Program and system
The program restricts smartphone use during location-based games by enforcing automatic modes and penalties, addressing the issue of players using their devices while walking, thereby reducing distractions.
Patent Information
- Application Number
- JP2024048604
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-25
- Publication Date
- 2025-10-07
AI Technical Summary
Existing location-based games do not effectively prevent players from using their smartphones while walking, as they require manual operation selection to function as a deterrent.
A program that restricts player operations based on movement status and gaze status, implementing modes like forced automatic mode to limit smartphone use during walking, with reinforcement and penalty mechanisms to discourage prolonged use.
Effectively suppresses smartphone use while walking by restricting operations and providing penalties, encouraging players to stop using their devices during gameplay.
Smart Images

Figure 2025148034000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a system. [Background technology]
[0002] In recent years, the so-called "smartphone walking" phenomenon, where people walk while staring at a mobile device (e.g., a smartphone), has become a social problem. Location-based games have the potential to be played while walking while using a smartphone, since the game progresses in conjunction with the player's movement in real space. To address this issue, there are games equipped with a function that automatically progresses the game without requiring user operation (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7223893 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in location-based games, players generally select between a manual operation mode in which the game progresses according to player operations and an automatic response mode in which the game progresses automatically in conjunction with the player's walking. Therefore, unless the player selects the automatic response mode while walking, it does not function effectively as a means to prevent people from using their smartphones while walking.
[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to provide a program that can appropriately suppress so-called "walking while using a smartphone." [Means for solving the problem]
[0006] In order to solve the above problem, the program of the present invention causes a computer to function as a restriction means that restricts the player's operation of the content based on the player's movement status and the player's gaze status toward the content. [Effects of the Invention]
[0007] According to the present invention, it is possible to appropriately suppress smartphone use while walking. [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. 2 is a functional block diagram of a user terminal. [Figure 5] 10A and 10B are examples of field screens in a manual operation mode and an automatic response mode, respectively. [Figure 6] 10 is a flowchart of a mode switching process. [Figure 7] 10A and 10B are examples of field screens in the first stage (A) and second stage (B) of the forced automatic mode. [Figure 8] 10A and 10B are examples of field screens in the third and fourth stages of forced automatic mode. [Figure 9] 10 is a flowchart of a gaze determination process. [Figure 10] 10A and 10B are diagrams for explaining a determination result of gaze determination processing. 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 (an example of content) 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 (another example of content) 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, a vibration 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] [Functional block diagram of user terminal 20] Fig. 4 is a functional block diagram of the user terminal 20. As shown in Fig. 4, the terminal program 23P loaded into the memory 22 causes the user terminal 20 (computer) to function as walking determination means 210, gaze determination means 220, restriction means 230, reinforcement means (notification means, granting means) 240, and release means 250. Note that, although the present embodiment will mainly describe the functional blocks that suppress using a smartphone while walking, the user terminal 20 may further include other control means (for example, control means for progressing a location information game).
[0027] The walking determination means 210 determines whether the player is walking as the player's movement status. The gaze determination means 220 determines whether the player is gazing at the content (more specifically, at a screen or monitor displaying the content) as the player's gaze status with respect to the content. The restriction means 230 restricts the player's operation with respect to the content based on the determination results of the walking determination means 210 and the gaze determination means 220.
[0028] The reinforcing means 240 strengthens the restrictions on the player's operations on the content as the time the player spends walking and gazing at the content increases. The reinforcing means 240 also functions as a notifying means that notifies the player that the restrictions on the player's operations on the content will be lifted by stopping. Furthermore, the reinforcing means 240 also functions as a penalizing means that imposes a penalty on the player within the content when the time the player spends walking and gazing at the content exceeds a threshold time. The lifting means 250 lifts the restrictions on the player's operations on the content when it is determined that the player has stopped.
[0029] [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.
[0030] "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.).
[0031] 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."
[0032] 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).
[0033] "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.
[0034] "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.
[0035] [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. Hereinafter, the server program 13P (terminal program 23P) causing the server 10 (user terminal 20) to execute processes will be simply referred to as "the server 10 (user terminal 20) executes processes." The following explanation will focus on the game realized on the user terminal 20A. Furthermore, the player playing the game on the user terminal 20A will be referred to as "player A."
[0036] Before progressing in 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 in 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 in the game from among the multiple accounts and then execute a process to progress in the game.
[0037] 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.
