Programs and Systems

By arranging objects in a virtual space that react to player movement, the program enhances the entertainment value of location-based games with strategic depth and interactive events.

JP2026059102AActive Publication Date: 2026-04-07COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-26
Publication Date
2026-04-07

AI Technical Summary

Technical Problem

Existing location-based games lack sufficient entertainment value due to simplistic gameplay mechanics.

Method used

A program that arranges first, second, and third objects in a virtual space corresponding to the real space, where the second object moves based on conditions including the first object's direction and position, and triggers events when the second object satisfies a predetermined positional relationship with the third object.

Benefits of technology

Enhances the entertainment value by introducing strategic depth and interactive gameplay through dynamic object movements and event triggers, improving player engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide programs that can enhance interest. [Solution] The program causes the computer to place a first object that reflects information about the player's movement in real space, a second object that moves according to conditions including at least the direction and position of the first object's movement, and a third object different from the second object in a virtual space corresponding to real space, and generates a specific event when the second object satisfies a predetermined positional relationship with respect to the third object.
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Description

Technical Field

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

Background Art

[0002] Conventionally, a so-called "location information game" is known, in which an avatar is moved in a virtual space corresponding to the real space following the movement of a player in the real space, and an event is generated when the avatar satisfies a predetermined positional relationship with an object arranged in the virtual space (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] An object of the present invention is to improve the趣味性 (interest).

Means for Solving the Problems

[0005] To solve the above problems, a program according to the present invention causes a computer to arrange a first object in a virtual space corresponding to the real space, in which information regarding the movement of a player in the real space is reflected, a second object that moves according to a condition including at least the moving direction and position of the first object, and a third object different from the second object, and to generate a specific event when the second object satisfies a predetermined positional relationship with the third object.

Effects of the Invention

[0006] According to the present invention, the趣味性 (interest) is improved.

Brief Description of the Drawings

[0007] [Figure 1] This diagram shows an overview of the system according to this embodiment. [Figure 2] This is a hardware configuration diagram for the server. [Figure 3] This is a hardware configuration diagram of the user terminal. [Figure 4] This is a functional block diagram of a user terminal according to the first embodiment. [Figure 5] This diagram shows the direction in which the monster moves when the user's avatar approaches it from the front (A) and the back (B). [Figure 6] This diagram shows the direction of movement of a monster when the player's avatar approaches it at the first velocity V1(A) and the second velocity V2(B). [Figure 7] This is a flowchart of the event control process according to the first embodiment. [Figure 8] These are example screenshots of the field screen before (A) and after (B) a monster enters a cage. [Figure 9] This figure shows examples of fields related to Modification 1(A) and Modification 2(B). [Figure 10] This figure shows the field attributes according to the second embodiment. [Figure 11] This is a functional block diagram of a user terminal according to the second embodiment. [Figure 12] This figure shows an example of a field according to the second embodiment. [Figure 13] This is a flowchart of the event control process according to the third embodiment. [Figure 14] This is an example of a field screen according to the third embodiment. [Figure 15] This is an example of a battle screen according to the third embodiment. [Figure 16] This is another example of a field screen according to the third embodiment. [Figure 17] This is an example of a dungeon screen according to the third embodiment. [Modes for carrying out the invention]

[0008] Hereinafter, System 1 according to an embodiment will be described with reference to the drawings. The embodiments of the present invention described below are merely examples of how the present invention can be implemented, and do not limit the scope of the present invention to the scope described in the embodiments. Therefore, the present invention can be implemented by making various modifications to the embodiments.

[0009] [System 1 Overview] Figure 1 is a diagram illustrating an overview of System 1 according to this embodiment. As shown in Figure 1, System 1 mainly comprises a server 10 and user terminals 20A, 20B, 20C, and 20D (hereinafter, these may be collectively referred to as "user terminals 20"). Although four user terminals 20 are shown in Figure 1, the examples of user terminals 20 included in System 1 are not limited to these. The server 10 and the user terminals 20 are connected to communicate with each other via a communication network 2. The specific examples of the communication network 2 are not particularly limited, but for example, it may consist of the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof.

[0010] System 1 according to this embodiment is a game system that implements a game on a user terminal 20. The game implemented by System 1 is, for example, an online game implemented on each of the multiple user terminals 20 by mutual communication between a server 10 and multiple user terminals 20. However, the game may also be an offline game that is completed on a single user terminal 20. As another example, System 1 may implement a virtual space where users of multiple user terminals 20A to 20D communicate via avatars.

[0011] Hereinafter, a user who operates the user terminal 20 to play a game (or makes an avatar act in a virtual space) is referred to as a "player". Also, the players of the user terminals 20A, 20B, 20C, and 20D are denoted as players A, B, C, and D. Furthermore, the avatars that act in the virtual space as the avatars of players A, B, C, and D are denoted as avatars A, B, C, and D.

[0012] [Configuration of Server 10] FIG. 2 is a hardware configuration diagram of the server १०. The server 10 realizes an online game by synchronizing the game data of each of a plurality of user terminals 20. The server 10 is realized by a general-purpose computer such as a workstation or a personal computer, for example. As shown in FIG. 2, the server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the server 10 is connected to a communication bus 19.

[0013] The processor 11 realizes the processes described later by executing a series of instructions included in the server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processing Unit), an FPGA (Field-Programmable Gate Array), or other devices.

[0014] The memory 12 temporarily holds the server program 13P and data. The server program 13P is loaded from the storage 13, for example. The data includes data input to the server 10 and data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.

[0015] Storage 13 permanently holds the server program 13P and data. Storage 13 can be implemented as, for example, ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Alternatively, storage 13 may be implemented as a removable storage device, such as a memory card. In yet another example, instead of being built into the server 10, storage 13 may be connected to the server 10 as an external storage device. With such a configuration, for example, in a scenario where multiple user terminals 20 are used, such as in an amusement facility, it becomes possible to update the server program 13P and data all at once.

[0016] The input / output interface 14 is an interface for connecting external devices such as monitors, input devices (e.g., keyboards, pointing devices), external storage devices, speakers, cameras, microphones, and sensors to the server 10. The processor 11 communicates with external devices through the input / output interface 14. The input / output interface 14 can be implemented using, for example, USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (Registered Trademark) (High-Definition Multimedia Interface), or other terminals.

[0017] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 can be implemented as a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).

[0018] [Configuration of User Terminal 20] The user terminal 20 can be implemented as, for example, an HMD (Head Mounted Display) set, a tablet terminal, a wearable device, smart glasses, a smartphone, a feature phone, a laptop computer, or a desktop computer. In this embodiment, an example of the user terminal 20 as a tablet terminal is described, as shown in Figure 1.

[0019] Figure 3 is a hardware configuration diagram of the user terminal 20. As shown in Figure 3, the user terminal 20 mainly comprises a processor 21, memory 22, storage 23, communication interface 25, monitor 31, cameras 33 and 34, microphone 35, speaker 36, motion sensor 41, position sensor 42, and operating device 43 (operating unit). Each component of the user terminal 20 is connected to the communication bus 29.

[0020] The configuration of the processor 21, memory 22, storage 23, and communication interface 25 is the same as that of the server 10's processor 11, memory 12, storage 13, and communication interface 15. The storage 23 also stores the terminal program 23P.

[0021] The monitor 31 is mounted on the surface of a flat casing, as shown in Figure 1, for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is mounted on the surface of the flat casing and is a so-called in-camera that captures the face of the user viewing the monitor 31. The camera 34 is mounted on the back of the flat casing (the side opposite the monitor 31) and is a so-called out-camera that captures the surroundings.

