Program and information processing system

The program ensures seamless transition and continuity of events in virtual spaces by changing positions based on real-world conditions, enhancing user engagement and gaming experience.

JP2025124333APending Publication Date: 2025-08-26COLOPL
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Patent Information

Application Number
JP2024020306
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-14
Publication Date
2025-08-26

AI Technical Summary

Technical Problem

Existing location-based games lack mechanisms to enhance user engagement by seamlessly transitioning events in a virtual space based on real-world positions, particularly when conditions are met, and maintain progress continuity.

Method used

A program that allows events in a virtual space to change positions outside the display range when certain conditions are satisfied, while preserving the event's progress status, enabling continued engagement and interaction.

Benefits of technology

Enhances user interest and engagement by maintaining event continuity and adaptability based on real-world positions, thereby enriching the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase amusement.SOLUTION: An event disposed in a virtual space in association with a position of a real space is allowed to advance, the arrangement position of the event in the virtual space is changed to another position outside a display range when the progress situation satisfies a predetermined condition when the progress situation of the event satisfies the predetermined condition, and at least one portion of the progress situation before the arrangement position of the event in the virtual space is changed is taken over when the arrangement position of the event in the virtual space is changed, and the event is allowed to advance again.SELECTED DRAWING: Figure 11
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Description

[Technical Field]

[0001] The present disclosure relates to a program and an information processing system. [Background technology]

[0002] Conventionally, games that use location information (hereinafter referred to as location games) have been known. As an example, location information can be acquired by using a Global Navigation Satellite System (GNSS). Patent Document 1 discloses that an event occurs when a game device in the real world reaches a real-world position corresponding to an appearance area associated with map data.

[0003] The event in Patent Document 1 is a battle between a player character and an enemy character. The battle is interrupted when the enemy character's durability falls below a threshold. When the battle is interrupted, the enemy character is relocated to an area different from the area in which the enemy character appeared. The battle with the relocated enemy character is resumed when the game device in the real world reaches a real-world position corresponding to the area to which the enemy character has been relocated.

[0004] In the location-based game of Patent Document 1, depending on whether a predetermined state exists, the player may or may not be guided to another area where enemy characters have been relocated. Guidance to another area is achieved by displaying the location of the other area on map data or by placing a trace item in an intermediate area leading to the other area. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent Publication No. 2021-145916 Summary of the Invention [Problem to be solved by the invention]

[0006] It is expected that this will further increase interest in services that allow events placed in a virtual space to proceed in association with positions in the real world. [Means for solving the problem]

[0007] A program according to one aspect of the present disclosure causes a computer to allow an event placed in a virtual space in association with a position in real space to progress, and when the progress of the event satisfies a predetermined condition, changes the placement position of the event in the virtual space to another position that is outside the display range when the progress satisfies the predetermined condition, and when the placement position of the event in the virtual space is changed, allows the event to progress again by inheriting at least a portion of the progress status before the placement position of the event in the virtual space was changed. [Effects of the Invention]

[0008] According to the present disclosure, interest can be increased. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Figure 2] FIG. 2 is a diagram illustrating an example of a module configuration of the terminal illustrated in FIG. [Figure 3] FIG. 3 is a diagram illustrating an example of a module configuration of the server illustrated in FIG. [Figure 4] FIG. 4 is a diagram showing an example of screen transitions on the terminal shown in FIG. [Figure 5] FIG. 5 is a diagram showing an example of the flow of processing for executing a game. [Figure 6] FIG. 6 is a diagram illustrating an example of a process flow for executing an event. [Figure 7] FIG. 7 is a diagram illustrating an example of the flow of a process for determining the result of an event. [Figure 8]FIG. 8 is a diagram illustrating an example of the flow of a process for rearranging events. [Figure 9] FIG. 9 is a diagram showing an example of the relationship between the virtual movement space (virtual field) and the movement screen displayed on the terminal shown in FIG. [Figure 10] FIG. 10 is a diagram showing an example of an event screen displayed on the terminal shown in FIG. [Figure 11] FIG. 11 is a diagram showing an example of the relationship between the virtual movement space (virtual field) and the movement screen displayed on the terminal shown in FIG. [Figure 12] FIG. 12 is a diagram showing an example of a movement screen displayed on the terminal shown in FIG. [Figure 13] FIG. 13 is a diagram showing an example of the flow of processing for regulating the rearrangement of events. [Figure 14] FIG. 14 is a diagram showing an example of a movement screen displayed on the terminal shown in FIG. [Figure 15] FIG. 15 is a diagram showing an example of the relationship between the virtual movement space (virtual field) and the movement screen displayed on the terminal shown in FIG. [Figure 16] FIG. 16 is a diagram showing an example of a movement screen displayed on the terminal shown in FIG. DETAILED DESCRIPTION OF THE INVENTION

[0010] An information processing system according to the present disclosure will be described with reference to the drawings. [System Overview] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or a business system. Each terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to a user 11 of each terminal 100. In the following description, the term "game" simply refers to a game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides the user 11 with a function for playing a game (hereinafter referred to as a game function). The user 11 of each terminal 100 can be a player of the game. Each terminal 100 is an example of a computer (information processing device). The server 200 is an example of a computer (information processing device).

[0011] [network] For example, the network 20 includes the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system may be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.

[0012] [Device hardware configuration] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), smart glasses, AR glasses, a wearable device, or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.

[0013] For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may include a communication interface 140 and an input / output interface 150. The terminal 100 may include a microphone 160, a speaker 170, a touchscreen 180, and a GNSS receiver 185. Each component included in the terminal 100 is connected to a communication bus 190.

[0014] In response to a signal provided to the terminal 100 or in response to the establishment of a predetermined condition, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.

[0015] The memory 120 temporarily stores programs and data. For example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 can be implemented as a random access memory (RAM) or other volatile memory. The storage 130 permanently stores the programs and data. For example, the storage 130 can be implemented as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may also be implemented as a removable storage device such as a memory card.

[0016] As an example, storage 130 stores a game program and a communication program. As an example, the game program realizes game functions. The game program provides an environment for user 11 to play the game. The game program realizes a function for executing an event within the game. In the following description, when simply referring to an "event," it means an event executed within the game. The communication program realizes a function for communicating with another computer. As an example, the other computer is server 200. Storage 130 may store an operating system, a simulation program, a user authentication program, and other programs.

[0017] For example, data stored in storage 130 may include data for defining a virtual space, data specifying various objects, and user information. The data for defining a virtual space may include map data. The various objects may include characters, equipment, and objects that make up screens for various games. As an example, the user information may include a user ID, a user name, gender, age, and address. The user information may include in-game currency, in-game items, and various rewards owned by user 11.

[0018] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be implemented as a LAN (Local Area Network) or other wired communication interface. For example, the communication interface 140 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication interface. The communication interface 140 is not limited to the above.

[0019] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be implemented as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI®), or other wired communication interface. For example, the input / output interface 150 can be implemented as a Bluetooth® or other wireless communication interface.

[0020] As an example, the input device 300 is a controller. The controller has one or more operational components. For example, the one or more operational components may include a button, a key, a switch, a handle, a bar, a touchpad, or a stick. The controller transmits an output value to the terminal 100 based on an operation of the user 11 on the operational component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.

[0021] The input device 300 is not limited to the above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 11, a marker, or the like to the terminal 100.

[0022] The microphone 160 converts the speech of the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal into sound and outputs it to the user 11. In addition to or instead of the speaker 170, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.

[0023] The touch screen 180 may include a monitor 181 and a touch sensor 182. The monitor 181 may be realized as a transmissive or non-transmissive display device. For example, the monitor 181 may be realized as a liquid crystal monitor, an organic electroluminescence (EL) monitor, or another display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.

[0024] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch sensor 182 is a part or all of the display surface of the monitor 181. The touch sensor 182 can be used as an operation device configured to accept an input operation of the user 11. For example, if the operation device is the touch sensor 182, the processor 110 accepts the user 11's physical contact operation with the input surface of the touch sensor 182 as the input operation of the user 11. For example, modes of input operation using the touch sensor 182 can include tapping, swiping, dragging, flicking, and other modes.

[0025] The operation device is not limited to the configuration described above. For example, if the operation device is the communication interface 140, the processor 110 receives a signal transmitted from an operation device (not shown) connected via the network 20 as an input operation by the user 11. For example, if the operation device is the input / output interface 150, the processor 110 receives a signal transmitted from an external input device 300 as an input operation by the user 11. For example, if the input device 300 is a camera and a distance measuring sensor, when the processor 110 detects the hand of the user 11 from a received captured image, the processor 110 receives a gesture detected based on the captured image and an output value as an input operation by the user 11. For example, if the input device 300 is a controller, the processor 110 receives an output value transmitted from the controller as an input operation by the user 11.