[0038] Fig. 5 shows examples of the field screen in the manual operation mode (A) and the automatic response mode (B). The user terminal 20A displays the field screen shown in Fig. 5 on the monitor 31 based on the field data and event data received from the server 10. The field screen displays a field F indicated by the field data. The field screen also displays the user's avatar A at a position on the field F corresponding to the current location detected by the position sensor 42. Furthermore, the field screen also displays symbols S1, S2, and S3 indicating the event positions of events E1, E2, and E3, respectively.
[0039] The symbols S1, S2, and S3 may be positioned as desired by the user, may be fixed at a predetermined event position on the field F, or may move over time. When the time limit for the events E1, E2, and E3 has elapsed, the corresponding symbols S1, S2, and S3 may be erased from the field screen, or may remain displayed but not accept selection. Furthermore, depending on the current location and timing of the user's avatar A, the event symbol may not be displayed on the field screen.
[0040] Also, while Figure 5 only shows enemy character symbols S1 to S3 associated with battle events, item symbols associated with acquisition events in which items are acquired, movie symbols associated with viewing events in which movies are viewed, and facility symbols associated with facility events in which players enter facilities may also be placed.
[0041] The user terminal 20A moves the player's avatar A on the field F on the field screen in conjunction with the player A carrying the user terminal 20A moving in real space (i.e., the current location detected by the position sensor 42 is updated). Then, when player A satisfies a predetermined position condition for a symbol (event) arranged on the field F, the user terminal 20A enables the start of an event corresponding to the symbol. More specifically, the user terminal 20A may start an event with different triggers depending on whether the position-based game is in manual operation mode or automatic response mode.
[0042] The manual operation mode is a progression mode in which the position-information game progresses according to the walking and operation of player A. For example, when player A selects (tap) symbol S1 on the monitor 31 while player A's avatar A satisfies the position condition for the action with respect to symbol S1, the user terminal 20A starts an event E1 corresponding to symbol S1. Also, as shown in FIG. 5(A), the field screen in the manual operation mode includes a mode switching icon 51, a "Prepare" icon 52, and a "Menu" icon 53.
[0043] The mode switching icon 51 is an icon for accepting, for example, an operation by player A to switch the progress mode (manual operation mode, automatic response mode) of the position information game through the operation device 43. The user terminal 20 (restriction means 230) switches between the manual operation mode and the automatic response mode, for example, each time player A selects (tap) the mode switching icon 51. Furthermore, the mode switching icon 51 displays, for example, [MANUAL] when in the manual operation mode (FIG. 5(A)), and displays [AUTO] when in the automatic response mode (FIG. 5(B)).
[0044] The [Preparation] icon 52 is an icon for accepting, for example, an operation by player A to prepare to play the location-based game through the operation device 43. "Preparation to play the location-based game" refers to, for example, changing the status of player A's avatar A (e.g., restoring stamina, changing occupation or equipment), organizing, strengthening, or using items, purchasing paid items, or changing the appearance of player A's avatar A. The [Menu] icon 53 is an icon for accepting, for example, an operation by player A to change the settings of the location-based game through the operation device 43. "Location-based game settings" refers, for example, to viewing notifications from the operating company, editing a profile, or making settings to transfer data to another user terminal 20. However, specific examples of icons displayed on the field screen are not limited to the examples described above.
[0045] The automatic response mode is a progression mode in which the position-based game progresses in conjunction with Player A's walking. Examples of progression in the position-based game include defeating enemy characters to increase Player A's experience points, obtaining rewards for defeating enemy characters, progressing the story by completing quests corresponding to destination symbols set by the player, and obtaining items placed on the field. For example, when the user's avatar A satisfies a predetermined positional condition with respect to some of the symbols S1 and S2 placed on the field F (e.g., symbols such as minor characters and item symbols that affect the progress of the game but have attributes that have a lower impact on the progress compared to boss characters, raid battles, and destinations set by the player), the user terminal 20A starts events E1 and E2 without requiring Player A to operate the symbols S1 and S2. On the other hand, even if the user's avatar A satisfies a predetermined positional condition with respect to other symbols S3 (e.g., symbols placed by player A, boss character symbols, raid battle symbols, etc., which have attributes that affect the progress of the game and have a higher degree of influence on the progress of the game compared to symbols such as minor characters and items), the user terminal 20A may not start an event E3 corresponding to the symbol S3. In other words, in the automatic response mode, for a symbol of a first attribute placed on the field F, if the user's avatar A satisfies a predetermined positional condition with the symbol of the first attribute, an event is started without the need for operation by player A. On the other hand, for a symbol of a second attribute placed on the field F, an event is not started even if the user's avatar A satisfies a predetermined positional condition with the symbol of the second attribute.
