growth rate of a child monster born between a monster owned by the first user and a monster owned by the second user, compared to when the "suspicious behavior" event does not occur. In the "suspicious behavior" event, the game progression unit 212 may also cancel a predetermined relationship between the users (e.g., a "couple relationship", a "lover relationship", or a "friend relationship"). Specifically, when the game progression unit 212 detects that one of a first user and a second user who are registered as a "marital relationship" or a "romantic relationship" has spent a predetermined amount of time outside their home during a specific time period (e.g., late night hours) and then returned home a predetermined number of days or more within a predetermined period of time, the game progression unit 212 may terminate the predetermined relationship between the users (e.g., a "marital relationship", "romantic relationship", or "friend relationship").

[0166] The content of the event may also change depending on the user's travel speed, etc. For example, a "family trip" event, a "friend trip" event, or a "lover trip" event occurs when users travel together (in other words, travel), and the reward obtained in the event may change depending on the speed of travel together (for example, depending on whether they traveled on foot, by running, by bullet train, etc., in other words, depending on the means of travel).

[0167] An example of the screen displayed on the display unit 18 of the terminal device 10 in various events is shown in FIG. 5. FIG. 5(a) is an example of the screen displayed on the display unit 18 during the execution of the game, and a player character 61 corresponding to the user operating the terminal device 10 moves on the virtual space (in other words, on a virtual map reflecting at least a part of the real world) in conjunction with the movement of the user in the real world. FIG. 5(b), FIG. 5(c), and FIG. 5(d) show examples of the screens displayed on the display unit 18 when a specific event occurs.

[0168] As shown in FIGS. 5(b) to 5(d), when the occurrence condition of a specific event is satisfied, the display control unit 114 of the terminal device 10 causes the display unit 18 to display the display related to the specific event for which the occurrence condition is satisfied. For example, when the occurrence condition of a specific event is satisfied while the screen shown in FIG. 5(a) is being displayed, the display control unit 114 may cause the display related to the specific event for which the occurrence condition is satisfied to be displayed as a pop-up. Also, as shown in FIGS. 5(b) to 5(d), when a specific event occurs, the display control unit 114 may cause the display unit 18 to display a display that enables recognition of which user's action satisfied the occurrence condition of the specific event. Specifically, the display control unit 114 may cause the display unit 18 to display the user name of the user related to the establishment of the occurrence condition. Further, the display control unit 114 may cause the display unit 18 to display a display that enables recognition of what action satisfied the occurrence condition of the specific event.

[0169] FIG. 5(b) is an example of a screen displayed on the display unit 18 of the terminal device 10 of user A when the occurrence conditions of the "Lovers' Trip" event are satisfied for user A and user C who have both a "friend relationship" and a "lover relationship". As shown in FIG. 5(b), when the first specific event occurs, the display control unit 114 may display the display related to the first specific event in a pop-up manner. Further, when the first specific event occurs, the display control unit 114 may cause the display unit 18 to display the user name of the user (here, user C) who satisfied the occurrence conditions of the first specific event together and a display indicating the relationship with the user. Further, when the first specific event occurs, the display control unit 114 may cause the display unit 18 to display the distance that user A and user C moved together (in other words, the distance moved while maintaining a predetermined positional relationship). Further, when the first specific event occurs, the display control unit 114 may cause the display unit 18 to display the reward to be given. For example, in the "Lovers' Trip" event, when a child is born between the monster owned by the first user and the monster owned by the second user, the display control unit 114 may cause the display unit 18 to display a display indicating that a child was born and the type of the born monster, etc.

[0170] FIG. 5(c) is an example of a screen displayed on the display unit 18 of the terminal device 10 of user A when the occurrence conditions of the "Moving Reunion" event are satisfied for user A and user D who have both a "friend relationship" and a "best friend relationship". As shown in FIG. 5(c), when the second specific event occurs, the display control unit 114 may display the display related to the second specific event in a pop-up manner. Further, when the second specific event occurs, the display control unit 114 may cause the display unit 18 to display the user name of the user (here, user D) who satisfied the occurrence conditions of the second specific event together and a display indicating the relationship with the user. Further, when the second specific event occurs, the display control unit 114 may cause the display unit 18 to display the number of times user A and user D reunited. Further, when the second specific event occurs, the display control unit 114 may cause the display unit 18 to display a display indicating that a battle with a specific enemy character has started.

