Program and system
By placing candidate locations closer to the player's initial location and adjusting distribution based on play patterns, the system reduces the initial travel hurdle and enhances player engagement in location-based games.
Patent Information
- Application Number
- JP2024039412
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-13
- Publication Date
- 2025-09-29
AI Technical Summary
In location-based games, players often need to travel to distant destinations, creating a high initial hurdle that can deter participation and reduce enjoyment.
The system increases candidate locations near the player's current location during a predetermined period, especially when starting the game, and adjusts the distribution based on play frequency and time elapsed since the last session.
This approach lowers the initial barrier for players to engage, increases interest over time, and maintains game engagement by varying the candidate location distribution based on player behavior.
Smart Images

Figure 2025140197000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a system. [Background technology]
[0002] Conventionally, so-called "location-based games" have been known in which a destination is set on a field that corresponds to a position in real space, and an event progresses in response to a player reaching the destination (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-23157 Summary of the Invention [Problem to be solved by the invention]
[0004] In location-based games, it is common for the destination to not be set within a certain range that includes the player's current location. Therefore, a player who is at home or elsewhere must go outside to start the game. As a result, the hurdle of getting to the first destination becomes higher, leaving room for improvement in terms of increasing the game's enjoyment.
[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a program that can increase interest. [Means for solving the problem]
[0006] In order to solve the above problem, the program of the present invention causes a computer to place more candidate locations that a player can select as a destination at a first timing in the vicinity of an installation-prohibited area that includes the player's current location during a predetermined period of time, compared to candidate locations that can be selected at a second timing that is chronologically later than the first timing. [Effects of the Invention]
[0007] According to the present invention, interest is increased. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a diagram illustrating an overview of a system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a hardware configuration diagram of a server. [Figure 3] FIG. 2 is a hardware configuration diagram of a user terminal. [Figure 4] FIG. 10 is a diagram showing an example of the arrangement of candidate sites on a field. [Figure 5] 10A shows an example of a candidate location table and FIG. 10B shows an example of registered location information. [Figure 6] 10 is a flowchart of a position information game control process. [Figure 7] 10A and 10B are display examples of an event selection screen and a destination selection screen, respectively. [Figure 8] 10 is a flowchart of candidate site installation processing according to the first embodiment. [Figure 9] 10 is an example of a field in which candidate sites are set in the candidate site setting process according to the first embodiment. [Figure 10] FIG. 10 is a diagram illustrating a method for setting up candidate sites in the candidate site setting process according to the first modification. [Figure 11] 10 is a graph showing the transition of candidate locations according to the number of times a destination is selected (or the playing time). [Figure 12] 10 is an example of a candidate site installation pattern according to the second embodiment. [Figure 13] This is an example of a field on a sunny day. [Figure 14] This is an example of a field on a rainy or snowy day. [Figure 15] This is an example of a field on a snowy or thundery day. DETAILED DESCRIPTION OF THE INVENTION
[0009] A system 1 according to an embodiment will be described below with reference to the drawings. Note that the embodiment of the present invention described below is an example of how the present invention can be realized, and the scope of the present invention is not limited to the scope of the described embodiment. Therefore, the present invention can be implemented by adding various modifications to the embodiment.
[0010] [System 1 Overview] FIG. 1 is a diagram illustrating an overview of a system 1 according to this embodiment. As shown in FIG. 1, the system 1 mainly includes a server 10 and user terminals 20A, 20B, 20C, and 20D (hereinafter, these may be collectively referred to as "user terminals 20"). Note that while four user terminals 20 are illustrated in FIG. 1, examples of the user terminals 20 included in the system 1 are not limited to this. The server 10 and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication network 2. Specific examples of the communication network 2 are not particularly limited, and may include, for example, the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination of these.
[0011] The system 1 according to this embodiment is a game system that realizes a game on a user terminal 20. The game realized by the system 1 is, for example, an online game realized on each of the multiple user terminals 20 by mutual communication between the server 10 and the multiple user terminals 20. However, the game may also be an offline game that is completed on one user terminal 20. As another example, the system 1 may realize a virtual space in which users of multiple user terminals 20A to 20D communicate via avatars. Hereinafter, a user who operates a user terminal 20 to play a game (or moves an avatar in the virtual space) will be referred to as a "player."
[0012] [Server 10 configuration] FIG. 2 is a hardware configuration diagram of the server 10. The server 10 realizes an online game by synchronizing game data of each of a plurality of user terminals 20. The server 10 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. As shown in FIG. 2, the server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the server 10 is connected to a communication bus 19.
[0013] The processor 11 performs the processes described below by executing a series of instructions included in a server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a central processing unit (CPU), a graphics processing unit (GPU), a micro processing unit (MPU), a field-programmable gate array (FPGA), or other devices.
[0014] The memory 12 temporarily stores a server program 13P and data. The server program 13P is loaded from, for example, the storage 13. The data includes data input to the server 10 and data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.
[0015] The storage 13 permanently stores the server program 13P and data. The storage 13 is realized, for example, as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 13 may also be realized as a removable storage device such as a memory card. As yet another example, the storage 13 may be connected to the server 10 as an external storage device instead of being built into the server 10. With this configuration, for example, in a situation where multiple user terminals 20 are used, such as an amusement facility, it becomes possible to collectively update the server program 13P and data.
[0016] The input / output interface 14 is an interface for connecting external devices such as a monitor, input device (e.g., keyboard, pointing device), external storage device, speaker, camera, microphone, sensor, etc. to the server 10. The processor 11 communicates with the external devices through the input / output interface 14. The input / output interface 14 is realized using, for example, a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other terminals.
[0017] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 is realized as, for example, a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).
[0018] [Configuration of user terminal 20] The user terminal 20 is realized as, for example, an HMD (Head Mounted Display) set, a tablet terminal, a wearable device, smart glasses, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In this embodiment, an example of the user terminal 20 as a tablet terminal will be described as shown in FIG.
