Program
The program improves user engagement by applying real-space interactions and effects based on player actions, enhancing gameplay through location-based and action-specific rewards.
Patent Information
- Application Number
- JP2024053683
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-28
- Publication Date
- 2025-10-09
AI Technical Summary
Existing systems lack mechanisms to enhance user engagement and interest in interactive environments by leveraging real-world interactions.
A program that captures real-space images and applies specific effects based on player actions or object interactions, using a server to determine if conditions for effects are met, such as position and action alignment.
Enhances user engagement by motivating players to move to specific locations and perform actions, providing varied and interactive gameplay experiences.
Smart Images

Figure 2025151998000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program. [Background technology]
[0002] Patent document 1 discloses a processing system capable of acquiring the behavioral history of a user who owns a terminal device, which discloses the behavioral history of a first user to a second user, and if the second user imitates the behavioral history of the first user, grants a benefit to at least one of the first user and the second user. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-57456 Summary of the Invention [Problem to be solved by the invention]
[0004] The present disclosure aims to improve interest. [Means for solving the problem]
[0005] A program according to an embodiment of the present disclosure includes: On the computer, acquiring a photographed image of an object located at a specific position in real space and a player or a player object whose position changes in response to a movement or operation of the player; A specific effect is exerted according to the action of the player or the player object during shooting. [Effects of the Invention]
[0006] According to the present disclosure, interest can be improved. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram illustrating a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a block diagram showing the configuration of a server according to an embodiment of the present disclosure. [Figure 3] FIG. 3 is a diagram showing an example of a play screen provided by the server according to an embodiment of the present disclosure. [Figure 4] FIG. 4 is a flowchart illustrating the flow of the determination process performed by the determination unit shown in FIG. [Figure 5] FIG. 5 is a diagram illustrating an example of the condition information shown in FIG. [Figure 6] FIG. 6 is a diagram for explaining a specific example of the effect exerted by the effect imparting unit shown in FIG. [Figure 7] FIG. 7 is a diagram for explaining a specific example of the effect exerted by the effect imparting unit shown in FIG. [Figure 8] FIG. 8 is a diagram for explaining an example in which a specific effect is exerted by the effect imparting unit shown in FIG. 2 when a plurality of players perform different actions. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, embodiments of this technical concept will be described in detail with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of these components are also the same. Therefore, detailed descriptions thereof will not be repeated.
[0009] [Configuration of information processing system] Fig. 1 is a diagram showing the configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in Fig. 1, the information processing system 1 includes a plurality of terminals 10 used by a plurality of users, and a server (computer) 20, and these devices are connected to each other via a network 13 so as to be able to communicate with each other.
[0010] The terminal 10 is a smartphone, a phablet, a tablet, or the like. The terminal 10 may be a portable terminal, a wearable device attached to the body, or a stationary terminal such as a PC (Personal Computer) or a game console. When the terminal 10 is operated by a user, for example, game-related data is transmitted and received between the server 20 and the terminal 10.
[0011] The server 20 manages various data of each user and transmits images, sounds, text, and other data to the terminal 10 according to the progress of each user's game. The server 20 can also, for example, identify multiple users participating in a multiplayer game and communicate with each user's terminal 10 to provide the multiplayer game to each user.
[0012] [Server Configuration] 2 is a block diagram showing the configuration of the server 20 according to the embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.
[0013] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data for a game play screen, the communication unit 21 transmits the screen data to the terminal 10. Furthermore, when the communication unit 21 receives operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.
[0014] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or a flash memory, etc. Specifically, the storage unit 23 stores a program 41, game information 42, user information 43, condition information 44, etc.
[0015] The program 41 is a program for the server 20 to execute various processes. The game information 42 includes information used to generate a play screen and object information related to objects such as characters that can be used in the game. The user information 43 includes information related to users playing the game, such as identification information for each terminal 10 and identification information for each user. The condition information 44 indicates the conditions under which a specific effect is exerted on the user.