[0046] Furthermore, in the automatic response mode, the user terminal 20A may accept an operation by player A to select some of the symbols S1 and S2 arranged on the field F, but may not accept an operation by player A to select other symbols S3. That is, when the user's avatar A satisfies a predetermined positional condition with respect to some of the symbols S1 and S2, the user terminal 20A triggers the start of events E1 and E2 when the player A selects the symbols S1 and S2. Furthermore, when the user's avatar A satisfies a predetermined positional condition with respect to other symbols S3, the user terminal 20A does not start event E3 even if the player A selects the symbol S3. In other words, even in the automatic response mode, for symbols of a first attribute arranged on the field F, when the user's avatar A satisfies a predetermined positional condition with respect to the symbols of the first attribute, the user terminal 20A starts a corresponding event based on a selection operation by player A on the symbols of the first attribute. On the other hand, for a symbol of a second attribute placed on the field F, even if the player's avatar A satisfies a predetermined positional condition with the second attribute symbol and player A performs a selection operation on the second attribute symbol, the corresponding event will not be started.
[0047] In this way, in the position information game in the automatic response mode, some events E1 and E2 progress simply by player A moving (walking) without player A operating the operation device 43. Also, in the position information game in the automatic response mode, some events E1 and E2 progress through player A's operation of the operation device 43. On the other hand, the position information game in the automatic response mode does not progress other events E3. In other words, compared to the manual operation mode, the position information game in the automatic response mode is a progression mode that allows only some events E1 and E2 to progress, and restricts the progress of other events E3.
[0048] 5(B), the field screen in the automatic response mode includes the mode switching icon 51, but does not include the [Preparation] icon 52 or the [Menu] icon 53. That is, in the automatic response mode, the user terminal 20A does not accept operations associated with the [Preparation] icon 52 and the [Menu] icon 53 from the player A via the operation device 43. That is, the automatic response mode is a progress mode in which the player's operations are more restricted than in the manual operation mode.
[0049] The manual operation mode and the automatic response mode are progression modes that can be selected by player A depending on the situation of player A. As one example, player A may select the manual operation mode if he / she wants to enjoy the location-based game while staying at his / her current location. As another example, player A may select the automatic response mode if he / she wants to progress through the location-based game while moving around in real space.
[0050] [Mode switching process] FIG. 6 is a flowchart of the mode switching process. FIG. 7 is an example of a field screen in the first stage (A) and second stage (B) of forced automatic mode. FIG. 8 is an example of a field screen in the third stage (A) and fourth stage (B) of forced automatic mode. The mode switching process is a process for switching the progress mode of the position information game from the manual operation mode or automatic response mode to the forced automatic mode or speed limited mode. When the position information game is in the manual operation mode or automatic response mode, the user terminal 20A repeatedly executes the mode switching process shown in FIG. 6 at predetermined time intervals.
[0051] The forced automatic mode is a progression mode used when it is determined that player A is "walking while using a smartphone." The forced automatic mode is similar to the automatic response mode in that the location-based game progresses in conjunction with player A's walking. The forced automatic mode is also similar to the automatic response mode in that player A's operations are more restricted than in the manual operation mode. The forced automatic mode may be a progression mode that further restricts player A's operations than in the forced automatic mode. The forced automatic mode is also a progression mode that includes, for example, multiple stages (in this embodiment, stages 1 to 4) that vary in the degree of restriction on player A's operations in the location-based game. Note that some of the multiple stages in the forced automatic mode may have operation restrictions on player A that are the same as those in the automatic response mode. Alternatively, all stages may have operation restrictions on player A that are different from those in the automatic response mode. The restrictions in the forced automatic mode will be described later with reference to FIGS. 7 and 8.
[0052] The speed limited mode is a progression mode when it is determined that player A is traveling on a vehicle (for example, a bicycle, a car, or a train). The speed limited mode is similar to the manual operation mode in that it does not restrict player A's operations. The speed limited mode is also a progression mode that restricts the frequency at which symbols S1 to S3 appear on field F. Furthermore, the speed limited mode is a progression mode in which points are not awarded according to player A's movement amount (for example, the number of steps).
[0053] First, the user terminal 20A (walking determination means 210) determines whether or not player A is moving (S11). Furthermore, the user terminal 20A (walking determination means 210) compares the movement speed of player A (the amount of change per unit time of the current location detected by the position sensor 42) with a threshold speed (S12). That is, the user terminal 20A (walking determination means 210) determines the movement status of player A in steps S11 to S12. More specifically, the user terminal 20A (walking determination means 210) determines whether or not player A is walking in steps S11 to S12.