[0019] Fig. 3 is a hardware configuration diagram of the user terminal 20. As shown in Fig. 3, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, a position sensor 42, and an operation device 43 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.
[0020] The processor 21, memory 22, storage 23, and communication IF 25 have the same configuration as the processor 11, memory 12, storage 13, and communication IF 15 of the server 10. The storage 23 also stores a terminal program 23P.
[0021] Monitor 31 is provided on the surface of a flat housing, as shown in Fig. 1, for example. Monitor 31 is a display device (display unit) that displays images or videos. Camera 33 is a so-called in-camera that is attached to the surface of the flat housing and captures an image of the face of a user viewing monitor 31. Camera 34 is a so-called out-camera that is attached to the back surface of the flat housing (the surface opposite to monitor 31) and captures an image of the surroundings.
[0022] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into sound and outputs it to the user. Note that the user terminal 20 may include earphones instead of the speaker 36.
[0023] The motion sensor 41 detects the motion of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.
[0024] The position sensor 42 detects the current location of the user terminal 20. Since the user terminal 20 is assumed to be carried by a user, the location of the user terminal 20 corresponds to the location of the user who carries the user terminal 20. The position sensor 42, for example, acquires a signal from a GPS (Global Positioning Satellite) and outputs information indicating the current location (hereinafter referred to as "current location information"). Specific examples of the current location information are not particularly limited, and may be, for example, a combination of the latitude and longitude of the current location. The user terminal 20 may calculate the number of steps, movement distance, and movement direction of the user using the detection results of the motion sensor 41 and the position sensor 42. The user terminal 20 may then proceed with an event, described below, triggered by at least one of the calculated number of steps, movement distance, and movement direction. The user's location may be identified using values detected by an external device (sensor). For example, the results of detection by a photographing device or a position sensor (such as an infrared sensor) installed in a building may be used. Furthermore, a user may own multiple terminals (devices) and the location of the user may be identified by sharing the detection results of the sensors of the devices.
[0025] The operation device 43 accepts input (operation) of commands by the user to the user terminal 20. The operation device 43 is, for example, a touch panel that is superimposed on the monitor 31 and accepts various touch operations by the user. In other words, the monitor 31 according to this embodiment is a touch panel display unit. As another example, the user terminal 20 may be provided with a controller equipped with buttons, an operation stick, etc. as the operation device 43.
[0026] [Details of the games that System 1 realizes] The system 1 according to this embodiment provides, for example, a "location information game." In the location information game, an avatar moves on a field F (virtual space) corresponding to the real space in conjunction with the player's movement in the real space. In the location information game, when the avatar (i.e., the player) satisfies a predetermined position condition with respect to a destination associated with an event on the field F, the event progresses (starts) on the user terminal 20.
[0027] "Field F" corresponds to, for example, the real space in which the user terminal 20 (i.e., the player) exists. Field F does not need to be completely identical to real space, but only needs to be similar enough that the player can feel that it is the "same place." Field F shares with real space, for example, the layout of major roads and intersections. On the other hand, field F does not need to coincide with real space in terms of buildings and places that are off-limits to anyone other than authorized personnel (e.g., highways, factories, etc.).
[0028] An "avatar" is, for example, a 3D object with a three-dimensional shape having three-dimensional coordinates. An avatar is an alter ego of a player that moves on the field F in conjunction with the player moving in real space. However, specific examples of avatars are not limited to those in the shape of a person, and may be animals, monsters, robots, vehicles, etc. Hereinafter, of the avatars displayed on a user terminal 20, an avatar operated by a player of that user terminal 20 will be referred to as a "player's avatar," and an avatar operated by another player will be referred to as an "other player's avatar."
[0029] An "event" can be anything that can be implemented in a location-based game, such as a battle event in which you battle an enemy character, an acquisition event in which you acquire an item, a viewing event in which you watch a movie (video), a facility event in which you enter a facility (e.g., an inn, weapon shop, church, dungeon, etc.), or a preparation event in which you change the state of your avatar (e.g., restoring stamina, changing your job or equipment, or organizing your tools).
[0030] "Satisfying a predetermined position condition" may mean, for example, that the avatar (i.e., the player) has entered a predetermined area that includes the destination of the event. As another example, "Satisfying a predetermined position condition" may mean that the destination of the event has entered a predetermined area that includes the avatar. The specific shape of the predetermined area is not particularly limited, but may be, for example, a circular area centered on the location of the event or the avatar. In other words, the event progresses as the avatar approaches the destination of the event.
[0031] "Progressing an event" means, for example, displaying a battle screen in which a battle with an enemy character is performed on the monitor 31, accepting the player's operations via the operation device 43 to instruct the player's avatar to act (for example, attack, activate a skill, use an item, etc.), attacking the enemy character in accordance with the accepted instructions, and repeating the process of updating the player's avatar's state in response to the attack from the enemy character. Other events also progress in a predetermined manner.
[0032] [Game Overview] The server program 13P causes the server 10 (an example of a computer) to execute the following processes, and the terminal program 23P causes the user terminal 20 (another example of a computer) to execute the following processes, thereby progressing the game on the user terminal 20. Before progressing the game, the server 10 and the user terminal 20 identify an account to be used by the user and execute a process to progress the game using the identified account. Note that if multiple accounts are selectable, the server 10 and the user terminal 20 identify an account to progress through from the multiple accounts and then execute a process to progress the game. Hereinafter, the server program 13P (terminal program 23P) causing the server 10 (user terminal 20) to execute a process will be simply referred to as "the server 10 (user terminal 20) executes a process." The following explanation will focus on a game implemented on the user terminal 20A. Furthermore, a player playing the game on the user terminal 20A will be referred to as "player A."
[0033] For example, the user terminal 20A transmits current location information detected by the position sensor 42 to the server 10 via the communication IF 25 in order to associate the information with the ongoing account. In addition, the server 10 transmits, for example, field data indicating a field F including the current location indicated by the current location information received from the user terminal 20A and event data indicating an event to be placed in the field F to the user terminal 20A via the communication IF 15 in order to synchronize the information with the ongoing account.