[0171] FIG. 5(d) is an example of a screen displayed on the display unit 18 of the terminal device 10 of user A (owning the "child" attribute) and user B (owning the "parent" attribute) who have both a "friend relationship" and a "parent - child relationship" when the occurrence conditions of the "departure day" event are satisfied. As shown in FIG. 5(d), when the third specific event occurs, the display control unit 114 may cause a display related to the third specific event to be pop - up displayed. Also, when the third specific event occurs, the display control unit 114 may cause the display unit 18 to display the user name of the user (here, user B) related to the establishment of the occurrence conditions of the third specific event and a display indicating the relationship with the user. Also, when the third specific event occurs, the display control unit 114 may cause the display unit 18 to display a display indicating the period elapsed since leaving the user. Also, when the third specific event occurs, the display control unit 114 may cause the display unit 18 to display a display indicating that an item (for example, a letter) has been received from the user.

[0172] (Modification Example 3: Generation of an event based on the installation of an object in a virtual space) In the present embodiment, the game progress unit 212 may be able to install a predetermined object corresponding to each user on a virtual map (in other words, a virtual map or a virtual world) that reflects at least a part of the real world. Also, in the above description, the generation of an event based on the movement of a user has been described. However, instead of or in addition to the generation of such an event, the game progress unit 212 may generate a specific event based on the fact that a predetermined object is installed at a predetermined position on the virtual map. Note that the event occurring in this modification example may be an event similar to the first specific event, the second specific event, or the third specific event exemplified above, or may be a different event.

[0173] The game progress unit 212 may be able to install a home as a predetermined object on a virtual map that reflects the real world. Note that the predetermined object is not limited to a home and may be a predetermined item or the like. The predetermined object such as a home can also be referred to as an "installation object". Note that the location on the virtual map where the home as the installation object is installed (in other words, the position in the real world corresponding to the location) can also be referred to as the registered location of the home in the service.

[0174] Also, the location on the virtual map where the game progress unit 212 can install the installation object corresponding to a certain user may be limited to the range corresponding to the action range of the certain user in the real world. Specifically, for example, the location on the virtual map where the home of the first user can be installed may be limited to the location in the real world where the first user has been, the location where the first user is currently in the real world, the location where the first user has stayed for a predetermined time or more (for example, continuously or cumulatively) in the real world, or the location corresponding to the place where the first user visits a predetermined number of times or more or at a predetermined frequency in the real world. In other words, the location on the virtual space where the home of the first user can be installed may be limited to the location corresponding to the place where the game progress unit 212 can infer that the first user actually lives there.

[0175] The game progress unit 212 recognizes the location on the virtual map corresponding to the location where the user is currently in the real world as the current position of the user on the virtual map. Note that this point is the same as that of the conventional location information game.

[0176] Based on the positional relationship between the point on the virtual map where the first object corresponding to the first user is placed and the point on the virtual map where the second object corresponding to the second user is placed being in a specific positional relationship (for example, when they are within a predetermined range, specifically, for example, when they are close to each other), a specific event may be generated within a predetermined service for at least one of the first user and the second user. Specifically, for example, as shown in FIG. 6, when the point on the virtual space where the home 71 of the first user is placed and the point on the virtual space where the home 72 of the second user is placed are within a predetermined range (for example, when they are in the neighborhood), a specific event may be generated within a predetermined service for at least one of the first user and the second user. Also, here, the game progress unit 212 may generate a specific event for users other than the first user and the second user. In this case, it may be that no specific event is generated for the first user and the second user, or a specific event may also be generated for the first user and the second user.

[0177] Here, the specific event that occurs based on the first object and the second object being in a specific positional relationship may be, for example, an event that promotes communication between the first user and the second user. The specific event may also be an event in which an item such as a letter is sent from one of the first user and the second user to the other. Further, the specific event may be one in which the first user and the second user cooperate to aim for the achievement of a predetermined goal.

