Program and system

The program and system in location-based games adjust in-game effects based on user proximity, enhancing engagement and community feeling by leveraging real-world locations for cooperative gameplay advantages.

JP2025168922APending Publication Date: 2025-11-12COLOPL
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Patent Information

Application Number
JP2024073787
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-30
Publication Date
2025-11-12

AI Technical Summary

Technical Problem

Existing location-based information games lack mechanisms to enhance player engagement and community feeling among users based on their real-world locations, leading to suboptimal gameplay experiences.

Method used

A program and system that activate in-game effects in a location-based game, adjusting their intensity and duration based on the real-world distances and positional relationships between users, allowing cooperative gameplay and enhanced community feeling through in-game advantages.

Benefits of technology

Enhances player engagement and community feeling by providing in-game effects that are influenced by real-world user proximity, creating a sense of solidarity and improving gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase amusement.SOLUTION: There is provided a program allowing a computer to function as an effect activation section for activating an in-game effect allowing a position information game to progress advantageously according to information regarding real positions of users included in a group formed by multiple users in the position information game. In the program, the effect activation section may adjust intensity or duration time for reflecting a second in-game effect by an item used within the position information game that a second user plays as a first in-game effect of the position information game played by a first user according to the distance between the first user who belongs to the group and the second user who belongs to the group.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

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

[0002] Patent Document 1 states that "the entry processing unit 112 accepts participation registration from guest players who wish to participate in a game stage that satisfies the participation conditions designated by the guest player from among a plurality of game stages." (paragraph 0046). [Prior art document] [Patent documents] [Patent Document 1] JP 2016-150244 A Summary of the Invention

[0003] In a first aspect of the present invention, a program is provided that causes a computer to function as an effect activation unit that activates in-game effects that enable advantageous progress in a location-based information game, based on information regarding the real-world locations of users included in a group formed by multiple users.

[0004] In the above program, the effect activation unit may adjust the intensity or duration for reflecting a second in-game effect caused by an item used in the location-based game played by the second user as a first in-game effect of the location-based game played by the first user, depending on the distance between a first user belonging to the group and a second user belonging to the group.

[0005] In any of the above programs, the effect activation unit may adjust the intensity or duration of the in-game effect depending on the number of users who satisfy predetermined conditions regarding the positions of the users included in the group.

[0006] In any of the above programs, the effect activation unit may have an effect switching unit that stops the activation of the first in-game effect and the consumption of the duration when information regarding the positions of the first user and the second user does not satisfy a predetermined condition, and resumes the activation of the first in-game effect and the consumption of the duration when information regarding the positions of the first user and the second user satisfies a predetermined condition.

[0007] In any of the above programs, the effect activation unit may activate the in-game effect in the location-based game played by a first user belonging to the group, causing an object of a second user selected from among the other users belonging to the group to cooperate with the first user's play, based on information regarding the location of the first user and the other users belonging to the group.

[0008] In any of the above programs, the effect activation unit may have an effect adjustment unit that adjusts at least one of the timing or cooperation conditions for the second user's object to cooperate with the first user's play, the parameters of the second user's object in the location-based game played by the first user, or the appearance of the second user's object to be displayed on the first user's play screen, depending on information regarding the positions of the first user and the second user.

[0009] In any of the above programs, the effect activation unit may cause a predetermined number of the second user's objects, selected from the other users' objects in order of proximity to the first user, to cooperate in the play of the first user.

[0010] In any of the above programs, the effect activation unit may change the probability that the object will be selected from among the objects of the other users according to information relating to the positions of the first user and the other users.

[0011] In any of the above programs, the effect initiation unit may activate different in-game effects depending on whether the group includes an NPC or does not include an NPC.

[0012] In a second aspect of the present invention, a system is provided that includes an effect activation unit that activates an in-game effect that enables advantageous progress in a location-based information game in accordance with information regarding the real-world locations of users included in a group formed by multiple users.

[0013] The above summary of the invention does not list all of the features of the present invention, and subcombinations of these features may also be inventions. [Brief explanation of the drawings]

[0014] [Figure 1] 1 shows the configuration of a system 10 according to this embodiment. [Figure 2] 1 shows the configuration of a server device 20 according to this embodiment. [Figure 3] An example of a data structure related to each user stored in the database 200 is shown below. [Figure 4] The configuration of a terminal device 30 according to this embodiment is shown together with an input device 50 and a display device 60. [Figure 5] 10 shows a processing flow in the server device 20 according to the present embodiment. [Figure 6] The configuration of the game processing unit 220 according to this embodiment is shown together with the instruction input unit 210 and the display processing unit 240. [Figure 7] 10 shows an example of a group processing flow in the server device 20 according to the present embodiment. [Figure 8] 10 shows an example of a content processing flow in the server device 20 according to the present embodiment. [Figure 9] An example of the data structure for each group stored in the database 200 is shown below. [Figure 10]An example of the data structure for each item stored in the database 200 is shown below. [Figure 11] 1 shows a first example of a display on the terminal device 30 according to the present embodiment. [Figure 12] 10 shows a second example of the display of the terminal device 30 according to the present embodiment. [Figure 13] 10 shows a third example of a display on the terminal device 30 according to the present embodiment. [Figure 14] 10 shows a fourth example of a display on the terminal device 30 according to the present embodiment. [Figure 15] 10 shows a fifth example of a display on the terminal device 30 according to the present embodiment. [Figure 16] 10 shows a sixth example of the display of the terminal device 30 according to the present embodiment. [Figure 17] 22 illustrates an example computer 2200 in which aspects of the present invention may be embodied, in whole or in part. DETAILED DESCRIPTION OF THE INVENTION

[0015] The present invention will be described below through embodiments of the invention, but the following embodiments do not limit the scope of the invention according to the claims. Furthermore, not all of the combinations of features described in the embodiments are necessarily essential to the solution of the invention.

[0016] 1 shows a system 10 according to this embodiment. The system 10 includes a server device 20, a plurality of terminal devices 30, and a network 40. The system 10 has a function of holding an event associated with a real-world location and allowing one or more users to participate using one or more terminal devices 30, respectively.

[0017] The server device 20 is connected to a plurality of terminal devices 30 via a network 40. The server device 20 receives access from one or more terminal devices 30 and provides the terminal devices 30 with events associated with real-world locations. The server device 20 may have a function of providing in-game events, live streaming, merchandise sales, or other events as events associated with real-world locations. In the present embodiment, the server device 20 can, for example, provide a game environment to the terminal devices 30 and also provide in-game events associated with real-world locations.

[0018] The server device 20 may be a computer such as a personal computer (PC), a workstation, a server computer, a general-purpose computer, a tablet computer, or a smartphone, or may be a computer system in which multiple computers are connected. Such a computer system is also a computer in the broad sense. The server device 20 may also be implemented as one or more virtual computer environments executable within a computer. Alternatively, the server device 20 may be a dedicated computer designed for the system 10, or may be dedicated hardware implemented using dedicated circuitry.

[0019] The terminal device 30 is connected to the server device 20 via a network 40. The terminal device 30 may be a personal computer, a notebook computer, a mobile phone, a smartphone, a tablet computer, a game console, or any other terminal device capable of inputting and outputting data.

[0020] The network 40 connects the server device 20 and a plurality of terminal devices 30. The network 40 may be configured to include, for example, various wired or wireless networks such as the Internet, a wide area network (WAN), a local area network, or a mobile phone network, or a combination thereof.

[0021] 2 shows the server device 20 according to this embodiment. The server device 20 includes a database 200, an instruction input unit 210, a game processing unit 220, an event processing unit 230, and a display processing unit 240.

[0022] The database 200 stores user information about users and content information about events. In this embodiment, the user information is data recording the game progress and play history of each user who is a player of a game as an example of the content to be provided. In this embodiment, the content information is a programmed game scenario, images, sounds, or other data related to the game as an example of the content to be provided. The database 200 may be realized by at least a portion of the storage area of ​​an external storage device such as a hard disk drive connected to the server device 20, or may be realized by a storage device external to the server device 20 provided, for example, by a cloud storage service or the like.

[0023] The instruction input unit 210 is connected to a plurality of terminal devices 30 via the network 40. The instruction input unit 210 receives various instructions from the terminal devices 30, including various operations performed by the user while playing the game and various operations related to events performed by the user. The instruction input unit 210 supplies the received game-related instructions to the game processing unit 220. The instruction input unit 210 may also function as a location information input unit that inputs location information indicating the location of the terminal device 30 from the terminal device 30.

[0024] The game processing unit 220 is connected to the database 200, the instruction input unit 210, and the display processing unit 240. In response to game-related instructions received from the instruction input unit 210, the game processing unit 220 performs processing for progressing the game based on user information and content information stored in the database 200. In the example of this embodiment, the server device 20 provides a role-playing game as the content to be provided. In response to user instructions within the game space, the game processing unit 220 performs various game processes, such as organizing a group (also referred to as a "party") including one or more characters (virtual people or creatures such as animals placed in the game space), equipping each character with items such as weapons or armor, purchasing or selling items, moving the party, having the party fight enemies encountered, and developing characters based on combat experience. The server device 20 may provide any type of game other than a role-playing game.

[0025] In this embodiment, the game processing unit 220 may provide a location-based game that uses location information of the terminal device 30. "Location information" may include at least one of real-world location information and virtual-space location information. The real-world location information may include at least one of real-world coordinates (latitude, longitude, altitude, etc.), the number of steps from a certain point, travel distance, travel time, or direction, atmospheric pressure, weather, region, topography, place name (city name, country name, etc.), building name, or installed object name. "Location information" may be obtained using at least one of a GPS (Global Positioning System) receiver, an acceleration sensor, an angular velocity sensor, a step count sensor, a collision sensor, an infrared sensor, a beacon, radio waves, a radio wave base station, or an imaging device.

[0026] The location information of the virtual space may include at least one of the following information: coordinates (x, y, and z coordinates) in the virtual space defined in the system 10, the type of virtual space, the name of a building in the virtual space, or the name of an object in the virtual space. The location information of the virtual space may be associated with real-world location information. Therefore, the coordinates in the virtual space may be determined based on real-world coordinates. The location information of the virtual space may be information indicating a location in a game space, a live space, or a metaverse provided by the system 10.

[0027] The event processing unit 230 is connected to the database 200, the instruction input unit 210, and the display processing unit 240. In addition to the example shown in the figure, the event processing unit 230 may be connected to the game processing unit 220. The event processing unit 230 performs processing for progressing an event based on the user information and content information stored in the database 200, in response to an instruction regarding the event received from the instruction input unit 210.

