Programs and Information Processing Systems

The system addresses the limitations of static location-based services by enabling dynamic virtual space interaction and reducing geographical barriers, enhancing user engagement and enjoyment through virtual object movement and proxy-based media acquisition.

JP2026106017APending Publication Date: 2026-06-29COLOPL

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
COLOPL
Filing Date
2024-12-17
Publication Date
2026-06-29

AI Technical Summary

Technical Problem

Existing location-based services lack the ability to enhance user engagement and interest by allowing objects to move dynamically in a virtual space independent of real-world movement, and users face burdens in acquiring game media due to geographical limitations.

Method used

A system that enables objects to move in a virtual space based on user movement in the real space, using game media to facilitate movement and interaction with virtual objects, allowing users to select starting positions and acquire game media without real-world movement through a proxy system and lottery-based rewards.

Benefits of technology

Enhances user engagement by improving the dynamic interaction in the virtual space and reducing the burden of real-world movement for acquiring game media, thereby increasing the enjoyment and interest in location-based games.

✦ Generated by Eureka AI based on patent content.

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Abstract

We will provide programs that enhance the appeal of the service. [Solution] The computer functions as a control means that can move objects in a virtual space corresponding to the real space in response to the user's movement in the real space, and can also move objects to a specific location in the virtual space in response to the effects of a predetermined game medium. Furthermore, the control means moves objects in the virtual space to a specific location in the virtual space when the user moves to a specific location in the real space, and enables the execution of an event corresponding to that specific location in the virtual space. Even if the user has not moved to a specific location in the real world, if the object moves to a specific location in the virtual space due to the effects of the game medium, the control means enables the execution of an event corresponding to that specific virtual location.
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Description

Technical Field

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

Background Art

[0002] Conventionally, a technology capable of providing a service according to the position of a user in the real space has been known (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The present invention aims to improve the interestingness of the service.

Means for Solving the Problems

[0005] To solve the above problems, the program of the present invention causes a computer to function as control means for making an object movable in a virtual space having a correspondence with the real space according to the movement of a user in the real space, and for making the object movable to a specific position in the virtual space according to the effect of a predetermined game medium.

Effects of the Invention

[0006] According to the present invention, the interestingness of the service is improved.

Brief Description of the Drawings

[0007] [Figure 1] It is a diagram for explaining each configuration of the information processing system. [Figure 2] It is a hardware configuration diagram of the information processing system. [Figure 3] This is a functional block diagram of an information processing system. [Figure 4] This diagram illustrates specific examples of event spots. [Figure 5] This is a conceptual diagram of a specific example of the gameplay screen. [Figure 6] This diagram illustrates the configuration necessary to determine a base of operations. [Figure 7] This is a diagram illustrating a specific example of a moving object. [Figure 8] This is a diagram illustrating specific examples of how moving objects move. [Figure 9] This diagram illustrates a specific example of a configuration that allows users to select the property they wish to request. [Figure 10] This diagram illustrates a specific example of a configuration that allows for the selection of negotiators. [Figure 11] This is a diagram to illustrate specific examples of the actions of a proxy. [Figure 12] This is a conceptual diagram of the proxy conditions table and the reward determination table. [Figure 13] This diagram illustrates a specific example of a configuration that allows for the selection of consideration. [Figure 14] This is a conceptual diagram of the magnification determination table. [Figure 15] This is a flowchart of each process performed by the terminal device. [Figure 16] This is a system sequence diagram used to explain the operation of an information processing system. [Figure 17] This is a diagram illustrating a variation. [Modes for carrying out the invention]

[0008] Figure 1 is a diagram illustrating the various components of the information processing system 1000. The information processing system 1000 consists of a terminal device 100 and a server device 200. As shown in Figure 1, the terminal device 100 and the server device 200 can communicate with each other via a network N. The network N is assumed to be, for example, the internet.

[0009] The terminal device 100 can be carried by a user, and for example, a smartphone, a personal computer, and a portable game console can be adopted. Further, the terminal device 100 stores various programs including application programs. In practice, a plurality of terminal devices 100 communicate with the server device 200. However, in FIG. 1, for the sake of explanation, one terminal device 100 is extracted and shown.

