Program and information processing apparatus

The program and device enhance position-based games by autonomously selecting and storing game content for later execution, ensuring safety and engagement by managing content based on frequency and location, allowing rewards and events without requiring player attention during movement.

JP2026020247APending Publication Date: 2026-02-06SEGA CORP
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Patent Information

Application Number
JP2025197109
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-18
Publication Date
2026-02-06

AI Technical Summary

Technical Problem

Players in position-based games often focus on the game screen while moving, compromising safety.

Method used

A program and information processing device that acquires player position, selects game content based on frequency and location, stores it for later execution, and grants rewards, allowing events to occur regardless of player movement, with storage management to prioritize rare and unobtained content.

Benefits of technology

Provides a safe gaming experience that maintains player engagement by reflecting real-world movement without distracting from gameplay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a safe game without impairing the amusement of the game reflecting the movement or position of a player.SOLUTION: An acquisition means 52 for acquiring position information of the player in the real world, a determination means 54 for determining whether or not a predetermined condition relating to a movement or a position of the player is satisfied based on the position information, the game program causes a computer to function as selection means 56 for selecting one or more contents from a plurality of types of contents on the basis of an appearance frequency regardless of a request from a player, accumulation means 58 for accumulating the selected contents in accumulation information associated with the player, and execution means 60 for executing an event corresponding to the accumulated contents in response to the request from the player, and the execution means 60 gives a reward related to the accumulated contents to the player according to the execution of the event.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] BACKGROUND ART Position-based games in which the movement or position of a player in the real world is reflected in the game content have been known.

[0003] In this regard, Patent Document 1 discloses a technology relating to a game in which the movement or position of a player in the real world is reflected in the virtual world. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 3551856 Summary of the Invention [Problem to be solved by the invention]

[0005] In such games, the interest lies in having the player's movement or position reflected in the game content, and so players may find themselves staring at the game screen while walking or riding a bicycle.

[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can provide a safe game without compromising the interest of a game that reflects the player's movement or position. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as an acquisition means for acquiring position information of a player in the real world, a determination means for determining whether or not a predetermined condition regarding the movement or position of the player is satisfied based on the position information, a selection means for selecting one or more contents from a plurality of types of content based on their frequency of appearance regardless of a request from the player in response to a positive determination, a storage means for storing the selected content in storage information associated with the player, and an execution means for executing an event corresponding to the stored content in response to a request from the player, and the execution means grants a reward related to the stored content to the player in response to the execution of the event.

[0008] In a second aspect of the present invention, the selection means selects the content based on the location information.

[0009] In a third aspect of the present invention, the execution means permits the execution of the event regardless of whether the player is moving or not.

[0010] In addition, in a fourth aspect of the present invention, the execution means restricts the execution of the event when the player is moving.

[0011] In a fifth aspect of the present invention, the storage means limits the number of contents stored in the storage information to a predetermined number or less.

[0012] In addition, in a sixth aspect of the present invention, when the number of contents stored in the storage information has reached the predetermined number, the storage means, when storing new content, prioritizes storing content with a large amount of reward or content that appears less frequently.

[0013] In addition, in a seventh aspect of the present invention, when the number of contents stored in the storage information has reached the predetermined number, the storage means, when storing new content, preferentially stores content associated with a reward that the player has not yet obtained.

[0014] In addition, in an eighth aspect of the present invention, the execution means executes an event in which the player encounters the accumulated content, and when the number of contents accumulated in the accumulation information has reached the predetermined number, the accumulation means, when accumulating new content, prioritizes accumulating content that the player has not encountered.

[0015] In a ninth aspect of the present invention, the content is associated with a storage period that corresponds to the frequency of appearance of the content, and the storage means deletes content whose storage period has expired from the storage information.

[0016] In addition, in a tenth aspect of the present invention, the storage means stores the selected one or more contents as one group in the storage information, and limits the number of groups to be stored to a predetermined number or less, and the execution means, upon request from the player, executes an event corresponding to the group stored in the storage information of the player.

[0017] In addition, in an eleventh aspect of the present invention, when the number of groups stored in the storage information has reached the predetermined number, the storage means, when storing a new group, prioritizes storing groups with a large amount of reward or groups containing content that appears less frequently.

[0018] In addition, in a twelfth aspect of the present invention, the group is associated with a storage period that corresponds to the frequency of appearance of the content included in the group, and the storage means deletes a group whose storage period has expired from the storage information.

[0019] In a thirteenth aspect of the present invention, the predetermined condition is that the player is moving.

[0020] In a fourteenth aspect of the present invention, the predetermined condition is that the player has moved a predetermined distance.

[0021] In a fifteenth aspect of the present invention, the predetermined condition is that the location information is in the vicinity of a predetermined location.

[0022] In addition, an information processing device according to a sixteenth aspect of the present invention comprises an acquisition means for acquiring position information of a player in the real world; a judgment means for judging whether or not a predetermined condition regarding the movement or position of the player is satisfied based on the position information; a selection means for selecting one or more contents from a plurality of types of content based on appearance frequency regardless of a request from the player in response to the judgment being affirmative; a storage means for storing the selected content in accumulated information associated with the player; and an execution means for executing an event corresponding to the accumulated content in response to a request from the player, wherein the execution means grants the player a reward related to the accumulated content in response to the execution of the event. [Effects of the Invention]

[0023] According to the present invention, it is possible to provide a safe game without losing the interest of a position-based game that reflects the movement or position of a player. [Brief explanation of the drawings]

[0024] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device. [Figure 5]10 is a flowchart showing an example of the flow of a process for accumulating an enemy character that has appeared in a game field in the accumulated information of a player in the game system according to the first embodiment. [Figure 6] 10 is a flowchart showing an example of a processing flow for executing an event in the game system according to the first embodiment. [Figure 7] FIG. 4 is a diagram showing an example of a storage screen according to the first embodiment. [Figure 8] FIG. 10 is a diagram showing an example of a battle result screen according to the first embodiment. [Figure 9] 10 is a flowchart showing an example of the flow of a process for accumulating an event that has occurred in a game field in the accumulated information of a player in a game system according to a second embodiment. [Figure 10] 10 is a flowchart showing an example of a processing flow for executing an event in a game system according to a second embodiment. [Figure 11] FIG. 11 is a diagram showing an example of a storage screen according to the second embodiment. [Figure 12] FIG. 11 is a diagram showing an example of an event result screen according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0025] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be designated by the same reference numerals as much as possible, and redundant description will be omitted.

[0026] ---First embodiment--- First, the first embodiment will be described.

[0027] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.

[0028] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0029] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0030] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0031] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0032] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0033] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0034] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0035] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0036] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0037] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.

[0038] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS receiving unit 39, a memory unit 40, and a speaker 42.

[0039] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS receiving unit 39, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.

[0040] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0041] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0042] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0043] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0044] The GPS receiver 39 has a function of receiving radio waves from GPS satellites via an antenna 39A and acquiring position information indicating the current position. This position information is, for example, latitude and longitude.

[0045] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0046] The speaker 42 has a function of outputting game sounds and the like.

[0047] <Game Overview> The game according to the first embodiment is a position-based game in which the position and movement of the player in the real world are reflected in the game content. In this game, for example, as the player moves in the real world, a player character placed in the game field (virtual world) also moves. The player character is one or more characters that the player can use in the game. The player gives instructions to the player character by performing input operations on the touch panel 32.