[0054] The user terminal 20A (walking determination means 210) determines that player A is moving, for example, when the amount of change in the current location detected by the position sensor 42 exceeds a threshold range (S11: Yes). Furthermore, the user terminal 20A (walking determination means 210) determines that player A is walking, when it determines that player A is moving and the moving speed is less than a threshold speed (S11: Yes & S12: Yes). Note that the determination of whether player A is walking or not is not limited to steps S11 to S12, and may be made, for example, by detecting vibrations occurring while walking using a motion sensor 41 (for example, a vibration sensor or an acceleration sensor), or by other well-known methods.
[0055] Next, when the walking determination means 210 determines that player A is walking (S11: Yes & S12: Yes), the user terminal 20A (gaze determination means 220) determines whether player A is gazing at the position information game (S14). That is, in step S14, the user terminal 20A (gaze determination means 220) determines the gaze state of player A toward the content. The user terminal 20A (gaze determination means 220) may determine whether player A is gazing at the position information game, for example, based on the gaze state of player A toward the monitor 31 displaying the position information game. The process of determining the gaze state of player A will be described later with reference to FIGS. 9 and 10.
[0056] For example, if the amount of change in the current location detected by the position sensor 42 is within a threshold range (S11: No), the user terminal 20A (walking determination means 210) determines that player A is standing still (i.e., not walking while using a smartphone). Also, if the user terminal 20A (gazing determination means 220) determines that player A is not gazing at the position information game (S14: No), it determines that player A is not walking while using a smartphone. Then, if the user terminal 20A determines that player A is not walking while using a smartphone (S11: No / S14: No), it maintains the current progression mode (manual operation mode or automatic response mode) (S13) and ends the mode switching process.
[0057] On the other hand, when the user terminal 20A (walking determination means 210, gaze determination means 220) determines that player A is walking and gazing at the position-based game (S11: Yes & S12: Yes & S14: Yes), it determines that player A is using a smartphone while walking. Using a smartphone while walking refers to, for example, player A walking while gazing at the position-based game (in other words, the monitor 31 on which the position-based game is displayed). Then, when the user terminal 20A (restriction means 230) determines that player A is using a smartphone while walking, it switches the progress mode of the position-based game from the manual operation mode or the automatic response mode to the forced automatic mode (S15). More specifically, the user terminal 20A (restriction means 230) switches the field screen shown in FIG. 5(A) or FIG. 5(B) to the field screen shown in FIG. 7(A).
[0058] 7(A) does not include the mode switching icon 51, the [Preparation] icon 52, and the [Menu] icon 53. That is, for example, in the forced automatic mode, the user terminal 20A (restriction means 230) does not accept operations associated with the mode switching icon 51, the [Preparation] icon 52, and the [Menu] icon 53 from the player A via the operation device 43. In other words, in the forced automatic mode, the user terminal 20A (restriction means 230) restricts operations to cancel the mode via the operation device 43 compared to the automatic response mode.
[0059] Furthermore, the user terminal 20A (limiting means 230) does not accept, via the operation device 43, an operation by player A to select all of the symbols S1 to S3 arranged on the field F of the field screen shown in FIG. 7(A). When the user's avatar A satisfies a predetermined position condition for all of the symbols S1 to S3, the user terminal 20A (limiting means 230) does not start an event triggered by player A's selection of the symbols S1 to S3. On the other hand, when the user's avatar A satisfies a predetermined position condition for some of the symbols S1 and S2 arranged on the field F, the user terminal 20A (limiting means 230) starts events E1 and E2 without requiring player A's operation for the symbols S1 and S2.
[0060] In this way, in the position information game in forced automatic mode, some events progress simply by player A moving (walking) without player A operating the operation device 43. Also, in the position information game in automatic response mode, events do not progress depending on player A's operation of the operation device 43. Furthermore, the position information game in forced automatic mode allows player A to recognize the positional relationship between his / her avatar A and the symbols S1 to S3 through the field screen.
[0061] Next, the user terminal 20A determines whether a predetermined reinforcement condition is satisfied (S16) and whether a predetermined release condition is satisfied (S17). Then, each time the user terminal 20A (reinforcement means 240) determines that the reinforcement condition is satisfied (S16: Yes), it strengthens the restrictions on Player A's operations for the position information game (S18). On the other hand, when the user terminal 20A (release means 250) determines that the release condition is satisfied (S16: No & S17: Yes), it switches from the forced automatic mode to the original progress mode (the progress mode before step S15) (S19), and ends the mode switching process.