[0010] The terminal device 100 is configured to be able to acquire position information in the real space. Specifically, the terminal device 100 includes a GPS (Global Positioning System) receiver and is configured to be able to receive GPS signals. The above GPS signals include position information indicating the position of the terminal device 100 on the horizontal plane. In the present embodiment, the position of the terminal device 100 on the horizontal plane of the real space Sr may be described as the "user position Pr" (see FIG. 1). The above user position Pr can be estimated to indicate the position of the user who holds the terminal device 100.

[0011] The server device 200 provides the terminal device 100 with various information used when the terminal device 100 executes an application program. Specifically, by the cooperation of the terminal device 100 and the server device 200, a service that uses the user's position information in the terminal device 100, for example, a game that uses the user's position information (referred to as a position information game) can be executed. In FIG. 1, an example in which the server device 200 is composed of one server device is shown, but the server device 200 may be composed of a plurality of server devices (systems).

[0012] As shown in FIG. 1, in the location information game of the present embodiment, a plurality of event spots res are provided in the real space Sr. Each of the above event spots res corresponds to any one of each station E in the real space Sr. Further, in each event spot res, the station E corresponding to the event spot res is located. With the above configuration, when the user (terminal device 100) moves by train, the user position Pr sequentially moves to each event spot res. Note that depending on each station E, they may be provided in proximity (at a substantially common location). In the above case, it is also possible to adopt a configuration in which one event spot res is provided for each of the stations E.

[0013] Although details will be described later, in the location information game of the present embodiment, when the user position Pr is located at the event spot res, an event corresponding to the event spot res (such as the purchase of the property I described later) can be started (see FIGS. 5(a) and 5(b)). In the present embodiment as described above, while the user moves to each event spot res by train, each event proceeds sequentially at each of the event spots res.

[0014] FIG. 2 is a hardware configuration diagram of the information processing system 1000. As described above, the information processing system 1000 includes a terminal device 100 and a server device 200. As shown in FIG. 2, the terminal device 100 includes a processing device 101, a storage device 102, a communication device 103, a display device 104, a GPS receiver 105, an acceleration azimuth sensor 106, and a camera 107. Each of the above components is communicably connected via a system bus.

[0015] The processing unit 101 controls the entire terminal device 100. The processing unit 101 may consist of one or more processors. Specifically, the processing unit 101 may consist of one or more types of processors, such as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), or ASIC (Application Specific Integrated Circuit).

[0016] The storage device 102 stores various programs, including the basic program and the application program PGx. As the storage device 102, known recording media such as semiconductor recording media and magnetic recording media may be used. Furthermore, the storage device 102 may consist of one recording media or multiple recording media. The application program PGx is downloaded in advance and installed on the terminal device 100. The storage device 102 also stores various game data used in location-based games (such as data indicating items assigned to the user and data indicating the status of the user character).

[0017] The display device 104 comprises a display panel 104a and a touch panel 104b. The display panel 104a is, for example, a flat display made of organic EL (Electro Luminescence). The touch panel 104b is configured to detect user touch operations. Specifically, the touch panel 104b is mounted on top of the display panel 104a and accepts touch operations on the image displayed on the display panel 104a.

[0018] The GPS receiver 105 receives GPS signals from GPS satellites. The acceleration direction sensor 106 is composed of a combination of various sensors, including a compass for detecting direction, an accelerometer, and a gyroscope. The communication device 103 communicates with the server device 200 via the network N. The camera 107 includes an image sensor and generates an image by converting incident light entering through the lens into an electrical signal.

[0019] The server device 200 comprises a processing unit 201, a storage device 202, and a communication device 203. Each of these components is connected via a system bus for communication. The processing unit 201 controls the entire server device 200. The processing unit 201 of the server device 200, like the processing unit 101 of the terminal device 100 described above, may consist of one or more processors. Specifically, the processing unit 201 may consist of one or more types of processors, such as a CPU, GPU, DSP, FPGA, or ASIC.