[0048] The game according to the first embodiment also includes a field mode and an event mode. Field mode is a mode in which the player character moves around the game field. In this field mode, the player instructs the player character to equip (put on or take off) equipment items and use (consume) consumable items. Equipment items include, for example, weapons, armor, and accessories. Consumable items include, for example, tools that restore the player character's hit points, tools that cure the player character's abnormal status (paralysis, confusion, etc.), and tools that strengthen equipment items. Event mode is a mode in which events corresponding to enemy characters and boss characters that appear (encounter) on the game field are triggered by the player's movement in the real world, i.e., by the player character's movement around the game field. These events are, for example, a fighting game in which the player character battles enemy characters and boss characters. In this fighting game, the player instructs the player character to attack the enemy characters (normal monsters) and boss characters (boss monsters) that appear, use skills, defend, use (consume) items, and so on. For example, when a player (player character) defeats an enemy character, i.e., when the player clears the battle game, a reward is given to the player. This victory means, for example, reducing the enemy character's hit points to 0 or less. The reward may be, for example, experience points that allow the player character to grow (level up), currency that can be used in the game (e.g., medals or coins), or dropped items (e.g., equipment items or consumable items). For example, if the enemy character has high abilities or appears infrequently, a large amount of experience points, currency, or dropped items with high rarity may be given as a reward. In this way, the event mode is more interesting than the field mode because a battle game against an enemy character is played and rewards are given to the player.

[0049] Furthermore, the game according to the first embodiment has multiple types of quests, each with a different name (title). The quests can be selected by the player on a quest menu screen or the like. These quests are associated with enemy characters that appear in the game field and boss characters that appear at the goal point of the quest. For example, the player can select a new quest by winning a battle against a boss character. The new quest is set to a higher difficulty level than the quests that the player can already select, and the abilities of the enemy characters and boss characters are enhanced.

[0050] In addition, in the game according to the first embodiment, the goal point of each quest is set at a landmark in the player's real world, i.e., a virtual landmark in the game field. Examples of such landmarks include commercial facilities, public facilities, and tourist attractions. On the way to the goal point of a quest, the player can encounter an enemy character that corresponds to the quest and its location information. Furthermore, the player can encounter a boss character corresponding to the quest by moving close to the landmark where the goal point of the quest is set (for example, within a 20-meter radius). Note that the goal point of each quest may be set by the player or the game operator.

[0051] <Functional means> FIG. 4 is a block diagram showing an example of the functional configuration of the server device 10. As shown in FIG.

[0052] 4, the server device 10 has, as its functional configuration, a storage means 50, an acquisition means 52, a determination means 54, a selection means 56, an accumulation means 58, and an execution means 60. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage devices 28 or the like.

[0053] The storage means 50 is a functional means for storing player information 50A, player character information 50B, enemy character information 50C, quest information 50D, item information 50E, and the like.

[0054] The player information 50A is stored for each player in association with the player's player ID. This player information 50A includes, for example, the player's name and age, character information, owned item information, acquired item information, encounter information, quest execution information, location history, and accumulated information. The character information includes the character ID, ability information, and status information of each player character available to the player. The ability information includes ability values ​​and skill information. The ability values ​​include, for example, total experience points (level), hit points, attack power, and defense power. The total experience points increase when the player acquires experience points in battles with enemy characters. As the total experience points increase, the player character's level increases, and the player character's hit points, attack power, and defense power increase, and the player character acquires new skills. The skill information includes the skill IDs of skills that the player character has learned (and can use). Examples of such skills include magic that restores the player character's hit points and a special skill that attacks enemy characters with a fire attribute. The status information includes a flag indicating whether the status is normal or abnormal. For example, the status information includes a flag related to paralysis and a flag related to confusion. The owned item information includes the item IDs and quantities of items (equipment items and consumable items) owned by the player. The acquired item information includes the item IDs of items that have been acquired and items that have not been acquired. The encounter information includes the character IDs of enemy characters that have been encountered and enemy characters that have not been encountered. The quest execution information includes the quest ID and goal point of the quest being executed by the player, and the quest IDs of quests that the player can select. The goal point includes position information of landmarks in the real world. The position information history includes the time when the acquisition means 52 has acquired position information so far and the position information at that time. The position information history includes, for example, a one-hour history of position information. The accumulated information includes, for each enemy character that has appeared in the game field, group information, appearance position, and accumulation period, associated with the character ID of the enemy character. This accumulated information accumulates a predetermined number (for example, 20) or less of enemy characters (character IDs).The group information is a value for indicating enemy characters that appear at the same time as one group. The appearance position includes information about the real-world position where the enemy character appeared. The accumulation period includes the period (elapsed time) that has elapsed since the character ID of the enemy character was accumulated (stored).

[0055] The player character information 50B is stored for each player character in association with the character ID of the player character. This player character information 50B includes, for example, the name and image of the player character, the required experience points for each level, ability information corresponding to the level, and equipable items. The required experience points for each level include the total experience points required to reach each level. The ability information corresponding to the level includes, for example, the acquired level of various skills and ability values ​​for each level (hit points, attack power, defense power, etc.). The equipable items include the item IDs of equipable equipment items.

[0056] The enemy character information 50C is stored for each enemy character in association with the character ID of the enemy character. This enemy character includes a boss character. The enemy character information 50C includes, for example, the enemy character's name, image, appearance frequency, appearance region, storage period, ability information, reward information, and the like. The appearance frequency includes a numerical value corresponding to the frequency with which the enemy character appears in the game field. For example, an enemy character with the highest appearance frequency (lowest rarity) is assigned a value of "50," and an enemy character with the lowest appearance frequency (highest rarity) is assigned a value of "1." The appearance region includes a real-world area (range) in which the enemy character appears. This area is, for example, a range indicated by latitude and longitude in the real world. The appearance region may also be an area (range) indicated by game field coordinates. The storage period includes a period (deadline) during which the enemy character can be stored in the storage information of the player information 50A when the enemy character appears. For example, a longer storage period is associated with a higher appearance frequency, and a shorter storage period is associated with a lower appearance frequency. For example, if the appearance frequency is "50", the accumulation period is associated with "50 hours", and if the appearance frequency is "1", the accumulation period is associated with "1 hour". Ability information includes ability values ​​and skill information. Reward information includes experience points, currency amount, and dropped item information. Dropped item information includes the item ID of the dropped item and the drop rate. The drop rate is the probability that a dropped item will be granted to the player as a reward.

[0057] Quest information 50D is stored for each quest in association with the quest ID of that quest. This quest information 50D includes, for example, the name of the quest, character appearance information, and goal information. The character appearance information includes the character IDs of various characters that appear in the game field while the quest is being performed. For example, the character appearance information includes the character IDs of enemy characters (normal monsters) and boss characters (boss monsters) that appear at the goal.

[0058] Item information 50E is stored for each item in association with the item ID of that item. This item information 50E includes the name and image of the item, item classification, rarity, and effect. Item classification includes a flag value indicating the classification of equipment items such as weapons and armor, and consumable items such as tools. Rarity includes, for example, a numerical value ranging from 1 to 6. For example, items with high rarity are set with an effect that gives an advantage in battles against enemy characters. Effects include, for example, a value by which an ability value changes (increases or decreases) when the player character is equipped with the equipment item, a value by which the player character's hit points are recovered by using a consumable item, and the like.