[0016] The memory 24 includes a storage device such as a read-only memory (ROM) or a random access memory (RAM). The memory 24 temporarily stores various data generated in accordance with the operation of the control unit 22. For example, the memory 24 stores game medium information related to various game media, such as one or more characters owned by each user, accessories equipped to each character, and virtual currency owned by the user.
[0017] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). The control unit 22 operates in accordance with a program 41 to fulfill the functions of a game progression unit 31, a determination unit 32, and an effect imparting unit 33. Each component of the control unit 22 will be described in detail below.
[0018] [Game Progression Structure] The game progression unit 31 performs various processes related to the progression of the game based on operation information received from terminal 10 via the communication unit 21. For example, the game progression unit 31 progresses events in the game, generates and controls objects such as characters and buildings that appear in the game, and generates screen data for the play screen.
[0019] 3 is a diagram showing an example of a play screen G1 provided by the server 20 according to an embodiment of the present disclosure. When a user starts playing a game by operating the terminal 10, the terminal 10 transmits operation information indicating the user's operation to the server 20.
[0020] Furthermore, the terminal 10 periodically acquires location information indicating the user's location, i.e., the location of the terminal 10, and transmits the acquired location information to the server 20. Specifically, the terminal 10 is equipped with a detector such as a GPS sensor, and the detector detects the latitude and longitude of the terminal 10 and transmits location information indicating the detection result to the server 20.
[0021] In addition, the location information transmitted from terminal 10 may include not only the latitude and longitude of terminal 10, but also information such as the altitude of terminal 10, the number of steps, distance traveled, travel time and direction of travel of the user who owns terminal 10, the name of the area in which the user is located, topography, weather and atmospheric pressure, and names of buildings around the user.
[0022] When the communication unit 21 in the server 20 receives position information from the terminal 10 via the network 13, it outputs the position information to the control unit 22. The game progression unit 31 in the control unit 22 generates screen data for a play screen G1 based on the position information from the terminal 10. The game progression unit 31 then transmits the screen data to the terminal 10 via the communication unit 21 and the network 13. As a result, a play screen G1 such as that shown in FIG. 3 is displayed on the player's terminal 10.
[0023] More specifically, the game progression unit 31 generates image data based on the location information from the terminal 10 so that, for example, a map image that mimics the real space around the terminal 10 is included on the play screen G1. The map image may include virtual objects that mimic buildings, signs, and the like located in the real space, as well as the names of each object.
[0024] Additionally, the play screen G1 displays a player object 51 controlled by a user playing the game (hereinafter referred to as the "player"). For example, suppose the player is holding the terminal 10 and moving around in real space. In this case, the game progression unit 31 in the server 20 changes the position of the player object 51 in the map image based on the position information transmitted from the terminal 10.
[0025] More specifically, the game progression unit 31 determines the position of the player object 51 on the map image based on information such as the latitude, longitude, altitude, travel time, travel direction, the name of the area where the user who owns the terminal 10 is located, and the names of buildings around the user, indicated in the location information transmitted from the terminal 10. As this processing by the game progression unit 31 is repeated, the player object 51 moves on the map image as the player moves in real space.
[0026] Furthermore, the virtual objects included in the map image may include an enemy character object 52 as shown in Fig. 3. For example, the enemy character object 52 is associated with a predetermined position in real space, and when the player's terminal 10 is located in the vicinity of the predetermined position, the enemy character object 52 is displayed on the map image of the terminal 10.
[0027] In such a case, the player can fight against an enemy character object 52 in the game by operating the player object 51. If the player wins the fight against the enemy character object 52, the player can receive rewards such as virtual currency and items.
[0028] [Capturing real space using a device] The terminal 10 can capture images of the real space in response to the player's operation. At this time, the player can include himself / herself in the captured image of the real space by placing the terminal 10 on a stand, having another person operate the terminal 10, or using the internal camera of the terminal 10. Then, the terminal 10 can transmit the captured image to the server 20.
[0029] The terminal 10 can also capture images of the real space displaying a player object instead of the player. The player object is an avatar that reflects the player's actions, or an avatar whose actions change in response to the player's operation of the terminal 10. The image captured by the terminal 10 can be a still image or a video.