[0028] The display processing unit 240 is connected to the terminal device 30 via the network 40. The display processing unit 240 performs display processing for displaying various display screens relating to games and events on the terminal device 30 as the display target in response to instructions from the game processing unit 220 and the event processing unit 230.

[0029] 3 shows an example of the data structure for each user stored in database 200. Database 200 stores game state data for each of multiple users. The game state data includes information about each user, such as "user ID," "in-game currency," "in-game rank," "location information," "possessed character information," "possessed item information," and "friend ID."

[0030] "User ID" is information for identifying the corresponding user and may be a number uniquely determined within the system 10. "In-game currency" indicates the remaining amount of in-game currency possessed by the corresponding user. "In-game currency" may be stored separately into the remaining amount of paid in-game currency possessed by the corresponding user and the remaining amount of free in-game currency. "In-game rank" indicates the rank of the corresponding user in the game.

[0031] The "location information" indicates the location information of the corresponding user. The location information may be information on the location of the terminal device 30 used by the corresponding user or information on a location similar to the location. The location information may also be information on the location of a device (such as a wearable device) used by the corresponding user other than the terminal device 30 or information on a location similar to the location. The location information of the corresponding user may be estimated from information from an external device linked to the system 10 (such as footage captured by a surveillance camera installed in the real space, measurement information from various sensors installed in the real space, etc.). The "location information" may be only the current location information of the corresponding user, or may also include a location history including the corresponding user's location information at each past point in time. The instruction input unit 210 of the server device 20 may acquire the location information from the terminal device 30 via the network 40. The server device 20 may acquire the coordinates (latitude and longitude) of the location of the terminal device 30 as the location information. Alternatively, the server device 20 may acquire, from the terminal device 30, for example, a place name, a location ID, or other information that can identify the location of the terminal device 30 with a certain degree of accuracy, as location information.

[0032] "Owned character information" indicates information about one or more characters possessed by the corresponding user. Character information may include the corresponding character's type, attributes, rarity (difficulty of obtaining in the game), HP (hit points), MP (magic points), etc. "Owned item information" indicates information about one or more items possessed by the corresponding user. The items may include the type and quantity of the corresponding item. "Friend ID" indicates the user ID of another user linked to the corresponding user.

[0033] The database 200 may store history information including a part or all of the game play history for each of a plurality of users. The history information may include the history of each user's participation in or application for an event.

[0034] FIG. 4 shows the configuration of the terminal device 30 according to this embodiment, together with the input device 50 and the display device 60. The input device 50 may be a keyboard, a mouse, a touch sensor of a touch panel, or the like, and inputs user instructions to the server device 20 of the system 10 and supplies the instructions to the terminal device 30. The display device 60 may be an image display unit of a display or a touch panel, or the like, and displays a display screen output by the server device 20 of the system 10. The input device 50 and the display device 60 may be integrated with the terminal device 30. The terminal device 30 includes a terminal input processing unit 300, a terminal state acquisition unit 305, a terminal transmission unit 310, a terminal reception unit 320, and a terminal display processing unit 330.

[0035] The terminal input processing unit 300 is connected to the input device 50 and the terminal transmission unit 310. The terminal input processing unit 300 receives user instructions from the input device 50 and supplies the instructions to the terminal transmission unit 310.

[0036] The terminal status acquisition unit 305 is connected to the terminal transmission unit 310. The terminal status acquisition unit 305 receives location information of the terminal device 30 from a location sensor such as a GPS receiver provided in the terminal device 30, and supplies the location information to the terminal transmission unit 310.

[0037] The terminal transmitting unit 310 is connected to the network 40. The terminal transmitting unit 310 supplies the user's instructions received from the terminal input processing unit 300 to the server device 20 via the network 40. The terminal transmitting unit 310 supplies the location information of the terminal device 30 received from the terminal state acquiring unit 305 to the server device 20 via the network 40.

[0038] The terminal receiving unit 320 is connected to the network 40 and the terminal display processing unit 330. The terminal receiving unit 320 receives, via the network 40, various display screens that the server device 20 outputs to the terminal device 30.

[0039] The terminal display processing unit 330 is connected to the display device 60. The terminal display processing unit 330 performs processing for displaying the display screen received from the terminal receiving unit 320 on the display device 60.

[0040] In this embodiment, the terminal device 30 is configured to transmit user instructions input to the input device 50 to the server device 20, and to supply the display screen output by the server device 20 to the display device 60 for output, thereby reducing the processing load on the terminal device 30. Alternatively, the terminal device 30 may include a component corresponding to at least a portion of at least one of the instruction input unit 210, the game processing unit 220, the event processing unit 230, and the display processing unit 240 shown in relation to FIG. 2, and at least a portion of the processing performed by the component may be executed locally within the terminal device 30.

[0041] 5 shows a processing flow in the server device 20 according to this embodiment. In response to receiving an instruction to start a game from a certain terminal device 30, the server device 20 starts the processing flow shown in this figure to provide a game to the user of that terminal device 30.

[0042] In S502 (step 502), the game processing unit 220 and the event processing unit 230 refer to the game state stored in the database 200 for the target user, and instruct the display processing unit 240 to generate a display screen corresponding to the game state. The display processing unit 240 performs processing to generate a game screen and display it on the terminal device 30 of the target user in accordance with the instructions from the game processing unit 220 and the event processing unit 230. For example, if the target user's party is moving within the game space, the display processing unit 240 causes the terminal device 30 to display a screen including an image of the party's surroundings; if the target user is selecting an item to be equipped by a character in the party, the display processing unit 240 causes the terminal device 30 to display a screen prompting the target user to select an item; and if the target user's party is in combat, the display processing unit 240 causes the terminal device 30 to display a screen prompting the target user to input a combat action for each of one or more characters.

[0043] In S504, the user of the terminal device 30, viewing the display screen displayed on the display device 60, inputs an instruction corresponding to the display screen via the input device 50 and transmits the instruction to the server device 20. The terminal device 30 transmits the location information acquired by the terminal state acquisition unit 305 to the server device 20. The instruction input unit 210 supplies the instruction from the terminal device 30 to the game processing unit 220 or the event processing unit 230 depending on the content of the instruction. The instruction input unit 210 supplies the location information of the terminal device 30 to the game processing unit 220 or the event processing unit 230.

[0044] In S506, the game processing unit 220 or the event processing unit 230 performs processing in accordance with the instruction input from the instruction input unit 210 in S504. For example, the game processing unit 220 performs processing such as moving the target user's party within the game space, determining items to be equipped to characters in the party, and having the characters attack a specified enemy using a specified means. The game processing unit 220 may perform processing such as moving the target user's party within the game space in response to a change in the target user's location information input from the instruction input unit 210. For example, the game processing unit 220 may perform processing such as moving the target user's party to a position within the game space corresponding to the target user's location information in response to a change in the target user's location information. Furthermore, the event processing unit 230 performs processing related to the event when the target user participates in an event within the provided content. The event processing unit 230 may perform processing related to the event based on the target user's location information input from the instruction input unit 210. For example, the event processing unit 230 performs processing related to the event when the target user's location information input from the instruction input unit 210 meets the requirements for participating in the event. If the location information of the target user input from the instruction input unit 210 does not satisfy the requirements for participating in the event, the event processing unit 230 does not need to perform processing related to the event.

[0045] In S508, the game processing unit 220 or the event processing unit 230 changes the game state stored in the database 200 in accordance with the processing in S506. For example, the game processing unit 220 updates the position in the game space of each character belonging to the party in the possessed character information shown in FIG. 3 as the party moves within the game space. When the game processing unit 220 equips a character with an item, the game processing unit 220 adds identification information of the equipped item to a data structure indicating a list of items equipped by the character, which is included in the possessed character information. Furthermore, when a character attacks a specified enemy, the game processing unit 220 performs processing such as decrementing an indicator value indicating the health of the enemy, such as HP, associated with the specified enemy. Furthermore, when the game processing unit 220 performs processing in which the enemy attacks a character, it performs processing such as decrementing an indicator value indicating the health of the character, such as HP, associated with the character in the possessed character information. The game processing unit 220 may update the game state using various other methods in accordance with the target user's instructions and the progress of the game. Furthermore, the event processing unit 230 changes the game state stored in the database 200 in accordance with the result of the event processing, thereby reflecting the result of the event in the game state.

[0046] In S502 after returning from S508, the display processing unit 240 performs processing to display a screen after the change in the game state on the display device 60 of the terminal device 30.

[0047] FIG. 6 shows the configuration of the game processing unit 220 according to this embodiment, together with the instruction input unit 210 and the display processing unit 240. In this embodiment, the system 10 provides an effect of enabling users in a group formed by multiple users to progress through the provided content advantageously, based on information about the real-world locations of the users. In this embodiment, a "group" may refer to a group of users who can each receive content independently, but who gather in a real-world location to receive the content together. Note that the group may also include some NPCs (non-player characters) in addition to users associated with the person actually operating the terminal device 30.

[0048] In this embodiment, the system 10 may provide a user with a location-based game that uses location information of the terminal device 30. In this embodiment, the game processing unit 220 shown in FIG. 2 has a database connection unit 600, an input acquisition unit 610, a group management unit 620, an effect activation unit 630, and a game progression unit 640. The database connection unit 600 is connected to the database 200. The database connection unit 600 processes access to the database 200 from each unit in the game processing unit 220.

[0049] The input acquisition unit 610 acquires various inputs related to the game from the instruction input unit 210. In the example shown in the figure, the input acquisition unit 610 includes a game instruction acquisition unit 612 and a position information acquisition unit 614. Alternatively, the input acquisition unit 610 may include only either the game instruction acquisition unit 612 or the position information acquisition unit 614.

[0050] The game instruction acquisition unit 612 is connected to the instruction input unit 210. The game instruction acquisition unit 612 acquires various instructions related to the game input by the user of the terminal device 30 from the terminal device 30 via the instruction input unit 210.

[0051] The position information acquisition unit 614 is connected to the instruction input unit 210. The position information acquisition unit 614 may acquire position information of the terminal device 30 from the terminal device 30 via the instruction input unit 210. The position information acquisition unit 614 may also acquire position information of a device (such as a wearable device) other than the terminal device 30 used by each user. The position information acquisition unit 614 may acquire information from an external device linked to the system 10 via the instruction input unit 210 (such as images captured by a surveillance camera installed in the real space and measurement information from various sensors installed in the real space), and estimate position information of each user based on the acquired information.

[0052] The group management unit 620 is connected to the database connection unit 600 and the input acquisition unit 610. The group management unit 620 manages groups formed by multiple users. The group management unit 620 may manage groups in which users, each of whom can play a game independently, gather at a real location to play a game together, in accordance with at least one of various group-related instructions acquired from the input acquisition unit 610 or location information of each terminal device 30. The group management unit 620 may also manage groups in which users, each of whom can participate in an event independently, gather at a real location to participate in an event together. In this case, the group management unit 620 may be included in the event processing unit 230 instead of the game processing unit 220.