[0059] The acquisition means 52 is a functional means for acquiring position information. In the first embodiment, the acquisition means 52 acquires position information of the player in the real world. For example, the acquisition means 52 acquires the latitude and longitude indicating the current position of the terminal device 12 possessed by the player from the GPS receiving unit 39 every fixed time (for example, every 5 seconds). Furthermore, for example, the acquisition means 52 stores the acquired time and position information in the position information history of the player information 50A.

[0060] The determination means 54 is a functional means for making various determinations. In the first embodiment, the determination means 54 determines whether a predetermined condition regarding the movement or position of the player is satisfied based on the position information acquired by the acquisition means 52. Examples of the predetermined condition include whether the player is moving, whether the player has moved a predetermined distance, and whether the position information is near a predetermined position. For example, the determination means 54 determines whether the player is moving at a predetermined speed (e.g., 1 to 2 meters per second) based on the position information (position information history) acquired by the acquisition means 52 every certain time period (e.g., 5 seconds). Specifically, the determination means 54 calculates the average movement speed of the player over a certain time period (e.g., 30 seconds) based on a value (speed) obtained by dividing the difference (distance) between previous and next pieces of position information included in the position information history by the certain time period (5 seconds), and determines whether the average movement speed is within the range of 1 to 2 meters per second. Also, for example, the determination means 54 determines whether the player has moved a predetermined distance (e.g., 5 km) based on the position information acquired by the acquisition means 52 every certain time period. Specifically, the determination means 54 calculates the total value of the difference (distance) between each of the previous and next pieces of position information included in the position information history, i.e., the total distance traveled by the player in a predetermined time period (e.g., one hour), and determines whether the total distance traveled reaches 5 km. Also, for example, the determination means 54 determines whether the position information acquired by the acquisition means 52 is in the vicinity (e.g., within 10 m) of a predetermined position. One or more landmarks can be given as examples of this predetermined position. This predetermined position may be changed every certain period (e.g., one day).

[0061] The selection means 56 is a functional means for selecting an enemy character (content). In the first embodiment, in response to a positive determination by the determination means 54, the selection means 56 selects one or more enemy characters from multiple types of enemy characters based on their appearance frequency, regardless of a request from the player. For example, when the player is moving at a predetermined speed, the selection means 56 automatically selects one or more enemy characters based on the appearance frequency of multiple types of enemy characters that appear in the quest being performed by the player. Specifically, the selection means 56 references the player information 50A and the quest information 50D to acquire enemy character appearance information associated with the quest ID of the quest being performed by the player. Next, the selection means 56 references the enemy character information 50C to acquire the appearance frequency of each enemy character that appears in the game field, which is included in the acquired enemy character appearance information. Next, the selection means 56 divides the appearance frequency of each enemy character by the sum of the appearance frequencies of the enemy characters to calculate the appearance probability of each enemy character. Then, the selection means 56 randomly selects one or more enemy characters based on the appearance probability. For example, if the appearance frequency of enemy character A is "50" and the total appearance frequency of each enemy character is "250", the appearance probability of enemy character A is "20%". Note that the selection means 56 randomly determines the number of enemy characters to be selected.

[0062] Furthermore, the selection means 56 selects an enemy character based on the location information acquired by the acquisition means 52. For example, the selection means 56 selects an enemy character whose appearance area includes the acquired location information. Specifically, the selection means 56 refers to the enemy character information 50C and selects an enemy character whose appearance area includes the latitude and longitude that are the acquired location information. In this case, the selection means 56 may select an enemy character that is different from the enemy character that appears in the quest being performed by the player.

[0063] The storage means 58 is a functional means for storing various information in stored information associated with the player. In the first embodiment, the storage means 58 stores one or more enemy characters selected by the selection means 56 in the stored information associated with the player. For example, the storage means 58 stores (stores) group information and a storage period in association with the character ID of each of the one or more enemy characters selected in the stored information.

[0064] Furthermore, the storage means 58 limits the number of enemy characters stored in the stored information of the player to a predetermined number (for example, 20) or less. For example, when the number of enemy characters stored in the stored information has reached the predetermined number, the storage means 58 does not store new enemy characters in the stored information.

[0065] Furthermore, when the number of enemy characters stored in the player's stored information reaches a predetermined number, the storage means 58 stores a new enemy character selected by the selection means 56, with priority given to storing enemy characters with a large amount of reward or enemy characters with a low appearance frequency.

[0066] For example, the storage means 58 refers to the reward information in the enemy character information 50C and acquires the experience value of the enemy character stored in the player's storage information and the experience value of the new enemy character. Next, the storage means 58 compares the experience value of the enemy character with the lowest experience value among the enemy characters stored in the storage information with the experience value of the new enemy character. If the experience value of the new enemy character is high, the storage means 58 deletes information about the enemy character with the lowest experience value from the storage information and stores information about the new enemy character in the storage information.

[0067] Furthermore, for example, the storage means 58 refers to the reward information in the enemy character information 50C and acquires the currency amount of the enemy character stored in the player's storage information and the currency amount of the new enemy character. Next, the storage means 58 compares the currency amount of the enemy character with the lowest currency amount among the enemy characters stored in the storage information with the currency amount of the new enemy character. Then, if the currency amount of the new enemy character is high, the storage means 58 deletes information about the enemy character with the lowest currency amount from the storage information and stores information about the new enemy character in the storage information.

[0068] Furthermore, for example, the storage means 58 refers to the appearance frequency of the enemy character information 50C and acquires the appearance frequency of the enemy characters stored in the player's storage information and the appearance frequency of the new enemy character. Next, the storage means 58 compares the appearance frequency of the enemy character with the highest appearance frequency among the enemy characters stored in the storage information with the appearance frequency of the new enemy character. Then, if the appearance frequency of the new enemy character is low, the storage means 58 deletes information about the enemy character with the highest appearance frequency from the storage information and stores information about the new enemy character in the storage information, replacing the information.

[0069] When the number of enemy characters stored in the player's storage information reaches a predetermined number, the storage means 58 stores a new enemy character selected by the selection means 56, and stores the enemy character associated with a reward that the player has never acquired with priority.

[0070] For example, the storage means 58 refers to the reward information in the enemy character information 50C and acquires the drop items of each enemy character stored in the player's storage information and the drop item of a new enemy character. Next, the storage means 58 refers to the acquired item information in the player information 50A, and if the drop item of the new enemy character is an item that the player has never acquired and the drop item of the enemy character stored in the storage information is an item that the player has acquired, the storage means 58 deletes the information about the accumulated enemy character from the storage information and stores information about the new enemy character in the storage information.

[0071] Furthermore, when the number of enemy characters stored in the stored information has reached a predetermined number, the storage means 58 stores new enemy characters with priority given to storing enemy characters that the player has not encountered before.

[0072] For example, the storage means 58 refers to the encounter information in the player information 50A, and if the new enemy character is an enemy character that the player has never encountered, and the enemy character stored in the player's stored information is an enemy character that the player has encountered, the storage means 58 deletes the information about the stored enemy character from the stored information and stores the information about the new enemy character in the stored information.

[0073] Furthermore, the storage means 58 deletes an enemy character whose storage period has expired from the player's stored information. For example, when the storage period of an enemy character stored in the stored information exceeds the storage period of the enemy character, the storage means 58 deletes information about the enemy character from the stored information. Note that the storage means 58 deletes information about the enemy character from the stored information when an event (battling game) corresponding to the enemy character stored in the player's stored information is executed.