[0034] [Field Data Configuration] FIG. 4 is a diagram showing an example of the arrangement of candidate locations A to T on field F. FIG. 5 is an example of a candidate location table (A) and registered location information (B). The field data shows field F (map) in which at least major roads corresponding to real space are arranged. Furthermore, field F shown by the field data is a map of an area that includes the current location of player A indicated by the current location information and is larger than the display range of monitor 31. The field data includes a candidate location table that shows candidate locations A to T that have been set up in advance on field F. The candidate location table is data that shows candidate locations A to T that have been set up on field F. More specifically, the candidate location table includes position information, attribute information, an indoor flag, and a favorite flag for each of candidate locations A to T.
[0035] The location information is information indicating the location of the candidate location (e.g., a combination of latitude and longitude). The attribute information is information indicating the attributes of the candidate location (typically, real facilities located at the candidate location). The attribute information according to this embodiment is of four types: no attribute (e.g., facilities that are off-limits to authorized personnel, such as private homes, apartment buildings, and factories), parks, supermarkets, and restaurants. However, specific examples of attribute information are not limited to these. The indoor flag is a flag indicating whether a real facility located at the candidate location is an indoor facility. The indoor flag is set to either a first value "ON" indicating that the facility is an indoor facility, or a second value "OFF" indicating that the facility is an outdoor facility. The favorite flag is a flag indicating that the candidate location is player A's favorite. The favorite flag is set to either a third value "ON" indicating that the candidate location is player A's favorite, or a fourth value "OFF" indicating that the candidate location is not player A's favorite.
[0036] The candidate location table initially downloaded from the server 10 is common to all user terminals 20A to 20B. At this time, all favorite flags have the fourth value "OFF" set. Furthermore, the user terminal 20A may accept, via the operation device 43, an operation by player A to edit the setting values of the candidate location table. That is, the user terminal 20A may edit the setting values of the candidate location table in accordance with the operation by player A via the operation device 43. The edited candidate location table may be stored in the storage 23 of the user terminal 20A, or may be stored in the storage 23 of the server 10 in association with the account.
[0037] For example, the user may edit at least one of the attribute information, indoor flag, and favorite flag of a frequently visited candidate location. As one example, the attribute information of the candidate location may be rewritten to information that is easier for the user to understand (for example, the specific name of a friend's house or a restaurant). As another example, the indoor flag of a park with a covered rest area may be rewritten from the second value "OFF" to the first value "ON." As yet another example, the favorite flag of a favorite location (a frequently visited location) may be rewritten from the fourth value "OFF" to the third value "ON."
[0038] Furthermore, the storage 23 of the user terminal 20A can store registered location information shown in FIG. 5(B). The registered location information is information indicating a location (hereinafter referred to as a "registered location") designated by player A on field F. Typically, the registered location is a location on field F that corresponds to the location of player A's home in real space. However, the registered location is not limited to the location of player A's home, and can be set to any location on field F, such as player A's workplace or a place that he or she frequently visits.
[0039] [Event control processing] Fig. 6 is a flowchart of the location information game control process. Fig. 7 shows display examples of an event selection screen (A) and a destination selection screen (B). The basic processing flow of the location information game will be described with reference to Figs. 6 and 7.
[0040] First, the user terminal 20A displays the event selection screen shown in FIG. 7(A) on the monitor 31 (S11). The event selection screen is a screen that allows the player A to select one of a plurality of events implemented in the location-based game. The event selection screen includes a plurality of category tabs (in the example of FIG. 7(A), "Main," "Limited," and "Daily"), a plurality of event icons (in the example of FIG. 7(A), "Event A," "Event B," and "Event C"), and a [Start] icon.
[0041] An event belongs to, for example, one of a plurality of categories. An event belonging to the "main" category is, for example, an event that constitutes the main story of a location-based game and must be played in order to progress through the location-based game. An event belonging to the "limited" category is, for example, an event that is held for a limited time and that allows the player to obtain valuable game content (for example, game content with high rarity, game content that can only be obtained in this event) as a reward. An event belonging to the "daily" category is, for example, an event that is reset every day (in other words, that can be played anew every day) and that has a lower priority compared to other categories (for example, an event that does not require playing, an event that allows the player to obtain game content that can be obtained in other ways). However, the definition and types of each category are not limited to the above examples.
[0042] An event belonging to the "Daily" category is an example of a "target event" that is subject to adjustment of the installation position of a candidate site in the candidate site installation process described below with reference to FIG. 8. On the other hand, events belonging to the "Main" and "Limited" categories are examples of "non-target events" that are not subject to adjustment of the installation position of a candidate site. In other words, a target event is a portion of the multiple events implemented in the location-based game. However, all events implemented in the location-based game may be target events.
[0043] The user terminal 20A waits to execute the processes from step S13 onwards until it receives an operation from player A via the operation device 43 to select one of a plurality of events (S12: No). When one of the category tabs is selected by player A, the user terminal 20A displays event icons of events belonging to the selected category on an event selection screen. Furthermore, when player A selects one of the event icons and then selects the [Start] icon, the user terminal 20A considers that the event corresponding to that event icon has been selected (S12: Yes), and displays the destination selection screen shown in FIG. 7(B) on the monitor 31 (S13).
[0044] The destination selection screen is a screen that allows player A to select a destination for progressing an event selected by player A through the event selection screen. The destination selection screen includes a current location icon 50 and multiple candidate location icons 51, 52, 53, and 54 arranged on the field F. The current location icon 50 is an icon that indicates a position on the field F that corresponds to the current location of the user terminal 20A (i.e., the current location of player A) detected by the position sensor 42. The candidate location icons 51 to 54 are icons that indicate candidate locations on the field F. The candidate location icons 51 to 54 are arranged at the locations of some or all of the candidate locations A to T registered in the candidate location table.