[0020] The storage device 202 stores various programs, including the basic program and the game management program PGy. For the storage device 202 of the server device 200, known recording media such as semiconductor recording media and magnetic recording media may be used. The storage device 202 may consist of one recording media or multiple recording media. Furthermore, the storage device 202 stores various game data used in location-based games (such as data indicating items assigned to the user and data indicating the status of the user character) in association with the user's identifier. The communication device 203 communicates with the terminal device 100 via the network N.

[0021] Figure 3 is a functional block diagram of the information processing system 1. As shown in Figure 3, the information processing system 1 of this embodiment is composed of a terminal device 10 and a management device 20. For example, the terminal device 100 functions as a terminal device 10 by executing the application program PGx. Also, the server device 200 functions as a management device 20 by executing the game management program PGy. Each of these components can communicate via the network N.

[0022] The terminal device 10 is configured to include control means 11. However, the management device 20 may be configured to have some or all of the functions of the control means 11.

[0023] The terminal device 10 (control means 11) can move objects in the virtual space Sv in accordance with the user's movement in the real space Sr. Specifically, in this embodiment, the moving object Gp is ​​generally displayed in the virtual space Sv corresponding to the user's position Pr in the real space Sr. In addition, the station object Ge is displayed in the virtual space Sv corresponding to the station E in the real space Sr (see Figure 4 below). In this configuration, when the user (train) in the real space Sr moves from one station E to another station E, the moving object Gp in the virtual space Sv moves from one station object Ge to another station object Ge. This configuration will be explained in detail using Figure 4.

[0024] The terminal device 10 can move and display the moving object Gp in the virtual space Sv according to the effect of a predetermined game medium (movement card described later), even if the user does not actually move in the real space Sr. For example, when a movement card (see Figure 7(a) described later) is used among the game mediums, the moving object Gp can be moved and displayed in the virtual space Sv even if the user's position Pr does not move in the real space Sr. This configuration has the advantage of improving the interesting display of the moving object Gp compared to, for example, a configuration in which the moving object Gp cannot move unless the user moves in the real space Sr. This configuration will be explained in detail using Figures 7(a) to 7(c).

[0025] When a user moves to station E (event spot res) in the real space Sr, terminal device 10 moves the movement object Gp in the virtual space Sv to station object Ge, and enables the initiation of an event corresponding to station object Ge. For example, when movement object Gp moves to station object Ge, an event to purchase "property I" corresponding to station object Ge becomes available. The above configuration will be explained in detail using Figures 5(a) and 5(b).

[0026] Furthermore, even if the user has not moved to station E, terminal device 10 can start an event corresponding to station object Ge if an object moves to station object Ge due to the effect of the game medium. This configuration has the advantage of reducing the burden of movement on the user compared to a configuration in which, for example, the event corresponding to station E cannot be started unless the user actually moves to station E (event spot res).

[0027] The terminal device 10 allows the user to select the starting position when a moving object Gp moves due to the effect of a game medium (movement card) from two options: a position in the virtual space Sv corresponding to the user's current location in the real space Sr (user location Pr) (the train location Pv described later), and a position in the virtual space Sv corresponding to a predetermined location different from the user's current location in the real space Sr. In this embodiment, the user can set a virtual space Sv corresponding to a location in which they have previously moved (an example of a predetermined location) as the base Pw. Furthermore, the user can select base Pw as the starting position when a moving object Gp moves using a movement card. The above configuration will be explained in detail with reference to Figure 6.

[0028] Terminal device 10 displays the moving object Gp in the virtual space Sv (train position Pv) corresponding to the user's current location (user position Pr) during the period after the moving object Gp has been moved by the effect of the game medium (movement card). That is, when the movement of the moving object Gp by the movement card is completed, the moving object Gp is ​​returned to its original position (station object Ge where the movement card was used). In addition, terminal device 10 may be configured to allow the object to move again from the destination position as the starting position if the object moves to the destination position by the effect of the game medium after the object has moved to the destination position by the effect of the game medium. Specific examples of the above configuration will be described in detail as modifications (see Figure 17).