[0026] The GNSS receiver 185 receives positioning information transmitted from multiple positioning satellites constituting a Global Navigation Satellite System (GNSS), and acquires location information of the terminal 100 based on the received positioning information. As an example, the positioning information includes at least the position coordinates of the positioning satellites and the transmission time of the positioning information. For example, known GNSS systems include the Global Positioning System (GPS), GLONASS, Galileo, and BeiDou. The GNSS receiver 185 may be configured to receive positioning information from augmenting satellites in a specific region. As an example, the location information may be the latitude and longitude of the terminal 100. As an example, the location information may include the altitude of the terminal 100. The GNSS receiver 185 may be used as a positioning device that acquires information for identifying the location information of the terminal 100.

[0027] The positioning device is not limited to the above-described configuration. For example, if the positioning device is the input / output interface 150, the processor 110 identifies the current location of the terminal 100 based on a signal transmitted from an external input device 300. For example, if the input device 300 is a camera, the processor 110 identifies the photographing position based on a received photographed image, thereby identifying the current location of the terminal 100. Furthermore, the position information of the terminal 100 may be corrected based on the detection results of an acceleration sensor, a gyro sensor, and a magnetic sensor.

[0028] [Server hardware configuration] The server 200 may be a workstation or a general-purpose computer such as a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. The components of the server 200 are connected to a communication bus 290.

[0029] In response to a signal provided to the server 200 or in response to a predetermined condition being met, the processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230. For example, the processor 210 can be implemented as a CPU, a GPU, an MPU, an FPGA, or other computing device.

[0030] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 may be implemented as a RAM or other volatile memory.

[0031] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may also be realized as a removable storage device such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a situation where multiple information processing systems 10 are used, such as an amusement facility, programs and data can be updated collectively.

[0032] The storage 230 stores a game program and a communication program. For example, the game program implements a game function. The communication program implements a function for communicating with other computers. For example, the other computers are one or more terminals 100. The storage 230 may store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the storage 230 stores data for defining a virtual space, data for specifying objects, and user information.

[0033] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication interface. The communication interface 240 is not limited to the above.

[0034] The input / output interface 250 communicates with external input / output devices (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as a Bluetooth® or other wireless communication interface.

[0035] [Device Features] As shown in FIG. 2 , one or more of the components of the terminal 100 are combined to form a functional unit (module) that is functionally cohesive. As an example, the terminal 100 may include a game control unit 101, a position acquisition unit 102, a display control unit 104, a storage unit 105, a communication unit 106, and an input / output unit 107. As an example, the game control unit 101 and the display control unit 104 can be realized by a processor 110. As an example, the position acquisition unit 102 can be realized by a GNSS receiver 185. As an example, the storage unit 105 can be realized by a memory 120 and a storage 130. As an example, the communication unit 106 can be realized by a communication interface 140. As an example, the input / output unit 107 can be realized by the processor 110, a touch sensor 182, and an input / output interface 150.

[0036] The input / output unit 107 detects an input operation by the user 11 on the touch sensor 182 and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, the input / output unit 107 can identify the mode of the input operation based on the input operation by the user 11 on the touch sensor 182. For example, the modes of the input operation that the input / output unit 107 can identify may include tapping, swiping, dragging, flicking, and other modes. Hereinafter, touching the touch sensor 182 with the finger or the like of the user 11 will simply be referred to as "touch."

[0037] When a touch on the touch sensor 182 starts, the input / output unit 107 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch sensor 182 stops, the input / output unit 107 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch sensor 182 continues, the input / output unit 107 identifies the coordinates of the touch position at each time (hereinafter referred to as the current touch position). The input / output unit 107 identifies the mode of the input operation by the user 11 based on the touch time from the start of the touch to the end of the touch and the change in the touch position.

[0038] The location acquisition unit 102 acquires location information of the terminal 100. As an example, the location information may be latitude and longitude as coordinate values ​​of the terminal 100. As an example, the location information may include altitude as coordinate values ​​of the terminal 100. As an example, the location acquisition unit 102 acquires location information at predetermined time intervals. As an example, the predetermined time is one second. The predetermined time is not limited to this, and may be less than one second or more than one second. To improve the accuracy of the coordinate values, the location acquisition unit 102 may acquire location information in real time as much as possible. To avoid data load or data volume pressure, the predetermined time for acquiring location information may be changed arbitrarily. In this specification, "real-space location" refers to the coordinate values ​​of the terminal 100 identified as location information. As an example, a real-space location is expressed by coordinate values ​​on the Earth (surface) in the real world. However, the real-space location may be a partial area on the Earth or outer space.

[0039] The communication unit 106 receives various types of information from one or more servers 200. As an example, the information that the communication unit 106 receives from the server 200 may include game progress information and user information. The game progress information is information for controlling the progress of the game. The game progress information may include various requests.

[0040] The communication unit 106 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 106 to the server 200 may include game play information and user information. The game play information is information for reflecting input operations by the user 11 in the progress of the game. The game play information is output in response to input operations received by the input / output unit 107. The game play information is output in response to location information acquired by the location acquisition unit 102. The game play information may include various requests.

[0041] The game control unit 101 defines a virtual movement space in which the game is set. The virtual movement space is an example of a virtual space. The game control unit 101 places various objects in the virtual movement space. The various objects include field objects that make up a virtual field. As an example, the field objects are placed based on map data. In other words, the game control unit 101 constructs the virtual movement space based on map data of the real space.

[0042] As an example, field objects corresponding to various information contained in map data indicating roads, buildings, parks, rivers, ponds, oceans, and the like in the real world are arranged in the virtual movement space. Thus, a virtual field that can be recognized as a map corresponding to the real world is constructed in the virtual movement space by the field objects. Each position in the virtual field corresponds to a position in the real world. Multiple areas are set in the virtual field according to predetermined criteria. As an example, the predetermined criteria are based on whether pedestrians can pass through safely. Roads are areas where vehicles may pass through. Rivers, ponds, and oceans are areas where pedestrians have difficulty passing through. As an example, areas in the virtual movement space corresponding to roads, rivers, ponds, and oceans are set as caution zones where pedestrians should be careful when passing through. Parks are areas where vehicles are unlikely to pass through and where pedestrians have difficulty passing through. As an example, areas in the virtual movement space corresponding to parks are set as safe zones where pedestrians can pass through safely, compared to the caution zones. The caution zone and the safety zone are integral or dispersed regions having a predetermined area, but are not limited thereto and may be integral or dispersed spaces having a predetermined volume.

[0043] The various objects include a user object corresponding to the user 11. As an example, the user object is a player character (avatar). The user object is not limited to a character and may be a symbol or an icon. The user object is placed in a position in the virtual movement space corresponding to the position of the terminal 100 in the real space. In other words, the user object is information indicating the current location of the user 11 who owns the terminal 100. The various objects include an event object corresponding to an event. The event object is placed in a position in the virtual movement space corresponding to a position in any real space.

[0044] As will be described in detail later, in a game, when the terminal 100 reaches a real-world position in the virtual space (virtual field) that corresponds to the placement position of an event object, the event corresponding to the event object can be executed. In the following description, the real-world position of the terminal 100 may be simply referred to as the "terminal position." In the following description, a real-world position that corresponds to the placement position of an event in the virtual space may be simply referred to as the "event position." The terminal position and the event position are both positions in the real space. As an example, the placement position of an event object in the virtual movement space can be understood as the placement position of the event in the virtual movement space. In this way, in a game, an event can be executed when the terminal position and the event position have a predetermined relationship. The predetermined relationship may be that the terminal position and the event position coincide with each other. Alternatively, the predetermined relationship may be that the terminal position is within a predetermined range from the event position. It can also be said that an event can be executed when a user object reaches an event object in the virtual space.

[0045] The game control unit 101 identifies an instruction from the user 11 based on the game progress information, the touch position received by the input / output unit 107, the mode of the input operation, and the positions of the user object and the event object in the virtual space. As an example, the game control unit 101 can identify an instruction to execute an event based on the game progress information, the touch position received by the input / output unit 107, the mode of the input operation, and the positions of the user object and the event object in the virtual space. The game control unit 101 can make various determinations regarding the progress of the game. The game control unit 101 can perform various lotteries regarding the progress of the game.

[0046] The game control unit 101 defines a virtual event space where an event in the game takes place. The virtual event space is an example of a virtual space. The game control unit 101 places various objects in the virtual event space. The various objects in the virtual event space include objects that make up a field. The various objects in the virtual event space include a user object. The game control unit 101 identifies instructions from the user 11 based on the touch position received by the input / output unit 107, the manner of the input operation, and the coordinates of each object in the virtual event space. As an example, the game control unit 101 can identify an action instruction for the user object based on the touch position received by the input / output unit 107, the manner of the input operation, and the coordinates of each object in the virtual event space. The game control unit 101 can make various determinations regarding the progress of the event. The game control unit 101 can perform various lotteries regarding the progress of the event.