[0053] The effect activation unit 630 is connected to the database connection unit 600 and the input acquisition unit 610. The effect activation unit 630 performs processing on in-game effects in response to various game-related instructions acquired by the game instruction acquisition unit 612. The effect activation unit 630 may activate an in-game effect that allows advantageous progress in the location-based game in response to information regarding the real-world locations of users included in a group formed by multiple users in a location-based game. The effect activation unit 630 may activate an in-game effect that allows advantageous progress in the location-based game in response to the real-world positional relationship between the users included in the group. The effect activation unit 630 may activate an in-game effect that allows advantageous progress in the location-based game in response to information regarding a location in virtual space associated with the user's real location. For example, the effect activation unit 630 may activate an in-game effect that allows advantageous progress in the location-based game in response to the real-world coordinates of at least one user in the group being included in the periphery of real-world coordinates corresponding to predetermined virtual space coordinates.

[0054] The effect activation unit 630 may determine information regarding the real-world locations of the users included in the group based on the location information of the terminal device 30 of each user acquired by the location information acquisition unit 614. In the example shown in the figure, the effect activation unit 630 has an effect adjustment unit 632, an effect switching unit 634, and a selection unit 636. Alternatively, the effect activation unit 630 may not include at least one of the effect adjustment unit 632, the effect switching unit 634, and the selection unit 636.

[0055] Furthermore, if an NPC is included in the group, the effect activation unit 630 may grant an effect that gives an advantage in the game progress to the user excluding the NPC, or may grant an effect that gives an advantage in the game progress to the NPC as well. Similarly, the effect activation unit 630 may apply different in-game effects to the user and the NPC, or may vary the degree of the effect. When differentiating between effects, the effect activation unit 630 may increase the degree of the effect for the user and decrease the degree of the effect for the NPC.

[0056] Furthermore, the effect activation unit 630 may activate different in-game effects when an NPC is included in a group than when an NPC is not included. A server device 20 with such a function can motivate users to form groups that do not include NPCs. For example, the effect activation unit 630 may activate a more advantageous in-game effect when activated in a group that does not include an NPC than when activated in a group that includes an NPC.

[0057] The effect adjustment unit 632 is connected to the database connection unit 600 and the position information acquisition unit 614. The effect adjustment unit 632 adjusts in-game effects. The effect adjustment unit 632 may adjust the strength, duration, activation probability, etc. of the in-game effects.

[0058] The effect switching unit 634 is connected to the database connection unit 600 and the position information acquisition unit 614. The effect switching unit 634 switches the activation of an in-game effect. When activating an in-game effect, the effect switching unit 634 consumes the duration of the in-game effect. When not activating an in-game effect, the effect switching unit 634 may stop the consumption of the duration of the in-game effect, or may not stop the consumption of the duration of the in-game effect.

[0059] The selection unit 636 is connected to the database connection unit 600 and the position information acquisition unit 614. The selection unit 636 selects an in-game character to be cooperated with an in-game character of a certain user. The selection unit 636 may select an in-game character to be cooperated with an in-game character of a certain user from in-game characters of other users.

[0060] The game progression unit 640 is connected to the database connection unit 600, the effect activation unit 630, and the display processing unit 240. The game progression unit 640 performs processing to progress the game based on the effects activated by the effect activation unit 630 and the user information and game information stored in the database 200. The game progression unit 640 displays screens related to the game on the terminal device 30 via the display processing unit 240.

[0061] 7 shows an example of a group processing flow in the server device 20 according to this embodiment. In response to receiving a group formation instruction from the terminal device 30 of at least one user (first user), the server device 20 starts the processing flow shown in this figure to provide a group formed by multiple users including the first user.

[0062] In S710, the instruction input unit 210 in the server device 20 receives a group formation instruction from the terminal device 30 of the first user. The instruction input unit 210 may receive group formation instructions not only from the terminal device 30 of the first user, but also from the terminal devices 30 of users other than the first user who intend to form a group with the first user. Alternatively, the instruction input unit 210 may receive a group formation instruction from the terminal device 30 of the first user that includes information (user IDs, etc.) for identifying all users who intend to form a group. The game instruction acquisition unit 612 acquires the group formation instruction from the instruction input unit 210.

[0063] In S720, the instruction input unit 210 receives location information of multiple terminal devices 30 including the terminal device 30 of the first user. The instruction input unit 210 may receive location information of the terminal devices 30 of all users who wish to form a group, or may receive location information of the terminal devices 30 of all users who use the service provided by the server device 20. The location information acquisition unit 614 acquires the location information of each terminal device 30 from the instruction input unit 210.

[0064] In S730, the group management unit 620 determines whether multiple users satisfy predetermined group formation conditions. If the terminal devices 30 of multiple users satisfy a predetermined location condition, the group management unit 620 may determine that the multiple users satisfy the predetermined group formation condition. If the terminal devices 30 of multiple users do not satisfy the predetermined location condition, the group management unit 620 may determine that the multiple users do not satisfy the predetermined group formation condition. For example, if the distance from the location of the terminal device 30 of a first user to the locations of the terminal devices 30 of all other users who wish to form a group is within a threshold value (e.g., 10 m), the group management unit 620 may determine that the multiple users satisfy the predetermined group formation condition. In this embodiment, the distance may be Euclidean distance (straight-line distance), Manhattan distance, travel distance via roads on a real map or a virtual map, etc. Alternatively, if the distances between the terminal devices 30 of multiple users who wish to form a group are all within a threshold value (e.g., 20 m), the group management unit 620 may determine that the multiple users satisfy the predetermined group formation conditions.

[0065] If the plurality of users satisfy the predetermined group formation condition (Yes in S730), the server device 20 proceeds to S740. In S740, the group management unit 620 performs processing to form a group. The group management unit 620 may perform processing to form a group including only the plurality of users, or may perform processing to form a group including the plurality of users and other users. The group management unit 620 may perform processing to form a group including the plurality of users and one or more NPCs. The group management unit 620 may add an NPC to the group to be formed depending on the status (number of users, proficiency level, etc.) of the users who are trying to form the group. If the total number of users who are trying to form a group is less than a predetermined number, the group management unit 620 may add an NPC to the group so that the total number of users in the group becomes the predetermined number. If a parameter indicating the proficiency level of the users who are trying to form the group is below a predetermined threshold, the group management unit 620 may add an NPC to the group. The group management unit 620 may change the group information stored in the database 200 via the database connection unit 600 in response to the formation of a group.

[0066] If multiple users do not satisfy the predetermined group formation conditions (No in S730), the group management unit 620 may not form a group. In this case, the server device 20 may end the processing flow of this figure. Also, even if multiple users' terminal devices 30 do not satisfy the predetermined group formation conditions, the group management unit 620 may determine that a group including only those multiple users has been formed. In this case, the server device 20 may proceed to S740.

[0067] In S750, group management section 620 determines whether a predetermined group dissolution condition has been met. If the predetermined group dissolution condition has not been met (No in S750), group management section 620 may not dissolve the group. In this case, server device 20 may return the process to S750. Group management section 620 may dissolve the group even if the predetermined group dissolution condition has not been met. In this case, server device 20 may proceed with the process to S760.

[0068] If the predetermined group dissolution condition is satisfied (Yes in S750), the server device 20 proceeds to S760. In S760, the group management unit 620 may dissolve the group when the predetermined group dissolution condition is satisfied. A server device 20 having such a function can prevent a group from being dissolved for a long period of time, thereby preventing the effect of enabling advantageous progress through the provided content from being excessively activated. The group management unit 620 may dissolve the group when the terminal devices 30 of multiple users no longer satisfy a predetermined location condition. The group management unit 620 may dissolve the group when the terminal devices 30 of multiple users no longer satisfy the same location condition as the predetermined location condition in S730, or may dissolve the group when the terminal devices 30 of multiple users no longer satisfy a location condition different from the predetermined location condition in S730.

[0069] The group management unit 620 may dissolve a group when a predetermined time (e.g., two hours) has passed since the group was formed. The group management unit 620 may dissolve a group when a predetermined time (e.g., 6:00 AM) has arrived. The group management unit 620 may dissolve a group when a predetermined time period (e.g., late night hours such as after 12:00 AM and 6:00 AM) has arrived. The group management unit 620 may automatically dissolve a group when a predetermined group dissolution condition has been met. The group management unit 620 may change the group information stored in the database 200 via the database connection unit 600 when the group is disbanded.

[0070] 8 shows an example of a content processing flow in the server device 20 according to this embodiment. In response to receiving an instruction regarding content (a game in the example shown in this figure) from the terminal device 30 of a certain user (first user), the processing flow shown in this figure is started to provide the content to the first user.

[0071] In S810, the instruction input unit 210 in the server device 20 receives an instruction related to the game from the first user's terminal device 30. The game instruction acquisition unit 612 acquires the instruction related to the game from the instruction input unit 210.

[0072] In S820, the instruction input unit 210 receives the location information of the first user and the other users. The instruction input unit 210 may receive the location information of multiple terminal devices 30 including the terminal device 30 of the first user. The instruction input unit 210 may receive the location information of all users who use the service provided by the server device 20. The location information acquisition unit 614 acquires the location information of each user from the instruction input unit 210.

[0073] In S830, the effect activation unit 630 determines whether the first user belongs to a group. The effect activation unit 630 may refer to the group information stored in the database 200 via the database connection unit 600 to determine whether the first user belongs to a group.

[0074] If the first user does not belong to a group (No at S830), the server device 20 proceeds to S860. At S860, after proceeding from No at S830, the game progression unit 640 performs processing to progress the game. The game progression unit 640 writes the game status to the database 200 in accordance with the progress of the game. The display processing unit 240 performs processing to display a screen after the game has progressed on the display device 60 of the terminal device 30.

[0075] If the first user belongs to a group (Yes in S830), the server device 20 proceeds to S840. In S840, the effect activation unit 630 adjusts, switches, or selects an in-game effect that allows the game to proceed advantageously, depending on the local location relationship between the users included in the group. In S850, the effect activation unit 630 activates the in-game effect that was adjusted in S840.