[0045] A candidate location is a location that is a candidate for a destination where the event will progress (in other words, where player A will travel). That is, player A selects one of the candidate location icons 51 to 54 displayed on the destination selection screen, thereby selecting one of the multiple candidate locations placed by user terminal 20A as a destination. For example, user terminal 20A places the candidate location icons 51 to 54 at different positions on field F (i.e., places the candidate locations). Furthermore, user terminal 20A places the candidate location icons 51 to 54 outside an installation-prohibited area (the area indicated by a dashed circle in FIG. 7(B)) that includes current location icon 50. The specific process of placing the candidate location icons 51 to 54 will be described later with reference to FIG. 8 and subsequent figures.
[0046] Candidate location icons 51 to 54 may have different designs depending on the attribute information of the candidate locations. For example, in the example of Fig. 7(B), candidate location icon 51 corresponds to the attribute information "no attribute," candidate location icon 52 corresponds to the attribute information "park," candidate location icon 53 corresponds to the attribute information "supermarket," and candidate location icon 54 corresponds to the attribute information "restaurant."
[0047] Furthermore, the numbers added to the bottom left of the candidate location icons 51 to 54 indicate the amount of reward (number of points) that will be awarded when player A reaches the destination if, for example, player A selects the candidate location indicated by that candidate location icon 51 to 54 as his destination. The reward that will be awarded when player A reaches the destination varies, for example, depending on the distance from player A's current location at the time of selecting the destination to the destination (more specifically, the longer the distance, the greater the reward).
[0048] The installation-prohibited area is an area where a candidate location cannot be installed, and is, for example, a circular area centered on the current location of player A. The installation-prohibited area may also coincide with an area that satisfies a predetermined positional condition for progressing the event. In other words, the installation-prohibited area may be an area where player A can start the event while remaining at his current location. In other words, user terminal 20A sets up multiple candidate locations that are candidates for the destination of the event outside of an area where player A can start the event while remaining at his current location.
[0049] When player A swipes on the monitor 31, the user terminal 20A slides the display range of the field F in accordance with the swiping operation. Furthermore, when the user terminal 20A selects one of the candidate location icons 51 to 54 (for example, candidate location icon 51) (S14: Yes), the user terminal 20A sets the candidate location indicated by the selected candidate location icon as the objective for progressing the event selected in step S12. Furthermore, the user terminal 20A waits for the processing of step S16 and subsequent steps until player A satisfies a predetermined positional condition with respect to the destination (typically, player A reaches the destination) (S15: No). Furthermore, the user terminal 20A moves the player A's avatar on the field F displayed on the monitor 31 in conjunction with player A moving in real space.
[0050] Next, if player A satisfies a predetermined location condition with respect to the destination (S15: Yes), user terminal 20A progresses the event selected in step S12 (S16). As an example, if a battle event is selected, user terminal 20A progresses a battle between the player's avatar and an enemy character. As another example, if a viewing event is selected, user terminal 20A plays a movie on monitor 31. Other events are similarly progressed.
[0051] Next, the user terminal 20A grants a reward to the player A in response to the end of the event (S17). The rewards granted in step S17 include rewards granted in response to playing the event (e.g., experience points, game content) and rewards granted in response to the player A reaching the destination (e.g., points).
[0052] Then, the position information game progresses by repeatedly executing the position information game control process. That is, the user terminal 20A causes player A to select an event and a destination at his current location. Furthermore, the user terminal 20A causes the event to progress in response to player A reaching the destination. Furthermore, the user terminal 20A sets the position of player A when the event ends (typically, the destination) as his new current location and causes player A to select a new event and destination. By repeating this process, player A progresses through the position information game while moving in real space.
[0053] [Candidate site installation process according to the first embodiment] Fig. 8 is a flowchart of the candidate location installation process according to the first embodiment. Fig. 9 is an example of field F in which a candidate location has been installed by the candidate location installation process according to the first embodiment. The candidate location installation process is a process of selecting a candidate location to be presented to player A (i.e., displayed on the destination selection screen) from among a plurality of candidate locations registered in the candidate location table, and installing it (placing a candidate location icon) on field F. User terminal 20A executes the candidate location installation process, for example, immediately before step S13, and includes field F in which a candidate location icon has been placed by the candidate location installation process on the destination selection screen.
[0054] First, the user terminal 20A determines whether or not a destination has been selected (i.e., the position-based game control process has been played for the first time) within a predetermined period of time (S21). The user terminal 20A also determines whether or not the current location of player A (the player's avatar) is within a predetermined range from registered location Z (S22). The user terminal 20A also determines whether or not the time elapsed since the most recent play ended exceeds a threshold time (S23). Furthermore, the user terminal 20A determines whether or not a target event was selected in step S12 (S24). Note that some or all of steps S22 to S23 may be omitted.
[0055] The "predetermined period" in step S21 may refer to, for example, one day from 3:00 AM to 3:00 AM the following day. The "predetermined range" in step S22 is set to, for example, a range (for example, a circle with a radius of 10 m) in which it can be evaluated that player A is at registered location Z, taking into account the detection error of the current location by the position sensor 42. The "recently finished playing" in step S23 may refer to the end of the location-based game, or may refer to no operation being input for the location-based game for a predetermined consecutive period of time (i.e., left unused). The "threshold time" in step S23 is set to, for example, a period of time (for example, one week) in which it can be evaluated that interest in the location-based game has waned.
[0056] Then, if the user terminal 20A determines that this is the first time a destination has been selected (S21: Yes), that player A's current location is within a predetermined range from registered location Z (S22: Yes), that the time elapsed since the most recent play ended exceeds a threshold time (S23: Yes), and that the target event has been selected (S24: Yes), it places candidate locations A, B, C, M, and S on field F (S25), as shown in Figure 9(A).
[0057] On the other hand, if the user terminal 20A determines that this is the second or subsequent time that a destination has been selected (S21: No), that player A's current location is outside a predetermined range from registered location Z (S22: No), that the time elapsed since the most recent play ended has not exceeded the threshold time (S23: No), or that a non-target event was selected (S24: No), it places candidate locations A, C, E, H, and Q on field F (S26), as shown in Figure 9(B).
