Program and information processing system

The system dynamically adjusts game content attributes using real-space imagery, enhancing gameplay engagement by aligning virtual content with real-world conditions, addressing the inconvenience of static attribute systems.

JP2025177740APending Publication Date: 2025-12-05COLOPL
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Patent Information

Application Number
JP2024084812
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-24
Publication Date
2025-12-05

AI Technical Summary

Technical Problem

Existing systems fail to dynamically adjust content attributes in augmented reality games based on real-world environments, leading to player inconvenience and disrupted gameplay progression.

Method used

A program and information processing system that controls content attributes based on user location and real-space imagery, allowing for dynamic switching between first and second attributes using a photography mode to align virtual content with real-world conditions.

Benefits of technology

Enhances gameplay engagement by providing relevant content suited to the user's surroundings, improving player interest and gameplay smoothness without requiring physical movement to different locations.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve interest.SOLUTION: A program causes a computer to function as control means for controlling content corresponding to a first attribute assigned to a virtual area corresponding to a current location of a user to be available to the user if the user is not using a predetermined mode for capturing an image of a real space. If the user is using the predetermined mode, the control means controls content corresponding to a second attribute to be available to the user. The second attribute is determined based on acquired information acquired by using the predetermined mode and is different from the first attribute.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

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

[0002] Conventionally, a technique has been known in which a user's terminal device displays a composite image of a captured real space with a virtual object. For example, Patent Document 1 discloses a terminal device that can display an image of a captured real space with a virtual object composited therein, and that switches the display to an image of a space associated with the object when a selection operation for the object is received from the user. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-212236 Summary of the Invention [Problem to be solved by the invention]

[0004] The present disclosure aims to improve interest. [Means for solving the problem]

[0005] A program according to an embodiment of the present disclosure includes: Computer, a program that functions as a control means that controls content corresponding to a first attribute that is assigned to a virtual area that corresponds to a current location of the user to be available to the user when the user is not using a predetermined mode for capturing an image of a real space; When the user is using the specified mode, the control means controls content to be available to the user, the content corresponding to a second attribute being determined based on acquired information acquired by using the specified mode and different from the first attribute.

[0006] An information processing system according to an embodiment of the present disclosure includes: An information processing system including one or more information processing devices, When the user is not using a predetermined mode for capturing an image of a real space, controlling content corresponding to a first attribute assigned to a virtual area corresponding to a current location of the user to be available to the user; When the user is using the specified mode, content corresponding to a second attribute determined based on acquired information acquired by using the specified mode and different from the first attribute is controlled to be available to the user. [Effects of the Invention]

[0007] According to the present disclosure, interest can be improved. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a block diagram showing the configuration of a server according to an embodiment of the present disclosure. [Figure 3] FIG. 3 is a diagram showing an example of a play screen provided by the server according to an embodiment of the present disclosure. [Figure 4] FIG. 4 is a diagram showing another example of a play screen provided by the server according to an embodiment of the present disclosure. [Figure 5] FIG. 5 is a diagram for explaining a specific example in which the second attribute is determined by the second attribute determination unit. [Figure 6]FIG. 6 is a diagram illustrating a specific example in which both content corresponding to a first attribute and content corresponding to a second attribute are provided. [Figure 7] FIG. 7 is a diagram illustrating the third attribute set for each area included in the real space. [Figure 8] FIG. 8 is a flowchart showing the flow of operations performed by the control unit shown in FIG. 2 when checking whether or not the image captured by the terminal is an image captured in real space. [Figure 9] FIG. 9 is a flowchart showing another operation flow when the control unit shown in FIG. 2 checks whether or not the captured image from the terminal is an image captured in real space. [Figure 10] FIG. 10 is a diagram for explaining a state in which the attribute of the virtual area is changed after use of the shooting mode has ended. [Figure 11] FIG. 11 is a diagram for explaining another example of a state in which the attribute of the virtual area is changed after use of the shooting mode has ended. [Figure 12] FIG. 12 is a diagram illustrating a case where a new attribute is unlocked by the game progression unit. [Figure 13] FIG. 13 is a diagram illustrating another example of when a new attribute is unlocked by the game progression unit. [Figure 14] FIG. 14 is a diagram for explaining a state in which the shooting mode is used when the first attribute and the second attribute are attributes related to weather. [Figure 15] FIG. 15 is a diagram illustrating an example in which the first attribute is changed based on acquired information when the first attribute and the second attribute are attributes related to weather. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, embodiments of this technical concept will be described in detail with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of these components are also the same. Therefore, detailed descriptions thereof will not be repeated.

[0010] [Configuration of information processing system] Fig. 1 is a diagram showing the configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in Fig. 1, the information processing system 1 includes one or more terminals 10 used by users and a server (computer) 20, and these devices are connected to each other via a network 13 so as to be able to communicate with each other.

[0011] The terminal 10 is a smartphone, a phablet, a tablet, or the like. The terminal 10 may be a portable terminal, a wearable device attached to the body, or a stationary terminal such as a PC (Personal Computer) or a game console. When the terminal 10 is operated by a user, for example, game-related data is transmitted and received between the server 20 and the terminal 10.

[0012] The server 20 manages various data of each user and transmits images, sounds, text, and other data to the terminal 10 according to the progress of each user's game. The server 20 can also, for example, identify multiple users participating in a multiplayer game and communicate with each user's terminal 10 to provide the multiplayer game to each user.

[0013] [Server Configuration] 2 is a block diagram showing a configuration of the server 20 according to the embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit (control means) 22, a storage unit 23, and a memory 24.

[0014] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data for a game play screen, the communication unit 21 transmits the screen data to the terminal 10. Furthermore, when the communication unit 21 receives operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.