[0030] Furthermore, the terminal 10 may be configured to automatically adjust the angle of view of the captured image depending on the distance between the terminal 10 and the player, etc., so that the entire body of the player or player object can be captured.
[0031] [Configuration of the judgment section and effect application section] When the communication unit 21 in the server 20 receives image data of the captured image transmitted from the terminal 10 via the network 13, it outputs the image data to the control unit 22. The determination unit 32 in the control unit 22 determines, based on the image data, whether or not the conditions for achieving a specific effect are met.
[0032] Fig. 4 is a flowchart for explaining the flow of the determination process by the determination unit 32 shown in Fig. 2. With reference to Fig. 2 and Fig. 4, it is assumed that the determination unit 32 first acquires image data of an image captured by the terminal 10 from the communication unit 21 (step S11).
[0033] In this case, the determination unit 32 determines the position of the terminal 10 at the time the image data was photographed (hereinafter referred to as the "photographing position") based on the position information from the terminal 10, which is the position information received immediately before the reception timing of the image data, or the position information received together with the image data (step S12).
[0034] Next, the determination unit 32 refers to the condition information 44 shown in FIG. 2 and determines whether the photographing position identified in step S12 is a position defined in the condition information 44 (step S13).
[0035] Here, we will explain the details of the condition information 44. Fig. 5 is a diagram for explaining an example of the condition information 44 shown in Fig. 2. The condition information 44 indicates, for example, a plurality of combinations of an object, a position where the object is placed, an action required of the player or player object, and an effect to be exerted on the player.
[0036] For example, in the example shown in FIG. 5, an "object Ob1," a "position A," an action of "raising a hand," and an effect of "granting a reward" are associated with each other. In this case, when a photograph of the object Ob1 placed at position A in real space and a player or player object is taken together, and the player or player object is raising their hand during the photograph, a reward such as virtual currency or an item is awarded to the player. In this way, by granting a reward such as virtual currency or an item to the player, the player can be motivated to play the game further.
[0037] 4 again, it is assumed that the photographing position identified in step S12 is a position defined in the condition information 44 ("YES" in step S13). In this case, the determination unit 32 refers to the condition information 44 and performs a motion determination to determine whether or not the motion of the player or player object during photographing (hereinafter referred to as "motion during photographing") is the same as the motion associated with the photographing position (step S14). For example, the determination unit 32 performs the above motion determination by performing an analysis process on the photographed image.
[0038] In addition, when the motion during shooting and the motion associated with the shooting position are the same, these motions may be the same as a whole or may be slightly different in part. Furthermore, the motion associated with the shooting position may be a motion of the whole body or a motion of a part of the body such as a hand or a foot.
[0039] Furthermore, the determination unit 32 is not limited to a configuration that performs analysis processing of the captured image, but may be a configuration that performs action determination based on the measurement results of a sensor such as an acceleration sensor attached to the player or the terminal.
[0040] Assume that the determination unit 32 determines that the action during shooting and the action associated with the shooting position are the same ("YES" in step S14). In this case, the effect imparting unit 33 exerts a specific effect on the player (step S15). Specific examples of the specific effect exerted by the effect imparting unit 33 will be described later.
[0041] On the other hand, suppose that the determination unit 32 determines that the action during shooting and the action associated with the shooting position are not common ("NO" in step S14). In this case, the effect imparting unit 33 does not apply a specific effect. Similarly, if the determination unit 32 determines in step S13 that the identified shooting position is not a position specified in the condition information 44 ("NO" in step S13), the effect imparting unit 33 does not apply a specific effect.
[0042] [Notification to players] 2 generates screen data for notifying the contents of condition information 44 when, for example, the position of terminal 10 or the progress of the player's game satisfies a predetermined condition, and sends the screen data to terminal 10. For example, when terminal 10 is within a predetermined range from position A, a notification screen is displayed on terminal 10 notifying the user that "a reward will be awarded if you take a photo with object Ob1 located at position A while raising your hand."
