Program and information processing system

The system enables replay of completed events in location-based games through user payment, enhancing engagement and promoting game usage.

JP2025168403APending Publication Date: 2025-11-07COLOPL
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Patent Information

Application Number
JP2025138510
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-21
Publication Date
2025-11-07

AI Technical Summary

Technical Problem

There is a demand for promoting the use of services such as games that utilize position information in real space, particularly in enhancing user engagement and replayability.

Method used

A system and program that allows specific events in a game to be replayed after completion, enabled by user payment, utilizing location-based gameplay and event revival mechanics.

Benefits of technology

Enhances user engagement by allowing replay of completed events, thereby promoting service use and providing additional gameplay opportunities.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique capable of promoting the use of services.SOLUTION: A program causes a computer to function as, in a game that uses location information indicating a location of a user in a real space, display means for displaying a cleared result of a specific event after the specific event associated with a specific location in the real space is cleared along with a guidance that allows the user to replay the specific event if the user satisfies a predetermined condition, and replay control means for enabling the specific event to be replayed if the user satisfies the predetermined condition.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, games that utilize position information indicating the position of a user in real space (in other words, the real world) are known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-069858 Summary of the Invention [Problem to be solved by the invention]

[0004] Meanwhile, there is a demand for promoting the use of services such as games.

[0005] An object of the present invention is to provide a technology that can promote the use of a service. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, In a service that uses location information indicating a user's location in real space, after a specific event associated with a specific location in real space has been cleared, the device functions as a replay control means that executes control to make the specific event playable again in response to payment by the user. Programs are offered. [Effects of the Invention]

[0007] According to the present invention, it is possible to promote the use of services. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Figure 3] FIG. 10 is a diagram showing an example of a game screen. [Figure 4] FIG. 10 is a diagram showing an example of a flow in which a revivable event is cleared and revived. [Figure 5] FIG. 10 is a diagram showing an example of a screen that provides guidance regarding the revival of a revivable event. [Figure 6] FIG. 10 is a diagram illustrating an example of a screen displaying a list of cleared events that can be revived. [Figure 7] FIG. 10 is a diagram for explaining how a price for reviving a revivable event is determined depending on the user's current location. [Figure 8] FIG. 10 is a diagram illustrating limitations on revival of a revivable event. [Figure 9] FIG. 10 is a diagram illustrating the provision of benefits according to the number of times a reviveable event is revived. [Figure 10] FIG. 10 is a diagram showing an example of a screen that is displayed when a multi-playable event is revived. [Figure 11] 10 shows an example of a screen displaying a list of revivable events that have been cleared by other users. [Figure 12] 10 is a flowchart illustrating an example of a process related to revival of a revivable event. [Figure 13] 10 is a flowchart showing an example of processing related to revival of an event that allows multiplay. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

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

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel serving as the input unit 17 may be of a capacitive type or a resistive type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a magnetic sensor, a GPS sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, or an image sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user account to the server 20 based on a user operation, and the server 20 may create and store an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 references when executing the game program.

[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.

[0034] Game information is information common between accounts. Game information includes, for example, information for defining various virtual spaces. A virtual space is, for example, a space in which various objects, such as objects of a character (hereinafter referred to as a "player character") used by a user (in other words, controllable by a user), are placed. Game information includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones placed in the virtual space, and the placement position, size, color, and shape of non-player character (NPC) objects. Game information also includes, for example, setting values ​​of various NPC parameters. Hereinafter, a character object placed in a virtual space may be simply referred to as a "character."

[0035] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be said to be value possessed by the user in the virtual space. Examples of such value (in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency that can be used in the game and crypto assets.

[0036] The control unit 210 controls various processes related to the game by executing a game program stored in the storage unit 220. The control unit 210 includes a transmission / reception unit 211 and a game control unit 212, for example.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the game control unit 212. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the game control unit 212.

[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.

[0039] The game control unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program in response to a request from the terminal device 10 or the like.

[0040] The game control unit 212 defines the virtual space based on information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on object setting information included in the game information. The game control unit 212 also controls the objects in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0041] Furthermore, the game control unit 212 places the player character in the virtual space based on the information transmitted from the terminal device 10. Furthermore, the game control unit 212 performs various determination processes related to the progress of the game based on the information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various determination processes based on information input by the user to the terminal device 10.

[0042] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the game control unit 212 executes synchronization processing to support the multiplay function. The game control unit 212 also issues a command to the transmission / reception unit 211 to instruct the transmission / reception unit 211 to transmit game information or user information. For example, when the server 20 transmits information to multiple terminal devices 10, the game control unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each terminal device 10. By executing synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.

[0043] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.

[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a game program, game information, and user information. The game program is a program for realizing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0045] The control unit 110 executes a game program stored in the storage unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, a display control unit 114, and a position information acquisition unit 116.

[0046] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.

[0047] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .

[0048] In this embodiment, a user's movement in real space to change position information (described later) can also be considered as one form of input operation.

[0049] The transmitting / receiving unit 112 transmits or receives various data. For example, the transmitting / receiving unit 112 transmits game information or user information, or a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each terminal device 10 participating in multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.

[0050] Furthermore, the transmitting / receiving unit 112 transmits to the server 20 operation information relating to the input operation accepted by the operation accepting unit 111, and information from the user such as position information, which will be described later.

[0051] The game control unit 113 executes various processes related to the progress of the game. The game control unit 113 identifies the user's instruction content based on the user's input operation detected by the operation reception unit 111. Furthermore, the game control unit 113 executes various determination processes related to the progress of the game based on the identified instruction content, etc. Furthermore, the game control unit 113 progresses the game while communicating with the server 20 based on the results of the determination processes, etc.

[0052] The game control unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game control unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera within the virtual space. The game control unit 113 instructs the display control unit 114 to generate an image depicting the field of view defined by the virtual camera and the objects located in this field of view. In other words, the game control unit 113 instructs the display control unit 114 to display an image corresponding to the progress of the game on the display unit 18.

[0053] The position and orientation of the virtual camera can be determined appropriately for each virtual space. For example, the game control unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, tree, or stone. Examples of dynamic objects include a player character and an NPC that operates based on a game program. NPCs include so-called enemy characters, etc.

[0054] The display control unit 114 displays images relating to the game on the display unit 18. A specific example will be described below.

[0055] The display control unit 114 generates an image depicting the area of ​​the field of view of the virtual camera defined by the game control unit 113 in the virtual space and the objects present in that area, and causes the image to be displayed on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0056] The control unit 110 of the terminal device 10 may arrange objects in the virtual space based on object data sent from the server 20, information indicating the positions of various objects in the virtual space, and the like, and display a predetermined area of ​​the virtual space on the display unit 18. The control unit 210 of the server 20 may also arrange objects in the virtual space and control the virtual camera, generate an image to be displayed on the display unit 18, and transmit it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to control of objects based on information from the user, control of the virtual camera, generation of an image to be displayed on the display unit 18, and the like may be performed by the server 20 or the terminal device 10.

[0057] The location information acquisition unit 116 acquires location information indicating the location of the user in real space (in other words, the user's current location). The location information may be any information indicating the location of the user in real space identified by an account or the like. Various methods for acquiring location information have been conventionally known, and any known method may be used. For example, the location information acquisition unit 116 may acquire location information using a GPS sensor provided in the terminal device 10 in which the user is logged in to an account. Furthermore, the location information acquisition unit 116 may acquire location information acquired in a device used by the user, such as various devices (e.g., smart devices) that link with the terminal device 10 (e.g., a smartphone) (e.g., link via the user's account or link via wireless communication), as location information indicating the location of the user who is logged in to the account from the terminal device 10. Furthermore, the location information acquisition unit 116 may acquire location information using, for example, Wi-Fi, Bluetooth, or the like (e.g., based on communication between the terminal device 10 and a Wi-Fi access point). The location information acquisition unit 116 may be included in the control unit 210 of the server 20, for example.