[0022] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into sound and outputs it to the user. The user terminal 20 may include earphones instead of the speaker 36.

[0023] The motion sensor 41 detects the movement of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be implemented as, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.

[0024] The position sensor 42 detects the current location of the user terminal 20. Since it is assumed that the user terminal 20 is in the possession of the user, the location of the user terminal 20 corresponds to the location of the user possessing the user terminal 20. The position sensor 42, for example, acquires signals from a GPS (Global Positioning Satellite) and outputs information indicating the current location (hereinafter referred to as "current location information"). The specific examples of current location information are not particularly limited, but for example, it may be a combination of the latitude and longitude of the current location.

[0025] The user terminal 20 may use the detection results of the motion sensor 41 and the position sensor 42 to calculate the user's step count, distance traveled, and direction of movement. The user terminal 20 may then use at least one of the calculated step count, distance traveled, and direction of movement as a trigger to proceed with the events described later. The user's location may also be determined using values ​​detected by external devices (sensors). For example, the results detected by imaging equipment or position sensors (such as infrared sensors) placed in a building could be used. Alternatively, the user may own multiple terminals (devices) and share the detection results of sensors between these devices to determine the user's location.

[0026] The operating device 43 receives input (operations) of commands from the user to the user terminal 20. The operating device 43 is, for example, a touch panel superimposed on the monitor 31 that receives various touch operations from the user. In other words, the monitor 31 in this embodiment is a touch panel display unit. As another example, the user terminal 20 may be equipped with a controller with buttons, an operation stick, etc., as the operating device 43.

[0027] [Details of the game implemented by System 1] System 1 according to this embodiment provides, for example, a "location-based game." In a location-based game, an avatar moves on a field F (virtual space) corresponding to the real space in conjunction with the player's movement in the real space. The location-based game also includes multiple contents. Content refers to mini-games that have achievement goals (for example, defeating enemy characters, acquiring items, clearing puzzles), and contents are sometimes called "missions," "quests," or "tasks." Content is defined by content data.

[0028] The content includes one or more events that occur when predetermined conditions are met. For example, an event may occur when the avatar (i.e., the player) meets a predetermined position condition relative to a destination placed on field F. Another example is when an object leaves the display area of ​​monitor 31 (the distance from the avatar to the object exceeds a threshold). Yet another example is when a predetermined position on the screen displayed on monitor 31 is selected via the operation device 43.

[0029] "Field F" is a virtual space that corresponds to the real-world space where, for example, the user terminal 20 (i.e., the player) exists. Field F does not need to be exactly the same as the real-world space; it only needs to be similar enough that the player can perceive it as the "same place." For example, the layout of major roads and intersections in Field F is the same as in the real-world space. On the other hand, buildings and areas inaccessible to unauthorized persons (e.g., highways, factories, etc.) in Field F do not need to match those in the real-world space. The shape of Field F is defined by field data. More specifically, the field data indicates the shape of Field F (e.g., roads, buildings, parks, etc.) and includes information indicating its correspondence with the real-world space (e.g., latitude and longitude). Avatars and various objects are also placed in Field F.

[0030] An "avatar" is, for example, a 3D object with a three-dimensional shape and coordinates. An avatar is a representation of the player, reflecting information about the player's movement in real space. However, specific examples of avatars are not limited to human form; they may also be animals, monsters, robots, vehicles, etc. Hereinafter, among the avatars displayed on the user terminal 20, the avatar operated by the player on that user terminal 20 will be referred to as the "player's avatar," and avatars operated by other players will be referred to as "other players' avatars." The appearance, shape, possessions, and parameters (for example, attack power, defense power, stamina, skills, agility, etc.) of an avatar are defined by the avatar data.

[0031] Furthermore, "information regarding the player's movement in the real world is reflected" typically refers to the avatar moving on field F in conjunction with the player's movement in the real world. However, the direction of movement, speed of movement, and distance of movement of the player in the real world and the avatar in the virtual world do not necessarily have to be exactly the same. In addition, the avatar may move in the virtual world in accordance with the actions of the operator via the control device 43, not just the player's movement in the real world.

[0032] An "object" refers to anything that can be placed on Field F (for example, Cage C, Monster M, Item X1, X2, Dungeon D). An object is a 3D object that represents the shape of the corresponding thing. An object may be fixed on Field F or it may move within Field F. The appearance, shape, properties, position, and parameters of an object are defined by object data. Avatars are also included in the broader definition of objects.

[0033] An "event" can be anything that can be implemented in a location-based game, such as a battle event where an avatar battles an enemy character, an item acquisition event where an item is obtained, a movie (video) viewing event, a facility event where an avatar acts in a facility (e.g., a town, castle, inn, weapon shop, church, dungeon, etc.), a lottery event where a randomly selected game item (e.g., equipment, consumable items, in-game currency) is given to the player (their avatar), or a preparation event where the avatar's state is changed (e.g., health recovery, changing profession or equipment, organizing items). The content of an event is defined by event data.

[0034] A battle event is an event that implements a turn-based battle in which the avatar and enemy character take turns acting (e.g., attacking, activating skills, using items). In other words, in a battle event, on the battle screen displayed on the monitor 31 (e.g., Figure 15), the actions of the avatar, following the player's instructions via the control device 43, and the actions of the enemy character, following the instructions of the terminal program 23P (or server program 13P), are executed alternately. The battle event ends when the health of either the avatar or the enemy character decreases due to the actions of one of them, and either the avatar or the enemy character's health reaches 0. However, the form of a battle event is not limited to the example described above.

[0035] A facility event is an event in which the player's avatar enters a facility corresponding to a facility icon (Figure 16) placed on Field F, using the icon as an entrance. Furthermore, a facility event is an event in which the player's avatar acts within the facility according to instructions from the player via the control device 43. Field F is an example of the first virtual space, and the virtual space of the facility is an example of the second virtual space. The second virtual space may or may not correspond to the real world.

[0036] The lottery event is an event in which a game medium is randomly selected from several candidate game mediums and awarded to the player (avatar). Each of the candidate game mediums has a predetermined probability of being obtained. Furthermore, game mediums with higher in-game value (e.g., high parameters, rarity) have a lower probability of being obtained. Game mediums include equipment worn by the avatar (e.g., weapons, armor, costumes, accessories), consumable items consumed by the avatar (e.g., recovery items, buff items, debuff items), and in-game currency that can be exchanged for other game mediums.

[0037] "Meeting the predetermined positional conditions" may mean, for example, that the avatar (i.e., the player) has entered a predetermined area that includes the event's destination. As another example, "meeting the predetermined positional conditions" may mean that the event's destination has entered a predetermined area that includes the avatar. The specific shape of the predetermined area is not particularly limited, but for example, it could be a circular area centered on the location of the event or the avatar. In other words, the event occurs when the avatar comes into proximity to the event's destination.

[0038] [Functional block diagram of user terminal 20A] Figure 4 is a functional block diagram of the user terminal 20A according to the first embodiment. As shown in Figure 4, the terminal program 23P loaded into memory 22 causes the user terminal 20 (computer) to function as a placement means 210, an action means 220, and a generation means 230. The user terminal 20 may also be further equipped with other control means (for example, control means for advancing a location-based game). The functional blocks of the user terminal 20A will be described below, but the same applies to user terminals 20B, C, and D.

[0039] The placement means 210 places the player's avatar A (first object), monster M (second object), and cage C (third object) on field F, which is included in the field screen (Figure 8).