[0178] Further, the game progress unit 212 may generate a specific event within a predetermined service for at least one of the first user and the second user based on the first user moving the first object, from a state where the positional relationship between the point on the virtual map where the first object corresponding to the first user is placed and the point on the virtual map where the second object corresponding to the second user is placed is in a specific positional relationship. Specifically, the game progress unit 212 may generate a specific event when the state where the home of the first user and the home of the second user are located close to each other (in other words, in a specific positional relationship) continues for a predetermined period and then the home of the first user moves away from the home of the second user (in other words, when the first user moves). The specific event may be an event in which a letter is sent from one of the first user and the second user to the other. Also, the specific event may be an event different from the event that occurs based on the fact that the positional relationship between the home of the first user and the home of the second user is in a specific positional relationship (specifically, in a state of being located close to each other) in a state where the positional relationship between the home of the first user and the home of the second user is in a specific positional relationship.

[0179] Further, the game progress unit 212 may generate a specific event for a user within a region on the virtual map where a predetermined number or more of installation objects are installed. In other words, the game progress unit 212 may control the generation of a specific event based on the installation status (for example, the number, density, etc.) of the installation objects on the virtual map. The specific event may be, for example, an event in which a reward is given to the user within the region. Also, the specific event may be a special battle event different from a normal battle event.

[0180] In addition, for an area on the virtual map where a predetermined number or more of installation objects are installed, the game progress unit 212 may relatively increase (in other words, compared to an area where a predetermined number or more of installation objects are not installed) the appearance probability of a spot (in other words, a facility or the like) where a specific event occurs. The spot may be, for example, a spot where a raid battle as a specific event occurs. In other words, the game progress unit 212 may control the placement (in other words, occurrence) of a spot where a specific event occurs on the virtual map based on the installation status (for example, the number, density, etc.) of the installation objects on the virtual map.

[0181] In addition, when an installation object corresponding to a specific user is installed within a predetermined area in the virtual space, the game progress unit 212 may cause a specific event to occur within a predetermined service for at least one of the specific user and the users with installation objects installed in the predetermined area. For example, when an installation object corresponding to the first user is installed in an area where a predetermined number or more of installation objects are installed, the game progress unit 212 may cause a specific event to occur for the first user. Also, for example, when an installation object corresponding to the second user is installed within a predetermined area in the virtual space that includes the installation object corresponding to the first user, the game progress unit 212 may cause a specific event to occur within a predetermined service for at least one of the first user and the second user. Specifically, when the second user's home is installed near the first user's home, an event in which a reward is given to the second user (in other words, an event expressing a welcome) may occur. Note that the reward may be, for example, an item sent from the first user to the second user. Also, when the second user's home is installed near the first user's home, an event in which a reward is given to the first user (in other words, an event indicating that another user has moved in) may occur. Note that the reward may be, for example, an item sent from the second user to the first user.

[0182] In addition, when a user who has placed an installation object on the virtual map is within a predetermined range from the installation object they placed, the game progress unit 212 may cause a specific event to occur for that user.

[0183] In addition, the game progress unit 212 may cause a specific event to occur based on the number of installation objects installed within a predetermined range on the virtual map. In other words, the game progress unit 212 may cause a specific event to occur based on the fact that a plurality of installation objects are installed within a predetermined range on the virtual map. Also, the game progress unit 212 may change the content of the event that occurs according to the number of installation objects installed within a predetermined range on the virtual map.

[0184] Note that in this modified example, the game progress unit 212 causes a specific event to occur based on the fact that an installation object is installed at a predetermined position on the virtual map. However, the specific event may occur only for the user who installed the installation object, may occur only for users other than the user who installed the installation object, or may occur for both the user who installed the installation object and other users. For example, in a configuration where the game progress unit 212 causes a specific event to occur based on the fact that a plurality of installation objects are installed within a predetermined range on the virtual map, the game progress unit 212 may be able to cause the specific event to occur for a user who has not installed an installation object within the predetermined range (the user who has visited the position in the real world corresponding to the predetermined range). Also, in this configuration, the game progress unit 212 may be able to cause the specific event to occur for a user who has installed an installation object within the predetermined range (the user who has visited the position in the real world corresponding to the predetermined range).