[0058] 2 are merely examples. Each device, such as the terminal device 10 and the server 20, may have at least some of the functions of the other devices. Furthermore, each device, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, but may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be realized by multiple devices connected via a network.

[0059] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. Note that in this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing each processing according to this embodiment by executing a game program stored in the information processing system 1. However, at least a portion of the processing according to this embodiment performed by the processor 11 may be performed by a processor other than the processor 11. Furthermore, at least a portion of the processing according to this embodiment performed by the processor 21 may be performed by a processor other than the processor 21. For example, some or all of the processing performed by one of the game control unit 113 and the game control unit 212 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0060] The configuration according to this embodiment can be applied, for example, to a location-based game in which a user's position in real space is linked to a user's position in a virtual space. The following describes an example in which the configuration according to this embodiment is applied to such a location-based game.

[0061] 3, the game control unit 212 places the player character 30 corresponding to the user operating the terminal device 10 at a position in the virtual space corresponding to the user's position in the real space (in other words, the position indicated by the position information). Then, the game control unit 212 moves the player character 30 in the virtual space in conjunction with the movement of the user in the real space.

[0062] That is, in this embodiment, the game control unit 212 moves the player character 30 of the user in the virtual space based on the user's position information as information from the user. Note that the game control unit 212 may also move the player character 30 of the user in the virtual space based on operation information as information from the user regarding an input operation to the input unit 17 (for example, an operation of moving a finger in any direction while touching the touch screen 16 (i.e., a swipe operation)).

[0063] The virtual space of this embodiment is a virtual space that reflects at least a part of the real space. In other words, the virtual space of this embodiment is a virtual space that is generated using map information of the real space. For example, in the virtual space of this embodiment, an object corresponding to a road that actually exists in the real space (e.g., a road object 31) is placed at a position that corresponds to the position of the road in the real space.

[0064] In games such as location-based games, a plurality of objects (hereinafter referred to as "event objects 33") associated with a predetermined event (in other words, an effect or phenomenon) are placed in a virtual space, and it is known that an event corresponding to the specific event object 33 occurs when the user approaches the event object 33 (for example, by approaching the event object 33 and then performing an operation (for example, a touch operation) on the event object 33 displayed on the display unit 18). Here, in a location-based game, approaching a specific event object 33 placed in a virtual space can be said to mean approaching the specific event object 33 in the virtual space, or visiting a position in real space corresponding to the position in virtual space where the specific event object 33 is placed (in other words, approaching the specific event object 33 in real space). When an event object 33 for which a specific event occurs is placed in a virtual space, the game control unit 212 generates a specific event corresponding to the event object 33 based on the user visiting a position in real space corresponding to the position in virtual space where the event object 33 is placed. The location in the virtual space where the event object 33 is placed can also be said to be the location where a predetermined event is set.

[0065] The event objects 33 include, for example, an item spot 33a corresponding to an event such as obtaining an item and a recovery spot 33b corresponding to an event such as recovery of a predetermined parameter related to the user (e.g., the stamina of the player character 30). The event objects 33 also include an enemy object 33c corresponding to an event such as a battle with an enemy character and a spot corresponding to an event that constitutes part of the game story. The game control unit 212 provides the user with an item corresponding to a specific item spot 33a based on the user visiting a position in real space corresponding to a position in virtual space where the specific item spot 33a is located. The game control unit 212 also recovers a predetermined parameter related to the user (in other words, brings the predetermined parameter closer to a specified value) based on the user visiting a position in real space corresponding to a position in virtual space where a specific recovery spot 33b is set. The game control unit 212 also starts a battle with a specific enemy character based on the user visiting a position in real space corresponding to a position in virtual space where an enemy object 33c related to the specific enemy character is located. The event associated with the event object 33 may be an event that can be progressed through multiplay (in other words, played by at least two or more people). In other words, an event that is progressed through multiplay (for example, an event in which users cooperate with other users to fight enemy characters (so-called raid battle)) may be started by approaching the event object 33 corresponding to an event that can be progressed through multiplay. The appearance of the event object 33 is not particularly limited, and may be the shape of an item, a building, a character, or a predetermined symbol. The event associated with the event object 33 may be one that progresses and ends automatically without user operation, or one that progresses through user operation (for example, one that progresses by operating the player character 30, etc.).

[0066] In this embodiment, a user's operation (e.g., a touch operation) on an event object 33 located within a predetermined range (in other words, an operable range, hereinafter referred to as the "usable range X") from the player character 30 in the virtual space is valid. When the user moves the player character 30 so that the event object 33 for which the user wants to generate a corresponding event (in other words, the event object 33 the user wants to use) is located within the usable range X and performs an operation on the event object 33, the game control unit 212 generates an event corresponding to the operated event object 33. That is, in this embodiment, an event corresponding to a specific event object 33 can be generated by the user visiting a position in real space corresponding to the position where a specific event object 33 is located in the virtual space (specifically, by visiting the position and performing a predetermined operation (e.g., a touch operation on the specific event object 33)). In other words, the user can use the event object 33 located within the usable range X. In other words, the game control unit 212 determines whether or not the event object 33 is located within the usable range X, and controls the event object 33 located within the usable range X so that it can be used. Note that "usable" here means that it is possible to cause an event set in the event object to occur, etc.

[0067] The usable range X may be, for example, a circular range of a predetermined size centered on the player character 30 (in other words, the user's position). Note that the shape of the usable range X is not limited to a circle, and is not limited to a range centered on the player character 30. The usable range X can also be said to be a range available to the user in the virtual space (in other words, in the entire virtual space). The usable range X is determined according to the user's position in the real space (in other words, based on the user's position information), and fluctuates according to the user's position in the real space. The display control unit 114 causes the display unit 18 to display a display indicating the usable range X (a circle in FIG. 3 ), making the usable range X recognizable to the user.

[0068] In this embodiment, the player character 30 is placed in a position in the virtual space corresponding to the user's position in real space and displayed on the display unit 18. However, a configuration may be adopted in which the player character 30 is not placed in that position in the virtual space (in other words, a configuration in which the player character 30 is not displayed on the screen illustrated in FIG. 3, etc.). Even in such a configuration, a configuration may be adopted in which an event corresponding to the event object 33 is generated based on a user's operation on the event object 33 located within the usable range X determined according to the user's position in real space. Similarly, even in a game that can be progressed in first-person display, such as a game in which the third-person display displaying the player character 30 can be switched to a first-person display in which the player character 30 is barely displayed, a usable range X in which operation is possible may be set for each person.

[0069] The game control unit 212 may be capable of switching between modes related to game progression based on a user's operation: a manual mode in which a corresponding event is generated when a user approaches an event object 33 and performs an operation (e.g., a touch operation) on the event object 33; and an automatic mode in which an event corresponding to the approached event object 33 is automatically generated (in other words, without requiring a touch operation, etc.) when the user approaches the event object 33. That is, in the automatic mode, the game control unit 212 may automatically generate an event corresponding to a specific event object 33 when the specific event object 33 is located within the available range X. Note that, regardless of whether the manual mode or the automatic mode is set, some event objects 33 may automatically generate an event corresponding to the event object 33 when the user approaches the event object 33 (in other words, when the event object 33 is located within the available range X). Note also that even when the automatic mode is set, an event may be generated based on an operation (e.g., a touch operation) on the event object 33. Switching between the manual mode and the automatic mode may be performed automatically based on the establishment of a predetermined condition (for example, triggered by the start of a predetermined event, etc.).

[0070] In a game in which real space and virtual space are associated with each other, such as a location-based game, each point in real space corresponds to each point in virtual space. In other words, the correspondence between each point in real space and each point in virtual space is stored in the storage unit 220. Therefore, making a predetermined setting for a specific point in virtual space can also be said to be making a predetermined setting for a specific point in real space. Making a predetermined setting for a specific point in real space can also be said to be making a predetermined setting for a specific point in virtual space. That is, for example, placing a specific event object 33 at a specific point in virtual space can also be said to be placing the event object 33 at the corresponding specific point in real space. Also, for example, setting a specific range in virtual space as a range related to a predetermined control can also be said to be setting a specific range in the corresponding real space as a range related to a predetermined control. The setting may be performed by a game operator or by a user.