[0074] Furthermore, the storage means 58 stores one or more enemy characters selected by the selection means 56 as one group in the stored information of the player, and limits the number of groups to be stored to a predetermined number (for example, 5) or less. For example, when the number of groups stored in the stored information of the player has reached the predetermined number, the storage means 58 does not store a new group in the stored information.

[0075] Furthermore, when the number of groups stored in the player's stored information has reached a predetermined number, the storage means 58 stores a new group selected by the selection means 56, with priority given to storing a group with a large amount of reward or a group including an enemy character that appears less frequently.

[0076] For example, the storage means 58 refers to the reward information in the enemy character information 50C and acquires the experience points of each enemy character included in the group stored in the player's storage information and the experience points of each enemy character included in the new group. Next, the storage means 58 compares the total experience points of each enemy character included in the group stored in the storage information with the total experience points of each enemy character included in the new group. If the total experience points of each enemy character included in the new group is higher, the storage means 58 deletes information about the group with the lower total experience points from the storage information and stores information about the new group in the storage information.

[0077] Furthermore, for example, the storage means 58 refers to the reward information in the enemy character information 50C and acquires the currency amount of each enemy character included in the group stored in the player's storage information and the currency amount of each enemy character included in the new group. Next, the storage means 58 compares the total currency amount of each enemy character included in the group stored in the storage information with the total currency amount of each enemy character included in the new group. Then, if the total currency amount of each enemy character included in the new group is higher, the storage means 58 deletes information about the group with the lower total currency amount from the storage information and stores information about the new group in the storage information.

[0078] Furthermore, for example, the storage means 58 refers to the appearance frequency of the enemy character information 50C and acquires the appearance frequency of each enemy character included in the group stored in the player's storage information and the appearance frequency of each enemy character included in the new group. Next, the storage means 58 compares the appearance frequency of the enemy character with the lowest appearance frequency among the enemy characters included in the group stored in the storage information with the appearance frequency of the enemy character with the lowest appearance frequency among the enemy characters included in the new group. Then, if the appearance frequency of the enemy character included in the new group is low, the storage means 58 deletes information about the stored group from the stored information and stores information about the new group in the stored information, replacing it.

[0079] Furthermore, the accumulation means 58 deletes a group whose accumulation period has expired from the accumulated information of the player. Here, a group is associated with an accumulation period according to the appearance frequency of enemy characters included in the group. For example, the accumulation period of a group is the same as the accumulation period of the enemy character included in the group with the lowest appearance frequency. In other words, the accumulation period of a group is the same as the accumulation period of the enemy character included in the group with the shortest accumulation period. For example, when the accumulation period of a group accumulated in the accumulated information exceeds the accumulation period of the group, the accumulation means 58 deletes each enemy character included in the group from the accumulated information. Note that the accumulation means 58 deletes a group from the accumulated information when an event (battle game) corresponding to a group accumulated in the player's accumulated information is executed.

[0080] The execution means 60 is a functional means for executing an event. In the first embodiment, the execution means 60 executes an event corresponding to an enemy character stored in the player's accumulated information in response to a request from the player. For example, the execution means 60 executes an event in which the player encounters an enemy character stored in the accumulated information in response to a request from the player. Specifically, the execution means 60 executes a fighting game against an enemy character stored in the accumulated information in response to a request from the player to fight the enemy character.

[0081] Furthermore, the execution means 60 executes an event corresponding to a group stored in the player's accumulated information in response to a request from the player. For example, the execution means 60 executes an event in which the player encounters a group stored in the player's accumulated information in response to a request from the player. Specifically, the execution means 60 executes a competitive game against a group stored in the accumulated information in response to a request from the player to compete against the group.

[0082] Furthermore, the execution means 60 grants the player a reward related to the enemy character stored in the player's accumulated information in response to the execution of the event. For example, when the player wins a fighting game against an enemy character stored in the accumulated information, the execution means 60 grants the player a reward associated with the enemy character. Examples of this reward include experience points, currency, dropped items, etc.

[0083] Furthermore, the execution means 60 permits the execution of an event regardless of whether the player is moving or not. In other words, the execution means 60 permits the execution of a fighting game regardless of whether the player is moving or not.

[0084] Furthermore, the execution means 60 restricts the execution of the event when the player is moving. That is, the execution means 60 restricts (prohibits) the execution of the fighting game when the player is moving. For example, the execution means 60 refers to the position information history of the player information 50A, and when it detects that the player is moving, it stops the execution of the fighting game.

[0085] <Storage processing flow> 5 is a flowchart showing an example of the flow of processing for accumulating enemy characters that appear in the game field in the player's accumulated information in the game system according to the first embodiment. The processing of the following steps is initiated, for example, every time a predetermined time (e.g., three minutes) has elapsed while the player has left the game running in the background. The order and content of the following steps can be changed as appropriate.

[0086] (Step SP70) The determination means 54 determines whether the number of enemy characters stored in the accumulated information of the player has reached a predetermined number (for example, 20). Specifically, the determination means 54 refers to the player information 50A and determines whether the character IDs of the enemy characters stored in the accumulated information have reached 20. If the determination is affirmative, the process ends the series of steps shown in Fig. 5. On the other hand, if the determination is negative, the process proceeds to step SP72.

[0087] (Step SP72) The acquisition means 52 acquires the player's location information. For example, the acquisition means 52 acquires the location information (latitude and longitude) of the terminal device 12 carried by the player from the GPS receiving unit 39. Then, the acquisition means 52 stores the acquired time and location information in the location information history of the player information 50A. Then, the processing proceeds to the processing of step SP74.

[0088] (Step SP74) The determination means 54 determines whether or not the player is moving. For example, the determination means 54 compares the position information history of the player information 50A with the position information acquired in step SP72 to determine whether or not the player is moving at a predetermined speed (for example, 1 to 2 meters per second). If the determination is affirmative, the process proceeds to step SP76. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 5.

[0089] (Step SP76) The selection means 56 performs a lottery to determine whether or not to select an enemy character, regardless of a request from the player. For example, the selection means 56 performs a lottery based on the probability of selecting an enemy character (for example, 25%). Then, the processing proceeds to the processing of step SP78.

[0090] (Step SP78) The determination means 54 determines whether or not the lottery in step SP76 has been won. If the determination is affirmative, the process proceeds to step SP80. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 5.

[0091] (Step SP80) The selection means 56 selects one or more enemy characters from a plurality of types of enemy characters based on their appearance frequency, regardless of a request from the player. For example, the selection means 56 selects one to five enemy characters from a plurality of types of enemy characters that appear in the game field in the quest being performed by the player. Then, the processing proceeds to step SP82.

[0092] (Step SP82) The storage means 58 stores information about the one or more enemy characters selected in step SP80 in the stored information of the player. Specifically, the storage means 58 stores the selected one or more enemy characters (character IDs) as one group in the stored information of the player information 50A. The storage means 58 also stores (stores) in the stored information the position information acquired by the acquisition means 52 in step SP72 as the appearance position of the enemy character. Note that the storage means 58 allows (permits) the number of enemy characters stored in the stored information of the player to exceed a predetermined number (e.g., 20) as a result of this accumulation. Then, the series of processes shown in FIG. 5 ends.

[0093] <Processing flow for event execution> 6 is a flowchart showing an example of the flow of processing for executing an event in the game system according to the first embodiment. The processing of the following steps is initiated, for example, when the player displays a confirmation menu on the touch panel 32 to check the accumulated enemy characters. During the processing of the following steps, the execution means 60 may limit (stop) the execution of the event if it detects that the player is moving. The order and content of the following steps can be changed as appropriate.