[0040] The player avatar A is an example of a first object that acts on the field F as a representation of player A on user terminal 20A, performing actions (e.g., moving, using items, progressing events). The placement means 210 places the player avatar A, represented by avatar data stored in storage 23 (or storage 13), on the field F.

[0041] Monster M is an example of a second object that moves on Field F according to conditions (for example, movement rules described later) that include at least the direction and position of movement of the player's avatar A. For example, Monster M is a character that is captured by a cage C. For another example, Monster M is an enemy character that battles the player's avatar A. For yet another example, the placement means 210 may place Monster M at a position on Field F instructed by Server 10. For yet another example, the placement means 210 may place Monster M at a position on Field F instructed by Player A through the operation device 43.

[0042] Cage C is an example of a third object whose purpose is to trigger an event. Cage C is, for example, an object for capturing monster M. For example, placement means 210 may place cage C at a location on field F instructed by server 10. For another example, placement means 210 may place cage C at a location on field F instructed by player A through operation device 43.

[0043] Action means 220 (movement means) causes Avatar A and Monster M to perform actions on the field (e.g., move, attack, activate skills, use items). Action means 220 includes, for example, a first action means 221 (first movement means) that causes Avatar A to act, and a second action means 222 (second movement means) that causes Monster M to act. Action means 220 may also move Cage C further.

[0044] The first action means 221 moves avatar A on field F, reflecting information about player A's movement in real space detected by the position sensor 42. The first action means 221 also makes avatar A act according to player A's operations via the operation device 43. The first action means 221 also transmits avatar data reflecting avatar A's actions to server 10 via communication IF 25. Server 10 transmits the avatar data received from user terminal 20A to other user terminals 20B, 20C, and 20D. This allows avatar A to act synchronously on all user terminals 20A to 20D.

[0045] The second action means 222 causes the monster M to act on the field F according to predetermined movement rules. For example, the second action means 222 moves the monster M in a direction corresponding to the movement direction of the user avatar A on the field F. More specifically, the second action means 222 moves the monster M on the field F according to the movement rules shown in Figures 5 and 6. The second action means 222 then transmits object data reflecting the monster M's actions to the server 10 via the communication IF 25. The server 10 transmits the object data received from user terminal 20A to the other user terminals 20B, 20C, and 20D. This allows the monster M to act synchronously on all user terminals 20A to 20D.

[0046] Figure 5 shows the direction of movement of monster M when the user's avatar A approaches monster M from the front (A) and back (B). Figure 6 shows the direction of movement of monster M when the user's avatar A approaches monster M at a first velocity V1 (A) and a second velocity V2 (B). However, the movement rules for monster M are not limited to the examples in Figures 5 and 6.

[0047] First, when the user avatar A is located outside the circle centered on the monster M, the second action means 222 may stop the monster M at its current position, move it according to predetermined rules, or move it randomly. Also, in response to the user avatar A moving towards the monster M, the second action means 222 moves the monster M within the movement range shown by dot hatching in Figure 5 or Figure 6.

[0048] The movement range is, for example, a sector of a circle with radii R1 to R4 (an example of a predetermined distance) centered on monster M, which is in the direction away from the user's avatar A and has angles θ1 to θ4 (an example of a predetermined angle) centered on monster M. That is, angles θ1 to θ4 are the central angles of the sector that represent the movement range. However, the specific shape of the movement range is not limited to the examples in Figures 5 and 6. In other words, the second action means 222 moves monster M in the direction away from avatar A (i.e., moves monster M away from avatar A) in response to avatar A approaching monster M.

[0049] The second action means 222 may, for example, move monster M in a direction determined by lottery within the movement range (for example, a direction determined by a random number generated by a random number generator). Alternatively, the second action means 222 may, for example, rotate monster M on the field F so that its front faces the direction of movement. The method for determining the movement range is not particularly limited, but the following methods are possible, for example.

[0050] As an example, the second action means 222 changes the distances R1, R2 and angles θ1, θ2 depending on the direction in which the user avatar A approaches the monster M, as shown in Figure 5. More specifically, when the user avatar A approaches the monster M from the front, the second action means 222 causes the monster M to start moving within the range of movement of the first angle θ1 when the user avatar A approaches the monster M to the first distance R1, as shown in Figure 5(A). On the other hand, when the user avatar A approaches the monster M from the back, the second action means 222 causes the monster M to start moving within the range of movement of the second angle θ2 when the user avatar A approaches the monster M to the second distance R2, as shown in Figure 5(B).

[0051] Note that the front side of Monster M (an example of the first direction) refers to, for example, the side where Monster M's face is located (in other words, the side that is within Monster M's field of vision). The back side of Monster M (an example of the second direction, which is different from the first direction) refers to the back side of Monster M (in other words, the side that is not within Monster M's field of vision). The front side and back side are predetermined by the shape of Monster M. However, the first and second directions are not limited to the front and back sides of Monster M, and may be different directions from each other.

[0052] Furthermore, the first angle θ1 is greater than the second angle θ2 (θ1 > θ2). That is, the second action means 222 makes the first angle θ1 when the user avatar A approaches the monster M from the front greater than the second angle θ2 when the user avatar A approaches the monster M from the back. In addition, the second distance R2 is shorter than the first distance R1 (R1 > R2). That is, the second action means 222 causes the monster M to start moving when the user avatar A approaches the monster M from the front to the first distance R1. On the other hand, the second action means 222 causes the monster M to start moving when the user avatar A approaches the monster M from the back to the second distance R2, which is shorter than the first distance R1.

[0053] As another example, the second action means 222 changes the distances R3, R4 and angles θ3, θ4 according to the movement speed of the player's avatar A approaching the monster M (in other words, the movement speed of player A), as shown in Figure 6. More specifically, when the player's avatar A approaches the monster M at a first velocity V1, the second action means 222 causes the monster M to start moving within a movement range of a third angle θ3 when the player's avatar A approaches the monster M to a third distance R3, as shown in Figure 6(A). On the other hand, when the player's avatar A approaches the monster M at a second velocity V2, the second action means 222 causes the monster M to start moving within a movement range of a fourth angle θ4 when the player's avatar A approaches the monster M to a fourth distance R4, as shown in Figure 6(B).

[0054] Furthermore, the first velocity V1 is faster than the second velocity V2 (V1>V2). Also, the third angle θ3 is greater than the fourth angle θ4 (θ3>θ4). In other words, the faster the movement speed of the avatar A approaching the monster M, the larger the central angle of the movement range of the second action means 222 becomes. Also, the third distance R3 is longer than the fourth distance R4 (R3>R4). In other words, the faster the movement speed of the avatar A approaching the monster M, the greater the distance from the avatar A to the monster M that the second action means 222 will cause the monster M to start moving.

[0055] Furthermore, the second action means 222 controls the movement of monster M by combining the movement rules described with reference to Figure 5 and the movement rules described with reference to Figure 6. Note that the relative magnitudes of angles θ1, θ2 and angles θ3, θ4 are not particularly limited. Also, the relative magnitudes of distances R1, R2 and distances R3, R4 are not particularly limited.

[0056] In other words, as shown in Figure 5, the second action means 222 may change the parameters related to the movement of the monster M (e.g., distance R1, R2, angle θ1, θ2) depending on whether the user avatar A approaches the monster M from a first direction or from a second direction different from the first direction. Also, as shown in Figure 6, the second action means 222 may change the parameters related to the movement of the monster M (e.g., distance R3, R4, angle θ3, θ4) according to the speed of the user avatar A approaching the monster M. Furthermore, the parameters related to movement are not limited to the examples above and may also include the distance and direction of movement of the monster M.