[0071] (Event revival) In the game of this embodiment, the game control unit 212 performs control to make a specific event associated with a specific event object 33 replayable after the user clears the specific event. Specifically, after the user clears the specific event associated with a specific event object 33, the game control unit 212 performs control to make the specific event replayable in response to the user's payment of a fee. The specific event object 33 may be an enemy object 33c associated with a specific event, such as a battle with a specific enemy character. The specific event object 33 may also be an object other than the enemy object 33c, and the specific event does not have to be an event involving a battle with an enemy character. Note that making the specific event replayable can also be considered as reviving the specific event. Hereinafter, the specific event will be referred to as a "revivable event," and the event object 33 associated with the reviveable event will be referred to as a "special object 33d."

[0072] A reviveable event can also be said to be an event associated with a specific position in real space. Information indicating the real space position associated with the reviveable event (in other words, the position of the special object 33d) is stored in the storage unit 220, and the game control unit 212 can identify the real space position associated with the reviveable event based on this information. Note that the real space position associated with the reviveable event does not have to be the position where the event object 33 is located.

[0073] An example of the process by which a resurrectable event is cleared and resurrected will be described with reference to FIG.

[0074] The game control unit 212 starts a reviveable event when the user moves in real space and visits a location where the special object 33d is located within the usable range X (in other words, a location where a reviveable event is set) (see FIG. 4(a)). Specifically, the game control unit 212 starts a reviveable event when the user performs an operation on the special object 33d while the special object 33d is located within the usable range X. In other words, the game control unit 212 starts a reviveable event associated with a specific position in real space when the user approaches within a predetermined range from the specific position.

[0075] The game control unit 212 may be capable of starting a reviveable event associated with a specific special object 33d based on a predetermined operation by the user after the user visits a location where a specific special object 33d is located within the usable range X and then moves to a location where the specific special object 33d is located outside the usable range X. Specifically, the user may be able to reserve a reviveable event associated with a specific position in real space as an event to be played later by visiting a location corresponding to the specific position and performing a predetermined operation. For example, the game control unit 212 registers the reviveable event corresponding to the special object 33d in the storage unit 220 as an event reserved by the user (in other words, an event that can be played later) based on a predetermined operation by the user (e.g., an operation on the special object 33d, etc.) when the special object 33d is located within the usable range X. Then, the game control unit 212 starts the event reserved by the user based on a predetermined operation by the user (e.g., an operation to select an event to start playing on a screen displaying a list of reserved events). A fee may be required for reserving an event. In this embodiment, the "compensation" is not particularly limited and may include various types of compensation described below, but may be, for example, a predetermined item, in-game currency, predetermined points, a predetermined parameter related to the user (for example, the stamina of the player character 30), etc. If compensation is required, the game control unit 212 may reduce the value owned by the user by the amount of the compensation when reserving the event (in other words, registering it as an event that can be played later) (for example, may reduce the value of a predetermined item owned by the user by "1").

[0076] Furthermore, the game control unit 212 progresses the started reviveable event based on a predetermined operation by the user (see FIG. 4(b)). The method of progressing the event is not particularly limited and may be similar to that of conventional games. For example, the game control unit 212 may move the player character 30 based on an input operation by the user (e.g., a swipe operation, a tap operation, or an operation on a predetermined UI displayed on the display unit 18) while the reviveable event is in progress. Specifically, the game control unit 212 may cause the player character 30 to attack an enemy character 36 or move the player character 30 within a virtual space based on the input operation by the user. That is, while there are various conventional games in which the player character 30 and the enemy character 36 fight each other, the reviveable event may be an event in which the player character 30 is controlled to fight the enemy character 36 as in known games. However, the reviveable event does not have to be an event that is progressed by controlling the player character 30. As an example, the reviveable event may be an event that progresses by operating an object other than the player character 30, such as in a puzzle game. Note that the reviveable event may progress automatically without user operation.

[0077] Furthermore, a clearing condition is set for each reviveable event. When the set clearing condition is met, the game control unit 212 determines that the reviveable event has been cleared and ends the reviveable event (see FIG. 4(c)). The clearing condition may be, for example, defeating a predetermined opponent, obtaining a predetermined object, or reaching a predetermined destination. In other words, the reviveable event may be set with an opponent to be defeated, an object to be obtained, a destination to be reached, or the like. Note that the "opponent" here may be an enemy character (in other words, an NPC) or another user. Note that the "destination" here may be, for example, a point in the virtual space to which the player character 30 should be reached, or a point in the real space to which the user should be moved in the real space. Note that, in a reviveable event, when the player character 30 moves according to the user's position information, the destination may be a point in the virtual space to which the player character 30 should be reached, or a point in the real space to which the user should be moved in the real space.

[0078] Furthermore, the game control unit 212 grants a reward to a user who has cleared a reviveable event. The reward is not particularly limited, and may be, for example, a predetermined item, in-game currency, predetermined points, etc. Note that "granting (in other words, allowing) the user to acquire" a reward or the like can also be interpreted as linking the reward item or the like to the user's account as an item or the like owned by the user and storing it in a predetermined storage unit (for example, the storage unit 220).

[0079] Furthermore, when a reviveable event is cleared, the game control unit 212 instructs the terminal device 10 to display a result screen 50 that displays the results of the cleared reviveable event. Based on this instruction, the display control unit 114 of the terminal device 10 causes the display unit 18 to display the result screen 50 (see FIG. 4(d)). The result screen 50 may display an evaluation of the user's play in the cleared reviveable event, the time required to clear it, etc. The result screen 50 may also display a reward that will be awarded to the user for clearing it.

[0080] After the revivable event is cleared, the control unit 110 of the user's terminal device 10 accepts an operation (hereinafter referred to as a "revival operation") by the user to revive the revivable event (in other words, to make it playable again). The game control unit 212 revives the revivable event based on the revival operation.

[0081] The game control unit 212 also requests a fee from the user for reviving the revival-enabled event. In this embodiment, a revival item is provided as an item for reviving the revival-enabled event. When a revival operation is performed, the game control unit 212 has the user pay the revival fee and revives the revival-enabled event. Specifically, the game control unit 212 revives the revival-enabled event and reduces the value of the user's possession by the fee (e.g., reduces the revival item owned by the user by "1"). In other words, the game control unit 212 may execute control to reduce a predetermined item, in-game currency, or predetermined points owned by the user, or a predetermined parameter related to the user, as control to have the user pay a fee when the revival-enabled event is revived. That is, in this embodiment, "payment" includes consuming (in other words, reducing) something owned by the user (e.g., a predetermined item, in-game currency, or predetermined points, or a predetermined parameter related to the user) in exchange for some control (e.g., revival of the revival-enabled event). Also, "compensation" can be something consumed in exchange for some control in this way.

[0082] Furthermore, when the control unit 110 of the terminal device 10 receives a revival operation, it provides the user with a guide to reviving the revival-enabled event. For example, the control unit 110 displays a guide display 60 on the display unit 18 to provide guidance about revival when the revival-enabled event is possible. The guide about revival can also be considered as a notification that the revival of the revival-enabled event is possible. The notification may be any notification that allows the user to recognize that the cleared revival-enabled event can be revived.

[0083] In this embodiment, as shown in Fig. 4 or 5, the guidance display 60 displays a character string such as "Revive the event" or "Would you like to revive the event?" to inform the user that a reviveable event is possible. The guidance display 60 can also be said to be a display for confirming whether or not to revive the reviveable event.

[0084] The guidance display 60 may also include an indication of the price required to revive the reviveable event. The indication of the price may be, for example, an indication showing the content of the price (e.g., what is required as price or the amount of price required), or an indication showing the amount of price the user possesses (e.g., the number of revival items possessed). In other words, the provision of information about the price provides guidance about the price required to revive the reviveable event.