[0062] As one example, the reinforcement condition may be the time elapsed since the forced automatic mode was entered (since the processing of step S15 was executed). That is, the user terminal 20A (the reinforcement means 240) may strengthen the restrictions on player A's operations in the position-based game as the time elapsed since the forced automatic mode was entered increases. As another example, the reinforcement condition may be player A's walking speed. That is, the user terminal 20A (the reinforcement means 240) may strengthen the restrictions on player A's operations in the position-based game as the walking speed of player A increases. However, if the movement speed exceeds a threshold, it is determined that player A is not walking but is traveling by another means (for example, a train), and the restrictions on operations may not be strengthened and may be lifted. As yet another example, the reinforcement condition may be the number of times player A gazes on the position-based game. That is, the user terminal 20A (the reinforcement means 240) may strengthen the restrictions on player A's operations in the position-based game as the number of times player A gazes on the position-based game increases in a predetermined period.
[0063] For example, when the first reinforcement condition is satisfied (S16: Yes), the user terminal 20A (reinforcement means 240) displays the field screen shown in FIG. 7(B) on the monitor 31 instead of the field screen of FIG. 7(A) (S18). That is, the user terminal 20A (reinforcement means 240) displays a notification screen 54 on the monitor 31, superimposed on the field screen. The notification screen 54 notifies, for example, that a user has detected a user using a smartphone while walking, that using a smartphone while walking is dangerous, and that the user should stop and play. The notification screen 54 also includes an [OK] icon 55. The display of the field screen in FIG. 7(A) is an example of the first stage of the forced automatic mode, and the display of the field screen in FIG. 7(B) is an example of the second stage of the forced automatic mode.
[0064] The user terminal 20A (the enhancement means 240) continues to progress the position-based game even while the notification screen 54 is displayed. That is, the user terminal 20A (the enhancement means 240) moves the player's avatar A on the field F in conjunction with the movement of player A. Furthermore, when the player's avatar A satisfies a predetermined position condition with respect to the symbols S1 and S2, the user terminal 20A (the enhancement means 240) progresses the events E1 and E2 corresponding to the symbols S1 and S2. However, since the notification screen 54 is superimposed on the field screen, it becomes difficult for player A to check the progress of the position-based game. As a result, the need for player A to pay close attention to the monitor 31 is reduced. Furthermore, when player A selects (tap) the [OK] icon 55 on the notification screen 54, the user terminal 20A (the enhancement means 240) may erase the notification screen 54 and return to the field screen shown in FIG. 7(A).
[0065] Furthermore, when the second reinforcement condition is met (S16: Yes), the user terminal 20A (enhancement means (notification means) 240) displays a warning screen 56 shown in FIG. 8(A) on the monitor 31 instead of the field screen shown in FIG. 7(A) or 7(B) (S18). The warning screen 56 notifies, for example, that all operations are prohibited while walking while using a smartphone, and that the forced automatic mode (i.e., operation restrictions) will be released by stopping. Furthermore, the warning screen 56 does not include an [OK] icon. Furthermore, the user terminal 20A (enhancement means 240) may black out or pixelate the field screen. The display of the warning screen 56 in FIG. 8(A) is an example of the third stage of the forced automatic mode.
[0066] The user terminal 20A (enhancement means 240) continues to play the position-based game even while the warning screen 56 is displayed. However, because the field screen is blacked out or pixelated, player A cannot check the progress of the position-based game. Furthermore, because the warning screen 56 does not include an [OK] icon, player A cannot check the field screen (i.e., the progress of the position-based game) unless he or she stops. As a result, player A can be urged to stop using his or her smartphone while walking.
[0067] Furthermore, when the third reinforcement condition is satisfied (S16: Yes), the user terminal 20A (reinforcement means (granting means) 240) displays a penalty screen 57 shown in FIG. 8(B) on the monitor 31 instead of the warning screen 56 shown in FIG. 8(A) (S18). The penalty screen 57 notifies the user that, for example, continuing to use a smartphone while walking will result in a penalty in the location-based game (e.g., increased damage in a battle event, cessation of point awarding according to the amount of movement of player A, etc.). The penalty screen 57 does not include an [OK] icon. Furthermore, the user terminal 20A (reinforcement means 240) may black out or pixelate the field screen. The display of the penalty screen 57 in FIG. 8(B) is an example of the fourth stage of the forced automatic mode.