[0057] Furthermore, while Figures 5 and 6 illustrate the movement rules for monster M when the player's avatar A approaches, the movement rules for monster M are not limited to the examples given above. In other words, the movement rules may also include provisions for the movement of monster M when the player's avatar A moves away from monster M, and for the movement of monster M when the player's avatar A uses an item.

[0058] [Event control processing according to the first embodiment] Figure 7 is a flowchart of the event control process according to the first embodiment. Figure 8 shows example field screens before (A) and after (B) that monster M enters cage C. The event control process controls the occurrence of events according to the relative positions of avatar A, cage C, and monster M.

[0059] The game progresses on user terminal 20 when server program 13P causes server 10 (an example of a computer) to execute the following processes, and terminal program 23P causes user terminal 20 (another example of a computer) to execute the following processes. Hereafter, the act of server program 13P (terminal program 23P) causing server 10 (user terminal 20) to execute processes will be simply referred to as "server 10 (user terminal 20) executes the processes." The following explanation will focus on the game implemented on user terminal 20A.

[0060] Furthermore, before proceeding with the game, server 10 and user terminal 20 identify the account the user will use and execute the process to proceed with the game using the identified account. If multiple accounts are available, server 10 and user terminal 20 identify which account to proceed with from among the multiple accounts before executing the process to proceed with the game.

[0061] The user terminal 20A transmits, for example, the current location information detected by the location sensor 42 to the server 10 via the communication IF 25 in order to associate it with the currently active account. The server 10 also transmits, for example, field data indicating field F, which includes the current location indicated by the current location information received from the user terminal 20A, to the user terminal 20A via the communication IF 15 in order to synchronize it with the currently active account.

[0062] The terminal program 23P displays the field screen shown in Figure 8(A) on the monitor 31 as a prerequisite for executing event control processing. The field screen displays field F, which is indicated by field data received from the server 10. In other words, the field screen displays field F, which includes the position corresponding to player A's current location in the real world. Then, the terminal program 23P updates the field F displayed on the field screen in conjunction with player A's movement in the real world.

[0063] First, the terminal program 23P (placement means 210) places Avatar A, Cage C, and Monster M in Field F, which is included in the field screen (S11). More specifically, the placement means 210 places Avatar A in Field F at a position corresponding to the current location of Player A detected by the position sensor 42. The placement means 210 also receives content data indicating the content selected by Player A via the operation device 43, for example, from the server 10 via the communication IF 25. Then, the placement means 210 places Cage C and Monster M in Field F at the positions indicated by the content data. However, the method for determining the positions of Cage C and Monster M is not limited to the example described above. Also, the door of Cage C is assumed to be open until step S16 is executed.

[0064] The following content selected by Player A includes a capture event (an example of a specific event) and a failure event (an example of an event different from the specific event). A capture event is an event in which Player A captures Monster M in Cage C. More specifically, a capture event may involve collecting Monster M captured in Cage C (for example, registering it in the encyclopedia), adding Monster M captured in Cage C to one's party, or battling Monster M captured in Cage C. A failure event is an event in which the content ends because Player A fails to capture Monster M in Cage C. More specifically, a failure event may involve Monster M escaping, or Monster M becoming stronger and attacking Player A's avatar. However, the specific examples of events included in the content are not limited to the examples given above.

[0065] Next, the terminal program 23P (first action means 221) moves avatar A on field F in accordance with information regarding player A's movement in real space (S12: Yes). More specifically, the first action means 221 moves avatar A to the corresponding position on field F in accordance with the change in player A's current location detected by the position sensor 42. The first action means 221 also transmits avatar data indicating the avatar A after the move to the server 10 via the communication IF 25.

[0066] Next, the terminal program 23P (second action means 222) moves the monster M according to conditions that include at least the direction and position of movement of avatar A on field F (S13). More specifically, the second action means 222 moves the monster M on field F according to the movement rules described with reference to Figures 5 and 6. The second action means 222 also transmits object data representing the moved monster M to the server 10 via the communication IF 25.

[0067] Next, terminal program 23P repeatedly executes steps S12 to S13 until monster M approaches cage C (S14: No) or until monster M leaves the display area of ​​field F on the field screen (S15: No). In other words, player A can drive monster M into cage C by moving in real space while looking at the field screen.

[0068] Then, when the monster M approaches the cage C (S14: Yes), the terminal program 23P (generating means 230) closes the door of the cage C containing the monster M (S16), as shown in Figure 8(B). Step S16 is an example of a capture event (first event) in which the monster M is captured in the cage C. However, the specific example of the first event is not limited to a capture event.

[0069] For Monster M to be approaching Cage C may mean, for example, that Monster M enters the inside of a circle of a predetermined size centered on Cage C. This is an example of Monster M satisfying a predetermined positional relationship with respect to Cage C. Alternatively, the conditions for the occurrence of the first event may be that a predetermined amount of time has elapsed while Monster M is in a predetermined positional relationship with respect to Cage C, or that Player A selects Cage C through the control device 43 (for example, by tapping the location of Cage C on the field screen).

[0070] On the other hand, the terminal program 23P (generation means 230) plays a movie of monster M escaping (S17) when monster M leaves the display range of field F on the field screen (S15: Yes). Step S17 is an example of a failure event (second event) in which the capture of monster M fails. However, the specific example of the second event is not limited to a failure event as long as it is different from the first event. Also, monster M leaving the display range of field F is an example of the distance from the player's avatar A to monster M on field F exceeding a threshold.

[0071] [Effects of the First Embodiment] According to the first embodiment, the monster M is moved according to conditions that include at least the direction and position of the player's avatar A on the field F, and a capture event is triggered when the monster M satisfies a predetermined positional relationship with respect to the cage C. In this way, the enjoyment of the location-based game is improved by triggering the event while considering the direction of movement of the player's avatar A (in other words, player A in real space) on the field F.

[0072] Furthermore, according to the first embodiment, in response to the player avatar A approaching the monster M, the monster M moves away from (escapes from) the player avatar A. Then, by the player A moving in the real world to corner the monster M into the cage C, the objective of the content is achieved (a specific event occurs). This further enhances the entertainment value compared to location-based games that only require the player avatar A to reach a destination.

[0073] Furthermore, according to the first embodiment, the parameters related to the movement of monster M (i.e., angles θ1, θ2, distances R1, R2) change depending on whether the player's avatar A approaches monster M from the front or back. This increases the strategic depth of the game in trying to corner monster M in cage C, further enhancing the enjoyment of the location-based game.

[0074] Furthermore, according to the first embodiment, the parameters related to the movement of monster M (i.e., angles θ3, θ4, distances R3, R4) change according to the movement speed of the player's avatar A. This increases the strategic element of cornering monster M into cage C, further enhancing the game's appeal. In particular, slowing down the movement speed of the player's avatar A makes it easier to control monster M's movement, thus discouraging the use of vehicles (e.g., cars, motorcycles, bicycles) in location-based games.

[0075] Furthermore, according to the first embodiment, a failure event is triggered when the distance from the player's avatar A to monster M exceeds a threshold, making it necessary to keep the distance between the player's avatar A and monster M below the threshold while cornering monster M into cage C. In this way, by imposing constraints on the occurrence of the capture event, the strategic aspect of cornering monster M into cage C is enhanced, further improving the enjoyment of the location-based game.