[0076] In S860, the game progression unit 640 performs processing to reflect the effect activated by the effect activation unit 630 in the game and progress the game. For example, the game progression unit 640 may cause an enemy monster to appear on the game screen in accordance with the effect activated by the effect activation unit 630. When a character controlled by a user attacks a designated enemy monster, the game progression unit 640 may perform processing such as decrementing an indicator value indicating the enemy monster's health, such as HP, associated with the designated enemy monster. When the game progression unit 640 performs processing in which an enemy monster attacks a character controlled by a user, it may perform processing such as decrementing an indicator value indicating the character's health, such as HP, associated with a character in the owned character information. When the indicator value indicating the enemy monster's health falls below a predetermined threshold, the game progression unit 640 may change the game state stored in the database 200 to grant rewards, such as in-game items, in-game currency, and character parameter experience points, to each user who participated in the event. The game progression unit 640 may vary the amount of reward awarded depending on the effect activated by the effect activation unit 630. The game progression unit 640 writes the game status to the database 200 depending on the progress of the game. The display processing unit 240 performs processing to display a screen after the game has progressed on the display device 60 of the terminal device 30.

[0077] According to the server device 20 described above, users who are in close proximity to each other can feel a sense of community, which can increase interest.

[0078] The processing executed by the effect activation unit 630 at S840 in FIG. 8 will be described in detail. The effect adjustment unit 632 of the effect activation unit 630 adjusts the intensity or duration of a second in-game effect resulting from an item used in a location-based game played by a second user in the group, as a first in-game effect in the location-based game played by the first user using a first terminal device, depending on the distance between the first user and the second user. With the server device 20 having such functionality, the positional relationship between the users in the group affects the in-game effect, enhancing a sense of solidarity among the users. The effect adjustment unit 632 may calculate the distance between the first user and the second user based on the location information of the first user and the location information of the second user acquired by the location information acquisition unit 614 at S820. For example, the effect adjustment unit 632 may calculate the linear distance between the coordinates of the first user and the coordinates of the second user in real-world locations. The effect adjustment unit 632 may increase the intensity to be reflected as the first in-game effect the closer the distance between the first user and the second user. The effect adjustment unit 632 may decrease the intensity to be reflected as the first in-game effect the farther the distance between the first user and the second user. The effect adjustment unit 632 may increase the duration of the first in-game effect the closer the distance between the first user and the second user, and may decrease the duration of the first in-game effect the farther the distance between the first user and the second user.

[0079] The effect adjustment unit 632 may adjust the intensity or duration of the in-game effect depending on the number of users in the group who satisfy a predetermined condition regarding the positions of the users. With the server device 20 having such a function, the positional relationship between the users in the group affects the in-game effect, thereby enhancing a sense of community among the users. Here, the "in-game effect" may be at least one of a first in-game effect and a second in-game effect. The effect adjustment unit 632 may adjust the intensity or duration of the in-game effect depending on the number of users whose positional relationship with at least one of the first user and the second user satisfies a predetermined condition. The effect adjustment unit 632 may adjust the intensity or duration of the in-game effect depending on the number of users whose distance from the first user, the distance from the second user, or the sum of these values ​​is below a predetermined threshold. The effect adjustment unit 632 may adjust the intensity or duration of the in-game effect depending on the number of users within a certain range including the first user and the second user in real or virtual space. The effect adjustment unit 632 may increase the intensity of the in-game effect the greater the number of users that satisfy a predetermined condition regarding the positions of the users included in the group, and may decrease the intensity of the in-game effect the fewer the number of users that satisfy a predetermined condition regarding the positions of the users included in the group.The effect adjustment unit 632 may increase the duration of the in-game effect the greater the number of users that satisfy a predetermined condition regarding the positions of the users included in the group, and may shorten the extension time of the in-game effect the fewer the number of users that satisfy a predetermined condition regarding the positions of the users included in the group.

[0080] The effect adjustment unit 632 may change the intensity or duration of the in-game effect between when an NPC is included in the group and when an NPC is not included in the group. The effect adjustment unit 632 may increase the intensity of the in-game effect when an NPC is included in the group compared to the intensity of the in-game effect when an NPC is not included in the group. The effect adjustment unit 632 may increase the duration of the in-game effect when an NPC is included in the group compared to the duration of the in-game effect when an NPC is not included in the group. The effect adjustment unit 632 may decrease the intensity of the in-game effect as the number of NPCs included in the group increases. The effect adjustment unit 632 may decrease the duration of the in-game effect as the number of NPCs included in the group increases.

[0081] If the group includes an NPC, the effect adjustment unit 632 may change the intensity or duration of the in-game effect imparted to users other than the NPC to the intensity or duration of the in-game effect imparted to the NPC. For example, the effect adjustment unit 632 may make the intensity of the in-game effect imparted to users other than the NPC higher than the intensity of the in-game effect imparted to the NPC. The effect adjustment unit 632 may make the duration of the in-game effect imparted to the NPC longer than the duration of the in-game effect imparted to the NPC.

[0082] The effect switching unit 634 of the effect activation unit 630 may stop the activation of the first in-game effect and consumption of its duration when information about the positions of the first user and the second user does not satisfy a predetermined condition, and may resume the activation of the first in-game effect and consumption of its duration when information about the positions of the first user and the second user satisfies the predetermined condition. A server device 20 having such a function allows users belonging to a group to progress through the game advantageously depending on their locations, thereby enhancing a sense of solidarity among users. The effect switching unit 634 may stop the activation of the first in-game effect and consumption of its duration when the condition that the distance between the first user and the second user is within a predetermined threshold is no longer satisfied, and may resume the activation of the first in-game effect and consumption of its duration when the condition that the distance between the first user and the second user is equal to or less than the predetermined threshold is satisfied. The effect switching unit 634 may calculate the distance between the first user and the second user based on the location information of the first user and the location information of the second user acquired by the location information acquisition unit 614 in S820. The effect switching unit 634 may calculate the distance between the first user and the second user using a method similar to that used by the effect adjustment unit 632. The effect switching unit 634 may stop the activation of the first in-game effect and consumption of its duration when the user no longer satisfies the condition that the user is within a predetermined location range, and may resume the activation of the first in-game effect and consumption of its duration when the user again satisfies the condition that the user is within the predetermined location range. For example, the effect switching unit 634 may stop the activation of the first in-game effect and consumption of its duration when the first user and the second user are no longer within the predetermined location range, and may resume the activation of the first in-game effect and consumption of its duration when at least one of the first user or the second user is within the predetermined location range. The effect switching unit 634 may stop the activation of the first in-game effect and the consumption of its duration when a predetermined terrain (mountain, river, etc.) or artificial structure (skyscraper, etc.) is present between the first user and the second user, and may resume the activation of the first in-game effect and the consumption of its duration when the predetermined terrain or structure is not present between the first user and the second user.The effect switching unit 634 may determine that terrain or the like is included between the first user and the second user when terrain or the like exists on a straight line connecting the first user and the second user. The effect switching unit 634 may stop the activation of the first in-game effect without stopping the consumption of the duration of the first in-game effect when information about the positions of the first user and the second user does not satisfy a predetermined condition. The effect switching unit 634 may stop the activation of the first in-game effect regardless of the duration of the first in-game effect when the first user leaves the group or the group to which the first user belongs is dissolved and the first user no longer belongs to the group.

[0083] The effect activation unit 630 may activate an in-game effect that causes an object of a second user selected from other users to cooperate in the play of the first user in a location-based game played by a first user belonging to a group, based on information about the positions of the first user and other users belonging to the group. The server device 20 having such a function allows users who are in close proximity to each other to cooperate in the game, thereby enhancing a sense of solidarity among users. The effect activation unit 630 may activate an in-game effect that causes an object of a second user selected from other users to cooperate in the play of the first user, based on the distance between the first user and other users belonging to the group. The effect activation unit 630 may calculate the distance between the first user and the second user based on the position information of each user acquired by the position information acquisition unit 614 in S820. The effect activation unit 630 may activate an in-game effect that causes an object of a second user selected from other users to cooperate in the play of the first user, based on terrain or structures existing between the first user and other users belonging to the group. For example, the effect exertion section 630 may select, as the second user, a user who does not have any natural objects or artificial structures that exceed a predetermined height between him / her and the first user.

[0084] In this embodiment, the term "object" may include an in-game character, equipment items such as weapons and armor equipped by the character, and in-game items used by users. The effect activation unit 630 may enable the second user to use the equipment items possessed by the second user to equip a character controlled by the first user. The effect activation unit 630 may enable the first user to use the in-game items possessed by the second user to use the in-game items possessed by the second user.

[0085] The effect activation unit 630 may activate an in-game effect that causes a second user's in-game character to cooperate in an event in a location-based game played by a first user. In this embodiment, an "event" may refer to an event associated with a real-world location in which a user can participate using the terminal device 30. Alternatively, an "event" may refer to an event held in a virtual space corresponding to a real-world location. Thus, an "event" need not include events held in real space. As an example, an "event" may be an event in which a user can participate using the terminal device 30 when the user is located at or near a specific real-world location (event spot) and, as a result, the user's terminal device 30 is located at or near that specific location. An "event" may be an event in which only one user can participate independently, or may be an event in which multiple users can participate cooperatively. For example, an "event" may involve at least one user battling an enemy character in the game, at least one user competing or battling a hostile user (enemy user), or at least one user competing or battling a group of enemy users. If the "event" involves a battle with an enemy user or a group of enemy users, the battle may be between an in-game character controlled by the user and an in-game character controlled by an enemy user.

[0086] When the effect activation unit 630 activates an in-game effect that causes the second user's in-game character to cooperate in the play of the first user, the second user's in-game character may fight enemy monsters or the like together with the first user's in-game character. The effect activation unit 630 may activate an effect that allows the first user to control the second user's in-game character via the terminal device 30, or may activate an effect that causes the game progression unit 640 to process the second user's in-game character as an NPC. In an event in which multiple users can participate cooperatively, the effect activation unit 630 may cause the second user's object to cooperate in the play of the first user by causing a second user selected from the multiple users based on information regarding the positions of the first user and other users belonging to the group to participate in the event in which the first user is participating.

[0087] If the event includes multiple stages, the effect activation unit 630 may select the second user only in the first stage and select the same user as the second user in the subsequent stages. Alternatively, the effect activation unit 630 may select the second user in each of the multiple stages according to the location information of each user in that stage.

[0088] The effect adjustment unit 632 may adjust at least one of the following, depending on information about the positions of the first and second users: the timing or cooperation conditions for allowing the second user's object to cooperate with the first user's play; the parameters of the second user's object in the location-based game played by the first user; or the appearance of the second user's object displayed on the first user's play screen. Server device 20 with such functionality allows the real-world positional relationship between the first and second users to be reflected in the game, improving the sense of realism experienced by the user. The effect adjustment unit 632 may adjust at least one of the timing or cooperation conditions for allowing the second user's object to cooperate with the first user's play; the parameters of the second user's object in the location-based game played by the first user; or the appearance of the second user's object displayed on the first user's play screen, depending on the distance between the first and second users. The effect adjustment unit 632 may adjust at least one of the timing or cooperation conditions for the second user's object to cooperate with the first user's play, the parameters of the second user's object in the location-based game played by the first user, or the appearance of the second user's object to be displayed on the first user's play screen, depending on the terrain or structures that exist between the first user and the second user.