[0047] The game control unit 101 generates game play information in response to game progress information, instructions from the user 11, various judgment results, and various lottery results. The game play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for receiving various information. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for transmitting various information. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for progressing the game.

[0048] The display control unit 104 creates an image to be displayed on the monitor 181. The display control unit 104 creates an image of a game screen according to game progress information received via the communication unit 106. The display control unit 104 creates an image of a game screen according to game play information generated by the game control unit 101. The display control unit 104 displays the image of the game screen on the monitor 181. The display control unit 104 may be configured to display the image of the game screen on an external display device via the input / output interface 150. The display control unit 104 may be configured to display the image of the game screen on an external display device via the communication interface 140. The game screen is an image in which 2D or 3D objects are controlled and drawn.

[0049] The display control unit 104 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) required for input operations by the user 11. The UI objects are information for assisting the input operations of the user 11 required to progress through the game. For example, UI objects are icons, buttons, lists, windows, and menus. The various UI objects described in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 104, may execute steps for controlling the display content of the monitor 181, thereby performing functions corresponding to those steps.

[0050] The functions corresponding to each step in each terminal 100 can be realized by hardware and software (programs) executed by the processor 110. The software may be stored in advance in the storage 130. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as the server 200, via the communication interface 140 and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.

[0051] [Server Features] As shown in FIG. 3 , one or more of the components of the server 200 are combined to form a functional unit (module) that is functionally cohesive. As an example, the server 200 may include a game control unit 201, a memory unit 205, a communication unit 206, and an input / output unit 207. The server 200 may also include a display control unit (not shown). The server 200 may also include a location information acquisition unit that acquires location information of the terminal 100. As an example, the game control unit 201 can be realized by the processor 210. As an example, the memory unit 205 can be realized by the memory 220 and the storage 230. As an example, the communication unit 206 can be realized by the communication interface 240. As an example, the input / output unit 207 can be realized by the processor 210 and the input / output interface 250.

[0052] The communication unit 206 receives various types of information from each terminal 100. For example, the information that the communication unit 206 receives from each terminal 100 includes game play information and user information. The communication unit 206 transmits various types of information to each terminal 100. For example, the information that the communication unit 206 transmits to each terminal 100 includes game progress information and user information. The input / output unit 207 may detect and accept input operations by the user 11 on an external input device via the input / output interface 250.

[0053] The game control unit 201 progresses the game in accordance with the game play information received by the communication unit 206 from the terminal 100. The game control unit 201 can make various determinations regarding the progress of the game. The game control unit 201 can conduct various lotteries regarding the progress of the game. The game control unit 201 progresses an event in accordance with the game play information received by the communication unit 206 from the terminal 100. The game control unit 201 can make various determinations regarding the progress of the event. The game control unit 201 can conduct various lotteries regarding the progress of the event. The game control unit 201 generates game progress information in accordance with the results of these processes. The game progress information is transmitted to the terminal 100 by the communication unit 206. As an example, the processor 210, as the game control unit 201, can perform a function corresponding to the step by executing a step for receiving various information. As an example, the processor 210, as the game control unit 201, can perform a function corresponding to the step by executing a step for transmitting various information. As an example, processor 210, as game control unit 201, can perform functions corresponding to steps by executing steps for progressing the game.

[0054] The functions corresponding to each step in the server 200 can be realized by hardware and software (programs) executed by the processor 210. The software may be stored in advance in the storage 230. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer, such as an external storage device, via the communication interface 240, and then stored in the storage 230. The software is read from the storage 230 by the processor 210 and stored in the memory 220 in the form of an executable program. The processor 210 executes the program.

[0055] [Game Overview] As an example, a game according to the present disclosure is a game that uses position information of the terminal 100. As an example, in the game, various events occur based on the position information of the terminal 100. As an example, the game includes a movement part in which a user object moves through a virtual movement space. The game includes an event part in which various events associated with positions in the virtual movement space are executed.

[0056] [Overview of the movement part] An example of a specific specification of the moving part will be described. As an example, the user object is placed at a position in the virtual movement space that corresponds to the terminal position. When the terminal 100 moves in the real space, the user object is placed at a position in the virtual movement space that corresponds to the terminal position at that time, and the user object moves in the virtual movement space. In the movement part, when the terminal 100 reaches an event position in the real space, an event associated with the position corresponding to the event position in the virtual movement space can be progressed. In the movement part, the user 11 moves through the real space while holding the terminal 100, thereby moving to a position in the real space that corresponds to an event object placed on the virtual field. One of the objectives of the user 11 in the movement part is to move to the event position while holding the terminal 100 and start the event.

[0057] [Event Part Overview] An example of a specific specification of the event part will be described. As an example, the event may include accomplishing a predetermined task. As an example, the task is to defeat an enemy object. As an example, the event may include the user 11 controlling a user object. As an example, the user object is a character selected by the user 11 from among multiple characters. The outcome of the event may be that the task is accomplished or not accomplished. As an example, the task is accomplished if the enemy object is defeated within the event time limit. As an example, the task is not accomplished if the enemy object is not defeated within the event time limit.

[0058] As an example, an event is executed with the content of a battle between a single user object and a single enemy object. As an example, the event employs a real-time method in which all objects operate according to the flow of time in real space. The condition for completing the event is for the enemy object to be rendered incapacitated before the event time limit elapses. An enemy object becomes incapacitated when its hit points (hereinafter referred to as HP), which is one of its parameter values ​​(ability values), reach 0. The enemy object's HP decreases when it is attacked by a user object. The user object's parameter values ​​may or may not include HP. If the user object's parameter values ​​include HP, the user object will become incapacitated when its HP reaches 0. The user object's HP decreases when it is attacked by an enemy object.

[0059] An event may involve a battle between multiple user objects and a single enemy object. An event may involve a battle between a single user object and multiple enemy objects. An event may involve a battle between multiple user objects and multiple enemy objects. When multiple user objects participate in an event, each user object may be controlled by a single user 11, or may be controlled by a different user 11. In other words, an event may be one in which multiple users 11 can participate. When multiple enemy objects participate in an event, the event may involve points being awarded when enemy objects are rendered unable to act. In this case, the conditions for achieving the event may be that one or more specific enemy objects are rendered unable to act, and that the total number of points reaches a specified value, etc.

[0060] Events are not limited to the above-mentioned content. For example, an event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, an event may be a race such as a car race, a yacht race, a ski race, or an airplane race. Events are not limited to competitive content. An event may be cooperative content in which multiple users or multiple groups cooperate to accomplish a task. In this case, the task may be content to develop a character or content to build a city or a building. An event may also be content aimed at learning for the user 11, such as arithmetic, reading, writing, and drawing.

[0061] [Overview of screen transitions on each device] An overview of screen transitions on the terminal 100 will be described. 4, various screens may be displayed on the monitor 181 of the terminal 100 in accordance with the progress of the game and instructions from the user 11. As an example, the various screens may include a movement screen 40 and an event screen 50.

[0062] The movement screen 40 is displayed in the movement part. The movement screen 40 is displayed when an event is not being executed. The movement screen 40 can also be said to be a screen for instructing the display of the event screen 50. The movement screen 40 may include information indicating the event location. The event screen 50 is displayed in the event part. The event screen 50 is displayed when an event is being executed. The event screen 50 is a screen for displaying the progress of the event. The event screen 50 may include a screen for displaying the result of the event. The result of the event may include information indicating whether the event was achieved or not.

[0063] [An example of the process flow for running a game] As shown in FIG. 5, in step S100, when a game program is launched, processor 110 of terminal 100 starts the game and transmits a game start notification including information that can identify the start of the game to server 200. As an example, the game start notification includes, as one piece of user information, a user ID assigned to user 11 who uses terminal 100. As an example, the game start notification includes location information of terminal 100. In step S101, processor 210 of server 200 receives the game start notification. As an example, based on the game start notification, processor 210 synchronizes location information and map information with the user ID, thereby enabling the game using location information to proceed.