[0094] (Step SP90) The execution means 60 displays on the touch panel 32 an accumulation screen 70 showing groups of enemy characters accumulated in the player's accumulated information.

[0095] FIG. 7 is a diagram showing an example of a storage screen 70 according to the first embodiment.

[0096] As shown in FIG. 7, the accumulation screen 70 has a group information area 72 and a battle button 74. The group information area 72 displays the accumulated enemy character groups, the appearance locations of the groups, and the remaining accumulation period (deadline). The appearance locations are real-world locations where enemy characters (groups) appear, and are displayed in a format converted from latitude and longitude to an address, for example. The remaining period is, for example, the period that can be accumulated for the group minus the period that has elapsed since the group was accumulated. The battle button 74 is a button for issuing an instruction to battle the associated group.

[0097] Returning to FIG. 6, the process proceeds to step SP92.

[0098] (Step SP92) The execution means 60 receives a request from the player to fight against a group of enemy characters. Specifically, the execution means 60 receives a press of the fight button from the player. Then, the processing proceeds to step SP94.

[0099] (Step SP94) When the execution means 60 receives a press of the battle button from the player, the execution means 60 executes a battle game (event) against one or more enemy characters included in the group associated with the battle button. Specifically, the execution means 60 executes the battle game based on the ability information of the player character and the ability information of one or more enemy characters, and determines that the player is victorious when the hit points of each enemy character become 0 or less. Next, the execution means 60 determines a reward to be awarded when the player defeats the enemy character, i.e., when the player clears the battle game. For example, the execution means 60 determines to award the player character used by the player in the battle game with the experience points associated with the enemy character fought. Also, for example, the execution means 60 determines to award the player with the amount of currency associated with the enemy character fought. Also, for example, the execution means 60 determines to award the player with a drop item according to the drop rate associated with the enemy character fought. Note that the accumulation means 58 deletes the group associated with the battle button from the player's accumulated information as the battle game is executed. Then, the process proceeds to step SP96.

[0100] (Step SP96) When the player wins the battle game, the execution means 60 displays on the touch panel 32 a battle result screen 80 indicating that the player has won against the enemy character.

[0101] FIG. 8 is a diagram showing an example of a battle result screen 80 according to the first embodiment.

[0102] 8, the battle result screen 80 has a reward information area 82 and an acquire button 84. The reward information area 82 displays the reward that will be awarded to the player for winning the battle game. The acquire button 84 is a button for issuing an instruction to acquire the reward.

[0103] Returning to FIG. 6, the process proceeds to step SP98.

[0104] (Step SP98) The execution means 60 awards the reward determined in step SP94 to the player, and then the series of steps shown in FIG.

[0105] <Effects> As described above, in the first embodiment, the computer functions as acquisition means 52 that acquires position information of the player in the real world, determination means 54 that determines whether or not a predetermined condition related to the player's movement or position is satisfied based on the position information, selection means 56 that selects one or more contents from multiple types of content based on their appearance frequency regardless of a request from the player in response to a positive determination, storage means 58 that stores the selected content in stored information associated with the player, and execution means 60 that executes an event corresponding to the stored content in response to a request from the player, and the execution means 60 grants a reward related to the stored content to the player in response to the execution of the event.

[0106] With this configuration, one or more pieces of content are automatically accumulated according to the player's movements or location, and an event corresponding to the accumulated content is executed in response to a player's request, so a safe game can be provided without losing the entertainment value of the game, which reflects the player's movements or location. Furthermore, because players can play events corresponding to content accumulated over time at home, for example, game operators can set high-difficulty events that require time to play, thereby revitalizing the game.

[0107] In the first embodiment, the selection means 56 selects content based on location information.

[0108] According to this configuration, content is accumulated based on the player's location information, which can increase the interest of games that reflect the player's location.

[0109] Furthermore, in the first embodiment, the execution means 60 permits the execution of an event regardless of whether the player is moving or not.

[0110] According to this configuration, the player can execute an event corresponding to the accumulated content even when the player is not moving, and therefore a safe game can be provided.

[0111] Furthermore, in the first embodiment, the execution means 60 restricts the execution of the event when the player is moving.

[0112] According to this configuration, the player cannot execute an event corresponding to the accumulated content unless the player is in a stationary state, so that a safe game can be provided.

[0113] Furthermore, in the first embodiment, the storage means 58 limits the number of contents stored in the storage information to a predetermined number or less.

[0114] According to this configuration, the number of contents that can be stored is limited, so that the player is encouraged to play events that correspond to the stored contents, thereby making the game more lively.

[0115] In addition, in the first embodiment, when the number of contents stored in the storage information has reached a predetermined number, the storage means 58 stores new content by prioritizing content with a large amount of reward or content that appears less frequently.

[0116] According to this configuration, content that is advantageous to the player is accumulated preferentially, which can motivate the player to play the event corresponding to that content, thereby making the game more lively.

[0117] In addition, in the first embodiment, when the number of contents stored in the storage information has reached a predetermined number, the storage means 58 stores new content by giving priority to storing content associated with a reward that the player has not yet obtained.

[0118] According to this configuration, content associated with a reward that the player has never obtained is accumulated preferentially, which can motivate the player to play the event corresponding to that content, thereby revitalizing the game.

[0119] Also, in the first embodiment, the execution means 60 executes an event in which the player encounters accumulated content, and when the number of contents accumulated in the accumulated information reaches a predetermined number, the accumulation means 58 accumulates new content by giving priority to content that the player has not encountered before.

[0120] With this configuration, content that the player has not encountered is preferentially accumulated, which can motivate the player to play events in which they encounter that content, thereby making the game more lively.

[0121] Furthermore, in the first embodiment, a storage period corresponding to the frequency of appearance of the content is associated with the content, and the storage unit 58 deletes content whose storage period has expired from the storage information.

[0122] According to this configuration, since the storage period is associated with the frequency of appearance of the content, the player can be encouraged to perform the event corresponding to the content, thereby making the game more lively.

[0123] Also, in the first embodiment, the storage means 58 stores one or more selected contents as one group in the storage information, and limits the number of groups to be stored to a predetermined number or less, and the execution means 60 executes an event corresponding to the group stored in the storage information of the player upon request from the player.

[0124] According to this configuration, the number of groups that can be accumulated is limited, which encourages players to play events that correspond to the accumulated groups, thereby making the game more lively.

[0125] In addition, in the first embodiment, when the number of groups stored in the storage information has reached a predetermined number, the storage means 58 stores a new group by prioritizing groups with a large amount of reward or groups containing content that appears less frequently.

[0126] According to this configuration, groups that are advantageous to the player are accumulated preferentially, which can motivate the player to play the events corresponding to those groups, thereby making the game more lively.

[0127] Furthermore, in the first embodiment, a group is associated with a storage period that corresponds to the frequency of appearance of the content included in the group, and the storage means 58 deletes a group whose storage period has expired from the storage information.

[0128] According to this configuration, the accumulation period is associated with the frequency of appearance of the content included in the group, which encourages the player to perform the event corresponding to the group, thereby making the game more lively.

[0129] In the first embodiment, the predetermined condition is that the player is moving.

[0130] According to this configuration, content is automatically accumulated as the player moves, so that a safe game can be provided without losing the interest of the game that reflects the player's movements.