[0089] The "timing of cooperation" may refer to the timing at which an in-game effect is activated that causes the second user's object to cooperate with the first user's play. For example, the "timing of cooperation" may refer to the timing at which the second user's in-game character is displayed on the first terminal device 30, the timing at which the second user's in-game character attacks an enemy monster, the timing at which the first user can equip the second user's equipment item to the character, or the timing at which the second user's in-game item becomes usable by the first user. Here, the "timing" may refer to the time elapsed since the start of an event in which the second user's in-game character cooperates (e.g., one minute after the start), or the stage in the game that has elapsed since the start of the event (e.g., two turns after the start). When the first user and the second user are farther apart, the effect adjustment unit 632 may delay the timing at which the second user's object cooperates with the first user's play compared to when the first user and the second user are closer. When the distance between the first user and the second user exceeds a predetermined threshold, the effect adjustment unit 632 may delay the timing at which the second user's object cooperates with the first user's play compared to when the distance between the first user and the second user is below the predetermined threshold.

[0090] The "cooperation condition" may indicate a condition under which the effect activation unit 630 activates an in-game effect that causes the second user's object to cooperate with the first user's play. The "cooperation condition" may be determined based on the first user's in-game state. For example, when an index value indicating the health of the first user's in-game character falls below a threshold and the first user is placed in an unfavorable situation in the game, the effect activation unit 630 may activate an in-game effect that causes the second user's object to cooperate with the first user's play. When the distance between the first user and the second user is greater, the effect adjustment unit 632 may lower the threshold for the condition under which the second user's in-game character cooperates with the first user's play, compared to when the distance between the first user and the second user is closer. When the distance between the first user and the second user exceeds a predetermined threshold, the effect adjustment unit 632 may lower the threshold for the condition under which the second user's in-game character cooperates with the first user's play, compared to when the distance between the first user and the second user is less than the predetermined threshold.

[0091] The effect adjustment unit 632 may adjust, as parameters of the second user's object, character parameters (attack power, defense power, HP, MP, etc.), equipment item parameters (attack power, defense power, etc.), or in-game item parameters (HP recovery amount, etc.). When the distance between the first user and the second user is greater, the effect adjustment unit 632 may decrease parameters of the second user's object in the location-based game played by the first user, compared to when the distance between the first user and the second user is closer. When the distance between the first user and the second user exceeds a predetermined threshold, the effect adjustment unit 632 may decrease parameters of the second user's object in the location-based game played by the first user, compared to when the distance between the first user and the second user is less than the predetermined threshold.

[0092] The "play screen of the first user" may refer to a screen displayed on the terminal device 30 operated by the first user. If the database 200 previously stores multiple pieces of data related to the appearance of the second user's object, the effect adjustment unit 632 may adjust the appearance of the second user's object by reading data corresponding to the adjusted appearance of the second user's object from the database 200. If the distance between the first user and the second user is greater, the effect adjustment unit 632 may change the appearance of the second user's in-game character to an appearance that indicates a more fatigued state compared to when the first user and the second user are closer. If the distance between the first user and the second user is greater, the effect adjustment unit 632 may change the appearance of the second user's equipment item or in-game item to an appearance that indicates a dirtier state compared to when the first user and the second user are closer. If the distance between the first user and the second user exceeds a predetermined threshold, the appearance of the second user's in-game character may be changed from a normal appearance to an appearance that indicates a fatigued state. When the distance between the first user and the second user exceeds a predetermined threshold, the appearance of the second user's equipment item or in-game item may be changed from a normal appearance to an appearance indicating a dirty state.

[0093] The effect adjustment unit 632 may adjust at least one of the following, depending on the location information of the first user or the location information of the second user: the timing or cooperation conditions for allowing the second user's object to cooperate in the first user's play; the strength of the second user's object in the location-based game played by the first user; or the appearance of the second user's object displayed on the first user's play screen. With the server device 20 having such a function, information about the real-world location where the first user or the second user is located is reflected in the game, thereby improving the sense of realism. When the weather in the real-world location where the first user or the second user is located is bad weather, such as rain, compared to when the weather is sunny, the effect adjustment unit 632 may delay the timing for allowing the second user's object to cooperate in the first user's play, reduce the parameters of the second user's object in the location-based game played by the first user, or change the appearance of the second user's object from a normal appearance to a wet appearance or an appearance indicating a fatigued state, etc. In addition, in the case of a turn-based game, the timing of cooperation may be changed by changing the turn in which the players take part depending on the position information of the first user and the second user.

[0094] The selection unit 636 may cause a predetermined number of objects of the second user to cooperate in the play of the first user from among the objects of other users in order of proximity to the first user. With the server device 20 having such a function, the real-world positional relationships between users belonging to a group are reflected in the game, thereby improving the sense of realism experienced by the user. The selection unit 636 may calculate the distance between the first user and the second user based on the position information of the first user and the position information of the second user acquired by the position information acquisition unit 614 in S820. The selection unit 636 may calculate the distance between the first user and the second user using a method similar to that used by the effect adjustment unit 632. When the effect activation unit 630 causes multiple objects of the second user to cooperate in the play of the first user, multiple objects of the second user may cooperate simultaneously in the play of the first user, or multiple objects of the second user may cooperate alternately in the play of the first user.

[0095] The selection unit 636 may change the probability that an object will be selected from among the objects of other users depending on information regarding the positions of the first user and the other users. With the server device 20 having such a function, the real-world positional relationships between users belonging to a group are reflected in the game, thereby improving the sense of realism experienced by users. The selection unit 636 may change the probability that an object will be selected from among the objects of other users depending on the distance between the first user and the other users. The selection unit 636 may select an object of a second user that is closer to the first user as an object that will cooperate in the first user's play with a higher probability. The selection unit 636 may change the probability that an object will be selected from among the objects of other users depending on the terrain and structures between the first user and the other users. For example, the effect activation unit 630 may select an object of a user whose natural objects or structures are lower in height between the first user and the other users as an object that will cooperate in the first user's play with a higher probability.

[0096] 9 shows an example of the data structure for each group stored in database 200. Database 200 stores group status data for each of one or more groups. The group status data includes information on the "group ID," "group user ID," "group formation time," "group dissolution time," and "group status."

[0097] The "group ID" is information for identifying the corresponding group, and may be a number uniquely determined within the system 10. The "group user ID" indicates the user IDs of multiple users belonging to the corresponding group. If the corresponding group includes an NPC, the "group user ID" may include information such as an ID that identifies the NPC included in the corresponding group.

[0098] "Group formation time" indicates the time when the corresponding group was formed. In the example shown in this figure, "group formation time" indicates the date, hour, and minute when the corresponding group was formed, but it may be any time that is uniquely determined within the system 10. In response to the formation of the corresponding group (S740 in FIG. 7), the group management unit 620 may write that time in the database 200 as the "group formation time."

[0099] "Group dissolution time" indicates the time when the corresponding group was dissolved. In the example of this figure, "group dissolution time" indicates the date, hour, and minute when the corresponding group was dissolved, but it may be any time that is uniquely determined within the system 10. In response to dissolving the corresponding group (S760 in FIG. 7), the group management unit 620 may write that time in the database 200 as "group dissolution time."

[0100] The "group status" indicates the status of the corresponding group. If the corresponding group is in the process of being formed, the "group status" may be stored as "forming." If the corresponding group has already been dissolved, the "group status" may be stored as "dissolved." The group management unit 620 may update the "group status" stored in the database 200 from "forming" to "dissolved" in response to dissolving the corresponding group (S760 in FIG. 7). If the "group status" of the group in which the first user's user ID is stored as a "group user ID" is "forming," the effect activation unit 630 may determine in S830 in FIG. 8 that the first user belongs to a group. If there is no group in which the first user's user ID is stored as a "group user ID," or if the "group status" of all groups in which the first user's user ID is stored as a "group user ID" is "dissolved," the effect activation unit 630 may determine in S830 in FIG. 8 that the first user does not belong to a group.

[0101] 10 shows an example of the data structure for each item stored in database 200. Database 200 stores basic item information data for each of one or more items. The basic item information data includes information on "item ID," "item effect," "effect strength," "distance threshold," and "duration."

[0102] The "item ID" is information for identifying the corresponding item and may be a number uniquely assigned within the system 10. The "item effect" indicates the effect that is activated when the corresponding item is used. For example, in the example shown in this figure, using an item with an "item ID" of "I001" increases the experience points (indicators of increased proficiency) granted to the character controlled by the user, equipped weapons, etc., compared to when the item is not used. In the example shown in this figure, using an item with an "item ID" of "I002" increases the appearance rate of enemy monsters in the game compared to when the item is not used. In the example shown in this figure, using an item with an "item ID" of "I003" increases the probability of obtaining a reward from a battle with an enemy monster in the game (reward drop rate) compared to when the item is not used.

[0103] The "effect strength" indicates the strength of the effect that occurs when the corresponding item is used. The "effect strength" may be a value based on a comparison with when the corresponding item is not used. For example, in the example shown in FIG. 8, using an item with an "item ID" of "I001" increases the experience points granted by 50% compared to when the item is not used. In the example shown in FIG. 8, using an item with an "item ID" of "I002" increases the appearance rate of enemy monsters by 100% compared to when the item is not used. In the example shown in FIG. 8, using an item with an "item ID" of "I003" increases the drop rate by 50% compared to when the item is not used. The effect adjustment unit 632 may adjust the "effect strength" in S840 of FIG. 8 according to the real-world positional relationship between users.

[0104] The "distance threshold" indicates the distance threshold at which the effect of the corresponding item is activated. In the example shown in this figure, the "distance threshold" indicates the linear distance in real space, but it may also indicate the linear distance in virtual space. When a user (second user) belonging to the same group as the first user uses the corresponding item, if the distance between the first user and the second user is smaller than the "distance threshold," the effect activation unit 630 may activate the effect of the item in the game played by the second user (second in-game effect) as the first in-game effect in the game played by the first user in S840 of FIG. 8. In this case, the effect adjustment unit 632 may adjust the intensity of the first in-game effect to be the same as or different from the intensity of the second in-game effect. If the distance between the first terminal device 30 and the second terminal device 30 is greater than the "distance threshold," the effect switching unit 634 may stop the activation of the item's effect for the first user. Alternatively, in S840 of FIG. 8, the effect adjustment unit 632 may adjust the first in-game effect so that when the distance between the first terminal device 30 and the second terminal device 30 is greater than the "distance threshold," the strength of the first in-game effect is weakened compared to when the distance is less than the "distance threshold."