[0064] In step S102, the processor 110 of the terminal 100 displays the movement screen 40 on the monitor 181. For example, the processor 110 defines a virtual movement space. As an example, the virtual movement space is defined based on map data. As an example, a virtual field is constructed in the virtual movement space. As an example, a user object is placed in the virtual field in the virtual movement space. The user object is placed in a position in the virtual movement space that corresponds to the position of the terminal 100 in the real space. The processor 110 displays, on the monitor 181, an area that is within the shooting range of a virtual camera placed in the virtual movement space as part of the movement screen 40. As an example, the virtual camera may be placed in a position in the virtual movement space that overlooks the user object and the virtual field. In the following description, the area of ​​the virtual movement space that is displayed on the movement screen 40 (the shooting range of the virtual camera) will simply be referred to as the "display range."

[0065] As an example, an event object is placed in a virtual movement space (virtual field). The event object is placed in association with a position in the virtual movement space that corresponds to a predetermined position in real space. As an example, the predetermined position may be a monument, public facility, store, scenic spot, etc. that exists in real space. The event object is placed in association with a position in the virtual movement space that corresponds to the event position, as information indicating the event position. As an example, one event object is placed in association with a position in the virtual movement space that corresponds to one event position. However, this is not limited to this, and multiple event objects may be placed in association with positions in the virtual movement space that correspond to one event position. The upper limit number of event objects that can be placed in the virtual movement space may be one or more.

[0066] In step S103, the processor 110 of the terminal 100 executes terminal-side main processing. The processor 110 transmits and receives various information to and from the server 200 via the communication interface 140. The processor 110 controls the game based on the various information received from the server 200. For example, the processor 110 acquires location information of the terminal 100 from the GNSS receiver 185 at predetermined time intervals. Based on the location information, the processor 110 places a user object in the virtual movement space at a position corresponding to the current device location. If the device location is moving, the processor 110 moves the user object on the virtual field so that it matches the current device location. For example, each time the processor 110 acquires location information, the processor 110 transmits play information indicating the acquired location information to the server 200. For example, the processor 110 receives progress information from the server 200. The processor 110 updates the virtual movement space according to the progress information. The progress information may include information for placing an event in the virtual movement space and information for identifying the location of the event in the virtual movement space. The processor 110 places the event object in the virtual movement space at a placement position indicated by the progress information. The progress information may include information that can specify removal of the event from the virtual movement space. The processor 110 removes the instructed event from the virtual movement space.

[0067] In step S104, the processor 210 of the server 200 executes server-side main processing. The processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the game based on the various information received from the terminal 100. As an example, the processor 210 receives play information from the terminal 100. The processor 210 determines the placement position of an event in the virtual movement space based on the play information. The processor 210 transmits progress information to the terminal 100 indicating that the event will be placed in the virtual movement space and the placement position of the event in the movement virtual space.

[0068] [Example of event execution process flow] As shown in FIG. 6 , in step S200, processor 110 of terminal 100 accepts an event start operation instructing the start of an event. The event start operation can be accepted when terminal 100 reaches the event location. As an example, processor 110 determines that terminal 100 has reached the event location when terminal 100 is located within a specified range centered on the event location. As an example, the specified range may be a cylindrical space with a radius of 50 meters and a height of 50 meters centered on the event location. In step S201, when processor 110 of terminal 100 accepts the event start operation, it starts the event. Processor 110 transmits an event start notification indicating the start of the event to server 200. In step S202, processor 110 of terminal 100 displays event screen 50 on monitor 181. As an example, processor 110 defines a virtual event space. Processor 110 places a field object in the virtual event space. As an example, a user object and an enemy object are placed in the virtual event space. Processor 110 displays on monitor 181 as part of event screen 50 the area that can be captured by a virtual camera placed in the virtual event space.

[0069] In step S203, processor 110 of terminal 100 executes terminal-side event processing. That is, processor 110 enables an event arranged in the virtual space in association with a position in real space to progress. For example, processor 110 transmits and receives various information to and from server 200 via communication interface 140. As an example, when processor 110 receives an operation to instruct a user object to act (hereinafter referred to as an action instruction operation), processor 110 transmits play information indicating the operation content to server 200. Processor 110 controls the event based on the various information received from server 200. As an example, processor 110 updates the virtual event space according to the progress information.

[0070] In step S204, the processor 210 of the server 200 receives an event start notification. In step S205, the processor 210 of the server 200 executes server-side event processing. That is, the processor 210 enables an event placed in the virtual space in association with a position in real space to proceed. For example, the processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the event based on the various information received from the terminal 100. As an example, the processor 210 defines a virtual event space. The processor 210 places a field object in the virtual event space. The processor 210 places a user object of the user 11 and an enemy object in the virtual event space. The processor 210 starts measuring the event time limit.

[0071] When an event is started for the first time, processor 210 of server 200 sets the enemy object's HP to its initial HP. When restarting an event in which a task has not been completed, processor 210 sets the enemy object's HP to the remaining HP at the end of the previous event. In other words, processor 210 continues the event's progress and executes it. As will be described in detail later, the event in which a task has not been completed is relocated in the virtual movement space. An event is resumed when the event has ended without completing the task, and after the event location has been changed, terminal 100 arrives at the destination event location and an event start operation is performed for this event. In this way, when the location of an event in the virtual space has been changed, processor 210 allows the event to proceed again by continuing at least a portion of the progress before the event location in the virtual space was changed.

[0072] As an example, the processor 210 may receive play information from the terminal 100. The processor 210 manages the behavior of the user object according to the play information. As an example, the processor 210 determines whether the user object has moved. The processor 210 moves the user object based on the determination result. As an example, the processor 210 determines whether an attack has hit an enemy object. If the processor 210 determines that the attack has hit, it reduces the HP of the enemy object.

[0073] The processor 210 transmits progress information indicating the result of the action of the user object to the terminal 100. When the action of the user object ends, the processor 210 causes the enemy object to act. As an example, the processor 210 determines whether or not the enemy object will move. As an example, the processor 210 moves the enemy object based on the determination result. As an example, the processor 210 may determine whether or not an attack has hit the user object. If the processor 210 determines that the attack has hit, the processor 210 reduces the HP of the user object. The processor 210 transmits progress information indicating the result of the action of the enemy object to the terminal 100. The processor 210 executes processing to determine the result of an event at predetermined time intervals. The flow of the processing to determine the result of an event will be described later. After determining the result of the event, the processor 210 proceeds to step S206.

[0074] In step S206, processor 210 of server 200 ends the event and transmits an event result notification indicating the result of the event to terminal 100. In step S207, processor 110 of terminal 100 receives the event result notification. In step S208, processor 110 of terminal 100 displays the event result on monitor 181 on event screen 50. Thereafter, processor 110 of terminal 100 displays movement screen 40 on monitor 181, and ends the series of processes for executing the event.

[0075] [An example of the process flow that determines the outcome of an event] As shown in Fig. 7, in step S300, processor 210 of server 200 determines whether the event achievement condition has been met. As an example, processor 210 determines that the event achievement condition has been met when the HP of an enemy object becomes 0. If the event achievement condition has been met (step S300: YES), in step S301, processor 210 of server 200 determines that the task has been accomplished as a result of the event. If the event achievement condition has not been met (step S300: NO), in step S302, processor 210 of server 200 determines whether the event time limit has elapsed.

[0076] If the event time limit has elapsed (step S302: YES), in step S303, processor 210 of server 200 determines that the task has not been completed as the result of the event. In this case, processor 210 stores information indicating the progress of the event in memory 220. As an example, the progress of the event may be the remaining HP of the enemy object. The information indicating the progress of the event is read by processor 210 when the event is resumed. As an example, the progress of the event may be the remaining HP of the enemy object. If the event time limit has not elapsed (step S302: NO), processor 210 of server 200 ends the process of determining the result of the event. Note that processor 210 may determine that the task has not been completed as the result of the event if the HP of the user object reaches 0 when the event time limit has not elapsed.

[0077] [An example of the process flow for rearranging events] The processor 210 of the server 200 rearranges the events for which the task has not been completed in the virtual movement space (virtual field 800).

[0078] As shown in FIG. 8 , in step S310, the processor 210 of the server 200 determines a new event location to which the event will be moved. Step S310 can be considered as determining a relocation location in the virtual movement space to which the event will be moved. As described above, the processor 110 of the terminal 100 controls the monitor 188 of the terminal 100 to return to the movement screen 40 when the event ends without the task being completed. The processor 210 determines the relocation location of the event from within the relocation-enabled range in the virtual movement space. As an example, the relocation-enabled range is determined to be outside the display range of the movement screen 40 displayed on the terminal 100 at the end of the event with the task not being completed. The area outside the display range of the movement screen 40 on the terminal 100 can also be understood as outside the shooting range of the virtual camera on the terminal 100. In this way, when the progress of the event meets a predetermined condition, the processor 210 changes the placement location of the event in the virtual space to another location outside the display range when the progress meets the predetermined condition. As an example, the predetermined condition is that the event ends with the task not being accomplished.