[0015] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or a flash memory, etc. Specifically, the storage unit 23 stores a program 41, game information 42, user information 43, etc.

[0016] The program 41 is a program for the server 20 to execute various processes. The game information 42 includes information used to generate a play screen, object information related to virtual objects such as characters that can be used in the game, etc. The user information 43 includes information related to users playing the game, such as identification information for each terminal 10 and identification information for each user.

[0017] The memory 24 includes a storage device such as a read-only memory (ROM) or a random access memory (RAM). The memory 24 temporarily stores various data generated in accordance with the operation of the control unit 22. For example, the memory 24 stores game medium information related to various game media, such as one or more virtual objects and virtual items owned by each user.

[0018] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). The control unit 22 operates in accordance with a program 41 to function as a game progression unit 31, a first attribute assignment unit (assignment means) 32, and a second attribute determination unit 33. Below, each component of the control unit 22 will be described in detail.

[0019] [Game Progression] The game progression unit 31 performs various processes related to the progression of the game based on operation information received from terminal 10 via the communication unit 21. For example, the game progression unit 31 progresses events in the game, generates and controls virtual objects such as characters and buildings that appear in the game, and generates screen data for the play screen.

[0020] 3 is a diagram showing an example of a play screen G1 provided by the server 20 according to an embodiment of the present disclosure. When a user starts playing a game by operating the terminal 10, the terminal 10 transmits operation information indicating the user's operation to the server 20.

[0021] Furthermore, the terminal 10 periodically acquires location information indicating the user's location, i.e., the location of the terminal 10, and transmits the acquired location information to the server 20. Specifically, the terminal 10 is equipped with a detector such as a GPS sensor, and the detector detects the latitude and longitude of the terminal 10 and transmits location information indicating the detection result to the server 20.

[0022] In addition, the location information transmitted from terminal 10 may include not only the latitude and longitude of terminal 10, but also information such as the altitude of terminal 10, the number of steps, distance traveled, travel time and direction of travel of the user who owns terminal 10, the name of the area in which the user is located, the topography and weather, and the names of buildings around the user.

[0023] When the communication unit 21 in the server 20 receives position information from the terminal 10 via the network 13, it outputs the position information to the control unit 22. The game progression unit 31 in the control unit 22 generates screen data for a play screen G1 based on the position information from the terminal 10. The game progression unit 31 then transmits the screen data to the terminal 10 via the communication unit 21 and the network 13. As a result, a play screen G1 such as that shown in FIG. 3 is displayed on the player's terminal 10.

[0024] More specifically, the game progression unit 31 generates image data based on the location information from the terminal 10 so that, for example, a map image simulating the real space around the terminal 10 is included on the play screen G1. The map image may include virtual objects simulating trees, ponds, buildings, signs, and the like in the real space, as well as the names of each virtual object. As an example, the play screen G1 shown in FIG. 3 displays virtual objects of a tree, a pond, and a river.

[0025] Additionally, the play screen G1 displays a player object 51 controlled by a user playing the game (hereinafter referred to as the "player"). For example, suppose the player is holding the terminal 10 and moving around in real space. In this case, the game progression unit 31 in the server 20 changes the position of the player object 51 in the map image based on the position information transmitted from the terminal 10.

[0026] More specifically, the game progression unit 31 determines the position of the player object 51 on the map image based on information such as the latitude, longitude, altitude, travel time, travel direction, the name of the area where the user who owns the terminal 10 is located, and the names of buildings around the user, indicated in the location information transmitted from the terminal 10. As this processing by the game progression unit 31 is repeated, the player object 51 moves on the map image as the player moves in real space.

[0027] Furthermore, the virtual objects included in the map image may include an enemy character 52 as shown in Fig. 3. For example, the enemy character 52 is associated with a predetermined position in real space.

[0028] Assume that an enemy character 52 is displayed on the play screen G1 and the player object 51 is located in the vicinity of the enemy character 52. In this case, the player can fight against the enemy character 52 by operating the player object 51. If the player wins the fight against the enemy character 52, he or she can receive rewards such as virtual currency and virtual items.

[0029] [Providing content corresponding to the first attribute] The enemy characters 52 displayed on the play screen G1 change depending on the attributes of the area in which the player's current position is included.

[0030] 2 stores multiple types of attributes (hereinafter referred to as "first attributes") such as "mountain," "water," and "plain." A virtual space corresponding to real space is divided into multiple virtual areas, and the first attribute assignment unit 32 assigns at least one of the multiple types of first attributes to each virtual area. The first attribute assignment unit 32 then stores first attribute information indicating the first attribute assigned to each virtual area in the memory 24.

[0031] The game progression unit 31 identifies a first attribute of the virtual area that corresponds to the current location of the player who owns the terminal 10, based on the location information from the terminal 10 and the first attribute information stored in memory 24. The game progression unit 31 then controls content that corresponds to the identified first attribute to be available to the player. The content that corresponds to the first attribute includes virtual objects such as enemy characters 52 that are displayed on the play screen G1, virtual items, missions, and the like.

[0032] Specifically, assume that virtual areas R11, R12, and R13 are displayed on the play screen G1 as shown in Figure 3. Here, assume that the first attribute of virtual area R11 is "flat land," the first attribute of virtual area R12 is "mountain," and the first attribute of virtual area R13 is "water."

[0033] In this state, when the virtual area corresponding to the player's current position, i.e., the virtual area where the player object 51 is located, is virtual area R11, an enemy character 52A corresponding to the first attribute "plain land" of virtual area R11 is displayed in virtual area R11 on the play screen G1. In this case, the play screen G1 may also display a virtual item specific to the first attribute "plain land" or a mission corresponding to the first attribute "plain land", such as "Defeat two enemy characters on plain land" or "Collect five items that appear on plain land".