[0076] [Modification 1 of the First Embodiment] Figure 9(A) shows an example of field F according to Modification 1. A detailed explanation of the similarities with the first embodiment will be omitted, and the explanation will focus on the differences. Modification 1 differs from the first embodiment in that the user's avatar A and the other person's avatar B cooperate to drive monster M into cage C, but is similar to the first embodiment in other respects. That is, Modification 1 assumes that the same content is executed synchronously on user terminals 20A and 20B. Furthermore, on user terminal 20A, the user's avatar A is an example of a first object that reflects information about player A's movement in real space, and the other person's avatar B is an example of a first object that reflects information about player B's movement in real space.

[0077] Other player avatar B is a character that acts on field F as a representation of player A on user terminal 20B. The placement means 210 in the modified example 1, for example, obtains avatar data from user terminal 20B via server 10 and places other player avatar B, indicated by the obtained avatar data, on field F. In addition, avatars C and D may be placed on the field screen of user terminal 20A, not just avatar B.

[0078] In the modified example 1, the first action means 221 causes the other player's avatar B on field F to act according to avatar data received from server 10 (user terminal 20B) via communication IF 25. That is, the first action means 221 moves the other player's avatar B on field F displayed on monitor 31 of user terminal 20A, reflecting information about player B's movement in real space. Furthermore, the first action means 221 causes the other player's avatar B to act on field F displayed on monitor 31 of user terminal 20A, according to player B's operations on the operating device 43 of user terminal 20B.

[0079] The second action means 222 in Modification 1 moves the monster M according to conditions that include at least the movement direction and position of the user's avatar A and the other person's avatar B on the field F. More specifically, the second action means 222 individually determines a first movement range corresponding to the movement direction of the user's avatar A and a second movement range corresponding to the movement direction of the other person's avatar B, in the manner described with reference to Figures 5 and 6. The second action means 222 then moves the monster M within the overlapping range of the first and second movement ranges. The specific movement direction of the monster M is determined, for example, by lottery (random number).

[0080] Furthermore, the server 10 in Modification 1 synchronizes field data, avatar data, and object data with user terminals 20A and 20B. As a result, according to Modification 1, players A and B can cooperate through user terminals 20A and 20B to corner monster M in cage C. In other words, players A and B can play the content cooperatively. As a result, the level of enjoyment is further enhanced.

[0081] [Modification 2 of the First Embodiment] Figure 9(B) shows an example of field F according to Modification 2. A detailed explanation of the similarities with the first embodiment will be omitted, and the differences will be explained in detail. Modification 2 differs from the first embodiment in that, in addition to the player's avatar A, a campfire X1 or bait X2 (hereinafter, these may be collectively referred to as "items X1, X2") is used to drive monster M into cage C, but is similar to the first embodiment in other respects.

[0082] Items X1 and X2 are examples of fourth objects that affect monster M (typically controlling the direction of monster M's movement). More specifically, campfire X1, an example of an item, is an example of a fourth object that repels monster M. Bait X2, another example of an item, is an example of a fourth object that attracts monster M. The placement means 210 in the modified version 2 places items X1 and X2 at positions on field F specified by player A via the operating device 43, for example.

[0083] The second action means 222 in the modified example 2 causes the monster M to act based on the positional relationship between items X1 and X2 and the monster M. In other words, the second action means 222 causes the monster M to behave in accordance with the influence it receives from items X1 and X2. As an example, the second action means 222 moves the monster M away from the campfire X1. As another example, the second action means 222 moves the monster M towards the bait X2. The specific direction of movement of the monster M relative to items X1 and X2 will be explained in the second embodiment.

[0084] According to Modification 2, in addition to the movement direction of Avatar A, items X1 and X2 can be used to corner Monster M into cage C. This increases the strategic depth of cornering Monster M into cage C, further enhancing the game's appeal.

[0085] However, specific examples of items X1 and X2 are not limited to those mentioned above. That is, "affecting monster M" may include not only affecting monster M's movement, but also changing monster M's parameters (for example, becoming stronger, recovering health, dealing damage, or causing status ailments (for example, poison, paralysis, or charm)). Furthermore, monster M's parameters may change when it acquires an item (for example, by eating a poisonous mushroom).

[0086] [Other variations of the first embodiment] Parts and all of the first embodiment, modification 1, and modification 2 can be combined without departing from the spirit of the present invention. Furthermore, specific examples of the second object are not limited to monster M, and specific examples of the third object are not limited to cage C. Other examples of the third object that captures the second object may be pit traps, traps, etc. Also, other examples of the second object may be animals, insects, soldiers, etc. Furthermore, events are not limited to those in which the third object captures the second object.

[0087] Another example of an event is one in which a second object, an enemy character (for example, a single character or a unit composed of multiple characters), is attacked by a third object, a weapon (for example, a bow, cannon, gun, or catapult). In other words, the content may involve luring the enemy character into the weapon's range. The triggering means 230 may then trigger an event in which the enemy character is attacked with the weapon when the enemy character enters the weapon's range.

[0088] Another example of an event is one in which, when the second object, an enemy character, reaches the third object, a destination (e.g., a base, nest, or feeding ground), the enemy character is strengthened (e.g., becomes larger, or its parameters (e.g., attack power) are increased). In other words, the content may be something that prevents the enemy character from reaching the destination. The triggering means 230 may then trigger an event that strengthens the enemy character when it reaches the destination.

[0089] [Second Embodiment] A second embodiment of the present invention will be described with reference to Figures 10 to 12. Detailed explanations of the similarities with the first embodiment will be omitted, and the focus will be on the differences. The location-based game according to the second embodiment differs from the first embodiment in that it moves monster M in response to the influence of items X1 and X2, rather than through the movement of the player's avatar A, but is similar to the first embodiment in other respects. Furthermore, the configuration of the second embodiment can also be applied to Modification 1 of the first embodiment. In the second embodiment, items X1 and X2 are examples of first objects, monster M is an example of a second object, cage C is an example of a third object, and player avatar A is an example of a fourth object.

[0090] Figure 10 shows the attributes of field F according to the second embodiment. The field data according to the second embodiment includes attribute data that indicates the attributes of field F. The attributes of field F refer to, for example, the form of each area on field F (e.g., water source, residential area, forest), the slope on field F (e.g., uphill, downhill), and the weather on field F (e.g., sunny, rainy, wind direction). In the example in Figure 10, "water source" is indicated by diagonal hatching, "downhill" by a black arrow, and "wind direction" by a white arrow. Note that the attributes of field F (virtual space) may be the same as those of real space, or they may be different from those of real space.

[0091] Figure 11 is a functional block diagram of the user terminal 20A according to the second embodiment. As shown in Figure 11, the terminal program 23P according to the second embodiment makes the user terminal 20 (computer) function as a change means 240, in addition to the placement means 210, action means 220, and generation means 230.

[0092] In the second embodiment, the placement means 210 places items X1 and X2 on the field F. The placement means 210 places items X1 and X2 at positions on the field F instructed (placement instructions) by player A via the operation device 43. More specifically, when the placement means 210 receives a placement instruction from player A via the operation device 43, it places items X1 and X2 at the position of the player's avatar A. That is, player A can place items X1 and X2 at desired positions on the field F by moving in real space and inputting placement instructions.

[0093] Furthermore, the placement means 210 may determine whether or not to place the campfire X1 at the location instructed by player A, based on the attributes of field F indicated by the attribute data. For example, if a placement instruction is entered when the player's avatar A is placed in a water source, the placement means 210 will place the campfire X1 at the location of the player's avatar A. On the other hand, if a placement instruction is entered when the player's avatar A is placed in a location other than a water source, the placement means 210 will not place the campfire X1 at the location of the player's avatar A.