[0185] In addition, the game progress unit 212 generates a specific event based on the installation of an installation object at a predetermined position on the virtual map. The specific event may occur only when the user who installed the installation object at the predetermined position is within a predetermined range from the installation object. For example, in a configuration where a specific event is generated for at least one of the first user and the second user when the positional relationship between a point on the virtual map where the first object corresponding to the first user is installed and a point on the virtual map where the second object corresponding to the second user is installed is in a specific positional relationship, the game progress unit 212 may generate a specific event on the condition that the first user is located within a predetermined range from the first object. In this case, the game progress unit 212 may further generate a specific event on the condition that the second user is located within a predetermined range from the second object.

[0186] (Processing related to event generation) An example of the processing related to the registration of the relationship between users will be described with reference to the flowchart shown in FIG. 7.

[0187] First, the control unit 110 of the terminal device 10 of the first user receives an operation for selecting a partner for registering a specific relationship by the first user (step S100). Specifically, the display control unit 114 of the terminal device 10 of the first user causes the display unit 18 to display a list of friends of the first user and a user selection button 51 for receiving an operation for selecting a partner for registering a specific relationship based on a predetermined input operation by the first user who is playing the game.

[0188] Next, the control unit 110 of the terminal device 10 of the first user receives an operation for selecting the type of relationship to register for the partner selected by the first user (step S101). Specifically, the display control unit 114 of the terminal device 10 of the first user causes the display unit 18 to display a relationship selection UI 52 that receives an operation for selecting which type of relationship to register as the relationship with the selected partner based on the input operation on the user selection button 51 by the first user.

[0189] Next, the transceiver 112 of the terminal device 10 of the first user transmits a request for registering a relationship to the server 20 based on the operation on the relationship selection UI 52 by the first user (in other words, the operation of selecting the partner for registering the relationship and the operation of selecting the type of relationship to register) (step S102). Specifically, the transceiver 112 transmits a request to the server 20 to register the partner selected by the first user and the type of relationship selected by the first user. Here, it is described as an example where the first user selects the second user as the partner for registering the relationship and selects a "parent-child relationship" with the attribute of the first user being "parent" as the type of relationship to register.

[0190] Next, based on the request for registering a relationship transmitted from the terminal device 10 of the first user, the relationship setting unit 213 of the server 20 notifies the terminal device 10 of the second user, who is the partner selected by the first user, that there has been a request for registering a relationship from the first user (step S103). Specifically, the relationship setting unit 213 transmits information indicating the user who has made the request for registering a relationship and information indicating the type of relationship for which the request has been made to the terminal device 10 of the second user.

[0191] Next, the control unit 110 of the terminal device 10 of the second user prompts the second user to respond to the request for registration of the relationship from the first user based on the notification from the server 20 (step S104). Specifically, the display control unit 114 of the terminal device 10 of the second user causes the display unit 18 to display a confirmation screen 53 for confirming whether to approve the request for registration of the relationship from the first user. That is, the terminal device 10 of the second user causes the display unit 18 to display a confirmation screen 53 for confirming whether to approve the application based on the application for registration of the relationship from the first user. Here, on the confirmation screen 53, a display is shown notifying the user who made the request for registration of the relationship (here, the first user) and the type of the relationship for which the registration request was made (here, "parent-child relationship"). Also, on the confirmation screen 53, a confirmation operation UI 54 as a UI related to the selection of whether to approve the application from the first user is displayed.

[0192] Next, the transceiver unit 112 of the terminal device 10 of the second user transmits, to the server 20, a response to the request for registration of the relationship from the first user, specifically, information indicating whether to approve the application for registration of the relationship, based on an operation on the confirmation operation UI 54 by the second user (in other words, an operation of selecting whether to approve the application) (step S105).