[0043] In addition, the notification screen notifies at least one of the location specified in the condition information 44 and the object placed at that location, but does not necessarily notify the action associated with that location or the content of the effect to be exerted.
[0044] For example, suppose that the terminal 10 is notified of the content, "Take a photo with object Ob1 placed at position A in various poses." In such a case, the player can take a photo with object Ob1 while performing various actions at position A, and search for the correct action, that is, the action that will produce a specific effect. Then, if the player's action during the photoshoot is the same as the correct action, for example, a specific effect will be automatically produced.
[0045] Furthermore, the number of actions associated with one position in the condition information 44 is not limited to one, and may be multiple. In such a case, for example, a specific effect is exerted each time the action being photographed of the player or player object is common to any one of the multiple actions. Note that different effects may be exerted for each action associated with one position.
[0046] [Examples of specific effects] (Example 1: An example where an object and its associated behavior are specified) The action defined in the condition information 44 is related to, for example, the associated object. Specifically, as shown in Fig. 5, "object Ob1," "position A," the action "raise hand," and the effect "grant of reward" are associated with each other. This object Ob1 is, for example, a panel of a character posing with its hand raised.
[0047] In such a case, the player can obtain a reward such as virtual currency or an item by taking a photo at position A together with the object Ob1 while performing an action associated with the object Ob1, ie, raising one's hand.
[0048] (Example 2: An example where the action to activate a skill is specified) The action defined in the condition information 44 may be the same as the action taken when a skill that can be used in the game is activated. Fig. 6 is a diagram for explaining a specific example of an effect exerted by the effect imparting unit 33 shown in Fig. 2.
[0049] 6, specifically, when skill X is activated in the game, the player object moves its left arm forward and its right arm backward. Skill X includes a skill for attacking an enemy character, a skill for recovering the stamina of the player object, and the like.
[0050] In the condition information 44, for example, a "pose that activates skill X" is specified as the action corresponding to position B, and an effect related to the action, specifically "imparting skill X," is specified as the effect corresponding to position B (see Figure 5).
[0051] In this case, the player or player object takes a photo with object Ob2 at position B while extending their left arm forward and their right arm backward, thereby imparting skill X that can be used in the game to the player. Note that skill X may be a skill that can be used regardless of the player's position, or may be a skill that can be used only in the vicinity of position B.
[0052] (Example 3: Different effects depending on the shooting direction) The effect provided by the effect providing unit 33 may change depending on the shooting direction of the object Ob. For example, the effect provided may be different when the player shoots the object Ob from the front and when the player shoots the object Ob from the back.
[0053] Also, for example, a specific effect may be produced when the player photographs the object Ob from the front, and the specific effect may not be produced when the player photographs the object Ob from a direction other than the front. In this way, even when photographing from the same position, the effect produced changes depending on the photographing direction, allowing the player to enjoy the game for a long time in the same position.
[0054] (Example 4: Virtual object) The object Ob defined in the condition information 44 is not limited to an object Ob placed in real space, but may also be a virtual object Ob.
[0055] More specifically, as described above, a position in real space is associated with a virtual object Ob. When the terminal 10 is located in the vicinity of the position, the terminal 10 can capture an image in which the real space and the object Ob are associated. For example, the terminal 10 can capture an image in which the virtual object Ob is placed in real space.
[0056] The virtual object Ob may change depending on the season, weather, time of day, etc. in the real space. For example, when it is raining in the real space, an umbrella may be displayed as the virtual object Ob. Also, when it is winter in the real space, a snowman may be displayed as the virtual object Ob. In this way, the high correlation between the real space and the virtual object Ob can further increase the interest.
[0057] (Example 5: Example of specific effects changing) A player can decorate a photographed image by using frames, stamps, and the like on the photographed image. The effect provided may vary depending on the frame, stamp, and the like used on the photographed image. For example, the effect providing unit 33 may be configured to increase the reward provided to the player as an effect provided when a frame or stamp highly related to a certain location is used on an image photographed at the location.