[0105] The "duration" indicates the time for which the effect of the corresponding item lasts. The effect of the corresponding item may be continuously activated for the period from when it is used until the "duration" has elapsed. In S840 of FIG. 8, the effect adjustment unit 632 of the effect activation unit 630 may adjust the "duration" in accordance with the real-world positional relationship between users. In S840 of FIG. 8, the effect switching unit 634 may adjust the consumption of the "duration" in accordance with the real-world positional relationship between users and the "distance threshold."

[0106] 11 shows a first example of a display on the terminal device 30 according to this embodiment. When the first user does not belong to any group, the display processing unit 240 generates a display screen 1100 and transmits it to the terminal device 30 of the first user. The display screen 1100 includes a game window 1110, a menu button 1120, and an organization button 1130.

[0107] The game window 1110 is an area where the main screen of the game provided by the server device 20 is displayed. In the example shown in the figure, the game window 1110 is an area where the field screen of the game is displayed, and includes a first character 1112, a selectable area 1113, a background object 1114, an enemy monster object 1116, and a group button 1118. The first character 1112 indicates the appearance of the first character operated by the first user.

[0108] The selectable area 1113 is an area that the first user can select by clicking or the like. An in-game object included in the selectable area 1113 may be selectable by the first user. Also, an in-game object not included in the selectable area 1113 may be selectable by the first user. The selectable area 1113 may be a certain area that includes the first character 1112. In the example shown in this figure, the selectable area 1113 indicates a set of positions whose straight-line distance from the position in the virtual space where the first character 1112 exists is within a threshold. Therefore, the selectable area 1113 may correspond to a set of real positions whose straight-line distance from the real position where the first user's terminal device 30 exists is within a threshold.

[0109] The background object 1114 is an object placed in the background of the game. In the example shown in this figure, the background object 1114 is an object representing a mountain. The enemy monster object 1116 is an object representing an enemy monster. The instruction input unit 210 may receive an instruction to start a battle with the enemy monster in response to the first user clicking on the enemy monster object 1116. The battle with the enemy monster may be one in which only the first user can participate via the terminal device 30, or may be one in which the first user can participate cooperatively with users other than the first user.

[0110] The group button 1118 is a button for switching the game window 1110 to a group formation screen. The instruction input unit 210 receives an instruction to display a group formation screen in response to the first user clicking the group button 1118. In response to the instruction input unit 210 receiving the instruction to display a group formation screen, the game processing unit 220 reads data related to the group formation screen from the database 200 and transmits an instruction to the display processing unit 240 to generate a group formation screen. The display processing unit 240 may generate the group formation screen and transmit it to the terminal device 30.

[0111] The menu button 1120 is a button for switching the game window 1110 to a menu screen. The instruction input unit 210 receives a menu screen display instruction in response to the first user clicking the menu button 1120. In response to the instruction input unit 210 receiving the menu screen display instruction, the game processing unit 220 reads data related to the menu screen from the database 200 and transmits an instruction to the display processing unit 240 to generate a menu screen. The display processing unit 240 may generate the menu screen and transmit it to the terminal device 30.

[0112] The formation button 1130 is a button for switching the game window 1110 to a formation screen. The instruction input unit 210 receives an instruction to display a formation screen in response to the first user clicking the formation button 1130. In response to the instruction input unit 210 receiving the instruction to display a formation screen, the game processing unit 220 reads data related to the formation screen from the database 200 and transmits an instruction to the display processing unit 240 to generate a formation screen. The display processing unit 240 may generate the formation screen and transmit it to the terminal device 30 of the first user.

[0113] 12 shows a second example of the display of the terminal device 30 according to this embodiment. In response to the instruction input unit 210 receiving an instruction to display a group formation screen from the terminal device 30 of the first user, the display processing unit 240 may generate a display screen 1200 and transmit it to the terminal device 30 of the first user. The display screen 1200 includes a group formation window 1210, a menu button 1120, and an organize button 1130. The menu button 1120 and the organize button 1130 are the same as those in FIG. 11.

[0114] The group formation window 1210 is an area for forming a group. The display processing unit 240 may display information necessary for forming a group in the group formation window 1210. For example, the display processing unit 240 may display a list of users who will belong to the group to be formed in the group formation window 1210. In the example of this figure, the display processing unit 240 displays "User A," "User B (yourself)," and "User C" in the group formation window 1210 as users who will belong to the group to be formed. Note that "User B (yourself)" indicates that the first user is "User B." In the example of this figure, the group formation window 1210 includes a Yes button 1212 and a No button 1214.

[0115] The Yes button 1212 is a button for forming a group. In response to the first user clicking the Yes button 1212, the instruction input unit 210 may receive a group formation instruction. In response to the instruction input unit 210 receiving the group formation instruction, the server device 20 may start the processing flow shown in Fig. 7. Therefore, when the instruction input unit 210 receives the group formation instruction and predetermined group formation conditions are satisfied (Yes in S730 in Fig. 7), the group management unit 620 may form a group including the first user and write group status data to the database 200 (S740 in Fig. 7).

[0116] The No button 1214 is a button for ending the process without forming a group. In response to the first user clicking the No button 1214, the instruction input unit 210 may receive an instruction to suspend group formation. In response to the instruction input unit 210 receiving the instruction to suspend group formation, the display processing unit 240 may generate a display screen other than the display screen 1200 (a screen that was displayed before the display screen 1200 was displayed, a home screen, etc.) and transmit it to the terminal device 30 of the first user. In this case, the group management unit 620 does not need to write group status data to the database 200.

[0117] 13 shows a third example of the display of the terminal device 30 according to this embodiment. When the first user belongs to a group, the display processing unit 240 generates a display screen 1300 and transmits it to the terminal device 30 of the first user. The display screen 1300 has a game window 1310, a menu button 1120, and an organization button 1130. The menu button 1120 and the organization button 1130 are the same as those in FIG. 11.

[0118] The game window 1310 is an area where the main screen of the game provided by the server device 20 is displayed. In the example of this figure, the game window 1310 is an area where the field screen of the game is displayed, and includes a first character 1112, a selectable area 1113, a background object 1114, an enemy monster object 1116, a second character 1312, a third character 1314, and a group display area 1316. The first character 1112, the selectable area 1113, the background object 1114, and the enemy monster object 1116 are the same as those in FIG. 11. In addition, in the example of this figure, the display processing unit 240 displays the name of the user operating the first character 1112 ("User B") above the head of the first character 1112.

[0119] The second character 1312 indicates the appearance of the second character operated by the second user. The third character 1314 indicates the appearance of the third character operated by the third user. Here, the second user and the third user are other users who belong to the same group as the first user. In the example shown in the figure, the display processing unit 240 displays the names of the users operating the second character 1312 and the third character 1314 ("User A" and "User C") above the heads of the second character 1312 and the third character 1314, respectively. If the game provided by the server device 20 is a location-based game, the positional relationship between the first character 1112, the second character 1312, and the third character 1314 on the game window 1310 may reflect the real-world positional relationship between the terminal device 30 of the first user, the terminal device 30 of the second user, and the terminal device 30 of the third user.

[0120] The group display area 1316 is an area where information about the group to which the first user belongs is displayed. The display processing unit 240 may display a list of users who belong to the same group as the first user in the group display area 1316. In the example shown in the figure, the display processing unit 240 displays "User A," "User B," and "User C" in the group display area 1316 as users who belong to the same group as the first user.

[0121] The group display area 1316 may function as a button that the first user can click. In response to the first user clicking the group display area 1316, the instruction input unit 210 may receive a group leave screen display instruction. In response to the instruction input unit 210 receiving the group leave screen display instruction, the game processing unit 220 reads data related to the group leave screen from the database 200 and transmits an instruction to the display processing unit 240 to generate a group leave screen. The display processing unit 240 may generate the group leave screen and transmit it to the terminal device 30 of the first user.

[0122] 14 shows a fourth example of the display of the terminal device 30 according to this embodiment. In response to the instruction input unit 210 receiving an instruction to display a group leave screen from the terminal device 30 of the first user, the display processing unit 240 may generate a display screen 1400 and transmit it to the terminal device 30 of the first user. The display screen 1400 includes a group leave window 1410, a menu button 1120, and an organization button 1130. The menu button 1120 and the organization button 1130 are the same as those in FIG. 11.

[0123] The group withdrawal window 1410 is an area for withdrawing from a group. The display processing unit 240 may display information necessary for withdrawing from a group in the group formation window 1210. For example, the display processing unit 240 may display a list of users belonging to the group to be withdrawn in the group formation window 1210. In the example of this figure, the display processing unit 240 displays "User A," "User B (yourself)," and "User C" in the group formation window 1210 as users belonging to the group to be withdrawn. Note that "User B (yourself)" indicates that the first user is "User B." In the example of this figure, the group withdrawal window 1410 includes a Yes button 1412 and a No button 1414.

[0124] Yes button 1412 is a button for leaving the group. In response to the first user clicking Yes button 1212, instruction input unit 210 may receive a group leave instruction. In response to instruction input unit 210 receiving the group leave instruction, group management unit 620 may cause the first user to leave the group and write group status data to database 200. Alternatively, group management unit 620 may dissolve the group to which the first user belongs (S760 in FIG. 7).

[0125] The No button 1414 is a button for ending the process without leaving the group. In response to the first user clicking the No button 1414, the instruction input unit 210 may receive an instruction to suspend leaving the group. In response to the instruction input unit 210 receiving the instruction to suspend leaving the group, the display processing unit 240 may generate a display screen other than the display screen 1400 (a screen that was displayed before the display screen 1400 was displayed, a home screen, etc.) and transmit it to the terminal device 30 of the first user. In this case, the group management unit 620 does not need to write group status data to the database 200.

[0126] FIG. 15 shows a fifth example of a display of the terminal device 30 according to this embodiment. When a first user, a second user, and a third user belong to the same group and the instruction input unit 210 receives an instruction to activate a second in-game effect from the terminal device 30 of the second user, the display processing unit 240 may generate a display screen 1500 and transmit it to the terminal device 30 of the first user. In the example shown in this figure, in response to the instruction input unit 210 receiving an instruction to use an item from the terminal device 30 of the second user, the display processing unit 240 generates the display screen 1500 and transmits it to the terminal device 30 of the first user. The display screen 1500 includes a game window 1510, a menu button 1120, and an organization button 1130. The menu button 1120 and the organization button 1130 are the same as those in FIG. 11 .