[0079] For example, the processor 210 may determine the rearrangement position of the event based on the progress of the event. For example, the processor 210 may determine the rearrangement position of the event within the rearrangeable range based on the remaining HP of the enemy object. For example, when the remaining HP of the enemy object is 50% or more of its initial HP, the processor 210 may determine the rearrangement position to be within 100 meters from the terminal location. For example, when the remaining HP of the enemy object is less than 50% of its initial HP, the processor 210 may determine the rearrangement position to be within 25 meters from the terminal location. The HP of the enemy object is an example of a parameter value of the event. The processor 210 changes the distance from the placement position of the event when the progress meets a predetermined condition to another position in accordance with changes in the parameter value of the event. The rearrangement position is not limited to being determined so that it is closer to the terminal location as the enemy object's remaining HP decreases, and may be determined so that it is farther from the terminal location as the enemy object's remaining HP decreases. The same rearrangement position may be determined regardless of the remaining HP of the enemy object.

[0080] In step S311, the processor 210 of the server 200 determines a restart time limit as the time limit for restarting an event for which the task has not been completed. An event for which the task has not been completed cannot be started once the restart time limit has elapsed. As an example, the processor 210 may determine the restart time limit for an event based on the progress of the event. As an example, the processor 210 may determine the restart time limit for an event based on the remaining HP of an enemy object. As an example, the processor 210 may determine a longer restart time limit when the remaining HP of an enemy object is less than 50% of its initial HP compared to when the remaining HP is 50% or more. Without being limited thereto, the processor 210 may determine a shorter or the same restart time limit when the remaining HP of an enemy object is less than 50% of its maximum HP compared to when the remaining HP is 50% or more.

[0081] In step S313, the processor 210 of the server 200 rearranges the event at the rearrangement position for a period until the event's restart time limit has elapsed. The processor 210 of the server 200 transmits to the terminal 100 progress information indicating that the event will be placed again in the virtual movement space and the position of the event in the virtual movement space. When the event's restart time limit has elapsed, the processor 210 clears the event. In other words, the processor 210 removes the event object corresponding to the rearranged event from the virtual movement space. The processor 210 transmits progress information instructing the removal of the rearranged event to the terminal 100. When placing a new event, the processor 210 may determine the placement position, event time limit, and restart time limit according to the type of event.

[0082] [Example of display screen on device and processing flow related to display] [Move screen] As shown in FIG. 9 , when a game program is launched and the game starts, the monitor 188 of the terminal 100 transitions to the movement part and displays a movement screen 40. The movement screen 40 includes various objects. As an example, the movement screen 40 includes a portion of a virtual field 800 constructed in a virtual movement space 80 based on map data. The virtual field 800 includes one or more field objects 81. A caution zone 801 corresponding to a caution zone in real space and a safety zone 802 corresponding to a safety zone in real space may be set in the virtual field 800. As an example, the caution zone 801 is an area without a dotted pattern in the figure and corresponds to a road, river, pond, or ocean. As an example, the safety zone 802 is an area with a dotted pattern in the figure and corresponds to a park. As an example, the caution zone 801 and the safety zone 802 may be colored differently in the movement screen 40. When displayed on the moving screen 40, the user 11 can distinguish between the caution area 801 and the safety area 802.

[0083] As an example, the movement screen 40 includes a user object 91 placed in a virtual field 800 in the virtual movement space. The user object 91 is an object that indicates the terminal location. As an example, the movement screen 40 may include an event object 92 placed in the virtual field 800 in the virtual movement space. The event object 92 is an object that indicates the event location. The event object 92 may be an object that indicates the content of the event. The event object 92 may include information that indicates the remaining time of the event time limit. The event object 92 may include information that indicates the remaining time of the restart time limit. As an example, the event object 92 may be an object that resembles an enemy character that appears as an opponent in the event, such as a demon or a dragon.

[0084] The movement screen 40 displays an area of ​​the virtual field 800 that falls within the shooting range of a virtual camera CM placed in the virtual movement space. As an example, the virtual camera CM is set in a position in the virtual movement space from which it overlooks a portion of the virtual field 800 together with the user object 91. As an example, when the user 11 moves in the real world while holding the terminal 100, the user object 91 moves in the virtual field 800. In other words, the user 11 can instruct the user object 91 to move to a corresponding position in the virtual movement space by moving while holding the terminal 100. As an example, the movement screen 40 displays the user object 91 moving in the virtual field 800 as the virtual camera CM moves in accordance with the movement of the user object 91 in the virtual field 800.

[0085] On the moving screen 40, when the event object 92 falls within the shooting range of the virtual camera CM, the event object 92 is displayed. As an example, when the terminal 100 has reached the placement position of the event, the event start operation can be performed by tapping the portion of the monitor 188 where the event object 92 is displayed. As an example, the state in which the terminal 100 has reached the placement position of the event may be a state in which the terminal 100 is located within a specified range centered on the placement position of the event.

[0086] [Event screen] As shown in FIG. 10 , an event screen 50 is displayed when an event starts. The event screen 50 includes various objects. For example, the event screen 50 includes a field object 82 that constitutes the stage for the event. The event screen 50 includes a user object 91. The event screen 50 includes an enemy object 93. The event screen 50 includes an HP bar 94 that indicates the HP of the enemy object 93. The event screen 50 includes event time limit information 95 that indicates the remaining time of the event time limit. For example, by tapping on the area where the field object 82 is displayed, an operation to instruct the user object 91 to move to that position can be performed. For example, by tapping on the area where the enemy object 93 is displayed, an operation to instruct an attack on the enemy object 93 can be performed. The event screen 50 does not include an object that indicates information regarding the rearrangement position of the event. In other words, the event screen 50 does not display information regarding the rearrangement position of the event, even if the event time limit is running out and the event is likely to end without completing the task.

[0087] [Game Flow] An example of the flow of a game according to the present disclosure will be described. 11, it is assumed that the user object 91 is placed at a position 911 in the virtual field 800, which corresponds to the real-space position of the terminal 100. The monitor 188 of the terminal 100 displays the user object 91 as well as the area of ​​the virtual field 800 that falls within the shooting range of the virtual camera CM located at position CM1.

[0088] Assume that the terminal 100 reaches an event position as the user 11 carrying the terminal 100 moves. In this case, the monitor 188 displays the user object 91 moving to position 912 and arriving at position 921 where the event object 92 is located. The monitor 188 of the terminal 100 displays the user object 91 as well as an area of ​​the virtual field 800 that falls within the shooting range of the virtual camera CM at position CM2. Furthermore, when the terminal 100 has reached the event position, the shooting range of the virtual camera CM at position CM2 includes the event object 92. Therefore, the event object 92 is displayed on the monitor 188. When the user 11 taps on the portion of the monitor 188 where the event object 92 is displayed, the event starts for the first time.

[0089] Assume that the event has ended without completing the task. In this case, the event for which the task has not been completed is associated with a rearrangement position that is different from its original placement position in the moving virtual space. As a result, in the virtual moving space, the event object 92 that was placed at position 921 is rearranged to position 922 that corresponds to the rearrangement position. Rearranging the event can also be considered as moving the event position.

[0090] On the monitor 188 of the terminal 100, when an event ends without the task being completed, the movement screen 40 is displayed in place of the event screen 50. At this time, the event for which the task has not been completed has been moved from its original placement position to a rearrangement position that is outside the display range of the monitor 188. Therefore, when the event ends, the event object 92 is not displayed on the movement screen 40.

[0091] Assume that the user 11 carrying the terminal 100 moves and the terminal 100 arrives at a destination event location. In this case, the monitor 188 displays the user object 91 moving to location 913 and arriving at location 922 where the event object 92 has been relocated. The monitor 188 of the terminal 100 displays the user object 91 as well as the area of ​​the virtual field 800 that falls within the shooting range of the virtual camera CM located at location CM3. Furthermore, when the terminal 100 has reached the destination event location, the shooting range of the virtual camera CM located at location CM3 includes the event object 92. Therefore, the relocated event object 92 is displayed on the monitor 188. When the user 11 taps the portion of the monitor 188 where the event object 92 is displayed, the event is resumed, with at least a portion of its progress being retained.

[0092] The effects of the present disclosure will be described. (1) When the progress of an event meets a predetermined condition, the event moves to another location outside the display range at the time the predetermined condition was met. This makes it difficult for the user 11 to understand where the event has temporarily moved. This allows the user 11 to carefully move the event while taking into consideration the shortest distance traveled. This improves the interest level.

[0093] (2) Furthermore, since the user 11 moves more carefully, the user 11 can be more attentive to the safety of the surroundings compared to when the user 11 is repositioned within the display range when a specified condition is met.