[0058] Furthermore, the effect to be exerted may change depending on the season, weather, time of day, etc. in the real space. For example, when the weather in the real space is rainy or snowy, the effect imparting unit 33 may be configured to increase the reward to be imparted to the player as the exertion of the effect, compared to when the weather in the real space is sunny or cloudy.
[0059] (Example 6: Specific effects by rotating through multiple locations) The condition information 44 may specify a plurality of positions as specific positions, and may specify that the action corresponding to these positions is to visit all of the plurality of positions. In this case, a specific effect is achieved by having the player or player object visit these multiple positions and take a photo with the object Ob associated with each position.
[0060] Furthermore, the effect exerted may vary depending on the route taken to visit multiple positions. For example, if three specific positions, position C1, position C2, and position C3, are set, the effect exerted when the player visits position C1, position C2, and position C3 in this order may be different from the effect exerted when the player visits position C3, position C2, and position C1 in this order.
[0061] Furthermore, the specific effect that is exerted may change depending on the number of times the player visits multiple specific positions. For example, the effect that is exerted when the player visits positions C1, C2, and C3 for the first time may be different from the effect that is exerted when the player visits positions C1, C2, and C3 for the second time. This allows the player to enjoy the same area for a long time.
[0062] (Example 7: Achieving a specific effect by cooperation between multiple players) (a) Example 1: Multiple players or player objects performing the same action The effect applying section 33 may change the effect to be exerted on each of a plurality of players in accordance with the combination of the players appearing in the same photographed image.
[0063] Fig. 7 is a diagram for explaining a specific example of an effect exerted by the effect imparting unit 33 shown in Fig. 2. Here, it is assumed that the condition information 44 specifies that, as an action corresponding to a certain position, a player, together with an object Ob and another player, should assume the same pose as that of the object Ob.
[0064] 7, it is assumed that an image of the players P1, P2 and an object Ob striking the same pose as the object Ob is captured on each terminal 10 of the players P1, P2, and each terminal 10 transmits image data of the captured image to the server 20. In this case, the effect imparting unit 33 exerts a specific effect on the players P1, P2 of each terminal 10 that transmitted the image data.
[0065] In this case, the effect provided to each player may be different from the effect provided when the player takes a photo alone. For example, the effect provided when an image of multiple players is taken is set to provide a greater benefit to the player than the effect provided when an image of a single player is taken.
[0066] Furthermore, the content of the effect to be exerted may change depending on the number of players or player objects photographed together with the object Ob. For example, the effect imparting unit 33 exerts an effect such that the greater the number of players or player objects photographed together with the object Ob, the greater the benefit each player receives.
[0067] (b) Part 2: Example of multiple players or player objects performing different actions The effect applying unit 33 may be configured to exert a specific effect on each player when the actions of the multiple players photographed together with the object Ob are predetermined actions that are different from one another.
[0068] 8A and 8B are diagrams illustrating an example in which a specific effect is exerted by the effect imparting unit 33 shown in FIG. 2 when multiple players perform different actions. As shown in FIG. 8A, it is assumed that a player P1 takes a photo while standing in front of an object Ob, which is an enemy character, and performing an action that will attack the object Ob. As shown in FIG. 8B, it is assumed that a player P2 takes a photo while standing behind the object Ob and within a predetermined range from the image capturing position of the player P1, and performing an action that will attack the object Ob.
[0069] In such a case, the effect imparting unit 33 may, for example, impart a special effect to each of the players P1 and P2 by increasing the attack power against the object Ob compared to the attack power when the player attacks alone.
[0070] Alternatively, a specific action may be divided into multiple parts, and multiple players appearing with the same object Ob may be photographed performing each of these actions, thereby achieving a specific effect for each player.
[0071] For example, suppose an action performed when a skill for attacking an enemy character is activated is divided into two parts. Suppose player P1 takes a photo while performing the first part of the action on object Ob, which is an enemy character. Suppose player P2 takes a photo while performing the second part of the action on object Ob. Even in such a case, the effect imparting unit 33 exerts a specific effect on each of players P1 and P2, for example.