[0193] Next, the relationship setting unit 213 of the server 20 registers the relationship between the first user and the second user according to the response sent from the terminal device 10 of the second user (step S106). Specifically, for example, when the second user performs an operation to approve the application, the relationship setting unit 213 registers the relationship requested by the first user. Here, the relationship setting unit 213 registers, for example, a "parent-child relationship" in which the attribute of the first user is "parent" and the attribute of the second user is "child" as the relationship between the first user and the second user. On the other hand, for example, when the second user performs an operation to reject the application, the relationship setting unit 213 does not register the relationship requested by the first user. That is, the relationship setting unit 213 registers the relationship between the first user and the second user based on the operation related to the application for registering the relationship between the first user and the second user by the first user and the operation of the second user to approve the application. As described above, the relationship setting unit 213 may register the relationship between the first user and the second user based only on the application from the first user without requiring the approval of the second user.

[0194] Next, an example of the process related to the occurrence of an event due to a plurality of users moving together will be described with reference to the flowchart shown in FIG. 8. The game progress unit 212 periodically acquires the position information indicating the position of each user from the terminal device 10 of each user, and recognizes the position of each user based on the position information.

[0195] First, the game progress unit 212 determines whether a first user and a second user, for whom a specific relationship (for example, "parent-child relationship") is registered, have moved while maintaining a predetermined positional relationship in the real world for a predetermined period of time (step S200). Regarding whether the first user and the second user have a predetermined positional relationship, whether the predetermined positional relationship is maintained, whether the first user and the second user are moving, etc., it can be determined by a known method. For example, the game progress unit 212 may determine whether a predetermined positional relationship is established by detecting whether the second user is within a predetermined range from the first user. Also, for example, the game progress unit 212 may determine whether a predetermined positional relationship is maintained for a predetermined period by measuring the period during which the second user is within a predetermined range from the first user. Also, for example, the game progress unit 212 may determine whether the first user and the second user are moving by determining whether there is a change in the coordinate information indicating the positions of the first user and the second user.

[0196] When the first user and the second user have moved while maintaining a predetermined positional relationship for a predetermined period (YES in step S200), the game progress unit 212 causes a first specific event (for example, "family visit" event) to occur for the first user and the second user (step S201).

[0197] Next, an example of the process related to the occurrence of an event due to a reunion will be described with reference to the flowchart shown in FIG. 9.

[0198] First, when the game progress unit 212 determines that the positional relationship between the first user and the second user for whom acquaintance information is stored in the storage unit 220 is the first positional relationship, the game progress unit 212 causes the storage unit 220 to store information indicating that the positional relationship between the first user and the second user has become the first positional relationship (step S300). That is, based on the fact that the positional relationship between the first user and the second user has become the first positional relationship, the game progress unit 212 causes the storage unit 220 to store information indicating that the positional relationship between the first user and the second user has become the first positional relationship.

[0199] Next, the game progress unit 212 starts measuring the period during which the positional relationship between the first user and the second user is in the second positional relationship, based on the fact that the information indicating that the positional relationship between them has become the first positional relationship is stored in the storage unit 220 and the positional relationship between the first user and the second user has become the second positional relationship in which the distance between the first user and the second user is closer than the first positional relationship (step S301). Note that the measurement of the period stops when the positional relationship between the first user and the second user is no longer the second positional relationship. Also, when the positional relationship between the first user and the second user is no longer the second positional relationship, when the positional relationship between the first user and the second user becomes the second positional relationship again, the measurement of the period may resume from where it left off when it was previously the second positional relationship, or the measurement of the period may be restarted from the beginning.

[0200] Next, the game progress unit 212 causes a second specific event to occur to the first user and the second user based on the fact that the period during which the positional relationship between the first user and the second user is in the second positional relationship has reached a specific period (step S302).

[0201] Note that when the information indicating that the positional relationship between them has become the first positional relationship is not stored in the storage unit 220, even if the positional relationship between the first user and the second user becomes the second positional relationship, the period is not measured and the second specific event does not occur. The information may be deleted, for example, at the timing when the second specific event occurs, the timing when it ends, or the timing when the positional relationship between the first user and the second user is no longer the second positional relationship after the second specific event occurs.

[0202] Next, an example of the process related to the occurrence of an event due to separation will be described with reference to the flowchart shown in FIG. 10.