[0131] In the first embodiment, the predetermined condition is that the player has moved a predetermined distance.

[0132] According to this configuration, content is automatically accumulated according to the distance traveled by the player, so that a safe game can be provided without losing the interest of a game that reflects the distance traveled by the player.

[0133] In the first embodiment, the predetermined condition is that the location information is in the vicinity of a predetermined location.

[0134] According to this configuration, content is automatically accumulated according to the player's location, so that a safe game can be provided without losing the interest of a game that reflects the player's location.

[0135] ---Second embodiment--- Next, a second embodiment will be described.

[0136] The second embodiment differs from the first embodiment in that a selection means 56 selects an event, a storage means 58 stores the selected event, and an execution means 60 executes the stored event. Note that the configuration and functions of the game system according to the second embodiment, which will not be described below, are the same as those of the game system according to the first embodiment.

[0137] The storage means 50 stores event information. The event information is stored for each event in association with the event ID of the event. This event information includes, for example, the name of the event, the occurrence frequency, the appearance region, character information, accumulation period, reward information, etc. The occurrence frequency includes a numerical value corresponding to the frequency with which the event appears in the game field. The appearance region includes the area (range) of the real world in which the event appears. Character information includes character IDs of various characters that appear in the event. The character information includes, for example, the character IDs of one or more enemy characters. The accumulation period includes a period (deadline) during which the event can be accumulated in the accumulation information of the player information 50A when the event occurs. For example, a higher occurrence frequency corresponds to a longer period, and a lower occurrence frequency corresponds to a shorter period. Reward information includes experience points, currency amount, and granted item information. The granted item information includes the item ID of the granted item and an award rate. The award rate is the probability that the granted item will be awarded to the player as a reward.

[0138] The encounter information in the player information 50A includes the event ID of an event that has been encountered and the event ID of an event that has not been encountered.

[0139] The accumulated information of the player information 50A includes, for each event that appears (encountered) in the game field, an appearance position and an accumulation period, in association with the event ID of the event. A predetermined number (for example, 5) or less of events (event IDs) are accumulated in this accumulated information. The appearance position includes location information (latitude and longitude) of the real world where the event appeared. The accumulation period includes the period (elapsed time) that has elapsed since the event ID of the event was accumulated (stored).

[0140] The quest information 50D includes event occurrence information, which includes the event IDs of various events that occur in the game field while the quest is being performed.

[0141] Furthermore, in the second embodiment, in response to a positive determination by the determination means 54, the selection means 56 selects one or more events from a plurality of types of events based on their occurrence frequency, regardless of a request from the player. For example, when a player moves a predetermined distance, the selection means 56 automatically selects one or more events based on the occurrence frequency of a plurality of types of events that appear in a quest being performed by the player. Specifically, the selection means 56 references the player information 50A and the quest information 50D to acquire event occurrence information associated with the quest ID of the quest being performed by the player. Next, the selection means 56 references the event information to acquire the occurrence frequency of each event that appears in the game field, which is included in the acquired event occurrence information. Next, the selection means 56 divides the occurrence frequency of each event by the sum of the occurrence frequencies of each event to calculate the occurrence probability of each event. Then, the selection means 56 randomly selects one or more events based on the occurrence probability.

[0142] Furthermore, in the second embodiment, the accumulation means 58 accumulates, in accumulated information associated with the player, one or more events selected by the selection means 56. For example, the accumulation means 58 accumulates (stores) the event IDs of the one or more selected events in the accumulated information.

[0143] Furthermore, the storage means 58 limits the number of events stored in the storage information of the player to a predetermined number (for example, 5) or less. For example, when the number of events stored in the storage information has reached the predetermined number, the storage means 58 does not store a new event in the storage information.

[0144] Furthermore, when the number of events stored in the player's stored information has reached a predetermined number, the storage means 58 stores a new event selected by the selection means 56, giving priority to storing events with a large amount of reward or events with a low frequency of occurrence.

[0145] For example, the accumulation means 58 refers to the reward information in the event information and acquires the experience points of the events accumulated in the player's accumulation information and the experience points of the new event. Next, the accumulation means 58 compares the experience points of the event with the lowest experience points among the events accumulated in the accumulation information with the experience points of the new event. If the experience points of the new event are high, the accumulation means 58 deletes information about the event with the lowest experience points from the accumulation information and accumulates information about the new event in the accumulation information.

[0146] Furthermore, for example, the accumulation means 58 refers to the reward information in the event information and acquires the amount of currency for the event accumulated in the player's accumulation information and the amount of currency for the new event. Next, the accumulation means 58 compares the amount of currency for the event with the lowest amount of currency among the events accumulated in the accumulation information with the amount of currency for the new event. If the amount of currency for the new event is higher, the accumulation means 58 deletes information about the event with the lowest amount of currency from the accumulation information and accumulates information about the new event in the accumulation information.

[0147] Furthermore, for example, the storage means 58 refers to the occurrence frequency of the event information and acquires the occurrence frequency of the event stored in the player's storage information and the occurrence frequency of the new event. Next, the storage means 58 compares the occurrence frequency of the event with the highest occurrence frequency among the events stored in the storage information with the occurrence frequency of the new event. Then, if the occurrence frequency of the new event is low, the storage means 58 deletes information about the event with the highest occurrence frequency from the storage information and stores information about the new event in the storage information, replacing the information.

[0148] Furthermore, when the number of events stored in the player's storage information reaches a predetermined number, the storage means 58 stores a new event selected by the selection means 56, with priority given to storing an event associated with a reward that the player has never acquired.

[0149] For example, the storage means 58 refers to the reward information in the event information and acquires the grant item for each event stored in the player's storage information and the grant item for the new event. Next, the storage means 58 refers to the acquired item information in the player information 50A, and if the grant item for the new event is an item that the player has never acquired and the grant item for the event stored in the storage information is an item that the player has acquired, the storage means 58 deletes the accumulated event from the storage information and stores the new event in the storage information.

[0150] Furthermore, when the number of events stored in the player's stored information reaches a predetermined number, the storage means 58 stores a new event selected by the selection means 56, with priority given to storing events that the player has not encountered.

[0151] For example, the storage means 58 refers to the encounter information in the player information 50A, and if the new event is an event that the player has not encountered and the event stored in the player's stored information is an event that the player has encountered, the storage means 58 deletes the information about the stored event from the stored information and stores information about the new event in the stored information.

[0152] Furthermore, the storage means 58 deletes an event whose storage period has expired from the stored information of the player. For example, when the storage period of an event stored in the stored information exceeds the storage period of the event, the storage means 58 deletes the event from the stored information. Note that the storage means 58 deletes the event from the stored information when an event (battle game) stored in the stored information of the player is executed.

[0153] In the second embodiment, the execution means 60 executes an event stored in the player's accumulated information in response to a request from the player. For example, in response to a request from the player to execute an event stored in the accumulated information, the execution means 60 executes an event in which the player encounters a character associated with the event. Specifically, in response to a request from the player to execute an event stored in the accumulated information, the execution means 60 executes a fighting game against a character associated with the event.

[0154] <Storage processing flow> 9 is a flowchart showing an example of the process flow for accumulating events that occur in the game field in the player's accumulated information in the game system according to the second embodiment. The process of the following steps is initiated, for example, every time a predetermined time (e.g., one hour) has elapsed while the player has left the game running in the background. The order and content of the following steps can be changed as appropriate.