[0072] (c) Part 3: Effects change depending on the player object's equipment, occupation, and skills. The effect imparting unit 33 may change the effects exerted on each player depending on the clothing, equipment such as items, occupation, and possessed skills of the player object operated by each of the multiple players.
[0073] Specifically, suppose that players P1 and P2 take a photo while performing a specific action together with object Ob at a position defined in the condition information 44. Then, suppose that player P1 is operating player object PO1 with a skill that has high attack power. In this case, the effect imparting unit 33 can apply the skill of player object PO1 to player object PO2, such as increasing the attack power of player object PO2 of player P2, as a specific effect on player P2.
[0074] Also, suppose that the player object PO2 has a skill to restore stamina. In this case, the effect imparting unit 33 can apply the skill of the player object PO2 to the player object PO1, for example, to restore the stamina of the player object PO1 as a specific effect on the player P1.
[0075] Also, suppose the number of players or player objects photographed together with object Ob is three or more. In this case, the effect imparting unit 33 determines the destination to which the skill or the like of the player object is to be applied, for example, depending on the direction in which the player or player object is facing during photographing.
[0076] Specifically, suppose that players P1, P2, and P3 take a photo while performing a specific action together with object Ob at a position defined in the condition information 44. In such a case, the determination unit 32 determines the orientation of each of players P1, P2, and P3 during the photo shoot, for example, by analyzing the captured image transmitted from the terminal 10 of each of players P1, P2, and P3.
[0077] Here, it is assumed that the determination unit 32 determines that the direction of the player P1 is the direction in which the player P2 is located. In this case, the effect imparting unit 33 applies, for example, a skill or the like of the player object PO1 of the player P1 to the player object PO2 of the player P2 as a specific effect on the player P2.
[0078] The same applies when the number of player objects photographed together with object Ob is three or more and some of the three or more player objects are NPCs (Non Player Characters). For example, even if a second player object located in the direction in which a first player object is facing is an NPC, the skills and the like of the first player object are applied to the NPC, which is the second player object.
[0079] Furthermore, each player can form a party (a group based on a predetermined relationship) with other players in the game. The control unit 22 in the server 20 shown in FIG. 2 may be configured to exert a specific effect on each player by detecting that each player in the party has taken a photo. In this case, the control unit 22 may change the effect to be exerted depending on the number of players in the party and the number of players among the players in the party who have taken a photo.
[0080] Furthermore, when the images taken by the player are moving images, the control unit 22 may change the effect to be exerted according to the length of the moving images. Furthermore, when the images taken by the player are still images, the control unit 22 may change the effect to be exerted according to the number of images taken at a certain point, etc.
[0081] Furthermore, when a player posts an image he or she has taken on a social networking service (SNS) or the like, the control unit 22 may change the effect to be exerted in accordance with the evaluation of the image. Furthermore, when a player plays a game while posting an image he or she is taking by streaming or the like, the control unit 22 may change the effect to be exerted in accordance with the evaluation of the image from viewers while it is being posted.
[0082] [Additional Notes] The contents according to the embodiments of the present disclosure are listed as follows. [assignment] The purpose is to improve our services.
[0083] [Solution] (Item 1) On the computer, acquiring a photographed image of an object located at a specific position in real space and a player or a player object whose position changes in response to a movement or operation of the player; A program that produces a specific effect in accordance with the action of the player or the player object during shooting.
[0084] Such a configuration can increase the interest of the player by encouraging the player to move to a specific position or to perform an action at a specific position.
[0085] (Item 2) 2. The program according to item 1, wherein, when the player or the player object performs a specific action associated with the specific position during shooting, the specific effect is exerted.
[0086] With this configuration, for example, if a specific action has not been notified to the player, the player can enjoy the fun of discovering the specific action.
[0087] (Item 3) A plurality of positions are set as the specific positions, 3. The program according to item 2, wherein, during shooting, when the player or the player object performs a specific action associated with the specific position at each of the plurality of positions, the specific effect is exerted.
[0088] In this way, by having the player move to multiple positions and prompting them to perform actions corresponding to each position, it is possible to provide entertainment over a long period of time.