[0203] First, the game progress unit 212 determines whether the first user and the second user have stayed within a specific range for a specific period (step S400).

[0204] When the first user and the second user stay within a specific range for a specific period (YES in step S400), the game progress unit 212 determines whether the second user has left the specific range (step S401).

[0205] When the second user has left the specific range (YES in step S401), the game progress unit 212 causes a third specific event to occur for the first user and the second user (step S402).

[0206] According to the configuration of this embodiment, it is possible to motivate family members, friends, lovers, etc. to use services such as games, and promote the spread of the services. Also, according to the configuration of this embodiment, it is possible to create an opportunity for multiple people to travel in the real world, an opportunity for users to reunite, etc. Further, according to the configuration of this embodiment, the services and events provided by the configuration of this embodiment can be made one of the memories in travel, reunion, and parting.

[0207] In this embodiment, it may be impossible to confirm on the map (for example, the aforementioned virtual map) displayed on the terminal device 10 where other users (for example, other users registered with a specific relationship with oneself, etc.) are located. Specifically, for example, regardless of whether the other user is near oneself, it may not be shown on the map where the other user is located. Also, for example, when the other user is near oneself, it may be shown on the map where the other user is located, but when the other user is at a place far from the user, it may not be shown on the map where the other user is located. According to such a configuration, for example, in a configuration where an event occurs due to a reunion between users, it is possible to suppress aiming for a reunion and produce the occurrence of an event due to a chance reunion. Note that "not able to be confirmed on the map (in other words, not shown on the map)" may mean that the map itself showing one's own position and the positions of other users is not shown at all, or the map itself may be shown but the current position of the target user is not shown on the map.

[0208] Note that the present invention is not limited to the above-described embodiments, and can be implemented with various modifications without departing from the gist thereof. The configuration according to the present embodiment may be utilized not only in games that utilize position information indicating the user's position in the real world. For example, it can also be utilized in a pedometer application, a running application, or the like. Specifically, for example, based on the fact that the first user and the second user have moved together for a predetermined period or a predetermined distance, rewards related to predetermined points or the like may be given to the first user and the second user. In this case, while the movement is being measured (for example, while the number of steps in the pedometer application is being updated), each terminal device 10 of the users in which the application is installed determines whether the other terminal devices 10 are located close to each other by short-range wireless communication, and thereby determines whether they have moved together for a predetermined period or a predetermined distance. Further, the present invention may also be applied to cases such as changes in position information due to the movement of a character operated by a user in a virtual space such as a metaverse. In other words, regarding the present embodiment, the position in the real world, the change in the position in the real world, the movement in the real world, or the positional relationship between users in the real world may be reinterpreted as those in a virtual space such as a metaverse. Within the scope of the present invention, any free combination of components, modification of any component, or omission of any component is possible. Also, the flow of the processes described in this specification is merely an example, and the order and configuration of each process may be different. Also, some of the various determination processes and the like shown in the flowchart may not exist. In other words, the flow of the processes and the specific determination processes and the like may be different from those exemplified in this specification.

[0209] <Supplementary Note> The matters described in the above embodiments can also be described as follows in the supplementary note below.

[0210] (Supplementary Note 1) A processor, Based on the fact that a first user and a second user, for whom movement in the real world is detected, move while maintaining a predetermined positional relationship in the real world for a predetermined period of time, function as event control means (for example, game progress unit 212) that generate a predetermined event within a predetermined service for at least one of the first user and the second user. Program. According to such a configuration, an event can be generated according to the movement process of the first user and the second user in the real world, so the interestingness according to the movement situation can be improved.

[0211] (Appendix 2) The event control means generates the predetermined event with content corresponding to at least one of the length of the period during which the predetermined positional relationship is maintained or the distance between the first user and the second user during the period in which the predetermined positional relationship is maintained. The program described in Appendix 1. According to such a configuration, the content of the event can be changed according to the length of the period during which the first user and the second user maintain a predetermined positional relationship or the distance between the users during that period. Therefore, the content of the event can be changed according to the difference in the movement process of the users, and the interestingness of the service can be improved.