[0034] 2 periodically or irregularly changes the first attribute assigned to each virtual area, and updates the first attribute information stored in memory 24. For example, first attribute assignment unit 32 changes the first attribute assigned to each virtual area every time a predetermined time period elapses. At this time, first attribute assignment unit 32 may change the first attribute of each virtual area in a predetermined order such as "mountain," "water," "plain," "mountain," ..., or may randomly assign multiple types of first attributes to each virtual area.

[0035] Fig. 4 is a diagram showing another example of the play screen G1 provided by the server 20 according to an embodiment of the present disclosure. Fig. 4 shows a state in which the first attributes of the virtual areas R11, R12, and R13 have changed from the state shown in Fig. 3, in which the first attributes of the virtual areas R11, R12, and R13 were "plains," "mountains," and "water," to "water," "plains," and "mountains."

[0036] In this state, if the virtual area corresponding to the player's current position is virtual area R11, for example, enemy character 52B corresponding to the first attribute "water" is displayed in virtual area R11 on play screen G1. In this case, virtual items and missions specific to the first attribute "water" may also be displayed on play screen G1.

[0037] Note that the first attribute assignment unit 32 is not limited to a configuration in which the first attribute assigned to each virtual area is changed every time a predetermined time elapses. For example, the first attribute assignment unit 32 may change the first attribute of each virtual area when another predetermined condition is satisfied, such as when the weather in the real space changes.

[0038] Furthermore, the first attribute assignment unit 32 may set two or more first attributes for a virtual area. Specifically, suppose two first attributes, "flat land" and "water," are set for the virtual area R11. In this state, when the virtual area corresponding to the player's current position is the virtual area R11, for example, both virtual items specific to "flat land" and virtual items specific to "water" are displayed in the virtual area R11 on the play screen G1.

[0039] In this state, a virtual item specific to either one of the first attributes "plain land" or "water" may be displayed. Alternatively, a probability of N% that a virtual item specific to the first attribute "plain land" will be displayed and a probability of M% that a virtual item specific to the first attribute "water" will be displayed (M may be the same value as N or may be a value different from N) may be set, and a virtual item specific to either one of the first attributes "plain land" or "water" may be displayed according to the set probabilities.

[0040] [Problem description] Incidentally, a player may have an enemy character to fight, a virtual item to obtain, a mission to complete, etc. In such a case, the player needs to travel to a location corresponding to the virtual area where the enemy character, the virtual item, the mission, etc. appear, which may prevent the player from smoothly progressing through the game. For this reason, the control unit 22 in the server 20 according to the present disclosure performs the following control.

[0041] [Providing content corresponding to the second attribute] Here, the player can use a predetermined mode (hereinafter referred to as "photography mode") for capturing images of real space by operating the terminal 10. The photography mode is an AR (Augmented Reality) mode, a camera mode, or the like, and on the terminal 10 operating in the photography mode, for example, virtual items or the like are displayed superimposed on a captured image of real space.

[0042] More specifically, when the player activates AR mode or camera mode to capture a picture of the real space, the terminal 10 transmits to the server 20 acquired information acquired by using the capture mode, such as image information of the captured image and location information indicating the capture location.

[0043] When the game progression unit 31 in the server 20 receives the acquired information sent from the terminal 10 via the communication unit 21, it can control the content available to the player who owns the terminal 10, i.e., the virtual objects, virtual items, missions, etc. displayed on the terminal 10, to change.

[0044] More specifically, second attributes different from the first attributes are stored in the game information 42. The type of the second attribute is the same as at least one of the multiple types of first attributes, such as "mountain," "water," or "plain." The second attribute determination unit 33 refers to the multiple types of second attributes stored in the game information 42 and determines the second attribute based on the acquired information.

[0045] FIG. 5 is a diagram illustrating a specific example of a case in which the second attribute is determined by the second attribute determination unit 33. With reference to FIGS. 2 and 5, it is assumed that the second attribute determination unit 33 has acquired image information from the terminal 10 as acquired information. In this case, the second attribute determination unit 33, for example, performs image recognition processing on the captured image indicated by the image information to identify the background appearing in the captured image and determine the second attribute according to the identified background. A known technique is used for the image recognition processing. Specifically, the image recognition processing may include a process of calculating feature amounts of each part of the captured image and evaluating and recognizing the calculated feature amounts, a process of detecting a subject in the captured image, a process of determining the degree of match between the captured image and a sample image, or a process of recognizing the captured image using AI (artificial intelligence).

[0046] Specifically, assume that a captured image 61 acquired using the photography mode contains a lot of greenery such as forests, as shown in the upper right of Fig. 5. In this case, the second attribute determination unit 33 determines "mountain" as the second attribute corresponding to the captured image 61.

[0047] For example, if the captured image 61 contains many ponds or rivers, the second attribute determination unit 33 determines the second attribute to be "water," and if the captured image 61 contains many roads, rice fields, sandboxes, etc., the second attribute determination unit 33 determines the second attribute to be "flat land."

[0048] The game progression unit 31 then restricts the use of content corresponding to the first attribute that corresponds to the player's current location ("flat land" in the example shown on the left side of FIG. 5), and controls the use of content corresponding to the second attribute determined by the second attribute determination unit 33 ("mountain" in the example shown on the right side of FIG. 5) to be available to the player. Here, restricting the use of content corresponding to the first attribute may mean controlling the probability of the content occurring or the probability of the content being displayed to be relatively low compared to when the use of the content is not restricted.