[0089] (Item 4) Item 4. The program according to item 3, wherein the specific effect is changed depending on the route taken by the player to visit the multiple specific locations.
[0090] In this way, even if the combination of specific positions is the same, the effect exerted can be changed depending on the route taken by the player, thereby making it possible to further increase the interest.
[0091] (Item 5) Item 4. The program according to item 3, wherein the specific effect is changed depending on the number of times the player has visited the plurality of specific positions.
[0092] With this configuration, even if a player travels along the same route, the more times the player travels, the greater the effect, so the player can be entertained for a long period of time.
[0093] (Item 6) 6. The program according to any one of items 1 to 5, wherein the specific effect is changed depending on the number of players or player objects photographed together with the object and the actions of each player or each player object during the photographing.
[0094] With this configuration, for example, by differentiating the effect achieved when one player performs a certain action from the effect achieved when multiple players perform the same action together, it is possible to encourage multiple players to take photos together, thereby promoting interaction between players.
[0095] (Item 7) 7. The program according to claim 1, wherein the specific effect is changed depending on a combination of a plurality of players or a plurality of player objects photographed together with the object.
[0096] With this configuration, for example, if one of multiple players photographed at the same time has equipment with high attack power in the game, the other players can enjoy a special effect of increasing their attack power in the game, which can promote interaction with various players and further increase the enjoyment of the game.
[0097] (Item 8) 8. The program according to any one of items 1 to 7, wherein the specific effect is exerted in accordance with a correspondence between the object and an action of the player or the player object during shooting.
[0098] With this configuration, for example, if the object is a character panel, a specific effect can be achieved when the player moves to take the same pose as the character. In this way, the relationship between the object and the player's actions can be strengthened, further increasing the enjoyment of the game.
[0099] The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media.
[0100] Furthermore, each operation performed by the control unit 22 in the server 20 in the above embodiment may be executed by one processor or multiple processors. For example, some or all of the operations performed by the control unit 22 may be executed by the terminal 10 shown in FIG.
[0101] Furthermore, the above-described embodiments are merely examples for facilitating understanding of the present invention and are not intended to limit the present invention. The present invention may be modified, improved, or partially deleted without departing from the spirit and scope of the present invention, and it goes without saying that the present invention includes equivalents thereof. Furthermore, technical configurations that are publicly known at the time of filing but are not described in this specification may be appropriately adopted. While the present invention has been described in this specification using a game as an example, it is not problematic to apply the present invention to applications other than games. For example, the present invention may be appropriately applied to applications such as fitness, training, education, advertising, traffic guidance, distribution, and editing. [Explanation of symbols]
[0102] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progression unit, 32: Determination unit, 33: Effect imparting unit, 41: Program, 42: Game information, 43: User information, 44: Condition information
Claims
1. On the computer, acquiring a photographed image of an object located at a specific position in real space and a player or a player object whose position changes in response to a movement or operation of the player; A program that produces a specific effect in accordance with the action of the player or the player object during shooting.
2. The program according to claim 1 , wherein the specific effect is exerted when the player or the player object performs a specific action associated with the specific position during shooting.
3. A plurality of positions are set as the specific positions, 3. The program according to claim 2, wherein, during shooting, when the player or the player object performs a specific action associated with the specific position at each of the plurality of positions, the specific effect is exerted.
4. The program according to claim 3 , wherein the specific effect is changed depending on a route taken by the player to visit the plurality of specific positions.
5. The program according to claim 3 , wherein the specific effect is changed depending on the number of times the player has visited the plurality of specific positions.
6. 2. The program according to claim 1, wherein the specific effect is changed depending on the number of players or player objects photographed together with the object and the actions of each player or player object during the photographing.
7. The program according to claim 1 , wherein the specific effect is changed depending on a combination of a plurality of players or a plurality of player objects photographed together with the object.
8. The program according to claim 1 , wherein the specific effect is exerted in accordance with a correspondence between the object and an action of the player or the player object during shooting.
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Processing system and program
JP2018057456A