[0212] (Appendix 3) When the length of the period during which the predetermined positional relationship is maintained is equal to or greater than a threshold value, the event control means generates the predetermined event with content that is more advantageous for the user who is the target of the event generation compared to when it is less than the threshold value. The program described in Appendix 2. According to such a configuration, for example, the longer the period during which the first user and the second user maintain a predetermined positional relationship, the more advantageous the content of the event is provided. Therefore, the joy of maintaining a predetermined positional relationship in the real world can be increased, and the interestingness of the service can be improved.

[0213] (Appendix 4) The event control means generates the predetermined event with more advantageous content for the user who is the target of the event generation as the distance between the first user and the second user is closer during the period in which the predetermined positional relationship is maintained. The program according to Appendix 2 or 3. According to such a configuration, for example, an event with more advantageous content is provided as the distance between the first user and the second user is closer, so it encourages the user to act amicably at a closer distance in the real world and can contribute to an improvement in the intimacy between users.

[0214] (Appendix 5) The processor is further caused to function as relationship setting means (for example, relationship setting unit 213) for setting the relationship between users, depending on the relationship between the first user and the second user, at least one of the length of the period for maintaining the predetermined positional relationship or the predetermined positional relationship, which is a condition required for the occurrence of the predetermined event, varies. The program according to Appendix 1. According to such a configuration, the conditions required for the occurrence of an event are made to depend on the relationship between users, and the interestingness of the service can be improved.

[0215] (Appendix 6) The processor is further caused to function as relationship setting means (for example, relationship setting unit 213) for setting the relationship between users, and the event control means generates the predetermined event with content corresponding to the relationship between the first user and the second user. The program according to Appendix 1. According to such a configuration, the content of the event to be generated is made to depend on the relationship between users, and the interestingness of the service can be improved.

[0216] (Appendix 7) The event control means generates a specific event within the predetermined service for at least one of the first user and the second user based on the fact that the positional relationship between the first user and the second user in the real world has changed from a first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than in the first positional relationship, and the second positional relationship has continued for a specific period. The program according to Appendix 1. According to such a configuration, an event can be generated based on the first user and the second user meeting in the real world.

[0217] (Appendix 8) The event control means generates a specific event within the predetermined service for at least one of the first user and the second user based on the fact that the positional relationship between the first user and the second user in the real world, for which information indicating that they already know each other is stored in a predetermined storage unit, has changed from a first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than in the first positional relationship. The program according to Appendix 1. According to such a configuration, an event can be generated based on the first user and the second user meeting again in the real world.

[0218] (Appendix 9) The event control means generates the specific event with content corresponding to at least one of the period during which the first positional relationship continued or the distance by which the first user and the second user were separated before the positional relationship between the first user and the second user became the second positional relationship. The program according to Appendix 7 or 8. According to such a configuration, the content of the event can be changed according to the period or the distance by which the first user and the second user were separated, and the interestingness of the service can be improved.

[0219] (Appendix 10) The event control means generates the specific event with content corresponding to the number of times the specific event has occurred due to the positional relationship between the first user and the second user changing from the first positional relationship to the second positional relationship. The program according to Appendix 7 or 8. According to such a configuration, the content of the event can be changed according to the number of times the first user and the second user have met, etc., and the interestingness of the service can be improved.

[0220] (Appendix 11) After the first user and the second user stay within a predetermined range in the real world for a specific period, based on the second user leaving the predetermined range, the event control means generates a specific event within the predetermined service for at least one of the first user and the second user. The program according to Appendix 1. According to such a configuration, an event can be generated based on the fact that the first user and the second user have separated in the real world.

[0221] (Appendix 12) The event control means generates the specific event with content corresponding to the length of the period during which the first user and the second user stay within the predetermined range. The program according to Appendix 11. According to such a configuration, the content of the event can be changed according to the period during which the first user and the second user are together, etc., and the interestingness of the service can be improved.

[0222] (Appendix 13) When the second user moves more than a predetermined distance away from the state when the first user and the second user are located within the predetermined range, the event control means generates the specific event. The program according to Appendix 11. According to such a configuration, it becomes possible to provide an event that occurs when the second user moves more than a predetermined distance away.