[0049] Furthermore, restricting the use of content corresponding to the first attribute may mean making the content unavailable. Making the content unavailable means, for example, not displaying the content, displaying the content but not accepting selection by a player, accepting selection of the content by a player but not allowing the player to enjoy a service corresponding to the content, or updating the information of the first attribute by overwriting it with information of the second attribute and erasing the information of the first attribute.

[0050] Specifically, when using the photographing mode, for example, a play screen G2 in which an enemy character 52 is superimposed on the photographed image 61 is displayed on the terminal 10. The enemy character 52 displayed at this time is an enemy character 52C corresponding to the second attribute "mountain," and the player can fight against the enemy character 52C by, for example, selecting an image corresponding to the enemy character 52C on the play screen G2 or selecting a battle start button (not shown). In addition, virtual items and missions specific to the second attribute "mountain" may be displayed on the play screen G2.

[0051] Furthermore, when the player finishes using the photography mode, the game progression unit 31 performs control so that only content corresponding to the first attribute according to the player's current location is available, just as it was before the photography mode was used.

[0052] As described above, the virtual objects, virtual items, missions, etc. displayed on the terminal 10 of the player when using content corresponding to the first attribute are different from those when using content corresponding to the second attribute.

[0053] That is, by using the photography mode, the player can use content that is different from that before using the photography mode, without moving to a location corresponding to another virtual area. Also, since the second attribute is determined based on information acquired by the player by photographing real space, such as a photographed image of real space, the player can use content with attributes that are suited to the situation around him / her.

[0054] Note that the game progression unit 31 may determine the number of virtual objects to be displayed on the play screen G2 when the shooting mode is being used, depending on the number of virtual objects to be displayed on the play screen G1 when the shooting mode is not being used. For example, the number of virtual objects displayed on the play screen G1 is controlled so that it is the same as the number of virtual objects displayed on the play screen G2. In the example shown in FIG. 5, the number of enemy characters 52A displayed on the play screen G1 is "2," and the number of enemy characters 52C displayed on the play screen G2 is also "2." This can reduce the sense of discomfort caused by a large change in the number of virtual objects displayed when transitioning from the play screen G1 to the play screen G2, for example.

[0055] The number of virtual objects displayed on play screen G1 may be greater than the number of virtual objects displayed on play screen G2. The number of virtual objects displayed on play screen G1 may be less than the number of virtual objects displayed on play screen G2.

[0056] [Variations when providing content corresponding to the second attribute] The second attribute determination unit 33 may determine multiple types of second attributes based on the acquired information. For example, suppose that a tree, a pond, and a sandbox are captured in the captured image 61. In such a case, the second attribute determination unit 33 can determine three second attributes based on the captured image 61: "mountain" corresponding to the tree, "water" corresponding to the pond, and "flat land" corresponding to the sandbox.

[0057] When multiple types of second attributes are determined by the second attribute determination unit 33 as described above, the game progression unit 31 controls the content corresponding to each of these multiple types of second attributes to be available simultaneously.

[0058] Alternatively, the second attribute determination unit 33 may be configured to determine one type of second attribute based on the acquired information. In this case, for example, the second attribute determination unit 33 identifies the object that has the largest area appearing in the captured image 61, and determines the second attribute according to the object.

[0059] Furthermore, the game progression unit 31 may be configured to provide both content corresponding to the first attribute and content corresponding to the second attribute so that they can be used when the player is using the photography mode.

[0060] 6 is a diagram illustrating a specific example in which both content corresponding to a first attribute and content corresponding to a second attribute are provided. Specifically, as shown in FIG. 6, an enemy character 52A corresponding to the first attribute "flat land" and an enemy character 52C corresponding to the second attribute "mountain" may both be displayed on a play screen G2 when the shooting mode is being used. In this case, the player can fight against both the enemy character 52A and the enemy character 52C.

[0061] Furthermore, the game progression unit 31 may be configured to provide one of the content corresponding to the first attribute and the content corresponding to the second attribute as preferentially available, selected by the player. That is, the configuration is not limited to automatic switching from the content of the first attribute to the content of the second attribute when using the shooting mode, but may be configured to allow selection based on a setting by the player. The player's setting as to which of the content corresponding to the first attribute and the content corresponding to the second attribute to preferentially display may be made on a pre-setting screen or the like before using the shooting mode, or may be made on a selection screen or the like that allows the player to select whether to switch to the content of the second attribute after the second attribute has been determined based on the acquired information.

[0062] The types of second attributes stored in game information 42 may be partially or entirely different from the types of first attributes. For example, the types of first attributes may be "mountain," "water," and "plain," and the types of second attributes may be "city," "countryside," etc.

[0063] [Configuration to confirm that the image is a real-world image] Here, suppose that a player uses the photography mode to capture a picture or image of a forest with the terminal 10. In such a case, regardless of whether or not there is an actual forest around the player, "mountain," which corresponds to a forest, may be determined as the type of the second attribute, and content corresponding to the second attribute "mountain" may be provided to the player. In other words, there is a risk that all kinds of content may be easily available. For this reason, the server 20 according to the present disclosure may be configured to check whether or not the captured image acquired by the terminal 10 is an image captured in real space.

[0064] More specifically, a third attribute, which is different from the first attribute and corresponds to the location of the area, is set for each of one or more areas included in the real space. Figure 7 is a diagram for explaining the third attribute set for each area included in the real space. Here, the third attribute of each area included in the real space will be explained using a map image of the play screen G1 displayed on the terminal 10.

[0065] Specifically, suppose the real space includes area R21, which contains a forest, area R22, which contains a pond, area R23, which contains a river, and area R24, which contains a road. In this case, for example, "mountain" is set as the third attribute for area R21, "water" is set as the third attribute for areas R22 and R23, and "flat land" is set as the third attribute for area R24. Third attribute information indicating the correspondence between the positions of each of areas R21, R22, R23, and R24 and the third attributes of each of areas R21, R22, R23, and R24 is stored in memory 24 shown in FIG.