[0127] The game window 1510 is an area where the main screen of the game provided by the server device 20 is displayed. In the example of this figure, the game window 1510 is an area where the field screen of the game is displayed, and includes a first character 1112, a selectable area 1113, a background object 1114, an enemy monster object 1116, a second character 1312, a third character 1314, a group display area 1316, an effect range 1512, and an effect window 1514. The first character 1112, the selectable area 1113, the background object 1114, and the enemy monster object 1116 are the same as in FIG. 11. The second character 1312, the third character 1314, and the group display area 1316 are the same as in FIG. 13.

[0128] The effect range 1512 indicates the range in which the second in-game effect activated by the second user is reflected on other users belonging to the same group as the second user. The effect range 1512 may be a certain area that includes the second character 1312. In the example of this figure, the effect range 1512 indicates a set of positions whose straight-line distance from the position in virtual space where the second character 1312 exists is within a threshold. Therefore, the effect range 1512 may correspond to a set of real positions whose straight-line distance from the real position where the second user's terminal device 30 exists is within a threshold. Here, the threshold may be the "distance threshold" in FIG. 10. In the example of this figure, the first character 1112 is included in the effect range 1512. This indicates that the distance between the first user's terminal device 30 and the second user's terminal device 30 in real space is within the threshold.

[0129] The effect window 1514 is an area that displays the details of the first in-game effect (information identifying the second user, the type, strength, duration, etc. of the first in-game effect) when the second in-game effect activated by the second user is reflected as the first in-game effect for the first user. In the example of this figure, the display processing unit 240 displays the name of the second user ("User A"), the type of the first in-game effect ("Increased enemy appearance rate"), the strength of the first in-game effect ("50% increase"), and the remaining duration ("5 minutes remaining") in the effect window 1514.

[0130] FIG. 16 shows a sixth example of a display on a terminal device 30 according to this embodiment. When the instruction input unit 210 receives an instruction to start a battle with an enemy monster from the terminal device 30 of a first user who belongs to the group, the game progression unit 640 performs processing to start a battle with the enemy monster. For example, when the first user clicks on the enemy monster object 1116 in FIG. 13 or 15, the game progression unit 640 may perform processing to start a battle with the enemy monster. Here, for the battle with the enemy monster, the display processing unit 240 generates a display screen 1600 in accordance with the game situation changed by the game progression unit 640 and sends it to the terminal device 30 of the first user.

[0131] The display screen 1600 includes a game window 1610. The game window 1610 is an area where the main screen of the game provided by the server device 20 is displayed. In the example of this figure, the game window 1610 is an area where the status of the battle with an enemy monster is displayed. In the example of this figure, the game window 1610 includes an enemy monster image 1620, a status bar 1630, a character list 1640, a cooperation character area 1650, a command button 1670, an item button 1672, and an escape button 1674.

[0132] The enemy monster image 1620 is an image showing the appearance of the enemy monster. The display processing unit 240 may change the enemy monster image 1620 depending on the state of the enemy monster. The status bar 1630 shows the state of the enemy monster. The status bar 1630 may show the state of the enemy monster in the event (remaining HP, abnormal status, etc.). In the example shown in this figure, the status bar 1630 shows the remaining HP percentage of the enemy monster.

[0133] Character list 1640 is an area showing the status of one or more characters operated by a first user. In the example shown in the figure, character list 1640 shows the status of multiple characters operated by the first user, "User B." In the example shown in the figure, character list 1640 includes a character image 1642 and a status bar 1644.

[0134] The character image 1642 shows the appearance of the character controlled by the first user. If the first user controls multiple characters, the character list 1640 may include multiple character images 1642. In the example of this figure, the character list 1640 includes character images 1642 corresponding to two characters. The status bar 1644 shows the status (remaining HP, remaining MP, abnormal status, etc.) of one or more characters controlled by the user of the terminal device 30 within the event. In the example of this figure, the status bar 1644 shows the remaining HP percentage of each of the two characters controlled by the first user within the event.

[0135] The cooperation character area 1650 is an area showing the status of a cooperation character that cooperates in the battle against an enemy monster. The display processing unit 240 may display the status of the cooperation character selected by the selection unit 636 in S840 of FIG. 8 in the cooperation character area 1650. If the selection unit 636 selected multiple cooperation characters in S840 of FIG. 8, the display processing unit 240 may display the statuses of all selected cooperation characters in the cooperation character area 1650, or may display the status of one cooperation character selected from the multiple cooperation characters in the cooperation character area 1650. In the example of the figure, the display processing unit 240 displays the status of the character of "User A," who is the second user, in the cooperation character area 1650. In the example of the figure, the cooperation character area 1650 includes a character image 1652 and a status bar 1654.

[0136] The character image 1652 shows the appearance of the cooperating character. The display processing unit 240 may display the character appearance adjusted by the effect adjustment unit 632 in S840 of Fig. 8 as the character image 1652. The status bar 1654 shows the status of the cooperating character within the event (remaining HP, remaining MP, abnormal status, etc.). In the example of this figure, the status bar 1654 shows the remaining HP percentage of the cooperating character.

[0137] The command button 1670 is a button for using a command. As an example, the command button 1670 may be a button for displaying a command window. The command window may display a list of candidate commands to be used. In response to the user of the terminal device 30 clicking the command button 1670, the instruction input unit 210 receives an instruction to display a command window. The instruction input unit 210 notifies the game progression unit 640 of this. The game progression unit 640 reads data regarding the types and number of usable commands from the database 200 and sends an instruction to the display processing unit 240 to generate a command window. The display processing unit 240 sends the generated command window to the terminal device 30. In response to the user of the terminal device 30 selecting a command via the command window displayed on the terminal device 30, the instruction input unit 210 receives an instruction to use the command. The instruction input unit 210 notifies the game processing unit 220 of this. The game progression unit 640 of the game processing unit 220 performs processing to use the command and writes the result to the database 200. For example, if the command is a command to attack an enemy monster, the game progression unit 640 may perform processing such as changing an index value indicating the health of the enemy monster, such as HP, associated with the enemy monster, and processing to reduce the remaining number of times the command can be used, and write these to the database 200. The display processing unit 240 performs processing to display a screen after the event status change on the display device 60 of the terminal device 30.

[0138] The item button 1672 is a button for using an item. As an example, the item button 1672 may be a button for displaying an item window. The item window may display a list of candidate items to be used. In response to the user of the terminal device 30 clicking the item button 1672, the instruction input unit 210 receives an instruction to display an item window. The instruction input unit 210 notifies the game progression unit 640 of this. The game progression unit 640 reads data regarding the types and number of times that items can be used from the database 200, and sends an instruction to the display processing unit 240 to generate an item window. The display processing unit 240 sends the generated item window to the terminal device 30. In response to the user of the terminal device 30 selecting an item via the item window displayed on the terminal device 30, the instruction input unit 210 receives a command to use the item. The instruction input unit 210 notifies the game processing unit 220 of this. The game progression unit 640 of the game processing unit 220 performs processing to use the item and writes the results to the database 200. For example, if the item in question is a recovery item, the game progression unit 640 may perform processing such as changing an index value indicating the character's health, such as HP, associated with the character in the possessed character information, and processing to reduce the number of possessed items in question, and write these results to the database 200. The display processing unit 240 performs processing to display a screen after the event status change on the display device 60 of the terminal device 30.

[0139] The Escape button 1674 is a button for withdrawing from the event. In response to the user of the terminal device 30 clicking the Escape button 1674, the instruction input unit 210 may receive an instruction to withdraw from the event from the terminal device 30. The display processing unit 240 may perform processing to display a display screen different from the display screen 1600 on the terminal device 30 of the user who has withdrawn from the event (such as a result screen indicating that the user has withdrawn from the event, a display screen that was displayed on the terminal device 30 before the display screen 1600 was displayed, or a home screen). The game progression unit 640 may write to the database 200 that the user of the terminal device 30 has withdrawn from the event.

[0140] Various embodiments of the present invention may be described with reference to flowcharts and block diagrams, where the blocks (e.g., blocks in flowcharts, blocks designated as "means" or "unit") may represent (1) stages of a process in which operations are performed or (2) sections of an apparatus responsible for performing the operations. Particular stages and sections may be implemented by dedicated circuitry, programmable circuitry provided with computer-readable instructions stored on a computer-readable medium, and / or a processor provided with computer-readable instructions stored on a computer-readable medium. Dedicated circuitry may include digital and / or analog hardware circuitry and may include integrated circuits (ICs) and / or discrete circuits. Programmable circuitry may include reconfigurable hardware circuitry including logical AND, logical OR, logical XOR, logical NAND, logical NOR, and other logic operations, flip-flops, registers, memory elements such as field programmable gate arrays (FPGAs), programmable logic arrays (PLAs), etc.

[0141] A computer-readable medium may include any tangible device capable of storing instructions that are executed by an appropriate device, such that the computer-readable medium having instructions stored thereon comprises an article of manufacture containing instructions that can be executed to create means for performing the operations specified in the flowcharts or block diagrams. Examples of computer-readable media may include electronic, magnetic, optical, electromagnetic, and semiconductor storage media. More specific examples of computer-readable media may include floppy disks, diskettes, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), electrically erasable programmable read-only memory (EEPROM), static random access memory (SRAM), compact disc read-only memory (CD-ROM), digital versatile disc (DVD), Blu-ray disc, memory stick, integrated circuit card, and the like.

[0142] The computer readable instructions may include either assembler instructions, Instruction Set Architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state-setting data, or source or object code written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Smalltalk®, JAVA®, C++, etc., and conventional procedural programming languages ​​such as the “C” programming language or similar programming languages.

[0143] The computer-readable instructions may be provided to a processor or programmable circuitry of a programmable data processing apparatus, such as a general-purpose computer, special-purpose computer, or other computer, either locally or over a wide-area network (WAN) such as a local area network (LAN), the Internet, etc., which executes the computer-readable instructions to create means for performing the operations specified in the flowcharts or block diagrams. Examples of processors include computer processors, processing units, microprocessors, digital signal processors, controllers, microcontrollers, etc.

[0144] 17 illustrates an example of a computer 2200 in which aspects of the present invention may be embodied, in whole or in part. Programs installed on the computer 2200 may cause the computer 2200 to function as or perform operations associated with an apparatus or one or more sections of the apparatus according to embodiments of the present invention, and / or to perform a process or steps of a process according to embodiments of the present invention. Such programs may be executed by the CPU 2212 to cause the computer 2200 to perform specific operations associated with some or all of the blocks in the flowcharts and block diagrams described herein.

[0145] A computer 2200 according to this embodiment includes a CPU 2212, a RAM 2214, a graphics controller 2216, and a display device 2218, which are interconnected by a host controller 2210. The computer 2200 also includes input / output units such as a communication interface 2222, a hard disk drive 2224, a DVD-ROM drive 2226, and an IC card drive, which are connected to the host controller 2210 via an input / output controller 2220. The computer also includes legacy input / output units such as a ROM 2230 and a keyboard 2242, which are connected to the input / output controller 2220 via an input / output chip 2240.