[0085] The guidance display 60 may be displayed on the result screen 50, as shown in FIG. 4(d). In other words, the control unit 110 may display the result screen 50 when a reviveable event is cleared, and may provide the user with guidance on reviving the cleared reviveable event on the result screen 50. In other words, when a reviveable event is cleared (in other words, at the timing when the reviveable event is cleared), the control unit 110 may provide the user who cleared the reviveable event with guidance on making the cleared reviveable event playable again. That is, the guidance on reviving the reviveable event may be displayed when the reviveable event is cleared. Note that the guidance displayed when a reviveable event is cleared may be displayed simultaneously with the display of the result screen 50 (in other words, during the result screen 50), or may be displayed after or before the display of the result screen 50. That is, the guidance display 60 may be displayed after the display of the result screen 50 has ended.

[0086] Furthermore, the notification regarding the revival of a reviveable event may be provided at a predetermined time other than the timing at which the reviveable event is cleared, in addition to or instead of the timing at which the reviveable event is cleared. For example, as shown in FIG. 5, the control unit 110 may display a guidance indicator 60 on a predetermined play screen while the user is playing a game. As an example, the predetermined play screen may be a screen (hereinafter referred to as a "field screen 52") that displays the player character 30 moving in the virtual space in accordance with the user's movement in real space (in other words, changes in position information), as shown in FIG. 5(a). The control unit 110 may display the guidance indicator 60 in a predetermined area of ​​the field screen 52. In other words, the control unit 110 may notify the user that the reviveable event can be revived while the user is moving the player character 30 to play the game. As an example, the predetermined play screen may be a screen that displays a map 54 of the virtual space, as shown in FIG. 5(b). The map 54 can be considered a map that displays a wider area of ​​the virtual space than the area displayed on the field screen 52. The map 54 may display a display indicating the user's current location 55 and the usable range X. The control unit 110 may display a guidance display 60 in a predetermined area of ​​the screen on which the map 54 is displayed.

[0087] When a user is provided with a guide about the revival of a reviveable event, the reviveable event is revived by performing a predetermined operation in response to the guide. For example, the control unit 110 may display a revive button 62 as a UI for accepting a revival operation and a reject button 63 as a UI for accepting an operation to reject the revival, along with a guide display 60, on the result screen 50 or a predetermined play screen. Note that the guide display 60 may also serve as these UIs. The control unit 110 may then accept an operation on the revive button 62 as a revival operation (in other words, a predetermined operation in response to the guide), and the game control unit 212 may revive the revivalable event based on the revival operation. In other words, when a revivalable event is cleared (in other words, at the time the revivalable event is cleared), the control unit 110 accepts an operation by the user who cleared the revivalable event to make the cleared revivalable event playable again. The control unit 110 may also accept an operation on the reject button 63 as an operation to reject the revival, and erase the guide display 60 from the screen based on that operation. If an operation to reject the revival is performed, the game control unit 212 does not revive the revivable event.

[0088] 5(a), the control unit 110 may cause the display unit 18 to display a revival button 62 based on an operation on a guidance indicator 60 (for example, a touch operation on a message such as "Would you like to revive the event?" displayed as a guidance indicator 60 on a predetermined play screen). That is, the control unit 110 may accept an operation on the guidance indicator 60 and an operation on the revival button 62 as a revival operation. In other words, in a situation where a user is playing a game by moving the player character 30, the control unit 110 may accept an operation by a user who has cleared a revival-possible event to make the cleared revival-possible event playable again.

[0089] Note that the control unit 110 may be capable of displaying a list 65 of cleared resurrectable events on the display unit 18, as shown in FIG. 6 . For example, the control unit 110 displays a list 65 of resurrectable events cleared by the user on the display unit 18 based on a predetermined operation by the user (for example, an operation on a predetermined icon displayed on a predetermined play screen). When the user clears a resurrectable event, the game control unit 212 adds the cleared resurrectable event to the resurrectable events to be displayed in the list 65 (in other words, registers the cleared event in the storage unit 220 as a resurrectable event to be displayed in the list 65). Furthermore, the control unit 110 accepts, as a resurrection operation, a user operation to select a specific resurrectable event from among the multiple resurrectable events displayed in the list 65. The list 65 can also be considered a list of currently resurrectable events. The list 65 includes multiple resurrectable events that the user has cleared in the past (for example, within a predetermined period of time). In this way, when it is possible to revive multiple reviveable events that have been cleared in the past, the guidance display 60 displayed on a specified play screen may provide guidance regarding the revival of the last (in other words, most recently) cleared reviveable event.

[0090] A resurrectable event that is resurrected by a resurrection operation may be started immediately, or may be started based on a predetermined operation by the user after the resurrection. That is, for example, a resurrection operation (e.g., an operation on the resurrection button 62) may be accepted as an operation for starting the resurrectionable event, and the game control unit 212 may start the resurrectionable event based on the resurrection operation. Also, for example, the game control unit 212 may erase a special object 33d whose corresponding resurrectionable event has been cleared from the virtual space and cause the erased special object 33d to reappear based on the resurrection operation. Then, the game control unit 212 may start the resurrectionable event based on an operation on the reappeared special object 33d. For example, the game control unit 212 may start the resurrectionable event based on the user moving in real space and visiting a location where the reappeared special object 33d is located within the usable range X (in other words, a location where the resurrectionable event is set). That is, when a resurrectable event is revived and played again, the game control unit 212 may start the resurrectable event on the condition that the special object 33d corresponding to the revived resurrectable event is located within the usable range X. Furthermore, for example, the terminal device 10 may be capable of displaying a list of revived resurrectable events. The game control unit 212 may then add the revived resurrectable event to the resurrectable events to be displayed in the list (in other words, the game control unit 212 may register the revived resurrectable event in the storage unit 220 as a resurrectable event to be displayed in the list). The control unit 110 of the terminal device 10 may then accept a user operation to select a specific resurrectable event from among the multiple resurrectable events displayed in the list as an operation to start the selected resurrectable event. The game control unit 212 may then start the selected resurrectable event based on the operation.That is, in this embodiment, the game control unit 212 performs control to make the target revivable event playable again based on the revival operation, but this control may be, for example, control to start the target revivable event based on the revival operation, control to make a special object 33d related to the target revivable event appear based on the revival operation, or control to add the target revivable event to a predetermined list (for example, a list from which the user can select an event to start playing) based on the revival operation.

[0091] Note that a reviveable event associated with a specific position in real space may be an event that revives naturally after a predetermined period of time has elapsed if the user does not perform a revive operation. That is, when a specific reviveable event associated with a special object 33d placed at a specific position is cleared, the game control unit 212 may erase the special object 33d from the virtual space, and then, after a predetermined period of time has elapsed, relocate the special object 33d at the specific position (or another position). In this case, the user can replay the specific reviveable event associated with the special object 33d by approaching the relocated special object 33d after the predetermined period of time has elapsed. In such a configuration, the control of reviving a reviveable event in response to payment of a fee can also be considered to be control of shortening (e.g., reducing to zero) the time until the reviveable event is reactivated.

[0092] The game control unit 212 may change the conditions for making a specific reviveable event playable again depending on the relationship between the user's current location indicated by the location information indicating the user's location in real space and the real space location associated with the specific reviveable event (for example, the location where the special object 33d related to the specific reviveable event is placed, in other words, the location where the reviveable event is set).

[0093] For example, the game control unit 212 may change the price for revival of a reviveable event depending on the relationship between the user's current location and the location where the reviveable event is set. For example, the game control unit 212 may set a higher price for revival the farther the distance between the user's current location and the location where the reviveable event is set. In other words, the game control unit 212 may set a lower price for revival the closer the distance between the user's current location and the location where the reviveable event is set. Here, "high price" includes cases where the amount of price (for example, the number of revive items consumed) is large, cases where a more valuable item is required as price, etc.

[0094] That is, for example, the game control unit 212 determines the price for reviving the revival-enabled event based on the relationship between the user's current location and the location where the revival-enabled event is set. Furthermore, the control unit 110 of the terminal device 10 provides the user with information about the price based on the determination. Specifically, if the price is higher than usual (in other words, higher than the standard), the control unit 110 may notify the user that the price is higher than usual. In the example shown in FIG. 7, the user is notified that the price has changed (specifically, that it is higher than usual) and the reason for this by the text "Because the event to be revived is far away, you will need twice as many items as usual."