[0155] (Step SP100) The determination means 54 determines whether the number of events accumulated in the accumulated information of the player has reached a predetermined number (for example, 5). Specifically, the determination means 54 references the player information 50A and determines whether the event IDs of the events accumulated in the accumulated information have reached 5. If the determination is affirmative, the process ends the series of processes shown in Fig. 9. On the other hand, if the determination is negative, the process proceeds to step SP102.

[0156] (Step SP102) The acquisition means 52 acquires the player's location information. For example, the acquisition means 52 acquires the location information (latitude and longitude) of the terminal device 12 carried by the player from the GPS receiving unit 39. Then, the acquisition means 52 stores the acquired time and location information in the location information history of the player information 50A. Then, the processing proceeds to the processing of step SP104.

[0157] (Step SP104) The determination means 54 determines whether or not the player has moved a predetermined distance. For example, the determination means 54 refers to the position information history of the player information 50A and determines whether or not the distance moved by the player from a predetermined time (e.g., one hour) ago has reached a predetermined distance (e.g., 5 km). If the determination is affirmative, the process proceeds to step SP106. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 9.

[0158] (Step SP106) The selection means 56 performs a lottery to determine whether or not to select an event. For example, the selection means 56 performs the lottery based on the probability of selecting an event (for example, 70%). Then, the processing proceeds to the processing of step SP108.

[0159] (Step SP108) The determination means 54 determines whether or not the lottery in step SP106 has been won. If the determination is affirmative, the process proceeds to step SP110. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 9.

[0160] (Step SP110) The selection means 56 selects one or more events from a plurality of types of events based on their occurrence frequency, regardless of a request from the player. For example, the selection means 56 selects one or two events from a plurality of types of events that appear in the game field in the quest being performed by the player. Then, the processing proceeds to step SP112.

[0161] (Step SP112) The storage means 58 stores information relating to the one or more events selected in step SP110 in the stored information of the player. Specifically, the storage means 58 stores the selected one or more events (event IDs) in the stored information of the player information 50A. The storage means 58 also stores (stores) the location information acquired by the acquisition means 52 in step SP100 in the stored information as the appearance location of the event. Note that the storage means 58 allows the number of events stored in the stored information to exceed a predetermined number (for example, 5) as a result of this accumulation. Then, the series of processes shown in FIG. 9 ends.

[0162] <Processing flow for event execution> 10 is a flowchart showing an example of the flow of processing for executing an event in the game system according to the second embodiment. The processing of the following steps is initiated, for example, when the player displays a confirmation menu on the touch panel 32 to check the accumulated events. During the processing of the following steps, the execution means 60 may limit (stop) the execution of the event if it detects that the player is moving. The order and content of the following steps can be changed as appropriate.

[0163] (Step SP120) The execution means 60 displays on the touch panel 32 a storage screen 90 showing events stored in the player's storage information.

[0164] FIG. 11 is a diagram showing an example of a storage screen 90 according to the second embodiment.

[0165] As shown in Fig. 11, the accumulation screen 90 has an event information area 92 and an execute button 94. The event information area 92 displays accumulated events, the event occurrence location, and the remaining accumulation period (deadline). This occurrence location is the real-world location where the event occurred, and is expressed in a format converted from latitude and longitude to an address, for example. The execute button 94 is a button for issuing an instruction to execute the associated event.

[0166] Returning to FIG. 10, the process proceeds to step SP122.

[0167] (Step SP122) The execution means 60 receives a request to execute an event from the player. Specifically, the execution means 60 receives a press of the execution button from the player. Then, the processing proceeds to step SP124.

[0168] (Step SP124) When the execution means 60 receives a press of the execution button from the player, the execution means 60 executes the event associated with the execution button. For example, the execution means 60 references the character information in the event information and executes a fighting game against one or more enemy characters included in the character information. Then, if the player wins the fighting game, i.e., if the player clears the event, the execution means 60 determines to award a reward associated with the event. Note that, as the event (fighting game) is executed, the accumulation means 58 deletes information about the event from the player's accumulated information. Then, the processing proceeds to step SP126.

[0169] (Step SP126) When the player completes the event, the execution means 60 displays on the touch panel 32 an event result screen 100 indicating that the event has been completed.

[0170] FIG. 12 is a diagram showing an example of an event result screen 100 according to the second embodiment.

[0171] 12, the event result screen 100 has a reward information area 102 and an acquire button 104. The reward information area 102 displays the reward that will be given to the player for clearing the event. The acquire button 104 is a button for issuing an instruction to acquire the reward.

[0172] Returning to FIG. 10, the process proceeds to step SP128.

[0173] (Step SP128) The execution means 60 awards the reward determined to be awarded in step SP124 to the player, and then the series of steps shown in FIG.

[0174] <Effects> As described above, in the second embodiment, the computer functions as acquisition means 52 that acquires position information of the player in the real world, determination means 54 that determines whether or not a predetermined condition related to the player's movement or position is satisfied based on the position information, selection means 56 that selects one or more events from a plurality of types of events based on their frequency of occurrence regardless of a request from the player in response to a positive determination, storage means 58 that stores the selected event in stored information associated with the player, and execution means 60 that executes the stored event in response to a request from the player, and the execution means 60 grants a reward related to the event to the player in response to the execution of the event.

[0175] With this configuration, one or more events are automatically accumulated based on the player's movement or location, and the accumulated events are executed upon request from the player, so a safe game can be provided without losing the excitement of the game, which reflects the player's movement or location. Furthermore, because players can play events accumulated over time at home, for example, game operators can set high-difficulty events that require time to play, thereby revitalizing the game.

[0176] In the second embodiment, the selection means 56 selects an event based on location information.

[0177] According to this configuration, events are accumulated based on the player's position information, which can increase the interest of a game that reflects the player's position.

[0178] Furthermore, in the second embodiment, the execution means 60 permits the execution of an event regardless of whether the player is moving or not.

[0179] According to this configuration, the player can execute the accumulated events even when not moving, and therefore a safe game can be provided.

[0180] In the second embodiment, the execution means 60 restricts the execution of the event when the player is moving.

[0181] According to this configuration, the player cannot execute the accumulated events unless he is in a stationary state, so that a safe game can be provided.

[0182] In the second embodiment, the storage means 58 limits the number of events stored in the storage information to a predetermined number or less.

[0183] According to this configuration, the number of events that can be accumulated is limited, which encourages the player to play the accumulated events, thereby making the game more lively.

[0184] In addition, in the second embodiment, when the number of events stored in the storage information has reached a predetermined number, the storage means 58 stores new events by prioritizing events with a large amount of reward or events that occur less frequently.

[0185] According to this configuration, events that are advantageous to the player are accumulated with priority, which can motivate the player to play those events, thereby making the game more lively.

[0186] In addition, in the second embodiment, when the number of events stored in the storage information has reached a predetermined number, the storage means 58 stores a new event by prioritizing the storage of events associated with rewards that the player has not yet obtained.

[0187] According to this configuration, events associated with rewards that the player has never obtained are accumulated preferentially, which motivates the player to play events corresponding to the content, thereby making the game more lively.

[0188] In addition, in the second embodiment, when the number of events stored in the stored information has reached a predetermined number, the storage means 58 stores new events by prioritizing the storage of events that the player has not encountered.

[0189] According to this configuration, events that the player has not encountered are preferentially accumulated, which can motivate the player to play those events, thereby making the game more lively.