[0068] Note that the user terminal 20A (enhancing means 240) continues to progress in the location-based game even while the penalty screen 57 is displayed. Furthermore, if the forced automatic mode continues thereafter (i.e., the time spent walking while using a smartphone exceeds the threshold time), the user terminal 20A (enhancing means (imparting means) 240) imposes a penalty on player A (player A's own avatar A) in the location-based game. However, as in the third stage, player A cannot check the progress of the location-based game unless he or she stops. Furthermore, player A is imparted a penalty by continuing to walk while using a smartphone. As a result, player A can be strongly urged to stop walking while using a smartphone.
[0069] As one example, the cancellation condition may be that player A has stopped moving. That is, the user terminal 20A (cancellation means 250) may cancel the forced automatic mode and return to the original progression mode (S19) when the amount of change in the current location detected by the position sensor 42 remains within the threshold range for a predetermined period of time (S17: Yes). As another example, the cancellation condition may be that player A has stopped watching the position-based game. That is, the user terminal 20A (cancellation means 250) may cancel the forced automatic mode and return to the original progression mode (S19) when it is determined that player A is not watching the position-based game in a manner similar to that of step S14 (S17: Yes).
[0070] Furthermore, when the user terminal 20A (limiting means 230) determines that player A is moving and that the moving speed is equal to or greater than the threshold speed (S11: Yes & S12: No), it determines that player A is moving on a vehicle and switches from the manual operation mode or the automatic response mode to the speed limit mode (S20). That is, the user terminal 20A (limiting means 230) reduces the frequency of symbols appearing on the field F. Furthermore, the user terminal 20A (limiting means 230) continues the speed limit mode until a predetermined release condition is met (S21: No).
[0071] The condition for canceling the speed limited mode may be, for example, that the movement speed of player A becomes less than a threshold speed. When the user terminal 20A (cancellation means 250) determines that the movement speed of player A becomes less than the threshold speed (S21: Yes), the user terminal 20A cancels the speed limited mode and returns to the original progress mode (S19), and ends the mode switching process.
[0072] [Gaze detection processing] FIG. 9 is a flowchart of the gaze determination process. FIG. 10 is a diagram for explaining the determination result of the gaze determination process. The gaze determination process according to this embodiment is a process for determining whether the number of gazes on the monitor 31 in a predetermined period is equal to or greater than a threshold number. That is, the user terminal 20A (gaze determination means 220) determines that the user is gazing when the number of gazes in the predetermined period is equal to or greater than the threshold number. On the other hand, the user terminal 20A (gaze determination means 220) determines that the user is not gazing when the number of gazes in the predetermined period is less than the threshold number. More specifically, the user terminal 20A (gaze determination means 220) determines that the user is gazing when a determination period (e.g., one second) in which the gaze count M is equal to or greater than a second threshold continues for a predetermined number of times (=third threshold).
[0073] First, the user terminal 20A initializes the continuation count N (=1) (S31). The user terminal 20A also initializes the determination count L and the gaze count M (=1) (S32). The determination count L is the number of times it was determined whether or not player A gazed at the monitor 31 within the determination period. The gaze count M is the number of times player A gazed at the monitor 31 within the determination period. The continuation count N is the number of times during the determination period that gaze was determined.
[0074] Next, the user terminal 20A determines whether or not player A is gazing at the monitor 31 (S33). As a method for detecting the line of sight, for example, the user terminal 20A may perform image analysis on an image captured by the camera 33 (in-camera) to determine whether or not the pupils of player A are directed toward the monitor 31. The user terminal 20A may also determine whether or not player A is gazing at the monitor 31 based on the distance between the face of player A and the monitor 31 detected by a depth sensor (not shown). Furthermore, the presence or absence of gaze may be determined using other well-known methods.
[0075] Then, when the user terminal 20A determines that player A is gazing at the monitor 31 (S33: Yes), it adds 1 to each of the gaze count M and the determination count L (S34, S35). On the other hand, when the user terminal 20A determines that player A is not gazing at the monitor 31 (S33: No), it adds 1 to the determination count L (S35).
[0076] Next, the user terminal 20A repeats the processes of steps S33 to S35 until the determination count L reaches a first threshold (e.g., 5) (S36: No). Then, if the determination count L reaches the first threshold (S36: Yes), the user terminal 20A compares the gaze count M with a second threshold (e.g., 3) (S37). Next, if the gaze count M is equal to or greater than the second threshold (S37: Yes), the user terminal 20A adds 1 to the continuation count N (S38) and compares the continuation count N with a third threshold (e.g., 4) (S39). Next, if the continuation count N has not reached the third threshold (S39: No), the user terminal 20A executes the processes of step S32 and onward again. That is, the user terminal 20A repeatedly executes the processes of steps S32 to S38 until the continuation count N reaches the third threshold (S39: No).