[0095] Furthermore, the game control unit 212 may change whether or not a reviveable event can be revived, depending on the relationship between the user's current location and the location where the reviveable event is set. For example, the game control unit 212 may restrict the revival of the reviveable event (in other words, may make revival impossible) when the distance between the user's current location and the location where the reviveable event is set is equal to or greater than a predetermined distance. Then, when the game control unit 212 has restricted the revival of the reviveable event based on the distance between the user's current location and the location where the reviveable event is set being equal to or greater than a predetermined distance, the game control unit 212 may lift the restriction on the revival of the reviveable event (in other words, may make revival possible) when the distance between the user's current location and the location where the reviveable event is set becomes less than the predetermined distance.

[0096] When revival of a reviveable event is restricted, the control unit 110 of the terminal device 10 may notify the user of how to remove the revival restriction. For example, in the example shown in FIG. 8 , the user is notified of the removal method by a text string stating, "Please approach an area where revival is possible." Furthermore, when revival of a reviveable event is restricted, the control unit 110 may display a display on the display unit 18 to assist in removing the restriction. The display to assist in removing the restriction may notify the user of at least one of a location to which the user should go (in other words, a location associated with the reviveable event that is the target of revival), a direction to which the user should go, and a distance to which the user should travel in order to remove the restriction. The display to assist in removing the restriction may be a display of text or a display of a predetermined object. The predetermined object may be an object located at the location of the reviveable event for which revival is restricted (a pillar of light 70 in FIG. 8 ), an object indicating the direction to which the user should go (an arrow 71 in FIG. 8 ), or the like. Furthermore, the form of the predetermined object (for example, the color or shape of the arrow 71 or the like) may change depending on the distance that must be traveled before resurrection becomes possible, thereby informing the user of the distance.

[0097] It may be possible to revive a revivable event and play the revived revivable event regardless of the distance between the user's current location and the location where the revivable event is set.

[0098] The game control unit 212 may also limit the number of times a resurrection is possible for a resurrection-enabled event. This limit may be a limit on the number of times a resurrection is possible for a resurrection-enabled event within a predetermined period of time. Specifically, an upper limit on the number of times a resurrection is possible for each resurrection-enabled event within a predetermined period of time may be specified. In this case, when the number of times a specific resurrection-enabled event has been revived within a predetermined period of time reaches the upper limit, the game control unit 212 controls the specific resurrection-enabled event to a state where resurrection is temporarily disabled, and after the predetermined period has passed, controls the specific resurrection-enabled event to a state where resurrection is possible again. Also, an upper limit on the total number of times a resurrection is possible for multiple types of resurrection-enabled events within a predetermined period of time may be specified. In this case, when the total number of times a resurrection is possible for multiple types of resurrection-enabled events within a predetermined period of time reaches the upper limit, the game control unit 212 controls the multiple types of resurrection-enabled events to a state where resurrection is temporarily disabled, and after the predetermined period has passed, controls the specific resurrection-enabled event to a state where resurrection is possible again. Alternatively, an upper limit on the number of times a resurrection is possible for one resurrection-enabled event may be specified without a time limit. In this case, when the number of times a specific reviveable event has been revived reaches the upper limit, the game control unit 212 controls the specific reviveable event to a state where revival is permanently impossible.

[0099] Furthermore, the game control unit 212 may limit the period during which revival is possible for a revival-enabled event. Specifically, a revival-enabled period may be specified for each revival-enabled event. For example, the game control unit 212 may control a specific revival-enabled event so that revival is impossible after a predetermined period has elapsed from a reference time. Here, the reference time may be, for example, the time when the specific revival-enabled event is cleared, the time when the special object 33d related to the specific revival-enabled event is placed in the virtual space before being cleared, or the time when the specific revival-enabled event is implemented in an application and becomes playable by each user.

[0100] That is, the game control unit 212 may manage the period during which a specific cleared resurrection-enabled event can be revived. The game control unit 212 may also extend the period in response to payment of a consideration. For example, the control unit 110 of the terminal device 10 may accept a user's operation of selecting a specific resurrection-enabled event from among multiple resurrection-enabled events displayed in a list 65 of cleared resurrection-enabled events (see FIG. 6 ) as an operation of selecting a resurrection-enabled event for which the resurrection-enabled period is to be extended, and the game control unit 212 may extend the resurrection-enabled period of the selected resurrection-enabled event based on the operation. When extending the resurrection-enabled period, the game control unit 212 may also reduce the value owned by the user by the amount of the consideration (for example, reduce the value of a specific item owned by the user by "1"). The consideration for extending the resurrection-enabled period may be an item different from the item requested as consideration for resurrection. The consideration for extending the resurrection-enabled period may be the same type of consideration as the consideration for resurrection, but may be set to a smaller amount than the consideration for resurrection.

[0101] Furthermore, the game control unit 212 may change the price of revival for a revival-enabled event depending on the number of times revival has occurred. For example, the game control unit 212 may increase the price of revival as the number of times revival has occurred increases.

[0102] The game control unit 212 may change the reward for a specific resurrection-enabled event depending on the number of times the user revives the specific resurrection-enabled event (in other words, the number of times the specific resurrection-enabled event has been played). For example, the game control unit 212 may increase the reward when the user revives and plays the specific resurrection-enabled event (specifically, the first play after reviving or the play after reviving a predetermined number of times) compared to the reward when the user plays the specific resurrection-enabled event for the first time. Furthermore, the game control unit 212 may increase the reward obtained when playing the specific resurrection-enabled event the more times the user revives the specific resurrection-enabled event. Here, a high reward includes a large amount of reward, a high-quality item awarded as a reward, an additional reward awarded in addition to the reward awarded when the reward is low, and the like. Furthermore, a high reward includes an item awarded that is not awarded when the reward is low (for example, an item that is rarer than the item awarded when the reward is low). Furthermore, the specific resurrection-enabled event may be set with a special item awarded depending on the number of times it is revived (in other words, an item awarded as a bonus depending on the number of times). In other words, for the specific reviveable event, a correspondence between the number of revivals and the reward to be granted may be registered in the storage unit 220. Specifically, for example, a first special item may be set as the reward to be granted when the number of revivals is a first number, and a second special item may be set as the reward to be granted when the number of revivals is a second number. Then, the game control unit 212 may grant, as the reward, a specific item set in correspondence with the number of revivals.

[0103] The guidance display 60 may include an indication of the reward for the reviveable event, as shown in FIG. 9. The indication of the reward may, for example, indicate the content of the reward (e.g., the reward or the amount of the reward). The indication of the reward may also indicate an item that is specially granted depending on the number of revivals (e.g., the first special item or second special item described above). The guidance display 60 may also include an indication of the cumulative number of revivals for the target reviveable event.

[0104] Furthermore, the game control unit 212 may increase the probability of acquiring a specific item in a specific resurrection-enabled event depending on the number of times the user revives the specific resurrection-enabled event (in other words, the number of times the specific resurrection-enabled event has been played). For example, the game control unit 212 may increase the probability of acquiring a specific item when the user revives and plays the specific resurrection-enabled event (specifically, the first play after revival or the play after revival a predetermined number of times) compared to the first play of the specific resurrection-enabled event. Furthermore, the game control unit 212 may increase the probability of acquiring a specific item in a specific resurrection-enabled event the more times the user revives the specific resurrection-enabled event. That is, in a configuration in which the game control unit 212 grants a specific item to the user in a specific resurrection-enabled event with a predetermined probability, the game control unit 212 may change the probability of granting the specific item depending on the number of times the specific resurrection-enabled event has been revived. Note that the granting of the specific item may be performed at a predetermined trigger, such as when the resurrection-enabled event is cleared or when a predetermined enemy character is defeated during the resurrection-enabled event. In this embodiment, "probability increases (or probability is high)" includes the case where the lower probability (in other words, the reference probability) is 0%.