[0094] In other words, among the attributes set for Field F, the water area hatched with diagonal lines in Figure 10 is an example of a first area where a campfire X1 can be placed, and the area other than the water area is an example of a second area where a campfire X1 cannot be placed. Furthermore, items that can be placed in Field F may include campfire X1, which can only be placed in a part of Field F (i.e., the first area), and bait X2, which can be placed in all areas of Field F.

[0095] The changing means 240 according to the second embodiment changes the campfire X1 on the field F. The changing means 240 changes the campfire X1 according to, for example, the attributes of the field F indicated by the field data. Note that "changing the campfire X1" includes at least one of the following: changing the position of the campfire X1 (i.e., moving), changing the size of the campfire X1 (e.g., enlarging, shrinking), or changing the shape of the campfire X1 (i.e., deforming). In addition, items that can be placed on the field F may include the changing campfire X1 and the unchanging bait X2.

[0096] Figure 12 shows an example of a field F according to the second embodiment. As an example, the changing means 240 may change the size of the bonfire X1 according to the weather in the field F. That is, the changing means 240 may gradually reduce the size of the bonfire X1 (i.e., extinguish it) when it is raining in the field F. Also, as shown in Figure 12, the changing means 240 may gradually increase the size of the bonfire X1 (i.e., spread it) when it is sunny in the field F. As yet another example, the changing means 240 may change the shape of the bonfire X1 according to the wind direction in the field F. That is, as shown in Figure 12, the changing means 240 may extend the bonfire X1 downwind of the wind in the field F (i.e., spread it).

[0097] The second action means 222 in the second embodiment moves the monster M on the field F in response to the influence it receives from items X1 and X2. That is, player A can place items X1 and X2 on the field F in such a way that they drive the monster M into the cage C. The specific method by which the second action means 222 moves the monster M is not particularly limited, but the following methods are possible, for example.

[0098] As an example, the second action means 222 moves the monster M so that it leaves the exclusion area (e.g., a circle or ellipse) surrounding the campfire X1, as shown by the dashed line in Figure 12. This exclusion area surrounds the campfire X1 and is larger than the campfire X1. The shape and size of the exclusion area also change in accordance with the changes in the campfire X1. Then, for example, if the monster M is included in the exclusion area whose shape has changed, the second action means 222 moves the monster M so that it leaves the exclusion area by the shortest distance. In other words, when the monster M is positioned upwind of the cage C, player A should position the campfire X1 further upwind of the monster M.

[0099] As another example, the second action means 222 moves the monster M so that it approaches the bait X2. The second action means 222 moves the monster M so that it approaches the bait X2 along a straight line connecting the monster M and the bait X2. In other words, player A only needs to place the bait X2 on the opposite side of the cage C from the monster M.

[0100] [Effects of the second embodiment] According to the second embodiment, the monster M is moved on the field F in response to the influence of items X1 and X2, and a capture event is triggered when the monster M satisfies a predetermined positional relationship with respect to the cage C. In this way, the enjoyment of the location-based game is improved by triggering the event while considering the positional relationship between the monster M and items X1 and X2 on the field F.

[0101] Furthermore, according to the second embodiment, items X1 and X2 are placed at the location of the player's avatar A. As a result, player A places items X1 and X2 while moving through real space according to the position of monster M on the field screen. This enhances the entertainment value without deviating from the purpose of location-based games.

[0102] Furthermore, according to the second embodiment, by dividing the field F into a first area where a bonfire X1 can be placed (i.e., a water source) and a second area where a bonfire X1 cannot be placed, the strategic depth of luring the monster M into the cage C is enhanced, further improving the enjoyment of the location-based game.

[0103] Furthermore, according to the second embodiment, changing the position, size, and shape of the bonfire X1 enhances the strategic depth of the game in which players can corner monster M in cage C, thereby further improving the enjoyment of the location-based game.

[0104] [Modified version of the second embodiment] Note that the items that can be placed in Field F are not limited to 1 campfire and 2 baits. As an example of other items, the placement means 210 may place rocks or iron balls in Field F. Also, the transformation means 240 may move the rocks or iron balls along the downhill slope of Field F (i.e., make them roll down).

[0105] [Third Embodiment] A third embodiment of the present invention will be described with reference to Figures 13 to 17. Detailed explanations of the similarities with the first embodiment will be omitted, and the focus will be on the differences. The location-based game according to the third embodiment differs from the first embodiment in that it changes the events generated based on the direction in which the player avatar A approaches a monster M or dungeon symbol D, while it shares similarities with the first embodiment in other respects. In the third embodiment, the player avatar A is an example of a first object, and monster M and dungeon symbol D are examples of second objects.

[0106] Figure 13 is a flowchart of the event control process according to the third embodiment. Figure 14 is an example of a field screen according to the third embodiment. Figure 15 is an example of a battle screen according to the third embodiment.

[0107] First, the terminal program 23P (placement means 210) places Avatar A and Monster M in Field F, which is included in the field screen (S21). More specifically, the placement means 210 places Avatar A in Field F at a position corresponding to the current location of Player A detected by the position sensor 42. The placement means 210 also places Monster M at a position on Field F specified by Player A via the operation device 43, for example. Note that the second object that triggers the battle event is not limited to Monster M itself, but may be any destination symbol.

[0108] Next, the terminal program 23P (first action means 221) moves avatar A on field F in accordance with information regarding player A's movement in real space (S22: Yes). More specifically, the first action means 221 moves avatar A to a corresponding position on field F in accordance with the change in player A's current location detected by the position sensor 42. The first action means 221 also transmits avatar data indicating the avatar A after the move to the server 10 via the communication IF 25. Furthermore, the terminal program 23P (second action means 222) may move monster M on field F according to predetermined rules. Alternatively, monster M may remain at the position specified by player A.

[0109] Next, the terminal program 23P (generating means 230) repeatedly executes the process in step S22 until the user's avatar A encounters monster M (S23: No), and waits to execute the processes from step S24 onwards. An encounter between the user's avatar A and monster M is an example of a situation where the user's avatar A satisfies a predetermined positional relationship with monster M.

[0110] Furthermore, if the user avatar A encounters a monster M (S23: Yes), the generation means 230 determines whether the user avatar A approached the monster M from the front side as shown in Figure 14(A) or from the back side as shown in Figure 14(B) (S24). The front side of the monster M is an example of a first direction, and the back side of the monster M is an example of a second direction.

[0111] Then, when the player avatar A approaches the monster M from the front (S24: Yes), the generation means 230 displays the battle screen shown in Figure 15(A) on the monitor 31 and generates a battle event (S25). Furthermore, in the battle event (turn-based battle) through the battle screen shown in Figure 15(A), the generation means 230 determines the order of actions based on the parameters of the player avatar A and the monster M. For example, the generation means 230 will have the one with the higher speed act first.

[0112] On the other hand, if the player avatar A approaches the monster M from the rear (S24: No), the triggering means 230 displays the battle screen shown in Figure 15(B) on the monitor 31 and triggers a battle event (S26). Furthermore, in the battle event (turn-based battle) through the battle screen shown in Figure 15(B), the triggering means 230 causes the player avatar A to act first, regardless of the parameters of the player avatar A and the monster M.