[0077] Next, when the continuation count N reaches a third threshold (S39: Yes), the user terminal 20A determines that player A is gazing at the monitor 31 (i.e., the position information game displayed on the monitor 31) (S40). More specifically, as shown in FIG. 10(A), when a determination period in which the gaze count M is equal to or greater than the second threshold continues a predetermined number of times (=third threshold) (S39: Yes), the user terminal 20A determines that player A is gazing at the monitor 31 (S40). On the other hand, as shown in FIG. 10(B), when the gaze count M within the determination period is less than the second threshold (S37: No), the user terminal 20A determines that player A is not gazing at the monitor 31 (S41).
[0078] In the above-described gaze determination process, the first to third thresholds may be fixed values or may be variable values. The user terminal 20A may change at least one of the second threshold and the third threshold based on, for example, the movement speed of player A. More specifically, the user terminal 20A may increase the second threshold and decrease the third threshold as the movement speed of player A increases. On the other hand, the user terminal 20A may decrease the second threshold and increase the third threshold as the movement speed of player A decreases.
[0079] [Effects of the embodiment] According to the above embodiment, when it is determined that player A is using a smartphone while walking, player A's operations for the location-based game are restricted. This makes it difficult to play the location-based game while using a smartphone while walking. As a result, using a smartphone while walking can be appropriately suppressed.
[0080] Furthermore, according to the above embodiment, if it is determined that player A is using a smartphone while walking, the system automatically switches to forced automatic mode regardless of player A's operation, thereby appropriately suppressing using a smartphone while walking.
[0081] Furthermore, according to the above embodiment, the longer the elapsed time in the forced automatic mode, the stronger the restrictions on player A's operations become, so player A can be urged to stop using his / her smartphone while walking. Furthermore, if the elapsed time in the forced automatic mode exceeds a threshold time, player A can be strongly urged to stop using his / her smartphone while walking by imposing a penalty on player A within the location-based game.
[0082] According to the above embodiment, the forced automatic mode is cancelled when player A stops, thereby encouraging player A to stop using a smartphone while walking. Furthermore, by informing player A that the forced automatic mode will be cancelled when player A stops, player A can be further encouraged to stop using a smartphone while walking.
[0083] Furthermore, according to the above embodiment, whether or not player A is walking is determined based on a combination of whether or not player A is moving and the moving speed of player A, so it is possible to appropriately determine whether or not player A is using a smartphone while walking. Furthermore, the gaze determination process of Figure 9 determines whether or not player A is gazing at the monitor 31, so it is possible to appropriately determine whether or not player A is using a smartphone while walking.
[0084] Although location-based games have been described above as an example of content, the present invention may be applied to various application services that use location information. Other examples of content include fitness apps and training apps.
[0085] [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.
[0086] 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.
[0087] [Note] Some of the features of the present invention are summarized below. [assignment] For example, the present invention aims to appropriately suppress smartphone use while walking. [Solution] (1) A program that causes a computer to function as a limiting means for limiting a player's operation of a content based on the player's movement status and the player's gaze status on the content. (2) The program according to (1) above, wherein the limiting means limits the player's operation of the content when it is determined that the player is walking and gazing at the content. (3) The content is: a manual operation mode that proceeds in accordance with the operation of the player; an automatic response mode in which the player's operation is more restricted than in the manual operation mode and the game progresses automatically in conjunction with the player's walking; a forced automatic mode in which the operation of the player is restricted more than in the automatic response mode and the game progresses automatically in conjunction with the walking of the player, The limiting means is switching between the manual operation mode and the automatic response mode in accordance with an operation by the player; The program according to (2) above, wherein when it is determined that the player is walking and gazing at the content, the program switches from the manual operation mode or the automatic response mode to the forced automatic mode. (4) The program described in (2) above, which causes the computer to function as a reinforcement means that strengthens restrictions on the player's operation of the content the longer the player is walking and gazing at the content. (5) The program described in (4) above, which causes the computer to function as a means for imposing a penalty on the player within the content when the time the player is walking and gazing at the content exceeds a threshold time. (6) The program according to (2) above, which causes the computer to function as a release means for releasing restrictions on the player's operation of the content when it is determined that the player has stopped. (7) The program described in (6) above, which causes the computer to function as a notification means for notifying the player that the restriction on the player's operation of the content will be lifted by stopping. (8) The program according to (2) above, which causes the computer to function as walking determination means for determining that the player is walking when the player is moving and the moving speed is less than a threshold speed. (9) The program described in (2) above, which causes the computer to function as an attention determination means for determining whether the player is gazing at the content based on the player's gaze state on a monitor displaying the content. (10) The program according to (9) above, wherein the gaze determination means determines that the player is gazing at the monitor when the number of times the player has gazed at the monitor within a predetermined period is equal to or greater than a threshold number of times. (11) The program according to claim 10, wherein the gaze determination means reduces the threshold number of times as the player's moving speed increases. (12) A system comprising a limiting means for limiting the player's operation of the content based on the player's movement status and the player's gaze status on the content. 