[0094] (3) The distance to the relocation destination of the event changes depending on the change in the parameter value of the event. Therefore, the user 11 has different degrees of accessibility to the destination depending on the progress of the event. This increases the interest of the user 11 who wants to complete the event.

[0095] (4) The greater the change in the parameter value of the event, the shorter the distance to the relocation destination of the event. Therefore, the greater the progress of the event, the easier it is for the user 11 to reach the destination. This increases the interest of the user 11 who wants to complete the event.

[0096] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. [Change Example 1] As shown in FIG. 12, the movement screen 40 may include information indicating that the event can be progressed. As an example, the information indicating that the event can be progressed may be rearrangement information 961 indicating that an event that ended without completing the task has been rearranged, such as text such as "The event has been moved" and "Find it and complete it." According to this modification, when the location associated with the event is changed, information indicating that the event can be progressed is displayed. This allows the user 11 to actively search for the destination of the event.

[0097] The movement screen 40 may include information about the rearrangement position of the event. As an example, the information about the rearrangement position of the event may be direction information 962 indicating the direction in which the event position exists, such as an arrow pointing to a position (event position) in the real space corresponding to the rearrangement position of the event in the virtual movement space. According to this modification, when the position associated with the event is changed, information about the other position is displayed. This makes it easier for the user 11 to predict the destination of the event. This can improve interest.

[0098] In this modified example, the rearrangement information 961 and the direction information 962 are not included in the event screen 50. The rearrangement information 961 and the direction information 962 are displayed on the movement screen 40 after the event for which the task has not been completed is rearranged. The movement screen 40 may include both the rearrangement information 961 and the direction information 962, or may include any one of them. The rearrangement information 961 and the direction information 962 may be displayed until the event for which the task has not been completed starts, or may be displayed for only a specified time.

[0099] In this modified example, the rearrangement information 961 and the direction information 962 may be displayed by processor 110 in response to an instruction from processor 210. Processor 210 does not display information related to other positions until the placement position of the event in the virtual space is changed to another position after the progress status satisfies a predetermined condition. Not limited to this, the rearrangement information 961 and the direction information 962 may be displayed by processor 110, regardless of an instruction from processor 210. Processor 110 may not display information related to other positions until the placement position of the event in the virtual space is changed to another position after the progress status satisfies a predetermined condition.

[0100] According to this modification, information about the other location is not displayed until the location associated with the event is changed to another location. This prevents the user 11 from starting to move based on information about the other location before the event is relocated. This allows the user 11 to enjoy rediscovering the event at a leisurely pace.

[0101] [Change Example 2] The rearrangement position of the event in the virtual movement space may be another position that is outside the display range when the progress of the event satisfies a predetermined condition and is included in a specific range. As an example, the specific range may be a safety range 802 that corresponds to a safety range in the real world.

[0102] 11, in step S310, the processor 210 of the server 200 may set, as the rearrangeable range, a range that is outside the display range of the movement screen 40 that is displayed on the terminal 100 at the end of the event and that is also within the safety range 802. In this case, when the event ends without the task being accomplished, the event is rearranged within the safety range 802, not within the display range of the movement screen 40, but within the caution range 801.

[0103] According to this modified example, when the progress of an event meets a predetermined condition, the event is moved to a specific range outside the display range. This creates a certain pattern in the movement of the event, which increases the interest of the user 11. Furthermore, if the specific range is set to the safe range 802, it is possible to reassure the user 11 who is about to move to a real-world location corresponding to the relocation location of the event. In this modified example, the specific range is not limited to the safe range 802. For example, the specific range may be the area surrounding a landmark within a specified range from the terminal location. For example, if the terminal 100 is located within a predetermined facility, the specific range may be within the premises of the predetermined facility.

[0104] [Change Example 3] The rearrangement position of the event in the virtual movement space may be a position along the direction of travel of the user as the event progresses. In step S310, the processor 210 of the server 200 may set, as the rearrangeable range, a range within a predetermined angle on both sides of the direction of travel of the terminal 100 at the time when the terminal 100 reaches the event position.

[0105] According to this modified example, an event for which the task has not been completed is moved to a position along the direction of progress of the user 11 when the event progressed. This allows the user 11 to be given a hint as to the destination of the event. This increases the interest of the user 11. Furthermore, according to this modified example, the user 11 can predict the destination of the event, so there is no need for the user 11 to search for the event randomly. This allows the event to be moved without panicking.

[0106] [Change Example 3] It is not limited to relocating the event to another location in the virtual space without a waiting time when the progress of the event meets a predetermined condition. When the progress of the event meets a predetermined condition, the event may be relocated to another location in the virtual space after the waiting time has elapsed.

[0107] As shown in FIG. 13 , instead of step S313, the processor 210 of the server 200 executes a process for controlling the rearrangement of event objects at predetermined time intervals. As an example, in step S401, the processor 210 of the server 200 determines whether a waiting time has elapsed. As an example, the waiting time is 10 minutes. The waiting time is not limited to this, and may be less than 10 minutes or more than 10 minutes. If the waiting time has not elapsed (step S401: NO), in step S402, the processor 210 of the server 200 waits without rearranging the event for which the task has not been completed. In other words, the processor 210 restricts the rearrangement of the event for which the task has not been completed. On the other hand, if the waiting time has elapsed (step S401: YES), in step S403, the processor 210 of the server 200 rearranges the event for which the task has not been completed that is waiting for rearrangement. In other words, the processor 210 cancels the rearrangement restriction on the event for which the task has not been completed. According to this modified example, the event is moved after a predetermined time has elapsed. This allows the user 11 time to predict the destination of the event, thereby increasing the interest of the user 11.

[0108] As shown in FIG. 14 , when the restriction on rearrangement of an uncompleted event begins, the transfer screen 40 may include rearrangement notice information 963 indicating that the event will be rearranged after a predetermined time has elapsed. For example, the rearrangement notice information 963 may be a string such as "The uncompleted event will be rearranged after a predetermined time." The transfer screen 40 may also include notification notice information 964 indicating that a notification will be sent when the event is rearranged. For example, the notification notice information 964 may be a string such as "You will be notified again once the event has been rearranged." The transfer screen 40 may also include transfer information 965 indicating that the progress of the uncompleted event will be carried over. For example, the transfer information 965 may be a string such as "The progress of the event will be carried over." The transfer information 965 may also be used in a configuration in which rearrangement is not restricted.

[0109] Then, as shown in FIG. 12 , when the rearrangement restriction for an event for which the task has not been completed is lifted, the movement screen 40 may include information about the rearrangement location of the event. As an example, the information about the rearrangement location of the event may be rearrangement information 961 and direction information 962. According to this modification, information about the other location is not displayed until the location associated with the event is changed to another location. This prevents the user 11 from starting to move based on information about the other location before the event is rearranged. This allows the user 11 to enjoy rediscovering the event at a leisurely pace. The user 11 can obtain information in advance about whether the event will be rearranged, whether a rearrangement notification will be provided, event handover, etc. This provides the user 11 with peace of mind.

[0110] In this modified example, the relocation position of the event in the virtual space is not limited to a position outside the display range when the progress of the event satisfies a predetermined condition. For example, when a predetermined time has passed since the progress of the event met a predetermined condition, the location of the event may be changed to a position within the display range when the progress met the predetermined condition. According to this modified example, the event is moved to within the display range when the predetermined condition was met after the predetermined time has passed. Therefore, a user 11 who hesitates to move for a predetermined time can be given an opportunity to progress again without missing the event at the destination.

[0111] [Change Example 4] The distance from the placement position of an event to the rearrangement position when the progress of the event satisfies a predetermined condition may be varied depending on the type of event. As an example, different types of events may have different challenges. As an example, different types of events may have different levels of difficulty for completing the challenges. As an example, when defeating an enemy object is set as a challenge for an event, different types of enemy objects may appear in the event. In this case, a first enemy object may have superior parameter values ​​such as HP and attack power, making it more difficult to defeat than a second enemy object. In other words, a first event in which a first enemy object appears may be more difficult to complete than a second event in which a second enemy object appears.

[0112] As an example, in step S310, the processor 210 of the server 200 may set a different distance from the pre-change event location or terminal location to the destination event location when rearranging the first event and when rearranging the second event. According to this modification, the distance to the destination changes depending on the type of event, which makes the event movement more interesting. This increases the interest of the user 11.

[0113] In this modified example, when rearranging a first event, processor 210 may shorten the distance from the pre-relocation event location or terminal location to the destination event location compared to rearranging a second event. According to this modified example, for a first event with a higher difficulty level than a second event, the distance to the destination can be shortened to make it easier to rematch. This can increase the interest of users 11 who seek a higher level of difficulty.