[0113] The battle event in step S25 is an example of a first-type event, and the battle event in step S26 is an example of a second-type event. Furthermore, the battle event (S26) that causes the player's avatar A to act first regardless of parameters is an example of an event that has a more favorable effect on the player's avatar A than the battle event (S25) that determines the order of actions according to parameters. In other words, the battle event in step S25 is an example of an event that has a more unfavorable effect on the player's avatar A than the battle event in step S26.

[0114] However, an event that activates an effect advantageous to the player avatar A is not limited to a battle event where the player can act first. For example, it could be a battle event that starts with the player avatar A's parameters increased (a so-called buff), or a battle event that starts with the monster M's parameters decreased (a so-called debuff). Also, the second event is not limited to being more advantageous than the first event. For example, the first event could be a battle event against the first enemy character, and the second event could be a battle event against a second enemy character different from the first.

[0115] Figure 16 shows another example of the field screen according to the third embodiment. Figure 17 shows an example of the dungeon screen according to the third embodiment. The processing flow is the same as in Figure 13. On the other hand, the first difference from Figures 14 and 15 is that the dungeon symbol D is used as the object instead of the monster M. The second difference from Figures 14 and 15 is that the player avatar A approaches the dungeon symbol D from the north (first direction) or south (second direction) instead of the front or back of the monster M.

[0116] The dungeon symbol D shown in Figure 16 is an entrance to a virtual space called a dungeon (Figure 17). The dungeon is an example of a virtual space separate from field F (virtual space). The dungeon may or may not correspond to real space. Furthermore, the dungeon is not limited to a three-dimensional space, but may be a two-dimensional plane. In addition, the dungeon includes a first entrance E1 and a second entrance E2, as shown in Figure 17, for example. The first entrance E1 and the second entrance E2 are different entrances (i.e., different locations within the range that the user's avatar A can move in within the dungeon).

[0117] Then, if the user's avatar A approaches the dungeon symbol D from the south (S24: Yes), the generation means 230 causes the user's avatar A to enter the dungeon from the first entrance E1 in Figure 17 (S25). On the other hand, if the user's avatar A approaches the dungeon symbol D from the north (S24: No), the generation means 230 causes the user's avatar A to enter the dungeon from the second entrance E2 in Figure 17 (S26). In other words, the generation means 230 causes the user's avatar A to start actions from different locations in the dungeon based on the direction in which the user's avatar A approaches the dungeon symbol D.

[0118] Furthermore, the first action means 221 causes avatar A to act within the dungeon according to the actions of player A via the control device 43. The dungeon may also contain items I that avatar A can acquire, or monsters that avatar A can battle. The event generation means 230 may cause avatar A to acquire different items I (i.e., generate different acquisition events) or battle different monsters (i.e., generate different battle events) depending on the entrance E1 or E2 into which avatar A enters the dungeon. The first entrance E1 and the second entrance E2 may also be entrances with different distances to reach the destination (item I or monster). Furthermore, the first entrance E1 and the second entrance E2 may also be entrances with different difficulty levels to reach the destination (e.g., the number and strength of monsters placed along the way).

[0119] [Effects of the Third Embodiment] According to the third embodiment, different events are triggered depending on the direction in which the player's avatar A approaches monster M or dungeon symbol D. This further enhances the entertainment value compared to location-based games that simply require the player's avatar A to reach a destination.

[0120] Furthermore, according to the third embodiment, the strategic depth of the location-based game is enhanced by switching the advantages and disadvantages of the battle event depending on the direction in which the player's avatar A approaches monster M, thereby further improving its appeal. Additionally, by switching the monster to battle depending on the direction in which the player's avatar A approaches monster M, the appeal of the location-based game is further enhanced, such as allowing player A to detour through real space to battle a desired monster.

[0121] Furthermore, according to the third embodiment, the strategic depth of the location-based game is enhanced by switching between entrances E1 and E2 when the player's avatar A enters the dungeon, depending on the direction in which the player's avatar A approaches the dungeon symbol D, thereby further improving its appeal.

[0122] [Modified version of the third embodiment] The modified arrangement means 210 places Avatar A and a destination symbol in Field F included in the field screen. The modified destination symbol is, for example, a symbol that generates a lottery event. The modified generation means 230 generates a first lottery event (an example of a first event) when Avatar A approaches the destination symbol from a first direction, and generates a second lottery event (an example of a second event) when Avatar A approaches the destination symbol from a second direction.

[0123] The second lottery event is a lottery event in which the probability of winning a high-value game item is higher than in the first lottery event. For example, the second lottery event may have the same candidate game items as the first event, but the probability of winning a high-value game item (e.g., one with a rarity above a threshold) may be increased compared to the first lottery event, while the probability of winning a low-value game item (e.g., one with a rarity below a threshold) may be decreased compared to the first event. As another example, the second lottery event may replace some of the candidate game items in the first lottery event with game items of higher value. In other words, the second lottery event is another example of an event that activates an effect more favorable to Avatar A than the first lottery event.

[0124] [Other variations] Although the above embodiment was described using a location-based game, it may also be applied to various application services that utilize location information. Examples include fitness apps, training apps, health support apps, transportation guidance apps, and tourist information apps.

[0125] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Also, the program according to the present invention is not limited to being executed on a single device, but may be executed by multiple devices in a shared manner. Moreover, the division of roles between the server 10 and the user terminal 20 is not limited to the examples described above. That is, a part of the processing of the server 10 may be executed by the user terminal 20, and a part of the processing of the user terminal 20 may be executed by the server 10. The embodiments described herein can be combined in part or in whole, and parts may be replaced, added, deleted, or modified with other elements. It should be noted that even matters not explicitly described herein may be appropriately adopted from known technical elements at the time of filing.

[0126] Furthermore, some or all of the means implemented by the program can also be implemented by hardware such as integrated circuits. Additionally, the program may be provided by being recorded on a non-transient recording medium readable by a computer. Recording mediums include, for example, hard disks, SD cards, DVDs, and servers on the internet.

[0127] [Note 1] The present invention is summarized below. [assignment] For example, the present invention aims to improve interest. [Solution] (1) On the computer, A first object that reflects information about the player's movement in the real world, a second object that moves according to conditions including at least the direction and position of the first object, and a third object different from the second object are placed in a virtual space corresponding to the real world. A program that generates a specific event when the second object satisfies a predetermined positional relationship with respect to the third object. (2) In the program described in (1) above, A program for the computer that causes the second object to move away from the first object in response to the first object moving towards the second object. (3) In the program described in (2) above, A program for the computer that changes parameters related to the movement of the second object depending on whether the first object approaches the second object from a first direction or from a second direction different from the first direction. (4) In the program described in (2) above, A program for the computer that changes parameters related to the movement of the second object according to the speed at which the first object approaches the second object. (5) In the program described in (1) above, To the aforementioned computer, The player places a fourth object that affects the second object at the location in the virtual space specified by the player, A program that causes the second object to behave in accordance with the influence it receives from the fourth object. (6) In the program described in (1) above, To the aforementioned computer, Multiple first objects are placed in the virtual space, each reflecting information about the movement of a different player. A program that moves a second object according to a condition that includes at least the direction of movement and position of each of the multiple first objects. (7) In the program described in (1) above, A program for the computer that generates an event different from the specific event when the distance from the first object to the second object in the virtual space exceeds a threshold. The solutions described in the above program may be applied as appropriate to other categories such as systems, methods, media, and devices. [Effects and Effects] According to the above solution (1), the enjoyment of location-based games is improved by generating specific events while considering the direction of movement of the first object in the virtual space (in other words, the player in the real space). According to the above solution (2), a specific event occurs when the player moves in real space to corner the second object towards the third object. This further enhances the entertainment value compared to location-based games where the goal is simply to get the first object to its destination. According to solution (3) above, the parameters related to the movement of the second object change depending on the direction in which the first object approaches the second object. This increases the strategic depth of the game in trying to corner the second object towards the third object, further enhancing the enjoyment of location-based games. According to the above solution (4), the parameters related to the movement of the second object change according to the speed of the first object approaching the second object. This increases the strategic element of chasing the second object towards the third object, further enhancing the enjoyment of location-based games. According to the above solution (5), in addition to the first object, the fourth object can be used to force the second object into the third object. This increases the strategic depth of the process of forcing the second object into the third object, further enhancing the enjoyment of location-based games. According to the above solution (6), multiple players can cooperate to drive the second object into the third object. In other words, multiple players can play the content cooperatively. As a result, the level of enjoyment is further enhanced. According to the above solution (7), by generating another event when the distance from the first object to the second object exceeds a threshold, it becomes necessary to keep the distance between the first and second objects below the threshold while driving the second object towards the third object. In this way, by imposing constraints on the occurrence of the first event, the strategic aspect of driving the second object towards the third object is enhanced, further improving the enjoyment of location-based games.