[0029] The management device 20 is configured to include control means 21. However, the terminal device 10 may be configured to have some or all of the functions of the control means 21.

[0030] The management device 20 (control means 21) receives requests from users to acquire game media (for example, item I) (hereinafter sometimes simply referred to as "request R"), and when another user (agent) fulfills the conditions for completing request R, the user who made request R (the requester) can acquire the game media in exchange for a fee C.

[0031] Specifically, users who reach each station E (event spot res) can purchase a property I (department store, zoo, amusement park, etc.) of a type corresponding to that station E. However, the types of property I available for purchase differ from station E to station E. Therefore, in principle, users need to actually travel to the station E where their desired property I is available in order to purchase it. However, for some users, actually traveling to the station E where their desired property I is available may be difficult.

[0032] Considering the above circumstances, the management device 20 of this embodiment is configured to accept a request R from a user to acquire a desired property I (see Figures 9 and 10(a) and 10(b)). Upon receiving such a request R, the management device 20 sends a notification (described later as "request notification Dt") to another user (agent) that allows them to understand the conditions for fulfilling the request R (see Figure 11). These conditions can be fulfilled when the other user reaches a station E where the requested property I can be purchased. If the conditions are met, the requesting user can purchase the property I in exchange for a price C.

[0033] Furthermore, in this embodiment, the consideration C for the client user to acquire property I (game medium) is determined by lottery (hereinafter referred to as "consideration lottery"). The consideration lottery includes a first lottery (the consideration lottery when negotiator X, described later, is selected) and a second lottery (the consideration lottery when negotiator Y is selected), in which the probability of determining a predetermined consideration C differs. With this configuration, for example, the fun of the game is improved compared to a configuration where the consideration C is uniform. The above configuration will be explained in detail using Figures 13 and 14(a) to (c).

[0034] In this embodiment, the request notification Dt, which confirms the conditions for fulfilling request R, is sent only to users who meet the predetermined proxy conditions (see Figure 12(a) described later). Hereinafter, "sending the request notification Dt to another user" may be described as "determining that user to be the proxy for request R."

[0035] For example, another user who has a history of moving to a predetermined location in real space Sr will be selected as the proxy. Specifically, another user who has a history of moving to station E (event spot res) where the requested property I can be purchased will be selected as the proxy. In addition, another user whose current location in real space Sr is a predetermined location will be selected as the proxy. Specifically, a user who is near station E where the requested property I can be purchased will be selected as the proxy.

[0036] Furthermore, another user who has previously acquired the requested property I is designated as the agent. In this embodiment, the system is configured to allow the sale of property I once it has been purchased. In the above configuration, the user who currently owns the requested property I is designated as the agent. However, the system may also be configured so that a user who initially purchased the requested property I and then sold it can be designated as the agent. The above configuration will be described in detail later using Figure 12(a).

[0037] The management device 20 allows new requests R to be accepted only after a predetermined period (for example, about 2 hours) has elapsed since the previous request R was received. In other words, new requests R are restricted until that period has elapsed. Let's assume a configuration in which requests R can be accepted continuously in a short period of time. In this configuration, some users may acquire most of the properties I through requests R without actually moving in the real world Sr. In other words, the inherent fun of the location-based game may be diminished. This embodiment suppresses the above-mentioned inconvenience.

[0038] Furthermore, the management device 20 invalidates request R if a predetermined period (for example, 24 hours) has elapsed since the request R was received. Let's assume a configuration where a request R, once accepted, remains valid indefinitely. In this configuration, some users may experience the inconvenience of not being able to progress in the game until the request R is fulfilled after executing it. This embodiment suppresses the above inconvenience.

[0039] The management device 20 receives requests from users to acquire game media (e.g., property I) in the game. If other users fulfill the conditions for completing the request, the user who made the request can acquire the game media, and the other users who fulfilled the conditions are awarded rewards determined by lottery. This configuration has the advantage of improving the enjoyment of the game compared to a configuration where the rewards awarded to other users who fulfill the conditions for completing the request are uniform. This configuration will be described in detail later using Figure 12(b).