[0146] The CPU 2212 operates according to programs stored in the ROM 2230 and RAM 2214, thereby controlling each unit. The graphics controller 2216 acquires image data generated by the CPU 2212 into a frame buffer or the like provided in the RAM 2214 or into the graphics controller 2216 itself, and causes the image data to be displayed on the display device 2218.

[0147] The communications interface 2222 communicates with other electronic devices via a network. The hard disk drive 2224 stores programs and data used by the CPU 2212 in the computer 2200. The DVD-ROM drive 2226 reads programs or data from the DVD-ROM 2201 and provides the programs or data to the hard disk drive 2224 via the RAM 2214. The IC card drive reads programs and data from an IC card and / or writes programs and data to an IC card.

[0148] The ROM 2230 stores therein a boot program or the like that is executed by the computer 2200 upon activation, and / or programs that depend on the hardware of the computer 2200. The input / output chip 2240 may also connect various input / output units to the input / output controller 2220 via a parallel port, a serial port, a keyboard port, a mouse port, etc.

[0149] The programs are provided by a computer-readable medium such as a DVD-ROM 2201 or an IC card. The programs are read from the computer-readable medium, installed in the hard disk drive 2224, RAM 2214, or ROM 2230, which are also examples of computer-readable media, and executed by the CPU 2212. Information processing described in these programs is read by the computer 2200, and brings about cooperation between the programs and the various types of hardware resources described above. An apparatus or method may be configured by realizing information manipulation or processing in accordance with the use of the computer 2200.

[0150] For example, when communication is performed between the computer 2200 and an external device, the CPU 2212 may execute a communication program loaded into the RAM 2214 and instruct the communication interface 2222 to perform communication processing based on the processing described in the communication program. Under the control of the CPU 2212, the communication interface 2222 reads transmission data stored in a transmission buffer processing area provided in the RAM 2214, the hard disk drive 2224, the DVD-ROM 2201, or a recording medium such as an IC card, and transmits the read transmission data to the network, or writes reception data received from the network to a reception buffer processing area or the like provided on the recording medium.

[0151] The CPU 2212 may also cause all or a necessary portion of a file or database stored on an external recording medium such as the hard disk drive 2224, the DVD-ROM drive 2226 (DVD-ROM 2201), an IC card, etc. to be read into the RAM 2214, and perform various types of processing on the data on the RAM 2214. The CPU 2212 then writes back the processed data to the external recording medium.

[0152] Various types of information, such as various types of programs, data, tables, and databases, may be stored on the recording medium and may undergo information processing. The CPU 2212 may perform various types of processing on data read from the RAM 2214, including various types of operations, information processing, conditional judgment, conditional branching, unconditional branching, information search / replacement, etc., as described throughout this disclosure and specified by the instruction sequences of the programs, and write the results back to the RAM 2214. The CPU 2212 may also search for information in a file, database, etc. on the recording medium. For example, if multiple entries each having an attribute value of a first attribute associated with an attribute value of a second attribute are stored on the recording medium, the CPU 2212 may search for an entry that matches a condition specified by the attribute value of the first attribute from among the multiple entries, read the attribute value of the second attribute stored in the entry, and thereby obtain the attribute value of the second attribute associated with the first attribute that satisfies a predetermined condition.

[0153] The present invention has been described above using embodiments, but the technical scope of the present invention is not limited to the scope of the above embodiments. Although the embodiments relate to games, the present invention is not limited to games and can be widely applied. For example, the present invention can be applied to health support apps, map apps, traffic guidance apps, advertising apps, educational apps, fitness and training apps, etc. It will be apparent to those skilled in the art that various modifications and improvements can be made to the above embodiments. It is clear from the claims that such modifications and improvements are also included within the technical scope of the present invention. Note that technical configurations known as of the filing date but not described herein may also be adopted as appropriate.

[0154] It should be noted that the execution order of each process, such as operations, procedures, steps, and stages, in the devices, systems, programs, and methods shown in the claims, specifications, and drawings is not specifically stated as "before," "prior to," etc., and that the processes can be performed in any order unless the output of a previous process is used in a subsequent process. Even if the operational flow in the claims, specifications, and drawings is described using "first," "next," etc. for convenience, this does not mean that the processes must be performed in this order.

[0155] "Addendum" According to the specification and drawings of the present application, the following features are also disclosed as appendices. "assignment" The purpose is to increase interest. "Solution" (Appendix 1) Computer, an effect activation unit that activates an in-game effect that allows advantageous progress in a location information game in accordance with information regarding the real locations of users included in a group formed by a plurality of users in the location information game; A program that functions as a (Appendix 2) The program described in Appendix 1, wherein the effect activation unit adjusts the intensity or duration for reflecting a second in-game effect caused by an item used in the location-based game played by the second user as a first in-game effect in the location-based game played by the first user, depending on the distance between a first user belonging to the group and a second user belonging to the group. (Appendix 3) The program described in Appendix 1, wherein the effect activation unit adjusts the intensity or duration of the in-game effect depending on the number of users who satisfy predetermined conditions regarding the positions of the users included in the group. (Appendix 4) The program described in Appendix 2, wherein the effect activation unit has an effect switching unit that stops the activation of the first in-game effect and the consumption of the duration when information regarding the positions of the first user and the second user does not satisfy a predetermined condition, and resumes the activation of the first in-game effect and the consumption of the duration when information regarding the positions of the first user and the second user satisfies a predetermined condition. (Appendix 5) The program described in Appendix 1, wherein the effect activation unit activates the in-game effect in the location-based game played by a first user belonging to the group, causing an object of a second user selected from among the other users belonging to the group to cooperate with the first user's play based on information regarding the location of the first user and the other users belonging to the group. (Appendix 6) The program described in Appendix 5, wherein the effect activation unit has an effect adjustment unit that adjusts at least one of the timing or cooperation conditions for the second user's object to cooperate with the first user's play, the parameters of the second user's object in the location-based game played by the first user, or the appearance of the second user's object to be displayed on the first user's play screen, depending on information regarding the positions of the first user and the second user. (Appendix 7) The program described in Appendix 5, wherein the effect activation unit causes a predetermined number of the second user's objects from among the other users' objects in order of proximity to the first user to cooperate in the play of the first user. (Appendix 8) The program described in Appendix 5, wherein the effect activation unit changes the probability that the object will be selected from among the objects of the other users depending on information regarding the positions of the first user and the other users. (Appendix 9) The program according to any one of appendices 1 to 8, wherein the effect activation unit activates different in-game effects when the group includes an NPC and when the group does not include an NPC.

[0156] The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media. [Explanation of symbols]

[0157] 10 system, 20 server device, 30 terminal device, 40 network, 50 input device, 60 display device, 200 database, 210 instruction input unit, 220 game processing unit, 230 event processing unit, 240 display processing unit, 300 terminal input processing unit, 305 terminal state acquisition unit, 310 terminal transmission unit, 320 terminal reception unit, 330 terminal display processing unit, 600 database connection unit, 610 input acquisition unit, 612 game instruction acquisition unit, 614 position information acquisition unit, 620 group management unit, 630 effect activation unit, 632 effect adjustment unit, 634 effect switching unit, 636 selection unit, 640 game progression unit, 1100 display screen, 1110 game window, 1112 first character, 1113 selectable area, 1114 background object, 1116 enemy monster object, 1118 group button, 1120 Menu button, 1130 Organization button, 1200 Display screen, 1210 Group formation window, 1212 Yes button, 1214 No button, 1300 Display screen, 1310 Game window, 1312 Second character, 1314 Third character, 1316 Group display area, 1400 Display screen, 1410 Group withdrawal window, 1412 Yes button, 1414 No button, 1500 Display screen, 1510 Game window, 1512 Effect range, 1514 Effect window, 1600 Display screen, 1610 Game window, 1620 Enemy monster image, 1630 Status bar, 1640 Character list, 1642 Character image, 1644 Status bar, 1650 Cooperating character area, 1652 Character image, 1654 Status bar, 1670 Command button, 1672 Item button, 1674 Escape button, 2200 computer, 2201 DVD-ROM, 2210 host controller, 2212 CPU, 2214 RAM, 2216 graphics controller, 2218 display device, 2220 input / output controller, 2222 communication interface, 2224 hard disk drive, 2226 DVD-ROM drive, 2230 ROM, 2240 input / output chip, 2242 keyboard

Claims

1. Computer, an effect activation unit that activates an in-game effect that allows advantageous progress in a location information game in accordance with information regarding the real locations of users included in a group formed by a plurality of users in the location information game; A program that functions as a

2. The program of claim 1, wherein the effect activation unit adjusts the intensity or duration for reflecting a second in-game effect caused by an item used in the location-based game played by the second user as a first in-game effect of the location-based game played by the first user, depending on the distance between a first user belonging to the group and a second user belonging to the group.

3. The program according to claim 1 , wherein the effect activation unit adjusts the intensity or duration of the in-game effect depending on the number of users who satisfy a predetermined condition regarding the positions of the users included in the group.

4. The program of claim 2, wherein the effect activation unit has an effect switching unit that stops activation of the first in-game effect and consumption of the duration when information regarding the positions of the first user and the second user does not satisfy a predetermined condition, and resumes activation of the first in-game effect and consumption of the duration when information regarding the positions of the first user and the second user satisfies a predetermined condition.

5. The program of claim 1, wherein the effect activation unit activates the in-game effect in the location-based game played by a first user belonging to the group, causing an object of a second user selected from among the other users belonging to the group to cooperate with the first user's play based on information regarding the location of the first user and the other users belonging to the group.

6. The program of claim 5, wherein the effect activation unit has an effect adjustment unit that adjusts at least one of the timing or cooperation conditions for the second user's object to cooperate with the first user's play, the parameters of the second user's object in the location-based game played by the first user, or the appearance of the second user's object to be displayed on the first user's play screen, depending on information regarding the positions of the first user and the second user.

7. The program according to claim 5 , wherein the effect activation unit causes a predetermined number of the second user's objects, from among the other users' objects, in order of proximity to the first user, to cooperate in the play of the first user.

8. The program according to claim 5 , wherein the effect activation unit changes the probability that the object will be selected from among the objects of the other users in accordance with information relating to positions of the first user and the other users.

9. The program according to claim 1 , wherein the effect initiation unit activates different in-game effects depending on whether the group includes an NPC or does not include an NPC.

10. In a location-based game, a system is provided which includes an effect activation unit that activates an in-game effect that enables advantageous progress in the location-based game in accordance with information regarding the real-world locations of users included in a group formed by multiple users.