[0058] 9(A) and 9(B) have in common that no candidate sites are set in the installation-prohibited area (the area indicated by the dashed circle in FIG. 9) that includes Player A's current location Z. In other words, FIG. 9(A) and FIG. 9(B) have in common that all candidate sites are set outside the installation-prohibited area. However, setting an installation-prohibited area is not essential. In other words, candidate sites may also be set inside the installation-prohibited area. The same applies to Modifications 1 and 2 and the second embodiment described below.
[0059] Furthermore, in FIG. 9(A), more candidate locations are placed near the installation-prohibited areas than in FIG. 9(B). In other words, in FIG. 9(A), compared to FIG. 9(B), a higher proportion of candidate locations are placed near player A's current location Z. In other words, in FIG. 9(A), the average distance from player A's current location to the multiple candidate locations is shorter than in FIG. 9(B). In contrast, in FIG. 9(B), candidate locations are placed evenly both near the installation-prohibited areas and far from the installation-prohibited areas than in FIG. 9(A).
[0060] Note that "many candidate sites are installed near the installation-prohibited area" does not prevent candidate sites from being installed in locations away from the installation-prohibited area. That is, when comparing steps S25 and S26, it is sufficient that step S25 has a higher density of candidate sites near the installation-prohibited area and step S26 has a lower density of candidate sites near the installation-prohibited area. In other words, it is sufficient that step S25 has a lower density of candidate sites in areas away from the installation-prohibited area and step S26 has a higher density of candidate sites in areas away from the installation-prohibited area.
[0061] 9(A) and 9(B) share a common candidate location A. Then, for example, when candidate location A in FIG. 9(A) is selected as the destination and a predetermined location condition is satisfied, the user terminal 20A may award to player A a larger reward that varies depending on the distance from current location Z to destination A than when candidate location A in FIG. 9(B) is selected as the destination and a predetermined location condition is satisfied. The same applies to the other common candidate location C.
[0062] [Effects of the first embodiment] According to the first embodiment, it becomes easier to set the first destination of the day near the current location, which lowers the hurdle for player A at home to go out to start a location-based game. On the other hand, for player A who has already gone out, the hurdle for setting a destination from the second time onwards is significantly lower than the first time, which increases the likelihood that he will continue to play the location-based game. Furthermore, as the amount of time spent playing the location-based game increases, he becomes more likely to notice the appeal of the location-based game, which increases his interest.
[0063] Furthermore, according to the first embodiment, the layout of Fig. 9(A) is adopted only when player A is in a registered location, thereby lowering the barrier to player A going out. On the other hand, when player A is in a location other than the registered location, the layout of Fig. 9(B) is adopted, thereby preventing excessive deviation from the purpose of the location-based game that progresses as player A moves.
[0064] Furthermore, according to the first embodiment, the layout of Fig. 9(A) is adopted only when the elapsed time since the most recent play ended exceeds a threshold time, which lowers the barrier to going out for players who want to play a location-based game for the first time in a long time (so-called returning players).On the other hand, by adopting the layout of Fig. 9(B) for players who play frequently, it is possible to prevent excessive deviation from the purpose of the location-based game.
[0065] Furthermore, according to the first embodiment, by adopting the arrangement of Figure 9(A) when a target event is selected and adopting the arrangement of Figure 9(B) when a non-target event is selected, it is possible to achieve both the effect of lowering the barrier to going out and the effect of preventing essential or valuable events from being easily cleared.
[0066] Furthermore, according to the first embodiment, if a predetermined location condition is satisfied for a first destination A selected the first time, a larger reward is awarded to player A than if a predetermined location condition is satisfied for a second destination A selected the second time and whose distance from the current location Z is the same as that of the first destination A, thereby motivating player A to go out.
[0067] Note that the candidate site setting process is not limited to changing the distribution of candidate sites between the first destination selection (S25) and the second destination selection (S26). That is, user terminal 20A may execute the process of step S25 at a first timing (when the Nth destination is selected) and execute the process of step S26 at a second timing chronologically later than the first timing (for example, when the N+1th destination is selected).
[0068] Furthermore, the conditions for increasing the proportion of candidate sites that are installed near installation-prohibited areas are not limited to the above-mentioned examples. As another example, the user terminal 20A may increase the proportion of candidate sites that are installed near installation-prohibited areas as the player A's proficiency in the location-based game (for example, the player A's level or user rank) decreases. The user terminal 20A may also notify player A of the time until the next execution of the process of step S25 (i.e., the time remaining until the reset time of the predetermined period).
[0069] [Variation 1] Fig. 10 is a diagram illustrating a method for setting up candidate sites in the candidate site setting process according to Modification 1. Note that a detailed description of the commonalities with the first embodiment will be omitted, and the following description will focus on the differences. In the first embodiment, an example was described in which some of the candidate sites A to T were extracted at random. In contrast, Modification 1 describes an example in which candidate sites A to T are extracted with priority assigned to them.
[0070] The storage 23 of the user terminal 20A according to the first modification stores a history table shown in FIG. 10(A). The history table is a table that stores destinations previously selected by player A of the user terminal 20A. The storage table stores the selection date and time when the destination was selected and the location information of the selected destination, in association with each other. Then, in step S25 of FIG. 8, the user terminal 20A according to the first modification extracts some of the candidate locations A to T based on the history table.
[0071] As one example, the user terminal 20A may preferentially extract candidate locations D, L, and R that have been selected as destinations in the past from among the candidate locations A to T. As a result, for example, the candidate locations D, L, and R shown in FIG. 10(B) are extracted instead of the candidate locations A, C, and M extracted in FIG. 9(A). As another example, the user terminal 20A may preferentially extract candidate location D, which has been selected as a destination many times in the past. As yet another example, the user terminal 20A may preferentially extract candidate location L, which was extracted the first time during a predetermined period in the past.