[0114] For example, when rearranging a first event, processor 210 may increase the distance from the pre-change event location or terminal location to the destination event location compared to rearranging a second event. According to this modification, for a second event that is lower in difficulty than the first event, the distance to the destination can be reduced to make it easier to rematch. This can increase the interest of user 11 who places importance on completing events.

[0115] [Change Example 5] As shown in FIG. 15 , if a predetermined safety condition is not met, the change of the location of an event in the virtual movement space may be restricted. As an example, if an event associated with a position 923 in the caution range 801 in the virtual movement space ends without completing the task, the processor 210 of the server 200 may not relocate the event. As an example, if an event associated with a position 924 in the safety range 802 in the virtual movement space ends without completing the task, the processor 210 of the server 200 may relocate the event. In other words, the safety condition may be satisfied when the event location is within the safety range in real space. According to this modified example, even if a predetermined condition is met, the movement of the event is restricted if the predetermined safety condition is not met. This allows the destination of the event to be searched for more safely.

[0116] Furthermore, in step S310, the processor 210 may set, as the rearrangeable range, a range that is outside the display range of the movement screen 40 displayed on the terminal 100 at the end of the event for which the task has not been completed and that is also within the safety range 802. In step S310, the processor 210 may set, as the rearrangeable range, a range that is within the safety range 802 but cannot be reached without passing through the caution range 801. In other words, the other position in the virtual space may be set to a position that can be reached from the placement position of the event when the progress status satisfies a predetermined condition to the rearrangement position of the event without passing through the caution range in real space. As an example, the processor 210 may set, as the rearrangeable range, the safety range 802 that is the same as the safety range 802 in which the event position is located.

[0117] 16, in step S310, processor 210 may set, as the rearrangeable range, a range that is within the display range of moving screen 40 that is displayed on terminal 100 at the end of the event and that is also a safe range 802. According to this modified example, the event is moved within safe range 802 in real space, which can further reassure user 11.

[0118] [Change Example 6] When an event is executed by multiple users and the event is rearranged due to an incomplete task, the rearranged event may be restartable by some of the multiple users. In other words, the rearranged event may be restartable even if not all users who participated in the event are present. In this modified example, whether the rearranged event can be executed while retaining its progress, and the degree of progress retention, may be determined based on the contribution level of users participating in the event before rearrangement. For example, the contribution level is the degree to which a user contributed to the progress of a series of events. For example, the contribution level is based on the HP of enemy objects reduced by a user's avatar in a series of events. For example, the rearranged event may retain the progress level of the event before rearrangement if the total contribution level of participating users is equal to or greater than a specified value. For example, the specified value is half of the total contribution level. For example, the rearranged event may have a progress level that corresponds to the total contribution level of participating users. Note that users who did not participate in the event before rearrangement may be able to participate in the rearranged event. When rewards are awarded to users based on the outcome of an event, rewards may be awarded to all users, including users who participated in only some of the events in a series, to users who participated in all of the events, or to users who participated in the last event.

[0119] [Change Example 7] The progress status carried over when an event is resumed is not limited to HP, which is one of the parameter values. For example, the progress status to be carried over may be the state of the enemy object. The enemy object state may be a state in which a specific part of the enemy object 93 is missing, a state in which a specific part of the enemy object 93 is damaged, the mental state of the enemy object 93, or an abnormal state of the enemy object 93. For example, the mental state of the enemy object 93 may be an angry state in which the HP of the user object 91 decreases more when an attack from the enemy object 93 hits, or a panic state in which the enemy object 93 tries to escape from the user object 91. For example, the abnormal state of the enemy object 93 may be a paralysis state in which the movement speed and attack speed of the enemy object 93 are reduced, or a poison state in which the HP of the enemy object 93 is reduced.

[0120] [Change Example 8] The predetermined condition for changing the location of an event in the virtual movement space is not limited to the event time limit having elapsed and the task not being accomplished. The predetermined condition may be that, in addition to or instead of HP, an ability value other than HP among the parameter values ​​of the enemy object reaches a predetermined value. The predetermined condition may also be that the state of the enemy object, as described above, reaches a predetermined state.

[0121] [Change Example 9] The event time limit does not necessarily have to be the same when placing a new event in the virtual movement space and when replacing an event whose task has not been completed. As an example, the event time limit may be shorter or longer when placing a new event in the virtual movement space than when replacing an event whose task has not been completed. The event time limit after replacement may be set to a different time depending on the parameter value of the enemy object as the progress of the event. The event time limit may be set to a different time depending on the state of the enemy object as described above. The event time limit may also be determined by lottery.

[0122] [Change Example 10] The restart time limit does not have to be the same regardless of the progress of the event. As an example, the restart time limit for an event may be set to a different time depending on the parameter value of an enemy object as the progress of the event. The restart time limit for an event may be set to a different time depending on the state of the enemy object as described above. It is not necessary to set a restart time limit for an event. The restart time limit for an event may be determined by lottery.

[0123] [Change Example 11] The moving screen 40 may include information notifying the user that the event can be restarted when a predetermined time has elapsed since the event was rearranged. Furthermore, on the moving screen 40, the rearranged event object may include information indicating the restart time limit for the event.

[0124] [Change Example 12] When the progress of an event satisfies a predetermined condition, whether or not to rearrange the event may be determined based on the result of a predetermined lottery. As an example, the probability of winning the predetermined lottery may vary depending on one or more of the following information: the type of event, the progress of the event, the number of times the progress of the event has been carried over, and the type of achievement condition of the event.

[0125] [Change Example 13] The above-described processes and the order of steps are merely examples and are not intended to be limiting. The order of steps and processes can be arbitrarily changed without departing from the scope of the embodiments and modifications.

[0126] [Change Example 14] One or more modules or functions provided in the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).

[0127] [Change Example 15] One or more modules or functions of the terminal 100 and the server 200 may be implemented by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads and executes the programs from the storage, thereby realizing the functions of the present disclosure. As already explained, the storage can be implemented as a non-volatile storage device.

[0128] [Change Example 16] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves).

[0129] [Change Example 17] The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).

[0130] [Change Example 18] The game program of the server 200 and the game program of the terminal 100 can be understood as one program, or they can be understood as separate programs. The server 200 may perform all processing, and the processing results may be displayed as images on the monitor 181 of the terminal 100.

[0131] [Change Example 19] In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. In other words, all of the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200 or by the processor 110 of the terminal 100.

[0132] Any specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, and any process and step other than the specific process and step may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, a computer may be configured with one or more terminals 100 and one or more servers 200. As an example, all of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 110 of the terminal 100. As an example, any part of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 210 of the server 200, and the remaining parts may be implemented by the processor 110 of the terminal 100.

[0133] The various functions that can be realized by the game control unit 201 are not limited to being configured by a single processor 210, but may be configured by multiple processors included in one server 200 or multiple servers 200. The various functions that can be realized by the game control unit 101 and the display control unit 104 are not limited to being configured by a single processor 110, but may be configured by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, the various functions may be configured by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200. In this way, a computer may be configured by one or more terminals 100, one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.

[0134] [Change Example 20] When the terminal 100 executes all of the processes and steps described in the embodiment and modified examples, the terminal 100 may be configured not to communicate with other devices when executing these processes and steps. Furthermore, the computer is not limited to being configured by one or both of the terminal 100 and the server 200. The computer may also be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.

[0135] [Note] The present disclosure includes the following examples, in which reference numbers are provided to elements of the embodiments to aid understanding and not by way of limitation.

[0136] (assignment) For example, the purpose is to improve the interest of the service. (Supplementary Note 1) A program that causes a computer (100, 200) to make an event that is placed in a virtual space in association with a position in real space progress (S203, S205), and when the progress of the event satisfies a predetermined condition, to change the placement position of the event in the virtual space to another position that is outside the display range when the progress status satisfies the predetermined condition (S313), and when the placement position of the event in the virtual space is changed, to make the event progress again by inheriting at least a part of the progress status before the placement position of the event in the virtual space was changed (S203, S206).

[0137] For example, when the progress of an event meets a predetermined condition, the event moves to another location outside the display range when the predetermined condition is met. This makes it difficult for the user to temporarily understand where the event has moved. Therefore, the user can move the event carefully while taking into consideration the shortest moving distance. This can improve the user's interest. For example, because the user moves carefully, the user's attention to safety in the surrounding area can be improved compared to when the event is relocated within the display range when the predetermined condition is met.

[0138] (Appendix 2) The program described in Appendix 1, wherein information (962) regarding the other position is not displayed until the progress status satisfies the predetermined condition and the placement position of the event in the virtual space is changed to the other position.

[0139] For example, information about the other location is not displayed until the location of the event in the virtual space is changed to another location. This prevents the user from starting to move based on information about the other location before the event is relocated. This allows the user to enjoy rediscovering the event at their own pace.