[0105] The game control unit 212 may also cause a special event to occur in a resurrection-enabled event with a predetermined probability. For example, the game control unit 212 may cause a special event to occur with a predetermined probability when a clearing condition for the resurrection-enabled event is met. In other words, the game control unit 212 may develop the resurrection-enabled event with a predetermined probability. The special event may be, for example, an event in which a special character that does not normally appear (e.g., a special enemy character) appears. The game control unit 212 may also increase the probability of a special event occurring in a specific resurrection-enabled event (in other words, the probability of the resurrection-enabled event developing) depending on the number of times the user has revived the specific resurrection-enabled event (in other words, the number of times the specific resurrection-enabled event has been played). For example, the game control unit 212 may increase the probability of the special event occurring when the user revives and plays the specific resurrection-enabled event (specifically, the first play after revival or the first play after revival a predetermined number of times) compared to when the user plays the specific resurrection-enabled event for the first time. Furthermore, the game control unit 212 may increase the probability of a particular special event occurring as the number of times the user revives the particular reviveable event increases.

[0106] That is, the game control unit 212 may grant a predetermined benefit to the user depending on the number of times a specific reviveable event is revived (in other words, the number of times the specific reviveable event is played). The benefit may be, for example, a higher reward, an increased probability of obtaining a specific item, or an increased probability of a special event occurring.

[0107] Furthermore, the game control unit 212 may increase the difficulty level of a specific resurrection-enabled event depending on the number of times the user has revived the specific resurrection-enabled event (in other words, the number of times the specific resurrection-enabled event has been played). For example, the game control unit 212 may increase the difficulty level of the specific resurrection-enabled event when the user revives and plays the specific resurrection-enabled event (specifically, the first play after revival or the play after a predetermined number of revivals) compared to the first time the user plays the specific resurrection-enabled event. Furthermore, the game control unit 212 may increase the difficulty level of the specific resurrection-enabled event the more times the user revives the specific resurrection-enabled event. Specifically, the game control unit 212 may make the enemy characters that appear in the specific resurrection-enabled event stronger or increase the number of enemy characters that appear in the specific resurrection-enabled event the more times the game control unit 212 revives the specific resurrection-enabled event.

[0108] In games that use location information indicating a user's location in real space, such as location-based games, the user must first trigger an event corresponding to a specific event object 33 by, for example, actually traveling to a location where the specific event object 33 is located within the usable range X. Therefore, the user may feel burdened by triggering an event. However, according to the configuration of this embodiment, a specific event associated with a specific location in real space can be replayed after being cleared in exchange for payment by the user, thereby reducing the burden felt by the user and promoting game play. For example, in a configuration in which the specific event can be revived and replayed even if the user is not in a location corresponding to the specific location (e.g., a location where the specific location is within the usable range X), the locational constraints for playing the specific event can be alleviated, making the game easier to play and promoting game play. Furthermore, even if the configuration requires the user to be in a location corresponding to the specific position (for example, a location where the specific position is within the available range X) in order to revive the specific event and play it again, the configuration eliminates the need for the user to walk around looking for a location where the specific event can occur (for example, a location where a specific event object 33 is located) or to revisit a location where the specific event previously occurred after a predetermined period of time (for example, waiting for the special object 33d related to the specific event to revive naturally), making the game easier to play and promoting game play.

[0109] (Return of multiplayer events) Up to this point, we have explained that one user repeatedly plays and revives a reviveable event by themselves to earn rewards, etc. However, a reviveable event may also be an event that allows multiplayer. Hereinafter, a reviveable event that allows multiplayer will be referred to as a "multiplayer event."

[0110] The game control unit 212 grants the right to revive the multi-play event to multiple users who participated in the multi-play event. Then, the control unit 110 of each of the multiple users' terminal devices 10 accepts a revival operation to revive the multi-play event. The acceptance of the revival operation in each terminal device 10 and the notification of the revival of the revival-enabled event (for example, the notification display 60) can be the same as in the case where one user plays and revives the revival-enabled event described above, and therefore a description thereof will be omitted.

[0111] The game control unit 212 can revive the multi-play event in response to a revival operation by one of the users who participated in the multi-play event.

[0112] When one of the multiple users participating in the multiplay event performs a revival operation, the game control unit 212 revives the multiplay event. The game control unit 212 also instructs the terminal device 10 of the other user to notify the other users of the multiple users that the multiplay event has been revived. Based on the instruction, the control unit 110 of the terminal device 10 of the other user notifies the other users that the multiplay event has been revived. For example, as shown in FIG. 10 , the control unit 110 of the terminal device 10 of the other user causes the display unit 18 to display a revival notification display 80 notifying the other users that the multiplay event has been revived.

[0113] The revival notification display 80 is a display for confirming whether or not to participate in the revived multiplayer event. The revival notification display 80 can also be said to be a display for recruiting members to participate in the revived multiplayer event.

[0114] Other users who are notified that the multiplay event has been revived can participate in the revived multiplay event by performing a predetermined operation in response to the notification. In other words, other users who are notified that the multiplay event has been revived can play the revived multiplay event together with the user who revived the multiplay event by performing a predetermined operation. For example, the control unit 110 may display a join button 82 on the display unit 18 as a UI for accepting an operation to join the revived multiplay event (hereinafter referred to as a "join operation"), along with a revival notification display 80. Note that the revival notification display 80 may also serve as the UI. The game control unit 212 allows other users who are notified that the multiplay event has been revived to participate in the revived multiplay event based on the join operation by the other users. In other words, the game control unit 212 starts a multiplay event in which the user who performed the revival operation to revive the multiplay event and the user who performed the join operation play together, and controls the progress of the multiplay event. That is, when a cleared multi-play event is revived, the game control unit 212 controls the reviveable event so that it can be played again with the same members as when the event was cleared.

[0115] In this way, when one of the multiple users participating in the multiplay event performs a revival operation, the other users are notified of the request to revive the multiplay event, and the other users can participate in the multiplay event in response to the notification. Here, a user who participates in the multiplay event in response to the notification can also be considered a user who agrees to the revival of the multiplay event (in other words, to play again). In other words, the participation operation to participate in the multiplay event can also be considered an operation of agreeing to the revival of the multiplay event. The game control unit 212 may revive the multiplay event when more than one of the multiple users participating in the multiplay event (in other words, a predetermined number or more, for example, all users) agree to the revival of the multiplay event (in other words, perform an operation to agree), but may not revive the multiplay event unless more than one of the multiple users agrees.

[0116] Furthermore, when there are multiple users participating in the revived multiplayer event, the game control unit 212 may be able to divide the revival fee among the multiple users participating in the revived multiplayer event. For example, when the game control unit 212 determines the members participating in the multiplayer event based on each user's revival operation or participation operation to revive the multiplayer event, it determines each member's share of the fee and has each member pay that share (specifically, by deducting the share from the value owned by each user). The shares may be determined according to a predetermined rule; for example, the total amount of the fee required to revive the multiplayer event may be divided equally among the number of members, or some members (e.g., the user who performed the revival operation or the user who performed the participation operation) may be made to pay a larger share. In addition, when the payment is divided among users, the game control unit 212 may first collect all the fees necessary to revive the multi-play event from one user (for example, the user who performed the revival operation), and then, if there are other users participating in the multi-play event, collect the other users' share of the fee from those other users and return it to the user who originally paid the entire fee.

[0117] For example, the user who performed the revival operation may pay a fee, and other users who participate in the revived multiplayer game may be able to participate in the multiplayer event without paying a fee. Also, each user who participates in the revived multiplayer event may pay a set fee regardless of the number of users participating in the revived multiplayer event. That is, for example, the user who performed the revival operation may consume one revival item regardless of whether there are other users participating in the revived multiplayer event. Also, each of the other users who participate in the revived multiplayer event may consume one revival item.