[0190] Furthermore, in the second embodiment, an event is associated with a storage period that corresponds to the occurrence frequency of the event, and the storage means 58 deletes an event from the stored information after the storage period has elapsed.

[0191] According to this configuration, since the accumulation period is associated with the frequency of occurrence of an event, it is possible to encourage the player to perform the event, thereby making the game more lively.

[0192] In the second embodiment, the predetermined condition is that the player is moving.

[0193] According to this configuration, events are automatically accumulated as the player moves, so that a safe game can be provided without losing the interest of a game that reflects the player's movements.

[0194] In the second embodiment, the predetermined condition is that the player has traveled a predetermined distance.

[0195] According to this configuration, events are automatically accumulated according to the distance traveled by the player, so that a safe game can be provided without losing the interest of a game that reflects the distance traveled by the player.

[0196] In the second embodiment, the predetermined condition is that the location information is in the vicinity of a predetermined location.

[0197] According to this configuration, events are automatically accumulated according to the player's position, so that a safe game can be provided without losing the interest of a game that reflects the player's position.

[0198] <Modification> The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0199] For example, in the first embodiment, the accumulation period of a group was described as being the same as the accumulation period of the enemy character with the shortest accumulation period included in the group, but it may also be the same as the accumulation period of the enemy character with the shortest accumulation period included in the group, or it may be the average of the accumulation periods of each enemy character included in the group.

[0200] Furthermore, in the first embodiment, the storage means 58 stores the enemy character (group) selected by the selection means 56, but the storage means 58 may store points required to execute an event (battle game) corresponding to the enemy character. For example, the storage means 58 may store points related to the enemy character selected by the selection means 56, and when the number of accumulated points reaches a certain number (for example, 100 points), the storage means 58 may store the enemy character in the accumulated information.

[0201] Furthermore, in the second embodiment, the accumulation means 58 accumulates the event selected by the selection means 56, but it may also accumulate points required to execute the event (battle game). For example, the accumulation means 58 may accumulate points related to the event selected by the selection means 56, and when the accumulated number of points reaches a certain number (for example, 100 points), the accumulation means 58 may accumulate the event in the accumulated information.

[0202] In the first and second embodiments, the storage means 58 has been described as limiting the number of enemy characters (contents) and events stored in the player's storage information to a predetermined number or less, but this predetermined number may be changed according to the player's progress in the game. For example, this predetermined number may increase according to the player's rank increase in the game. Furthermore, this predetermined number may be increased according to the player's use (consumption) of paid items or consumable items.

[0203] Furthermore, in the first and second embodiments, the storage means 58 has been described as deleting enemy characters and events whose storage period has expired from the player's stored information, but this storage period may be extended by the player's use (consumption) of paid items or consumable items.

[0204] In the first and second embodiments, the GPS receiver 39 acquires the player's location information. However, the wireless LAN communication unit 38 may acquire the location information based on the strength of radio waves from an access point. The location information is not limited to latitude and longitude, but may be any information capable of identifying the player's location. The acquisition unit 52 may acquire the player's movement information based on information about the orientation and tilt of the terminal device 12 obtained by a gyro sensor or the like. Examples of this movement information include the player's number of steps and movement speed. For example, the determination unit 54 determines whether the player is moving at a predetermined speed, has traveled a predetermined distance, has walked a predetermined number of steps, etc., based on the change in the location information, the number of steps, and the movement speed. If the determination is affirmative, the selection unit 56 selects content or an event based on its appearance frequency, regardless of a request from the player.

[0205] In the first and second embodiments, the player's objective (victory) in a fighting game is to reduce the hit points of an enemy character (monster) to 0 or less. However, the fighting game may be, for example, a game in which the player captures an enemy character. The event may also be an event in which the player character encounters a cooperating character. An example of this event is an event in which the player character's ability information (ability value, skill) changes as a result of the player character encountering the cooperating character.

[0206] Furthermore, in the first and second embodiments, the case where the content is a character (enemy character) has been mainly described, but the content may also be a weapon, protective gear, auxiliary item, card, avatar, coin, point, or the like. [Explanation of symbols]

[0207] 10...server device (computer), 12...terminal device, 50...storage means, 52...acquisition means, 54...determination means, 56...selection means, 58...accumulation means, 60...execution means

Claims

1. Computer, an acquisition means for acquiring position information of a player in the real world; a determination means for determining whether or not a predetermined condition regarding the movement or position of the player is satisfied based on the position information; a selection means for selecting one or more contents from a plurality of types of contents based on frequency of appearance in response to the determination being affirmative, without a request from the player; a storage means for storing the selected content in storage information associated with the player; an execution means for executing an event corresponding to the stored content in response to a request from the player; It functions as the execution means grants a reward related to the accumulated content to the player in response to the execution of the event. program.

2. the selection means selects the content based on the location information. The program according to claim 1.

3. the execution means permits execution of the event regardless of whether the player is moving or not. The program according to claim 1 or 2.

4. the execution means restricts the execution of the event when the player is moving. The program according to claim 1 or 2.

5. the storage means limits the number of contents stored in the storage information to a predetermined number or less; The program according to any one of claims 1 to 4.

6. When the number of contents stored in the storage information has reached the predetermined number, the storage means stores new contents by preferentially storing contents with a large amount of reward or contents with a low appearance frequency. The program according to claim 5.

7. when the number of contents stored in the storage information has reached the predetermined number, when storing new content, the storage means preferentially stores content associated with a reward that the player has not yet obtained. The program according to claim 5.

8. the execution means executes an event that encounters the stored content; when the number of contents stored in the storage information has reached the predetermined number, the storage means stores new content with priority given to content that the player has not encountered. The program according to claim 5.

9. The content is associated with a storage period according to the frequency of appearance of the content, the storage means deletes the content whose storage period has expired from the storage information. The program according to any one of claims 1 to 8.

10. the storage means stores the one or more selected contents as one group in the storage information, and limits the number of groups to be stored to a predetermined number or less; the execution means executes an event corresponding to a group stored in the stored information of the player in response to a request from the player. The program according to any one of claims 1 to 4.

11. When the number of groups stored in the storage information has reached the predetermined number, the storage means stores a new group by giving priority to a group with a large amount of reward or a group including content with a low appearance frequency. The program according to claim 10.

12. The group is associated with a storage period according to the frequency of appearance of the content included in the group, The storage means deletes the group whose storage period has elapsed from the stored information. The program according to claim 10 or 11.

13. the predetermined condition is that the player is moving; 13. The program according to any one of claims 1 to 12.

14. the predetermined condition is that the player has moved a predetermined distance; 13. The program according to any one of claims 1 to 12.

15. The predetermined condition is that the location information is in the vicinity of a predetermined location.

13. The program according to any one of claims 1 to 12.

16. an acquisition means for acquiring position information of a player in the real world; a determination means for determining whether a predetermined condition regarding the movement or position of the player is satisfied based on the position information; a selection means for selecting one or more contents from a plurality of types of contents based on frequency of appearance in response to the determination being affirmative, without a request from the player; a storage means for storing the selected content in storage information associated with the player; an execution means for executing an event corresponding to the stored content in response to a request from the player; Equipped with the execution means grants a reward related to the accumulated content to the player in response to the execution of the event. Information processing device.

Citation Information

Patent Citations

  • Systems and methods for displaying virtual worlds

    JP3551856B2