[0040] The upper part of Figure 4 is a diagram illustrating specific examples of event spots res(1, 2, ...) corresponding to each station E(1, 2, ...) in the real-world space Sr. As described above using Figure 1, each station E in the real-world space Sr is located at the event spot res corresponding to that station E. In the specific example in Figure 4, we assume that the user's location Pr is located at station E1 (event spot res1) among the station E (event spot res). Specifically, we assume that the user is on a train stopped at station E1. In this case, the user's location Pr is located at event spot res1.

[0041] Furthermore, in the specific example shown in Figure 4, we assume that a train carrying a user departs from station E1 and then stops at station E2. In the upper part of Figure 4, the train stopping at station E2 and the user's position Pr after the movement are shown by dashed lines. In this case, the user's position Pr, which was stopped within event spot res1, moves along track L to station E2, slows down, and stops within event spot res2.

[0042] The lower part of Figure 4 shows a selection of the objects displayed in the virtual space Sv. As shown in Figure 4, the virtual space Sv displays various objects, including the movement object Gp, the station object Ge, and the track object Gl.

[0043] As described above, the moving object Gp is ​​generally displayed at a position corresponding to the user's position Pr in the real-world space Sr. The moving object Gp is, for example, an object representing a train. Note that the appearance of the moving object Gp changes when a movement card, as described later, is used. The station object Ge is displayed at a position corresponding to station E in the real-world space Sr. The name of the station E corresponding to the station object Ge is also displayed on the station object Ge. The track object Gl is displayed at a position corresponding to track L in the real-world space Sr. Note that the color of the track object Gl may differ depending on the railway company.

[0044] The lower part of Figure 4 shows the movement of the moving object Gp when the user position Pr moves as described in the specific example in the upper part of Figure 4 above. In the lower part of Figure 4, the moving object Gp before movement is shown with a solid line, and the moving object Gp after movement is shown with a dashed line.

[0045] The moving object Gp moves in the virtual space Sv in accordance with the movement of the user (user position Pr) in the real space Sr. For example, as shown in Figure 4, if the user is stopped at station E1, the moving object Gp will stop at station object Ge1, which corresponds to station E1 (event spot res1). Also, if the train carrying the user moves from station E1 to station E2, the moving object Gp will move along the track object Gl from station object Ge1 to station object Ge2, which corresponds to station E2 (event spot res2).

[0046] If the user's location Pr is at the event spot res, they can check in to the station object Ge corresponding to that event spot res (details will be described later using Figure 5(a)). However, in this embodiment, even if the user's location Pr is at the event spot res, if the user's movement speed is faster than a predetermined speed, a configuration is adopted in which checking in to the station object Ge is restricted. Specifically, if the user's movement speed is faster than the normal speed of a human (approximately 80 to 134 meters per minute), checking in to the station object Ge is restricted.

[0047] With the above configuration, for example, a user's ability to check in to station object Ge is restricted while driving a car. Therefore, there is the advantage of suppressing distracted driving. Also, even if a user is traveling by train, they cannot check in to station object Ge of stations E that they are simply passing through. Therefore, for example, by using an express train that passes through most of the stations E, the act of checking in to many station object Ge in an excessively short period of time can be suppressed. However, it is also possible to configure the system so that users can check in to station object Ge regardless of the user's position Pr's movement speed. The user's movement speed is calculated from the distance traveled by the user's position Pr in a predetermined time.

[0048] By the way, if the user does not board the train, the user's position Pr may move away from station E and track L. Let's assume a configuration (for example, this embodiment) in which a "train" is used as the moving object Gp. Furthermore, in the above configuration, let's assume a configuration in which the moving object Gp is ​​displayed at the position corresponding to the user's position Pr, even if the user's position Pr moves away from station E and track L. In the above configuration, there is a problem in that the train is displayed at a position where it should not be moving, making the virtual space Sv unnatural.