[0072] Furthermore, the user terminal 20A may extract some of the candidate locations A to T based on the favorite flag in the candidate location table shown in Fig. 5(A) instead of the history table. In other words, the user terminal 20A may preferentially extract, from among the candidate locations A to T, candidate locations B and R whose favorite flags have the third value "ON" set.
[0073] According to the first modification, candidate locations that are frequently visited by player A of user terminal 20A are preferentially extracted, which further lowers the hurdle for player A at home to go out to start a location-based game.
[0074] [Variation 2] Fig. 11 is a graph showing the transition of candidate locations according to the number of times a destination is selected (or play time). Note that a detailed description of the commonalities with the first embodiment will be omitted, and the following description will focus on the differences. Variation 2 differs from the first embodiment in that the distribution of candidate locations is changed not only for the first and second destination selections within a predetermined period, but also for the third and subsequent destination selections (i.e., step S26 in Fig. 8).
[0075] As an example, as shown in FIG. 11(A), the user terminal 20A according to the second modification may increase or decrease the proportion of candidate sites near installation-prohibited areas (vertical axis) based on the number of times a destination is selected within a predetermined period (horizontal axis). More specifically, in the first to mth selections of a destination within a predetermined period, the user terminal 20A gradually decreases the proportion of candidate sites near installation-prohibited areas as the number of times a destination is selected increases. Furthermore, in the nth and subsequent selections of a destination within a predetermined period, the user terminal 20A gradually increases the proportion of candidate sites near installation-prohibited areas as the number of times a destination is selected increases. Furthermore, in the mth to nth selections of a destination within a predetermined period, the user terminal 20A may keep the proportion of candidate sites near installation-prohibited areas constant at a predetermined level (for example, a low level) or may randomize it. Note that m is an integer equal to or greater than 2, and n is an integer equal to or greater than (m+1).
[0076] As another example, as shown in FIG. 11(B), the user terminal 20A according to Modification 2 may increase or decrease the average distance (vertical axis) from the current location to multiple candidate locations based on the continuous play time (horizontal axis) within a predetermined period. More specifically, in selecting destinations from the start of play to play time t1 within the predetermined period, the user terminal 20A gradually increases the average distance from the current location to multiple candidate locations as the play time increases. Furthermore, in selecting destinations from play time t2 onward within the predetermined period, the user terminal 20A gradually decreases the average distance from the current location to multiple candidate locations as the play time increases. Furthermore, in selecting destinations from play time t1 to play time t2 within the predetermined period, the user terminal 20A may keep the average distance from the current location to multiple candidate locations constant at a predetermined level (for example, a high level) or may randomize it. Note that play time t2 is longer than play time t1.
[0077] According to Modification 2, immediately after starting to play, it becomes easier to set a destination near Player A's current location, which lowers the hurdle for Player A, who is at home, to go out to start the location-based game. Also, as Player A's motivation to play the location-based game increases, it becomes easier to set a destination farther away, which naturally increases the distance that Player A travels. Furthermore, in the latter half of the game when Player A begins to feel tired, it becomes easier to set a destination near Player A's current location again, which allows Player A to continue playing the location-based game without strain.
[0078] 11(A) and 11(B) are interchangeable. That is, the user terminal 20A may increase or decrease the average distance (vertical axis) from the current location to multiple candidate locations based on the number of times a destination is selected within a predetermined period (horizontal axis). The user terminal 20A may increase or decrease the proportion of candidate locations near installation-prohibited areas (vertical axis) based on the continuous play time within a predetermined period (horizontal axis).
[0079] [Second embodiment] FIG. 12 is an example of a candidate site installation pattern according to the second embodiment. FIG. 13 is an example of field F on a sunny day. FIG. 14 is an example of field F on a rainy or snowy day. FIG. 15 is an example of field F on a snowy or thunderous day. Note that a detailed description of the commonalities with the first embodiment will be omitted, and the following description will focus on the differences. The user terminal 20A according to the second embodiment changes the proportion of candidate sites to be installed near installation-prohibited areas in accordance with the weather at Player A's current location, based on the candidate site installation pattern of FIG. 12.
[0080] More specifically, the user terminal 20A acquires weather information indicating the weather at the current location of player A from a weather server (not shown) via the communication IF 25. The weather information includes, for example, the weather at the current location (e.g., cloudy, sunny, rainfall, snowfall, snow accumulation, thunder) and the temperature at the current location. Then, for example, when the weather at the current location is cloudy, the user terminal 20A sets candidate sites evenly at positions close to the installation-prohibited area and positions far from the installation-prohibited area (FIG. 9(B)). Furthermore, when the weather at the current location is different from cloudy, the user terminal 20A changes the proportion of candidate sites set near the installation-prohibited area based on pattern 1 in FIG. 9(B).
[0081] As an example, when the current location of player A is sunny, the user terminal 20A reduces the proportion of candidate locations that are installed near the installation-prohibited area compared to when the current location is not sunny (FIG. 9(B)). Furthermore, when the current location is sunny and the temperature at the current location is less than the first threshold (FIG. 13(A)), the user terminal 20A further reduces the proportion of candidate locations that are installed near the installation-prohibited area compared to when the temperature at the current location is equal to or greater than the first threshold (FIG. 13(B)). Furthermore, when the current location is sunny and the temperature at the current location is equal to or greater than the first threshold (FIG. 13(B)), the user terminal 20A increases the proportion of candidate locations that are indoors (i.e., indoor flag = ON) compared to when the temperature at the current location is less than the first threshold (FIG. 13(A)). The first threshold is set to a temperature range (e.g., 20°C) that allows people to walk comfortably on sunny days.