[0128] [Note 2] The present invention is summarized below. [assignment] For example, the present invention aims to improve interest. [Solution] (1) On the computer, In a virtual space corresponding to the real space, a first object, a second object that moves in response to the influence of the first object, and a third object are placed. A program that generates a specific event when the second object satisfies a predetermined positional relationship with respect to the third object. (2) In the program described in (1) above, To the aforementioned computer, A fourth object, which reflects information about the player's movement in the real space, is placed in the virtual space. A program that, upon receiving placement instructions from the player, places the first object at the location of the fourth object in the virtual space. (3) In the program described in (2) above, The virtual space is divided into a first region where the first object can be placed and a second region where the first object cannot be placed. A program that causes the computer to place the first object at the position of the fourth object when it receives a placement instruction from the player while the fourth object is placed in the first area. (4) In the program described in (1) above, A program for the computer that changes the first object in the virtual space. The solutions described in the above program may be applied as appropriate to other categories such as systems, methods, media, and devices. [Effects and Effects] According to the above solution (1), the enjoyment of location-based games is improved by generating events while considering the positional relationships of the first object, the second object, and the third object in the virtual space. According to the above solution (2), the player places the first object while moving in real space according to the position of the second object. This improves the entertainment value without deviating from the purpose of location-based games. According to the above solution (3), by dividing the area into a first area where the first object can be placed and a second area where the first object cannot be placed, the strategic element of forcing the second object into the third object is enhanced, further improving the enjoyment of location-based games. According to the above solution (4), changing the position, size, and shape of the first object increases the strategic depth of the game, thereby further enhancing the enjoyment of location-based games.

[0129] [Note 3] The present invention is summarized below. [assignment] For example, the present invention aims to improve interest. [Solution] (1) On the computer, A first object that reflects information about the player's movement in the real world, and a second object different from the first object, are placed in a virtual space corresponding to the real world. When the first object approaches the second object from a first direction, a first event is generated. A program that generates a second event, different from the first event, when the first object approaches the second object from a second direction different from the first direction. (2) In the program described in (1) above, The second event is a program that triggers an effect more favorable to the first object than the first event. (3) In the program described in (2) above, The first event is a battle event in which the order of actions is determined by the parameters of the first and second objects. The program is such that the second event is a battle event in which the first object acts first. (4) In the program described in (2) above, A program in which the second event is a battle event that starts with the parameters of the first object increased or decreased compared to the first event. (5) In the program described in (2) above, The first event is a lottery event that assigns a game medium selected by lottery to the first object, The program is a lottery event in which the probability of winning a high-value game medium is higher than that of the first event. (6) In the program described in (1) above, The first event is a battle event between the first enemy character and the first object. The program is such that the second event is a battle event between the first enemy character and the first object, with the second enemy character being different from the first enemy character. (7) In the program described in (1) above, The second object is an entrance to the virtual space and another virtual space, In the first event, the first object enters the other virtual space from the first entrance. In the second event, the program causes the first object to enter the other virtual space from a second entrance different from the first entrance. The solutions described in the above program may be applied as appropriate to other categories such as systems, methods, media, and devices. [Effects and Effects] According to the above solution (1), different events are generated depending on the direction in which the first object approaches the second object. This further enhances the entertainment value compared to location-based games where the goal is simply to get the first object to its destination. According to the above solution (2), the strategic depth of the location-based game is enhanced by switching between advantageous and disadvantageous events depending on the direction in which the first object approaches the second object, thereby further improving its appeal. According to the above solution (3), switching the order of actions in battle events enhances the strategic depth of location-based games, thereby further increasing their appeal. According to the above solution (4), changing the parameters of the first and second objects in the battle event enhances the strategic depth of the location-based game, thereby further increasing its appeal. According to the above solution (5), changing the probability of winning in the lottery event enhances the strategic aspect of location-based games, thereby further increasing their appeal. According to the above solution (6), the enjoyment of location-based games is further enhanced by allowing players to switch between enemy characters in battle, such as by having them detour through real space to battle a desired enemy character. According to the above solution (7), the strategic depth of the location-based game is enhanced by switching the entrance to another virtual space for the first object depending on the direction in which the first object approaches the second object, thereby further improving its appeal. [Explanation of symbols]

[0130] 1...System, 2...Communication Network, 10...Server, 11,21...Processor, 12,22...Memory, 13,23...Storage, 13P...Server Program, 14...Input / Output Interface, 15,25...Communication Interface, 19,29...Communication Bus, 20...User Terminal, 23P...Terminal Program, 31...Monitor, 33,34...Camera, 35...Microphone, 36...Speaker, 41...Motion Sensor, 42...Position Sensor, 43...Operating Device

Claims

1. On the computer, A first object that reflects information about the player's movement in real space, a second object that moves according to conditions including at least the direction and position of movement of the first object, and a third object different from the second object are placed in a virtual space corresponding to the real space. A program that generates a specific event when the second object satisfies a predetermined positional relationship with respect to the third object.

2. In the program described in claim 1, A program for the computer that causes the second object to move away from the first object in response to the first object moving towards the second object.

3. In the program described in claim 2, A program for the computer that changes parameters related to the movement of the second object depending on whether the first object approaches the second object from a first direction or from a second direction different from the first direction.

4. In the program described in claim 2, A program for the computer that changes parameters related to the movement of the second object according to the speed of the first object approaching the second object.

5. In the program described in claim 1, To the aforementioned computer, The player places a fourth object that affects the second object at the location in the virtual space specified by the player, A program that causes the second object to behave in accordance with the influence it receives from the fourth object.

6. In the program described in claim 1, To the aforementioned computer, Multiple first objects are placed in the virtual space, each reflecting information about the movement of a different player. A program that moves a second object according to a condition that includes at least the direction of movement and position of each of the multiple first objects.

7. In the program described in claim 1, A program for the computer that generates an event different from the specific event when the distance from the first object to the second object in the virtual space exceeds a threshold.

8. A means for arranging a first object that reflects information about the player's movement in real space, a second object that moves according to conditions including at least the direction and position of movement of the first object, and a third object different from the second object, in a virtual space corresponding to the real space, A system comprising means for generating a specific event when the second object satisfies a predetermined positional relationship with respect to the third object.

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