[0066] In the example shown in FIG. 7, virtual objects that resemble mountains, ponds, rivers, and roads that exist in real space are displayed on the map image included in the play screen G1, but these virtual objects do not necessarily have to be displayed on the map image.

[0067] Next, a flow chart will be used to explain the flow of operations when the server 20 checks whether or not the captured image from the terminal 10 is an image captured in real space. Fig. 8 is a flow chart showing the flow of operations when the control unit 22 shown in Fig. 2 checks whether or not the captured image from the terminal 10 is an image captured in real space.

[0068] 8, first, it is assumed that the server 20 receives acquired information transmitted from the terminal 10 of a player as a result of the player using the photography mode (step S11). In this case, the second attribute determination unit 33 in the server 20 determines the second attribute based on the acquired information as described above (step S12).

[0069] Next, the game progression unit 31 checks, for example, based on the most recent location information transmitted from the terminal 10 and the third attribute information stored in memory 24, whether a third attribute is associated with the area of ​​real space in which the player is located (step S13).

[0070] Then, let us assume that the third attribute is not associated with the area of ​​real space in which the player is located ("NO" in step S13). In this case, the game progression unit 31 controls the content corresponding to the second attribute determined in step S12 to be available to the player (step S14).

[0071] Meanwhile, suppose that a third attribute is associated with the area in real space in which the player is located ("YES" in Step S13). In this case, the game progression unit 31 determines whether the second attribute determined in Step S12 matches the third attribute associated with the area (Step S15).

[0072] Then, if the second attribute and the third attribute match (“YES” in Step S15), the game progression unit 31 controls the content corresponding to the second attribute to be available to the player (Step S14).

[0073] On the other hand, if the second attribute and the third attribute do not match ("NO" in step S15), the game progression unit 31 continues to provide, for example, the content that was provided before the shooting mode was used, i.e., the content that corresponds to the first attribute (step S16).

[0074] This makes it possible to provide a fairer service by avoiding situations where content with the second attribute is provided based on an image that shows a background where the player is not actually located, such as when an image is acquired that falsifies the player's current location.

[0075] Note that if the second attribute and the third attribute do not match ("NO" in step S15), the game progression unit 31 may request the player to perform a predetermined action. Figure 9 is a flowchart showing the flow of another operation performed by the control unit 22 shown in Figure 2 when checking whether the captured image from the terminal 10 is an image captured of real space.

[0076] The operations from step S21 to step S25 shown in FIG. 9 are the same as the operations from step S11 to S15 shown in FIG. 8, and therefore detailed description thereof will not be repeated here.

[0077] Next, it is assumed that the second attribute determined in step S22 does not match the third attribute associated with the area of ​​real space where the player is located ("NO" in step S25). In this case, the game progression unit 31 requests the player to take an image with a wider angle of view than the image taken last time by controlling the device 10 of the player to display an announcement such as "Please take an image while moving your smartphone left and right" (step S26).

[0078] Then, when the player uses the terminal 10 to take a new image with a wider angle of view than the previously taken image, the server 20 acquires image information of the newly taken image as acquired information (step S27), and determines the second attribute again based on the acquired information (step S28).

[0079] Next, the game progression unit 31 determines whether the second attribute determined in Step S28 matches the third attribute associated with the area of ​​real space in which the player is located (Step S29). If the second attribute matches the third attribute (YES in Step S29), the game progression unit 31 controls the content corresponding to the second attribute to be available to the player (Step S24).

[0080] On the other hand, if the second attribute and the third attribute do not match ("NO" in step S29), the game progression unit 31 continues to provide, for example, the content that was provided before the shooting mode was used, i.e., the content corresponding to the first attribute (step S30). In this way, even if the second attribute and the third attribute do not match, a more fair service can be provided by requesting an image that can more accurately identify the player's current location and re-determining the second attribute based on newly obtained information.

[0081] Furthermore, the game progression unit 31 may be configured to request the player to perform the above-mentioned predetermined action regardless of whether the second attribute and the third attribute match. For example, the game progression unit 31 may perform control so that an announcement such as "Take a photo while moving your smartphone left and right" is displayed on the player's device 10 each time the player starts using the photography mode.

[0082] [Variation 1] The game progression unit 31 may control the content corresponding to the second attribute to be available to the player even after the player has finished using the photography mode. In this case, for example, in the virtual area corresponding to the player's current location, the content corresponding to the second attribute is provided for a predetermined time after the player has finished using the photography mode.

[0083] FIG. 10 is a diagram illustrating a state in which the attributes of virtual areas are changed after use of the photography mode has ended. For example, as shown on the left side of FIG. 10, before use of the photography mode, the first attributes corresponding to three virtual areas R11, R12, and R13 are "plain land," "mountain," and "water," respectively. Then, when a player uses the photography mode, content corresponding to the second attribute, "water," is provided. In this case, for example, at a predetermined time after use of the photography mode has ended, the attribute of virtual area R11 corresponding to the player's current location is changed to the second attribute, "water."

[0084] That is, the player can receive the content corresponding to the second attribute "water" as long as the player object 51 is present in the virtual area R11 until a predetermined time has elapsed since the end of use of the photography mode. In the example shown on the right side of Fig. 10, the enemy character 52B corresponding to the second attribute "water" is displayed in the virtual area R11 in the map image.

[0085] 10, after the attribute of virtual area R11 changes, the attribute of both virtual area R11 and virtual area R13 adjacent to virtual area R11 becomes “water.” In such a case, the game progression unit 31 may adjust the balance of attribute types by changing not only the attribute of virtual area R11, but also the attribute of virtual area R13.