[0082] As another example, when it is raining or snowing at the current location of player A, the user terminal 20A increases the proportion of candidate sites to be installed near the installation-prohibited area (FIG. 14) compared to when the current location is sunny or cloudy (FIGS. 9(B) and 13). Furthermore, when it is raining or snowing at the current location and the temperature at the current location is below the second threshold (FIG. 14(B)), the user terminal 20A further increases the proportion of candidate sites to be installed near the installation-prohibited area compared to when the temperature at the current location is equal to or higher than the second threshold (FIG. 14(A)). The second threshold is set to a temperature range (e.g., 15°C) that allows people to walk comfortably on a rainy or snowy day.
[0083] Furthermore, when it is raining or snowing at the current location (FIG. 14), the user terminal 20A increases the proportion of candidate locations that are indoors (i.e., indoor flag = ON) compared to when it is cloudy at the current location (FIG. 9(B)). However, it is not necessary for all candidate locations to be indoors; some may be outdoors. Also, as shown in FIG. 14, a mark that can protect from rain or snow (e.g., an umbrella mark) may be added to a candidate location icon that indicates an indoor candidate location.
[0084] As yet another example, when player A's current location is snowed or thundered (FIG. 15), the user terminal 20A increases the proportion of candidate locations near the straight line connecting the current location X and the registered location Z compared to when the current location is other than snowed or thundered (FIGS. 9(B), 13, and 14). Furthermore, when player A's current location is snowed (FIG. 15), the user terminal 20A increases the proportion of candidate locations that are indoors (i.e., indoor flag = ON) compared to when the current location is other than snowed or thundered (FIGS. 9(B), 13, and 14). Furthermore, when player A's current location is thundered (FIG. 15), the user terminal 20A sets up only candidate locations that are indoors (i.e., indoor flag = ON).
[0085] [Effects of the second embodiment] According to the second embodiment, by changing the distribution of candidate locations according to the weather at the current location, the hurdle to starting to play the location-based game can be lowered even on days when people are less inclined to go out. As a result, the interest of the location-based game is further increased. Note that the processing of the second embodiment may be executed in combination with the candidate location setting processing (S25) of FIG. 8, or may be executed independently of the candidate location setting processing of FIG. 8 (immediately before S13 of FIG. 6).
[0086] Furthermore, according to the second embodiment, on sunny days, it becomes easier to select a destination far from the current location, allowing the player to enjoy the location-based game comfortably. Furthermore, when the current location is sunny and the temperature at the current location is equal to or higher than the first threshold, it becomes easier to select an indoor destination, preventing Player A from suffering from heatstroke or the like caused by traveling outdoors for a long period of time. This allows the player to enjoy the location-based game with peace of mind.
[0087] According to the second embodiment, when it is raining or snowing, it becomes easier to select an indoor destination, allowing the player to enjoy the location-based game comfortably. Furthermore, when it is snowing or thundering, it becomes easier to select a destination on the route from the current location X to the registered location Z (typically, the player's home), encouraging the player A to return home.
[0088] Note that the method of changing the distribution of candidate locations according to the weather is not limited to the above-mentioned example. As one example, the user terminal 20A may increase the proportion of indoor candidate locations as the time spent continuously traveling outdoors increases. As another example, when it is raining or snowing at the current location, the user terminal 20A may allow different candidate locations within the same facility (e.g., a shopping mall) to be consecutively selected as a destination. As yet another example, when it is snowing at the current location, the user terminal 20A may increase the reward awarded when player A reaches the destination as the travel time from the current location to the destination increases (i.e., the slower the walking).
[0089] Although the embodiment has been described above using a location-based game, it may also be applied to various application services that use location information, such as fitness applications and training applications.
[0090] [Other variations] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Furthermore, the program according to the present invention is not limited to one executed by a single device, but may be shared and executed by multiple devices. Furthermore, the division of roles between the server 10 and the user terminal 20 is not limited to the example described above. That is, part of the processing of the server 10 may be executed by the user terminal 20, or part of the processing of the user terminal 20 may be executed by the server 10. The embodiments described in this specification may be combined in part or in whole, and some elements may be replaced with other elements, or some elements may be added, deleted, or modified. It is also acceptable to appropriately adopt technical elements known at the time of filing, even if they are not explicitly described in this specification.
[0091] Furthermore, some or all of the means implemented by the program can be implemented by hardware such as an integrated circuit. Furthermore, the program may be provided recorded on a non-transitory recording medium that can be read by a computer. Examples of recording media include hard disks, SD cards, DVDs, and servers on the Internet.