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) and (12), it is possible to appropriately prevent people from using their smartphones while walking. According to the above solution (2), walking while using a smartphone can be appropriately prevented. According to the above solution (3), if it is determined that the user is walking while using a smartphone, the system automatically switches to forced automatic mode, thereby appropriately preventing the user from walking while using a smartphone. According to the above solution (4), the longer the player continues using their smartphone while walking, the stronger the restrictions become, so it is possible to encourage the player to stop using their smartphone while walking. According to the above solution (5), if the player continues to use his / her smartphone while walking, a penalty will be imposed, so the player can be strongly urged to stop using his / her smartphone while walking. According to the above solution (6), by making stopping using a smartphone while walking a condition for lifting the operation restriction, it is possible to encourage the player to stop using a smartphone while walking. According to the above solution (7), by notifying the player that stopping is the release condition, it is possible to encourage the player to stop using a smartphone while walking. According to the above solution (8), by combining the presence or absence of movement of the player with the movement speed, it is possible to appropriately determine whether the player is walking or not. According to the above solution (9), by using the state of the player's gaze on the monitor, it is possible to appropriately determine whether or not the content is being gazed at. According to the above solution (10), by using a threshold number of times in a predetermined period, it is possible to appropriately determine whether or not the content is being watched. According to the above solution (11), by changing the threshold number of times depending on the movement speed of the player, it is possible to appropriately determine whether or not the player is gazing at the content. [Explanation of symbols]
[0088] 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, 210...walking determination means, 220...gaze determination means, 230...restriction means, 240...enhancement means (alert means, grant means), 250...release means
Claims
1. A program that causes a computer to function as a limiting means that limits a player's operation on content based on the player's movement status and the player's gaze status on the content.
2. 2. The program according to claim 1, wherein the limiting means limits the player's operation on the content when it is determined that the player is walking and gazing at the content.
3. The content is: a manual operation mode that proceeds in accordance with the operation of the player; an automatic response mode in which the player's operation is more restricted than in the manual operation mode and the game progresses automatically in conjunction with the player's walking; a forced automatic mode in which the operation of the player is restricted more than in the automatic response mode and the game progresses automatically in conjunction with the walking of the player, The limiting means is switching between the manual operation mode and the automatic response mode in accordance with an operation by the player; 3. The program according to claim 2, wherein the program switches from the manual operation mode or the automatic response mode to the forced automatic mode when it is determined that the player is walking and gazing at the content.
4. 3. The program according to claim 2, wherein the computer is made to function as a reinforcing means that strengthens restrictions on the player's operations on the content as the time period during which the player is walking and gazing at the content increases.
5. 5. The program according to claim 4, wherein the program causes the computer to function as a penalty imposing unit that imposes a penalty on the player within the content when the time during which the player is walking and gazing at the content exceeds a threshold time.
6. 3. The program according to claim 2, wherein the program causes the computer to function as a release unit that releases restrictions on the player's operations on the content when it is determined that the player has stopped.
7. 7. The program according to claim 6, which causes the computer to function as a notifying unit that notifies the player that restrictions on the player's operations on the content will be lifted by the player standing still.
8. 3. The program according to claim 2, wherein the program causes the computer to function as walking determination means for determining that the player is walking when the player is moving and the moving speed is less than a threshold speed.
9. 3. The program according to claim 2, causing the computer to function as an attention determining means for determining whether the player is gazing at the content based on a state of the player gazing at a monitor displaying the content.
10. 10. The program according to claim 9, wherein the gaze determination means determines that the player is gazing at the monitor when the number of times the player has gazed at the monitor within a predetermined period is equal to or greater than a threshold number of times.
11. 11. The program according to claim 10, wherein the gaze determination means reduces the threshold number of times as the moving speed of the player increases.
12. The system comprises a limiting means for limiting the operation of the player with respect to the content based on the player's movement status and the player's gaze status with respect to the content.
Citation Information
Patent Citations
Game system, information processing method and program
JP7223893B2