[0086] 11 is a diagram illustrating another example of a state in which the attribute of a virtual area has changed after use of the capture mode has ended. For example, as shown in FIG. 11, when the game progression unit 31 changes the attribute of virtual area R11 from "flat land" to "water," it may also change the attribute of virtual area R13 from "water" to "flat land." When the attribute of a virtual area itself is changed in this way, for example, after a predetermined time has elapsed since use of the capture mode ended, the attribute of each virtual area returns to the first attribute that was in place before use of the capture mode.

[0087] It should be noted that instead of changing the attributes of the virtual area R11 corresponding to the player's current position, the game progression unit 31 may be configured to change the attributes of an area that is part of the virtual area R11 and includes the player's current position.

[0088] The area subject to attribute change and the length of time over which the attribute is changed may be determined based on the number of enemy characters defeated by the player or the number of virtual items acquired by the player while using the photography mode. For example, the area subject to attribute change may be wider or the length of time over which the attribute is changed may be longer as the number of enemy characters defeated by the player or the number of virtual items acquired by the player while using the photography mode increases. Also, the area subject to attribute change may be narrower or the length of time over which the attribute is changed may be shorter as the number of enemy characters defeated by the player or the number of virtual items acquired by the player while using the photography mode increases.

[0089] [Variation 2] If the player uses the photography mode at a predetermined location to photograph the area around their current location, the game progression unit 31 on the server 20 may unlock a new attribute. FIG. 12 is a diagram illustrating a case in which a new attribute is unlocked by the game progression unit 31. Specifically, assume that one of "mountain," "water," or "plain" is available as the first attribute. In this state, for example, assume that a mission such as "Let's go to the city!" is displayed on the play screen G1, as shown on the left side of FIG. 12.

[0090] Then, suppose that the player moves to a city and uses the photography mode at a predetermined location in the city to obtain a photographed image 61 of a city landscape, as shown in the upper right of Fig. 12. In this case, as shown in the lower right of Fig. 12, for example, the virtual area R11 is divided into virtual areas R11a and R11b, and a new attribute "city" is released as an attribute of the virtual area R11a that includes the position of the player object 51.

[0091] Note that in order for a new attribute to be unlocked, other conditions may be added in addition to using the shooting mode in a predetermined position. Figure 13 is a diagram illustrating another example of when a new attribute is unlocked by the game progression unit 31.

[0092] For example, as shown on the left side of Fig. 13, suppose a mission for unlocking the attribute "city" is displayed on the play screen G1, and the player uses the photography mode at a predetermined location in the city to capture an image of the city scenery. In this case, as shown on the right side of Fig. 13, a new mission such as "Defeat monsters in the city!" may be displayed on the play screen G2 when the photography mode is used. Then, if the player defeats an enemy character displayed on the play screen G2, the new attribute "city" may be unlocked.

[0093] Also, for example, if the player uses the photography mode at a specific location in the city and obtains an image of the cityscape, the play screen G2 may display a mission encouraging the player to move to another location, such as, "There are signs that something might appear, but it seems it's still too early. Let's go to the countryside."

[0094] [Variation 3] At least one of the first attribute and the second attribute may be a weather-related attribute, specifically, "sunny," "rain," "snow," "thunder," etc. When the first attribute is a weather-related attribute, the first attribute assignment unit 32 shown in FIG. 2 changes the first attribute of the corresponding virtual area in accordance with, for example, changes in the current weather in the real space, and updates the first attribute information stored in the memory 24.

[0095] In some cases, the type of the first attribute of the virtual area corresponding to the player's current location does not match the actual weather at the current location. In such cases, the player can use the photography mode to take a photo of the real space, allowing them to use content that is appropriate for the actual weather.

[0096] FIG. 14 is a diagram illustrating a state in which the shooting mode is used when the first attribute and the second attribute are weather-related attributes. For example, as shown on the left side of FIG. 14, assume that the first attribute of the virtual area R31 corresponding to the player's current location is "sunny." In this case, for example, an enemy character 52D corresponding to the first attribute "sunny" is displayed as the enemy character 52 on the play screen G1. Here, when the shooting mode is not used, information indicating that the game is progressing based on the first attribute may be displayed on the play screen G1. For example, when the first attribute is "sunny," a sun icon or a sun object may be displayed on the play screen G1. Furthermore, when the first attribute is "rain," for example, an umbrella icon or an effect of rain may be displayed on the play screen G1.

[0097] In this state, suppose that the player takes a picture of the real space by using the photography mode. The actual weather at the player's current location is "rain," and the photographed image 61 acquired by using the photography mode shows a rainy scene, as shown in the upper right of Fig. 14. In this case, the second attribute determination unit 33 determines "rain" as the second attribute based on the photographed image 61.

[0098] The game progression unit 31 then controls the content corresponding to the first attribute ("Sunny" in the example shown on the left side of Figure 14) that corresponds to the player's current location to be unavailable, and controls the content corresponding to the second attribute determined by the second attribute determination unit 33 ("Rainy" in the example shown in the bottom right of Figure 14) to be available to the player.

[0099] Specifically, when the photographing mode is used, for example, a play screen G2 in which an enemy character 52 is superimposed on the photographed image 61 is displayed on the terminal 10. The enemy character 52 displayed at this time is, for example, an enemy character 52E corresponding to the second attribute "rain." Furthermore, virtual items and missions specific to the second attribute "rain" may be displayed on the terminal 10. Furthermore, information indicating that the game is progressing based on the second attribute may be displayed on the play screen G2 when the photographing mode is used. For example, if the second attribute is "rain," an umbrella icon, a rain-falling effect, or the like may be displayed on the play screen G2.