[0049] To mitigate the aforementioned inconveniences, this embodiment employs a configuration in which the movement object Gp is ​​displayed in principle on the station object Ge or track object Gl. Specifically, even if the user's position Pr is far from station E and track L, the configuration is such that the movement object Gp is ​​displayed on the station object Ge or track object Gl corresponding to the nearest station E or track L from the user's position Pr. Note that the method of displaying the movement object Gp is ​​not limited to the above example. Other specific examples of how to display the movement object Gp will be described later as modifications.

[0050] Figures 5(a) and 5(b) are conceptual diagrams of specific examples of the play screen Mp. The play screen Mp displays a virtual space Sv that includes a station object Ge and a track object Gl. In addition, a movement object Gp is ​​displayed at the station object Ge, which corresponds to the station E where the user is located in the real space Sr. For the purposes of the following explanation, the station object Ge corresponding to the station E where the user is located may be simply referred to as "train position Pv".

[0051] The appearance (display area and angle) of each object on the play screen Mp (virtual space Sv) changes as the moving object Gp moves. Specifically, the play screen Mp displays the virtual space Sv as seen from a predetermined viewing direction of the moving object Gp. This viewing direction can be changed according to user input. In addition, the scale of the virtual space Sv can be changed according to user input.

[0052] The play screen Mp displays a check-in button Bp1. This check-in button Bp1 appears when the moving object Gp reaches the station object Ge (when the user's position Pr reaches the event spot res). By selecting (touching) the check-in button Bp1, the user can check in to the station object Ge where the moving object Gp has stopped. The management device 20 records each station object Ge that the user has checked in to in the past. Alternatively, the system may be configured to automatically check in to the station object Ge where the moving object Gp has stopped.

[0053] The specific example in Figure 5(a) assumes the gameplay screen Mp immediately after checking in to a station object Ge. When you check in to a station object Ge, the effect of that station object Ge is randomly determined. Specifically, the effect of the station object Ge will be determined to be one of the following: "Plus Station," "Minus Station," "Card Station," or "Store Station." For example, if the effect of the station object Ge is determined to be "Plus Station," a random amount will be added to the user's money.

[0054] On the other hand, if the effect of station object Ge is determined to be a "minus station," a random amount is deducted from the user's funds. Also, if the effect of station object Ge is determined to be a "card station," a random item (such as a movement card) is given to the user. If the effect of station object Ge is determined to be a "store station," the user can acquire a movement card in exchange for their funds, in addition to the property I of their choice. In this embodiment, the types of movement cards that can be purchased when determined to be a "store station" may differ depending on the station object Ge. Note that the types of effects that can be determined for station object Ge are not limited to the examples above.

[0055] As shown in Figure 5(a), the dice Gd is displayed as fluctuating values ​​on the play screen MP immediately after checking in to the station object Ge. Subsequently, when the play screen MP is touched, the fluctuation of the dice Gd stops, and the result (1-6) corresponding to the effect of the station object Ge is displayed.

[0056] Each effect corresponding to the outcome of the die Gd is displayed in area Wp1 of the play screen Mp. Specifically, the probability of each outcome (1-6) being displayed is roughly the same (approximately 1 / 6). For example, in the specific example in Figure 5(a), we assume that the effect corresponding to the three outcomes (1, 3, 4) is "Plus Station". In this case, "Plus Station" is determined with a probability of approximately 1 / 2 (3 / 6). However, each effect corresponding to each outcome changes randomly each time you check into the station object Ge.

[0057] In the above configuration, the user can sequentially check in to each station object Ge corresponding to each station E by moving sequentially to each station E by train. However, in this embodiment, a configuration is adopted that allows the user to check in to the same station object Ge again after checking in to the same station object Ge. In other words, a configuration is adopted that allows the user to repeatedly check in to the same station E without moving by train.

[0058] Specifically, when checking in to another station object Ge after checking in to the previous station object Ge, the current check-in is possible regardless of the time elapsed since the previous check-in. On the other hand, when checking in to the same station object Ge again after checking in to the previous station object Ge, the current check-in is possible only after a predetermined time (for example, about 10 minutes) has elapsed since the previous check-in. Alternatively, the system may be configured so that consecutive check-ins to the same station object Ge are not possible, regardless of the time elapsed since the previous check-in.