[0223] (Appendix 14) The specific event is an event in which a predetermined item is sent from one of the first user and the second user to the other The program according to Appendix 11. According to such a configuration, an event in which a predetermined item is sent from user to user based on the fact that users are separated from each other in the real world can be provided, which can contribute to the improvement of the intimacy between users.

[0224] (Appendix 15) The processor is further configured to function as object control means (for example, game progress unit 212) capable of installing a predetermined object corresponding to each user on a virtual map reflecting at least a part of the real world, Based on the positional relationship between the point on the map where the first object corresponding to the first user is installed and the point on the map where the second object corresponding to the second user is installed being in a specific positional relationship, the event control means generates a specific event within the predetermined service for at least one of the first user and the second user. The program according to Appendix 1. According to such a configuration, it is possible to realize the occurrence of an event according to the positional relationship of the objects corresponding to the users.

[0225] (Appendix 16) The point on the map where the object control means can install the first object corresponding to the first user is limited to a range corresponding to the action range of the first user in the real world. The program according to Appendix 15. According to such a configuration, the relationship between the real world and the world within the service can be strengthened, and the interestingness of the service can be improved.

[0226] (Appendix 17) Based on the fact that a first user and a second user whose movements in the real world are detected move while maintaining a predetermined positional relationship in the real world for a predetermined period of time, event control means (for example, game progress unit 212) that generates a predetermined event within a predetermined service for at least one of the first user and the second user is provided. An information processing system. According to such a configuration, the same operational effects as those of the program described in Supplementary Note 1 can be achieved.

[0227] (Supplementary Note 18) A program that causes a processor to function as event control means (for example, game progress unit 212) that generates a predetermined event within a predetermined service for at least one of the first user and the second user based on the fact that the first user and the second user have been within a predetermined range in the real world for a predetermined period or more. A program. According to such a configuration, for example, an event can be generated based on the fact that the first user and the second user have moved together while maintaining a predetermined distance in the real world, the fact that the first user and the second user who were in separated locations have reunited and a predetermined period of time has elapsed, the fact that the first user and the second user who have spent a predetermined period of time together have parted, etc.

Explanation of Reference Numerals

[0228] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progress unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Game progress unit, 213 Relationship setting unit, 220 Storage unit

Claims

1. A computer, in a game that utilizes position information indicating the position of a user in the real world, when a first user and a second user satisfy a predetermined condition with respect to a house that can be placed in the space of the game, function as a control means for generating a specific event Program.

2. The control means generates the specific event according to the placement position of the house, the position information of the first user, and the position information of the second user The program according to claim 1.

3. The control means causes the specific event to occur when a predetermined time has elapsed after the first user and the second user satisfy a specific positional relationship with respect to the house The program according to claim 1.

4. After the predetermined time has elapsed, when the first user and the second user no longer satisfy the specific positional relationship, the control means generates a predetermined event different from the specific event The program according to claim 3.

5. After the first user and the second user no longer satisfy the specific positional relationship and then satisfy the specific positional relationship again, the control means generates an event different from the predetermined event The program according to claim 4.

6. The specific event generated by the elapse of the predetermined time is one that changes the growth rate of a cultivable object or a cultivable parameter The program according to claim 3.

7. The control means generates the specific event according to the placement position of the house, the position information of the first user, and the position information of the second user, The specific event is one that assigns attribute information indicating the relationship between the first user and the second user to at least one of the first user and the second user The program according to claim 1.

8. When the first house associated with the first user and the second house associated with the second user satisfy a predetermined positional relationship, the control means generates a predetermined event The program according to claim 1.

9. Based on the fact that a predetermined number of the houses are arranged in a specific area of the space, the control means generates an event in which a plurality of users can cooperate to fight against enemy characters The program according to claim 1.

10. In a game that utilizes position information indicating the position of a user in the real world, for a house that can be placed in the space of the game, when a first user and a second user satisfy a predetermined condition, control means for generating a specific event is provided. An information processing system.

Citation Information

Patent Citations

  • Computer program and computer device

    JP2022017737A