[0100] Furthermore, instead of displaying information indicating that the game is progressing based on the second attribute on the play screen G2, the game may progress based on the second attribute. For example, the parameters of the player and enemy characters may change depending on the type of second attribute, or the probability of enemy characters appearing may change depending on the type of second attribute.

[0101] In addition, the game progression unit 31 may estimate the actual weather in a specified area based on information acquired by multiple terminals 10 located in the area, and change the first attribute of the virtual area corresponding to the area.

[0102] 15 is a diagram illustrating an example in which the first attribute is changed based on acquired information when the first attribute and the second attribute are weather-related attributes. For example, as shown on the left side of FIG. 15, assume that the first attribute of virtual area R31 is "sunny."

[0103] In such a case, suppose that multiple devices 10 located in an area in real space corresponding to virtual area R31 acquire captured images 61 from which it is possible to estimate that the actual weather in that area is "rainy." In this case, the game progression unit 31 estimates the weather in that area to be "rainy" based on these multiple captured images 61, which are the acquired information. Then, the game progression unit 31 can change the first attribute of virtual area R31 from "sunny" to "rainy," as shown on the right side of FIG. 15.

[0104] [Variation 4] When a multi-play is being performed by a plurality of players, the control unit 22 in the server 20 can perform the following control as a control for the multi-play.

[0105] (Example 1) For example, the game progression unit 31 can perform control so that players using the photography mode are matched with each other.

[0106] (Example 2) Furthermore, when matching a player using the photo mode with a player not using the photo mode, the game progression unit 31 may match players for whom the currently provided content corresponds to the same type of attribute. In this configuration, for example, a player who is provided with content corresponding to the second attribute "mountain" is matched with another player who is provided with content corresponding to the first attribute "mountain."

[0107] (Example 3) In addition, when multiple players form a party, the game progression unit 31 may control the content corresponding to the current second attribute of a player who is using the shooting mode among the multiple players belonging to the party so that it is commonly available to these multiple players.

[0108] For example, suppose one of a party of four players is using the photography mode, and the second attribute based on the information acquired from the terminal 10 of that player is "mountain." In this case, content corresponding to the attribute of "mountain" may be provided to each player, regardless of the first attribute corresponding to the current position of each player included in the party.

[0109] (Example 4) Furthermore, even if at least one of multiple players belonging to a party is using the photo capture mode, the game progression unit 31 may perform control so that an enemy character or the like corresponding to the first attribute appears on the play screen G1 for each player belonging to the party. In this case, for example, when an enemy character is defeated by the party, the game progression unit 31 may perform control so that different virtual items or the like are granted to a player using the photo capture mode and a player not using the photo capture mode.

[0110] Specifically, suppose a party defeats an enemy character corresponding to the first attribute "water." In this case, a player belonging to the party who is not using the photography mode is granted a virtual item corresponding to the first attribute "water." On the other hand, a player belonging to the party who is using the photography mode is granted a virtual item corresponding to the second attribute "mountain."

[0111] [Additional Notes] The contents according to the embodiments of the present disclosure are listed as follows. [assignment] The purpose is to improve our services.

[0112] [Solution] (Item 1) Computer, a program that functions as a control means that controls content corresponding to a first attribute that is assigned to a virtual area that corresponds to a current location of the user to be available to the user when the user is not using a predetermined mode for capturing an image of a real space; The control means is a program that, when the user is using the specified mode, controls content that corresponds to a second attribute determined based on acquired information obtained by using the specified mode, and that is different from the first attribute, to be made available to the user.

[0113] With this configuration, by using a predetermined mode, the user can use content that is different from that available before using the predetermined mode, without having to move to a location corresponding to another virtual area.

[0114] Furthermore, by configuring the second attribute to be determined based on acquired information acquired by the user photographing the real space, such as an image of the real space, it is possible to provide the user with content with a second attribute that is suited to the user's surroundings, thereby increasing interest.

[0115] (Item 2) causing the computer to further function as an assignment unit that assigns at least one attribute from among a plurality of types of the first attributes to each of a plurality of virtual areas obtained by dividing a virtual space corresponding to a real space; The program described in item 1, wherein at least one of the virtual objects, virtual items, and missions for the user displayed on the user's terminal device is different when using content corresponding to the first attribute and when using content corresponding to the second attribute.

[0116] With this configuration, the user can change the virtual objects, virtual items, missions, etc. displayed on his / her terminal device without moving to a location corresponding to another virtual area.

[0117] (Item 3) 3. The program according to item 2, wherein the second attribute is the same as one of the plurality of types of first attributes.

[0118] With this configuration, the content corresponding to the first attribute can be used as the content corresponding to the second attribute.

[0119] (Item 4) The program according to any one of items 1 to 3, wherein when a plurality of second attributes are determined based on the acquired information, the control means controls the availability of a plurality of contents corresponding to the determined plurality of second attributes to the user.

[0120] With this configuration, the user can simultaneously use a plurality of types of content, which can further increase the motivation to use a predetermined mode.

[0121] (Item 5) 5. The program according to any one of items 1 to 4, wherein the first attribute assigned to the virtual area changes over a predetermined period of time or in response to changes in the weather in the real space corresponding to the virtual area.

[0122] In this way, the content that becomes available changes automatically with the passage of time or changes in the weather, allowing users to use multiple types of content without having to travel to a location corresponding to another virtual area.

[0123] (Item 6) The program according to any one of items 1 to 5, wherein the control means controls the content corresponding to the second attribute to be available and the content corresponding to the first attribute to be restricted from being used when the user uses the predetermined mode.

[0124] With this configuration, the user can enjoy the change in content before and after using a predetermined mode.