[0140] (Appendix 3) A program described in Appendix 1 or Appendix 2, wherein the other position in the virtual space is a position included in a specific range (802), which is a part of the positions outside the display range when the progress status satisfies the specified condition.

[0141] For example, if the progress of an event meets a predetermined condition, the event is moved to a specific area outside the display range. This creates a certain pattern in the movement of events, which increases the interest of the user.

[0142] (Supplementary Note 4) The program described in any one of Supplementary Notes 1 to 3, wherein the other position in the virtual space is a position along the user's direction of travel when the event progresses.

[0143] For example, the event is moved to a position within a specific range that is in line with the user's direction of travel as the event progresses. This provides the user with information to predict the destination of the event, thereby increasing the user's interest. For example, the user can be made to predict the destination of the event. This allows the user to move without panicking.

[0144] (Appendix 5) The program according to any one of appendices 1 to 4, wherein the event is relocated to the other position when a predetermined time has elapsed since the progress status satisfied the predetermined condition.

[0145] For example, events are moved at predetermined intervals, which allows users time to predict where the event will move to, thereby increasing user interest. (Appendix 6) A program described in any one of Appendices 1 to 5, which, when a predetermined time has elapsed since the progress status satisfied the predetermined condition, changes the placement position of the event to a position that is within the display range when the progress status satisfied the predetermined condition.

[0146] For example, if an event is moved after a predetermined time has passed, it will be moved to the display range when a predetermined condition is met. This allows a user who hesitates to move for a predetermined time to have another opportunity to proceed without missing the event at the destination.

[0147] (Appendix 7) A program described in any one of appendices 1 to 6, which displays information (961) indicating that the event can be progressed when the placement position of the event in the virtual space is changed.

[0148] For example, if the location of an event in the virtual space is changed, information indicating that the event can proceed is displayed, which encourages the user to actively search for a new location for the event.

[0149] (Appendix 8) A program described in any one of Appendices 1 to 7, which displays information (962) regarding the new position in the virtual space when the placement position of the event in the virtual space is changed.

[0150] For example, if the location of an event in the virtual space is changed, information about the new location is displayed, making it easier for the user to predict the destination of the event, thereby increasing interest.

[0151] (Supplementary Note 9) The program according to any one of Supplementary Notes 1 to 8, wherein the distance from the location of the event to the other location when the progress status satisfies the predetermined condition varies depending on the type of the event. For example, since the distance to the destination varies depending on the type of event, the fun of moving between events can be increased. This can increase the interest of the user.

[0152] (Appendix 10) A program described in any one of Appendices 1 to 9, which changes the distance from the placement position of the event when the progress status satisfies the specified condition to the other position in accordance with a change in the parameter value of the event.

[0153] For example, the distance to the destination changes depending on the parameter value of the event. Therefore, the user's ability to reach the destination changes depending on the progress of the event. This increases the interest of users who want to complete the event.

[0154] (Supplementary Note 11) The program according to any one of Supplementary Note 1 to Supplementary Note 10, wherein the program restricts the change of the placement position of the event when a predetermined safety condition is not satisfied. For example, even if the predetermined condition is satisfied, the program restricts the movement of the event when the predetermined safety condition is not satisfied. This allows the program to search for a destination of the event more safely.

[0155] (Appendix 12) A program that causes a computer (100, 200) to allow an event placed in a virtual space in association with a position in real space to progress (S203, S205), change the position of the event in the virtual space to another position when a predetermined time has elapsed since the progress of the event satisfied a predetermined condition, and when the position of the event in the virtual space has been changed, inherit at least a part of the progress before the position of the event in the virtual space was changed, and allow the event to progress again (S203, S206).

[0156] For example, an event is moved after a predetermined time has passed, which allows the user to carefully move the event while taking into consideration the shortest distance traveled, thereby increasing the interest of the user.

[0157] (Appendix 13) A program that causes a computer (100, 200) to make an event that is placed in a virtual space in association with a position in real space progress (S203, S205), and when the progress of the event satisfies a predetermined condition, changes the placement position of the event in the virtual space to another position, and when the placement position of the event in the virtual space is changed, makes the event progress again by inheriting at least a part of the progress status before the placement position of the event in the virtual space was changed (S203, S206), and the other position in the virtual space is a position that can be reached from the placement position of the event when the progress status satisfies the predetermined condition to the other position without passing through an attention range (801) in real space.

[0158] For example, the user can reach the destination of an event without passing through the area of ​​attention in real space, allowing the user to safely search for the destination of the event. (Appendix 14) A program that causes a computer (100, 200) to make an event that is placed in a virtual space in association with a position in real space progress (S203, S205), and when the progress of the event satisfies a predetermined condition and the position of the event when the progress status satisfies the predetermined condition is within a safe range (802) in real space, changes the position of the event to another position within the safe range, and when the position of the event in the virtual space is changed, makes the event progress again by inheriting at least a part of the progress status before the position of the event in the virtual space was changed (S203, S206).

[0159] For example, the event can be moved to a safe area in the real world, providing a sense of security to the user. The configurations described in Supplementary Notes 1 to 15 may be appropriately applied to the fields of devices, systems, methods, and media.

[0160] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled. [Explanation of symbols]

[0161] 10...information processing system, 11...user, 20...network, 40...movement screen, 50...event screen, 80...virtual movement space, 81...field object, 82...field object, 91...user object, 92...event object, 93...enemy object, 94...HP bar, 95...event time limit information, 100...terminal, 101...game control unit, 102...position acquisition unit, 104...display control unit, 105...storage unit, 106...communication unit, 107...input / output unit, 110...processor, 120...memory, 130...storage, 140...communication interface, 150...input / output interface, 160...my , 170...speaker, 180...touch screen, 181...monitor, 182...touch sensor, 185...GNSS receiver, 188...monitor, 190...communication bus, 200...server, 201...game control unit, 205...storage unit, 206...communication unit, 207...input / output unit, 210...processor, 220...memory, 230...storage, 240...communication interface, 250...input / output interface, 290...communication bus, 300...input device, 800...virtual field, 801...attention range, 802...safety range, 961...relocation information, 962...direction information, 963...relocation notice information, 964...notification notice information, 965...handover information CM...virtual camera, CM1 to CM3, 911 to 913, 921 to 924...position, S401 to S403...step

Claims

1. On the computer, Events placed in the virtual space can be progressed by relating them to positions in the real world. when the progress of the event satisfies a predetermined condition, changing the placement position of the event in the virtual space to another position that is outside the display range when the progress of the event satisfies the predetermined condition; When the placement position of the event in the virtual space is changed, the program enables the event to progress again by inheriting at least a part of the progress status before the placement position of the event in the virtual space was changed.

2. 2. The program according to claim 1, wherein information about the other position is not displayed until the placement position of the event in the virtual space is changed to the other position after the progress status satisfies the predetermined condition.

3. The program according to claim 1 , wherein the other position in the virtual space is a position included in a specific range that is a part of positions outside the display range when the progress status satisfies the predetermined condition.

4. The program according to claim 1 , wherein the other position in the virtual space is a position along a direction in which the user is moving when the event is proceeding.

5. The program according to claim 1 , wherein the event is relocated to the other position when a predetermined time has elapsed since the progress status satisfied the predetermined condition.

6. 2. The program according to claim 1, wherein, when a predetermined time has elapsed since the progress status satisfied the predetermined condition, the placement position of the event is changed to a position that is within the display range when the progress status satisfied the predetermined condition.

7. The program according to claim 1 , further comprising: displaying information indicating that the event can proceed when the location of the event in the virtual space is changed.

8. The program according to claim 1 , wherein when the location of the event in the virtual space is changed, information about the new location in the virtual space is displayed.

9. The program according to claim 1 , wherein the distance from the arrangement position of the event to the other position when the progress status satisfies the predetermined condition is varied depending on the type of the event.

10. 2. The program according to claim 1, wherein the distance from the arrangement position of the event when the progress status satisfies the predetermined condition to the other position is changed in accordance with a change in a parameter value of the event.

11. The program according to claim 1 , wherein a change in the placement position of the event is restricted if a predetermined safety condition is not satisfied.

12. Events placed in the virtual space can be progressed by relating them to positions in the real world. when the progress of the event satisfies a predetermined condition, changing the placement position of the event in the virtual space to another position that is outside the display range when the progress of the event satisfies the predetermined condition; When the placement position of the event in the virtual space is changed, the information processing system allows the event to progress again by inheriting at least a portion of the progress status before the placement position of the event in the virtual space was changed.

Citation Information

Patent Citations

  • Game program, game system, and server device

    JP2021145916A