[0092] [Note] Some of the features of the present invention are summarized below. [assignment] For example, the present invention aims to improve interest. [Solution] (1) A program that causes a computer to place more candidate locations that a player can select as a destination at a first timing in the vicinity of an unplaceable area including the player's current location during a predetermined period of time, compared to candidate locations that a player can select at a second timing that is chronologically later than the first timing. (2) In the program described in (1) above, A program that causes the computer to install more of the candidate locations that can be selected the first time near the installation-prohibited area when the current location is within a predetermined range from a pre-registered location, compared to the candidate locations that can be selected the second time. (3) In the program described in (1) above, A program that causes the computer to place more of the candidate locations that can be selected the first time near the unplaceable area compared to the candidate locations that can be selected the second time when the elapsed time since the most recent play ended exceeds a threshold time. (4) In the program described in (1) above, The computer, having the player select the destination from among a plurality of candidate locations as a location for progressing the event selected by the player from a plurality of events; When the player selects a target event, the program causes more of the candidate locations selectable the first time to be placed near the installation-prohibited area compared to the candidate locations selectable the second time. (5) In the program described in (1) above, A program that causes the computer to award a larger reward to the player when a predetermined location condition is satisfied for a first destination selected the first time during the predetermined period than when the predetermined location condition is satisfied for a second destination selected the second time and whose distance from the current location is the same as the first destination. (6) In the program described in (1) above, A program that causes the computer to gradually decrease the proportion of candidate sites that are to be installed near the installation-prohibited area as the number of times the destination is selected increases from the first to m (m≧2) times within the specified period of time. (7) In the program described in (6) above, A program that causes the computer to gradually increase the proportion of candidate sites that are to be installed near the installation-prohibited area as the number of times the destination is selected increases in the nth (n≧m+1)th or later selection of the destination within the specified period. (8) In the program described in (1) above, A program that causes the computer to change the ratio of the candidate sites to be installed near the installation-prohibited area according to the weather at the current location. (9) In the program described in (8) above, A program for the computer that reduces the proportion of the candidate sites that are installed near the installation-prohibited area when the current location is sunny compared to when the current location is not sunny. (10) In the program described in (9) above, A program that causes the computer to increase the proportion of indoor candidate locations when the temperature of the current location is equal to or higher than a first threshold, compared to when the temperature of the current location is lower than the first threshold. (11) In the program described in (8) above, The computer is programmed to increase the proportion of indoor candidate locations when the current location is raining, snowing, or thundering compared to when the current location is cloudy. (12) In the program described in (8) above, The computer is programmed to increase the proportion of candidate locations near a straight line connecting the current location and a pre-registered location when the current location is snowy or lightning-covered, compared to when the current location is not snowy or lightning-covered. (13) A system that, during a predetermined period of time, places more candidate locations that a player can select as a destination at a first timing near an unplaceable area including the player's current location, compared to candidate locations that can be selected at a second timing that is chronologically later than the first timing. (14) A program that causes a computer to, during a predetermined period of time, place more candidate locations that a player can select as a destination at a first timing near the player's current location compared to candidate locations that can be selected at a second timing that is chronologically later than the first timing. (15) A program that causes a computer to change the average distance to a plurality of candidate locations presented as destination candidates depending on the number of times the player selects the destination within a predetermined period. The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media. [Action and effect] According to the above solutions (1), (13), (14), and (15), when a player selects an initial destination, it becomes easier for the player to select a destination that is close to the current location. According to the above solution (2), when a player selects an initial destination from among the registered locations, it becomes easier for the player to select a destination that is close to the registered location. According to the above solution (3), a player who has not played for a while can easily select a destination close to a registered location. According to the above solution (4), it becomes easier to select a location close to the current location as the destination of the target event. According to the above solution (5), the motivation of the player to move to the first destination is increased. According to the above solution (6), as the player's motivation increases, it becomes easier for him or her to select a distant destination. According to the above solution (7), it becomes easier for the player to select a nearby destination in accordance with the player's accumulated fatigue. According to the above solution (8), the player can play comfortably according to the weather of the current location. According to the above solution (9), it becomes easier to select a distant destination on a sunny day. According to the above solution (10), it becomes easier to select an indoor destination when the temperature is high. According to the above solution (11), it becomes easier to select an indoor candidate location when it is raining, snowing, or thundering. According to the above solution (12), the player can be prompted to move to the registered location on a snowy or thundery day. [Explanation of symbols]
[0093] 1...system, 2...communication network, 10...server, 11,21...processor, 12,22...memory, 13,23...storage, 13P...server program, 14...input / output interface, 15,25...communication interface, 19,29...communication bus, 20...user terminal, 23P...terminal program, 31...monitor, 33,34...camera, 35...microphone, 36...speaker, 41...motion sensor, 42...position sensor, 43...operation device
Claims
1. A program that causes a computer to place more candidate locations that a player can select as a destination at a first timing in the vicinity of an installation-prohibited area including the player's current location during a predetermined period, compared with candidate locations that can be selected at a second timing that is chronologically later than the first timing.
2. 2. The program according to claim 1, The program causes the computer to install more of the candidate locations selectable the first time near the non-installation area when the current location is within a predetermined range from a pre-registered location, compared with the candidate locations selectable the second time.
3. 2. The program according to claim 1, The program causes the computer to place more of the candidate locations selectable the first time near the unplaceable area compared to the candidate locations selectable the second time when the elapsed time since the most recent play ended exceeds a threshold time.
4. 2. The program according to claim 1, The computer, having the player select the destination from among a plurality of candidate locations as a location for progressing the event selected by the player from a plurality of events; When the player selects a target event, the program causes more of the candidate locations selectable the first time to be placed near the installation-prohibited area compared to the candidate locations selectable the second time.
5. 2. The program according to claim 1, a program that causes the computer to grant a larger reward to the player when a predetermined location condition is satisfied for a first destination selected the first time during the predetermined period than when the predetermined location condition is satisfied for a second destination selected the second time and which is the same distance from the current location as the first destination.
6. 2. The program according to claim 1, A program that causes the computer to gradually decrease the proportion of candidate sites that are to be installed near the installation-prohibited area as the number of times the destination is selected increases from the first to m (m≧2) times within the specified period.
7. 7. The program according to claim 6, A program that causes the computer to gradually increase the proportion of candidate sites that are installed near the installation-prohibited area as the number of times the destination is selected increases, when the destination is selected n times or later (n≧m+1) within the specified period.
8. 2. The program according to claim 1, A program that causes the computer to change the ratio of the candidate sites to be installed near the installation-prohibited area according to the weather at the current location.
9. The program according to claim 8, A program for the computer that reduces the proportion of the candidate sites that are installed near the installation-prohibited area when the current location is sunny compared to when the current location is not sunny.
10. 10. The program according to claim 9, A program that causes the computer to increase the proportion of indoor candidate locations when the temperature of the current location is equal to or higher than a first threshold, compared to when the temperature of the current location is lower than the first threshold.
11. The program according to claim 8, The computer is programmed to increase the proportion of indoor candidate locations when the current location is raining, snowing, or thundering compared to when the current location is cloudy.
12. The program according to claim 8, The computer is programmed to increase the proportion of candidate locations near a straight line connecting the current location and a pre-registered location when the current location is snowy or lightning-covered, compared to when the current location is not snowy or lightning-covered.
13. A system that, during a predetermined period, places more candidate locations that a player can select as a destination at a first timing near an installation-prohibited area including the player's current location, compared with candidate locations that can be selected at a second timing that is chronologically later than the first timing.
Citation Information
Patent Citations
Program and information processing system
JP2023023157A