[0125] (Item 7) 7. The program according to item 6, wherein the control means updates information of the first attribute by overwriting the information of the second attribute as a restriction on the use of the content corresponding to the first attribute.

[0126] With this configuration, the player can enjoy the change in the attributes corresponding to the area in which he or she is located.

[0127] (Item 8) a virtual object displayed on the terminal device of the user when using content corresponding to the first attribute is different from a virtual object displayed on the terminal device of the user when using content corresponding to the second attribute; 8. The program according to any one of items 1 to 7, wherein the control means determines the number of virtual objects to be displayed on the terminal device when the user uses content corresponding to the second attribute at the current location, in accordance with the number of virtual objects to be displayed on the terminal device when the user uses content corresponding to the first attribute at the current location.

[0128] With this configuration, for example, it is possible to match the number of virtual objects displayed on the terminal device when a predetermined mode is used and when the predetermined mode is not used.

[0129] (Item 9) one or more of a plurality of third attributes are associated with each area in real space according to its position; 9. The program according to any one of items 1 to 8, wherein the control means controls content corresponding to the second attribute to be available to the user when the second attribute determined based on the acquired information matches the third attribute corresponding to a position in the real space that includes the user's current location.

[0130] This configuration makes it possible to provide a fairer service by avoiding situations where content with the second attribute is provided based on a scenic image of a location where the user is not actually present, such as when an image is acquired that falsifies the user's current location.

[0131] (Item 10) Item 10. The program according to item 9, wherein the control means requests the user to take a predetermined action if the second attribute determined based on the acquired information does not match the third attribute corresponding to a position in the real space that includes the user's current location.

[0132] With this configuration, it is possible to obtain information that can more accurately identify the user's actual location, for example by requesting the user to take a picture of the surrounding area with a wide angle of view.

[0133] The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media.

[0134] Furthermore, each operation performed by the control unit 22 in the server 20 in the above embodiment may be executed by one processor or multiple processors. For example, some or all of the operations performed by the control unit 22 may be executed by the terminal 10 shown in FIG.

[0135] Furthermore, the above-described embodiments are merely examples for facilitating understanding of the present invention and are not intended to limit the present invention. The present invention may be modified, improved, or partially deleted without departing from the spirit and scope of the present invention, and it goes without saying that the present invention includes equivalents. Furthermore, technical configurations that are publicly known at the time of filing but are not described herein may be appropriately adopted. While the present invention has been described herein using a game as an example, it is not problematic to apply the present invention to applications other than games. For example, the present invention may be appropriately applied to applications such as fitness, training, education, advertising, traffic guidance, distribution, and editing. [Explanation of symbols]

[0136] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progression unit, 32: First attribute assignment unit, 33: Second attribute determination unit, 41: Program, 42: Game information, 43: User information

Claims

1. Computer, a program that functions as a control means that controls content corresponding to a first attribute that is assigned to a virtual area that corresponds to a current location of the user to be available to the user when the user is not using a predetermined mode for capturing an image of a real space; The control means is a program that, when the user is using the specified mode, controls content corresponding to a second attribute determined based on acquired information obtained by using the specified mode, the second attribute being different from the first attribute, to be made available to the user.

2. causing the computer to further function as an assignment unit that assigns at least one attribute from among a plurality of types of the first attributes to each of a plurality of virtual areas obtained by dividing a virtual space corresponding to a real space; The program according to claim 1 , wherein at least one of the virtual objects, virtual items, and missions for the user displayed on the user's terminal device is different when using content corresponding to the first attribute and when using content corresponding to the second attribute.

3. The program according to claim 2 , wherein the second attribute is the same as one of the plurality of types of first attributes.

4. The program according to claim 1 , wherein when a plurality of the second attributes are determined based on the acquired information, the control means controls the availability of a plurality of contents corresponding to the determined plurality of second attributes to the user.

5. The program according to claim 1 , wherein the first attribute assigned to the virtual area changes with the passage of a predetermined time or in response to a change in weather in the real space corresponding to the virtual area.

6. 2. The program according to claim 1, wherein the control means controls the content corresponding to the second attribute to be available and the content corresponding to the first attribute to be restricted from being used when the user uses the predetermined mode.

7. 7. The program according to claim 6, wherein the control means updates the information of the first attribute by overwriting the information of the second attribute as a restriction on the use of the content corresponding to the first attribute.

8. a virtual object displayed on the terminal device of the user when using content corresponding to the first attribute is different from a virtual object displayed on the terminal device of the user when using content corresponding to the second attribute; 2. The program according to claim 1, wherein the control means determines the number of virtual objects to be displayed on the terminal device when the user uses content corresponding to the second attribute at the current location, depending on the number of virtual objects to be displayed on the terminal device when the user uses content corresponding to the first attribute at the current location.

9. one or more of a plurality of third attributes are associated with each area in real space according to its position; The program of claim 1, wherein the control means controls content corresponding to the second attribute to be available to the user when the second attribute determined based on the acquired information matches the third attribute corresponding to a position in the real space that includes the user's current location.

10. The program according to claim 9, wherein the control means requests the user to perform a predetermined action when the second attribute determined based on the acquired information does not match the third attribute corresponding to a position in the real space that includes the user's current location.

11. An information processing system including one or more information processing devices, When the user is not using a predetermined mode for capturing an image of a real space, content corresponding to a first attribute assigned to a virtual area corresponding to a current location of the user is controlled to be available to the user; An information processing system that, when the user is using the specified mode, controls the availability of content corresponding to a second attribute that is determined based on acquired information obtained by using the specified mode, and that is different from the first attribute, to the user.

Citation Information

Patent Citations

  • Terminal device and program

    JP2019212236A