[0118] Furthermore, for example, the user may be able to set the share of the fee that each user will pay. For example, the game control unit 212 may determine each user's share based on an operation by the user performing the revival operation to set the share of the fee that each user will pay to participate in the multiplayer event being revived. The game control unit 212 may then have each member participating in the multiplayer event pay their share of the fee. Note that the operation to set the share of the fee may be accepted, for example, on a screen on which the revival operation is performed.

[0119] Note that at least some (in other words, some or all) of the members participating in the revived multiplay event may be users other than the users who cleared the multiplay event together (in other words, users who participated in the previous multiplay event). For example, when one of the users participating in the multiplay event performs a revival operation, the game control unit 212 instructs the terminal device 10 of the other user to notify other users who meet a predetermined condition that the multiplay event has been revived (in other words, that users are being recruited to participate in the revived multiplay event). Based on the instruction, the control unit 110 of the terminal device 10 of the other user notifies the other users that the multiplay event has been revived. For example, the control unit 110 of the terminal device 10 of the other user causes the display unit 18 to display a revival notification display 80 notifying the other users that the multiplay event has been revived. The other users who have been notified that the multiplay event has been revived can participate in the revived multiplay event by performing a predetermined operation in response to the notification.

[0120] Here, the other users who satisfy the predetermined conditions may be other users who have a predetermined relationship with the user who performed the revival operation. Specifically, as described above, the other users who satisfy the predetermined conditions may be other users who have completed a multiplayer event together with the user who performed the revival operation. Furthermore, the other users who satisfy the predetermined conditions may be other users who are friends or follow the user who performed the revival operation. Furthermore, the users who satisfy the predetermined conditions may be other users who belong to the same organization as the user who performed the revival operation (for example, a group of people in a game who cooperate for a predetermined purpose, such as a team, party, or guild). Furthermore, the users who satisfy the predetermined conditions may be other users who are located within a predetermined range from the current location of the user who performed the revival operation (in other words, users whose locations indicated by their location information are within a predetermined distance from each other).

[0121] Note that the friend and follow functions can be similar to those of conventional games and SNS (Social Networking Service). In the game of this embodiment, each user may be able to register other users as friends. Also, each user may be able to follow other users. For example, when a first user makes a friend registration request to a second user and the second user accepts the request, the control unit 210 may register the first user and the second user as friends. Also, when the first user makes a follow request to the second user, the control unit 210 may register the first user as a follower of the second user. Note that each request and its acceptance can be executed by each user performing a predetermined input operation on their own terminal device 10.

[0122] Furthermore, other users who satisfy a predetermined condition may be other users who are located within a predetermined range from the location where the revived multi-play event is set.

[0123] The game control unit 212 may control to notify one type of other user that the multiplay event has been revived, or may control to notify multiple types of other users that the multiplay event has been revived. That is, for example, the game control unit 212 may control to notify other users who completed the multiplay event together with the user who performed the revival operation and friends of the user who performed the revival operation that the multiplay event has been revived. In this way, when notifying multiple types of other users, the game control unit 212 may control to notify multiple types of other users simultaneously, or may control to notify a specific type of user preferentially. Specifically, the game control unit 212 may first control to notify other users who completed the multiplay event together with the user who performed the revival operation, and if the number of users who wish to participate in the revived multiplay event is less than a predetermined number, to notify friends of the user who performed the revival operation.

[0124] Furthermore, the type of users to be notified that the multi-play event has been revived (in other words, the type of users to be recruited) may be set by the user performing the revival operation. For example, the game control unit 212 may determine the type of users to be recruited based on an operation performed by the user performing the revival operation to set the type of users to be recruited as members to participate in the revived multi-play event. The game control unit 212 may then instruct the terminal devices 10 of the determined type of users to send the notification.

[0125] (Reviving events that other users have cleared) Each user may be able to revive and play a reviveable event that another user has completed (in other words, a reviveable event that the user has never played). For example, a user may be able to revive and play a reviveable event that another user who has a predetermined relationship with the user has completed.

[0126] For example, as shown in FIG. 11 , the control unit 110 of the user's terminal device 10 may be able to display on the display unit 18 a list 90 of reviveable events that have been cleared by other users who have a predetermined relationship with the user. For example, the control unit 110 may display on the display unit 18 a list 90 of reviveable events that have been cleared by other users who have a predetermined relationship with the user, based on a predetermined operation by the user (for example, an operation on a predetermined icon displayed on a predetermined play screen). Note that the list 90 may also display reviveable events that the user himself has cleared. When another user who has a predetermined relationship with the user clears a reviveable event, the game control unit 212 adds the cleared reviveable event to the reviveable events to be displayed in the list 90. Furthermore, the control unit 110 accepts, as a revive operation, a user operation to select a specific reviveable event from among the multiple reviveable events displayed in the list 90. In other words, when a second user (e.g., a friend of the first user) who has a predetermined relationship with the first user clears a reviveable event, the game control unit 212 transmits information about the reviveable event cleared by the second user to the terminal device 10 of the first user. When the information is transmitted, the control unit 110 of the terminal device 10 of the first user causes the display unit 18 to display a list 90 including the reviveable events cleared by the second user. The control unit 110 of the terminal device 10 of the first user accepts, as a revive operation, an operation by the first user to select a specific reviveable event from among the multiple reviveable events displayed in the list 90. The game control unit 212 revives the selected reviveable event (e.g., a reviveable event cleared by the second user) based on the operation. Specifically, the game control unit 212 controls the first user to play the reviveable event cleared by the second user as the selected reviveable event based on the operation. For example, based on the operation, the game control unit 212 may cause the first user to start playing the reviveable event that has been cleared by the second user as the selected reviveable event.With this configuration, for example, a reviveable event that has been cleared by another user with a predetermined relationship can be played without the first user having to visit the location where the reviveable event is set. Therefore, for example, in cases where the special object 33d corresponding to a specific reviveable event does not appear near the first user, the first user can play the specific reviveable event.

[0127] The game control unit 212 may enable multiplay between the first user and the second user when the first user plays a reviveable event that has been cleared by the second user. Specifically, when the first user revives a reviveable event that has been cleared by the second user, the game control unit 212 may instruct the terminal device 10 of the second user to notify the second user that the multiplay event has been revived, and may cause the terminal device 10 of the second user to display a revival notification display 80 related to the notification.

[0128] <Processing flow> Next, an example of processing related to revival of a reviveable event will be described with reference to the flowchart shown in FIG.

[0129] First, the position information acquisition unit 116 acquires position information indicating the user's current position in real space (step S101).

[0130] Next, the game control unit 212 determines whether the positional relationship between the user's current location indicated by the acquired location information and the location associated with the reviveable event satisfies a predetermined condition (step S102). Specifically, the game control unit 212 determines whether the location where the special object 33d corresponding to the reviveable event is placed is within a predetermined range (e.g., usable range X) determined based on the user's current location.

[0131] If the positional relationship between the user's current location indicated by the acquired location information and the location associated with the reviveable event satisfies a predetermined condition (YES in step S102), the game control unit 212 starts the reviveable event based on a predetermined operation by the user (for example, an operation on the special object 33d) (step S103).

[0132] Next, when the set clear condition for the reviveable event that has started is satisfied, the game control unit 212 ends the reviveable event (step S104).

[0133] Next, the game control unit 212 instructs the terminal device 10 of the user who has cleared the reviveable event to display the guidance display 60 that provides guidance regarding the revival of the cleared reviveable event (step S105).

[0134] Next, based on the instruction, the control unit 110 of the terminal device 10 displays the guidance display 60 on the display unit 18 and accepts a predetermined operation by the user in response to the guidance (in other words, an operation to revive the cleared revivable event) (step S106).

[0135] Next, the game control unit 212 revives the cleared reviveable event based on a predetermined operation by the user in response to the guidance (step S107). Specifically, the game control unit 212 makes the cleared reviveable event playable again and starts the reviveable event. At this time, the game control unit 212 reduces the value owned by the user by the amount of the price for revival.

[0136] Next, an example of processing related to reviving a multi-play event will be described with reference to the flowchart shown in FIG.

[0137] When a set clear condition for the started multi-play event is satisfied, the game control unit 212 ends the multi-play event (step S201).

[0138] Next, the game control unit 212 instructs the terminal devices 10 of the multiple users who participated in the multiplay event to display a guidance display 60 that provides guidance about reviving the cleared multiplay event (step S202).

[0139] Next, based on the instruction, the control unit 110 of each user's terminal device 10 displays the guidance display 60 on the display unit 18 and accepts a predetermined operation by each user in response to the guidance (in other words, an operation to revive the multi-play event) (step S203).

[0140] Next, the game control unit 212 restores the cleared multi-play event based on a predetermined operation performed by any user in response to the guidance (step S204). In other words, the game control unit 212 makes the cleared multi-play event playable again.

[0141] Next, the game control unit 212 instructs the terminal devices 10 of the multiple users who participated in the reviveable event, other than the user who performed a predetermined operation in response to the notification, to notify the other users that the multi-play event has been revived (step S205).

[0142] Next, based on the instruction, the control unit 110 of the terminal device 10 of the other user causes the display unit 18 to display a revival notification display 80 notifying the other user that the multi-play event has been revived, and accepts an operation by the other user to participate in the revived multi-play event (step S206).

[0143] Next, when the other user performs an operation to participate in the revived multiplay event, the game control unit 212 causes the user who performed the operation to revive the multiplay event and the user who performed the operation to participate in the revived multiplay event to participate in the revived multiplay event, and starts the multiplay event (step S207).

[0144] The present invention is not limited to the above-described embodiment and can be modified in various ways without departing from the spirit and scope of the present invention. The configuration of this embodiment may be applied to a game that uses information about a user's position in real space. Furthermore, the configuration of this embodiment may be applied to a game that links a virtual space with a real space, such as the location-based game described in this embodiment or a game that uses captured images of real space. Games that use captured images of real space may include, for example, a game that can display a superimposed image in which a virtual object (e.g., a virtual space object such as a player character) is superimposed on a captured image of real space (in other words, a game that uses augmented reality), or a game in which a captured image of real space has a predetermined effect on a virtual space (e.g., a game in which parameters of an object in virtual space are changed or the shape of an object in virtual space is deformed based on the captured image). In other words, the control unit 110 of the terminal device 10 may be capable of acquiring a captured image captured by a predetermined camera, such as a camera built into the terminal device 10, and generating a superimposed image in which a virtual object is superimposed on the captured image. The configuration of this embodiment may also be applied to games other than games that link virtual space and real space. The configuration of this embodiment may also be applied to games other than games that use information about the user's position in real space. The configuration of this embodiment may also be applied to services (in other words, applications) other than games. For example, it may be applied to a walking app, a running app, a pedometer app, etc.

[0145] Within the scope of the present invention, the components can be freely combined, any component can be modified, any component can be replaced, any component can be omitted, or other components can be added. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes described in this specification may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0146] <Additional Notes> The configuration of this embodiment may be used, for example, to promote the use of a service. Furthermore, the configuration of this embodiment may be used, for example, to increase the interest of a service. The matters described in the above embodiment may also be written as follows:

[0147] (Appendix 1) Computer, In a service that uses location information indicating a user's location in real space, after a specific event associated with a specific location in real space has been cleared, the device functions as a replay control means (for example, a game control unit 212) that executes control to make the specific event playable again in response to payment by the user. program. According to this configuration, when a specific event associated with a specific location in real space is cleared, the specific event can be played again. Therefore, users who are highly motivated to play the specific event can easily play the specific event, which can promote user use of the service. Furthermore, since a user must pay a fee to play the specific event again, the value of the specific event is prevented from decreasing compared to when the event can be played again an unlimited number of times, which can increase the interest of the service.

[0148] (Appendix 2) Computer, The specific object, which is placed at a position in the virtual space corresponding to the specific position and corresponds to the specific event, is located within a predetermined range determined based on the position information. In this state, the specific object functions as an event control means (e.g., the game control unit 212) that starts the specific event based on a user's operation on the specific object. The program described in Appendix 1. In such a configuration, since a user must travel to a location where a specific object is located within a predetermined range determined based on the user's location information to start a specific event, for users who find it troublesome or difficult to travel to that location, the difficulty of playing the specific event may be a reason for them to stop using the service. However, in this configuration, such a specific event can be made playable again by paying a fee, making it easier for users to play the specific event and promoting user use of the service.

[0149] (Appendix 3) The replay control means A condition for making the specific event playable again is changed according to a relationship between the user's current location indicated by the location information and the specific location. The program described in Appendix 1. With this configuration, the conditions for being able to play a particular event again change depending on the user's current location, giving the user a reason to move in real space in order to replay a particular event, thereby increasing the interest of the service.

[0150] (Appendix 4) The replay control means Manage the period during which the cleared specific event can be played again, and extend the period in response to payment of a fee by the user. The program described in Appendix 1. This configuration sets a limit on the period during which a specific event can be played again, encouraging users to use the service without waiting for a certain period. Furthermore, users can extend the period during which a specific event can be played again by paying a fee, enabling them to use the service in a new style of play. This can therefore encourage users to use the service.

[0151] (Appendix 5) the specific event is an event that allows multiplayer play, The replay control means enables the specific event cleared in the multiplay to be replayed based on a predetermined operation by one of the users who participated in the multiplay. A program according to any one of appendices 1 to 4. With this configuration, for events that allow multiplayer, a user who participated in a multiplayer game can replay the event by themselves, thereby enabling users to enjoy the event together with other users, improving each user's freedom of play and promoting user use of the service.

[0152] (Appendix 6) Computer, Act as a limiting measure that limits the number of times that a particular cleared event can be made playable again. A program according to any one of appendices 1 to 4. With this configuration, it is possible to prevent the value of a particular event from decreasing, compared to when the particular event can be played again an unlimited number of times, and to increase the interest of the service.

[0153] (Appendix 7) Computer, functioning as a reward granting means for granting a reward to a user who plays the specific event; The reward granting means changes the reward to be granted to a user who has played the specific event depending on the number of times the user has made the specific event playable again. A program according to any one of appendices 1 to 4. With this configuration, the change in reward can motivate users to pay a fee to make a specific event playable again, thereby encouraging users to use the service.

[0154] (Appendix 8) Computer, When the specific event is cleared, the device functions as a guide means for providing a user who has cleared the specific event with a guide about making the cleared specific event playable again. A program according to any one of appendices 1 to 4. With this configuration, a user who has completed a specific event can be prompted to replay the event, thereby encouraging the user to use the service.

[0155] The problem-solving means constituted by the above-mentioned program (for example, each configuration described in the appendix) can be appropriately diverted to an apparatus, system, method, medium, etc. [Explanation of symbols]

[0156] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 110 Control unit, 111 Operation acceptance unit, 112 Transmission / reception unit, 113 Game control unit, 114 Display control unit, 116 Location information acquisition unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 220 Memory unit, X Availability range

Claims

1. Computer, a display means for displaying, in a game that uses location information indicating a user's location in real space, after a specific event associated with a specific location in real space has been cleared, a message indicating that the specific event can be replayed if the user satisfies a predetermined condition, together with the result of the specific event; and a replay control means for allowing the user to replay the specific event when the user satisfies the predetermined condition. program.

2. The replay control means controls the replay of the specific event so that, after the display of the guidance, the replay can be started without returning to the display of the field screen in the game. The program according to claim 1.

3. The completion result includes an evaluation of the user's play and information on the reward that can be obtained by completing the specific event. The program according to claim 1.

4. There is a limit to the number of times that a particular event can be replayed. The program according to claim 1.

5. a display means for displaying, in a game that uses location information indicating a user's location in real space, after a specific event associated with a specific location in real space has been cleared, a message indicating that the specific event can be replayed if the user satisfies a predetermined condition, together with the result of the specific event; and a replay control means for allowing the specific event to be replayed when the user satisfies the predetermined condition. Information processing system.

Citation Information

Patent Citations

  • Program, information processing method and information processing device

    JP2021069858A