[0059] Figure 5(b) shows a specific example of the play screen Mp after the effect of the station object Ge has been determined. The play screen Mp above displays the card use button Bp2, request button Bp3, exit button Bp4, settings button Bp5, and notification confirmation button Bp6.

[0060] As mentioned above, checking in to a station object Ge allows you to obtain property I corresponding to that station object Ge. Specifically, after checking in, the play screen MP displays area Wp2. Area Wp2 shows the name of the checked-in station object Ge, the user's current funds, property I sold at that station object Ge, the selling price of property I, and the return rate of property I. The user can purchase property I within the limits of their funds by touching area Wp2 as appropriate.

[0061] In this embodiment, the user is granted a benefit by owning property I. Specifically, if the user owns property I at a predetermined settlement time, the user is granted a benefit corresponding to the selling price and rate of return of property I. For example, if the user owns property I at the settlement time with a selling price of 10 million yen and a rate of return of 50 percent, the user will be granted 5 million yen. These settlement times are set, for example, every 24 hours. However, the time intervals in which settlement times are set can be changed as appropriate.

[0062] After purchasing the desired property I, the user can check out from the station object Ge by touching the exit button Bp4. Checking out from the station object Ge hides the aforementioned area Wp2, and property I at that station object Ge becomes unavailable for purchase. Note that while purchasing property I at station object Ge (during check-in), the user's position Pr in real space Sr may move, triggering the movement of the movement object Gp to the next station object Ge. Even in this case, until the exit button Bp4 is touched, the movement object Gp will remain stopped at the station object Ge where property I is being purchased, and the checked-in state at that station object Ge will be maintained. Furthermore, when the exit button Bp4 is touched, the movement object Gp will move to the next station object Ge.

[0063] However, the configuration may allow the moving object Gp to move even while the purchase of property I is in progress. In this case, the configuration may be such that when the moving object Gp moves, it is automatically checked out from the station object Ge, and the purchase of property I is interrupted. However, even if the moving object Gp moves, the check-in state at the station object Ge before the move may be maintained, and the operation to purchase property I at that station object Ge may continue.

[0064] When the card use button Bp2 on the play screen Mp is touched, the user can select and use any of the items they possess (including movement cards). As will be explained in detail later, when a movement card is used, the user can move the movement object Gp from the station object Ge where they are currently checked in to another station object Ge without actually moving in the real space Sr. Furthermore, they can purchase property I at that other station object Ge. In other words, by using a movement card, property I at station E (station object Ge) can be obtained without actually moving to station E. The above configuration will be explained in detail later using Figures 7(a)~(c) and 8(a)(b).

[0065] When the setting button Bp5 is selected, a predetermined station object Ge can be set as the "base Pw" (see Figure 6 below). As will be explained in more detail later, when the aforementioned movement card is used, the movement object Gp can be moved, with the current train position Pv (the station object Ge being checked in) as the departure point. In addition to the train position Pv, ​​base Pw can also be selected as the departure point for the movement object Gp when a movement card is used.

[0066] When the request button Bp3 on the play screen Mp is selected, the user can execute the aforementioned request R. Furthermore, by selecting the notification confirmation button Bp6, the user can view the details of requests R executed by other users (the request confirmation screen Mt1 in Figure 11, described later). This configuration will be explained in detail using Figures 9 to 14, described later.

[0067] Figure 6 is a simulated view of the gameplay screen Mp in base setting mode. When the setting button Bp5 (see Figure 5(b)) is selected, the game switches to base setting mode. However, the trigger for transitioning to base setting mode is not limited to the above example. As shown in Figure 6, in base setting mode, each object in the virtual space Sv (station object Ge, track object Gl, movement object Gp) is displayed, just as in the period before transitioning to base setting mode. Note that the specific example in Figure 6 assumes a case where a wider area of ​​the virtual space Sv is displayed, compared to the specific example in Figure 5(b) above.

[0068] In base setting mode, station objects Ge that meet predetermined conditions can be set as "base Pw". Specifically, station objects Ge that a user has previously checked into can be set as base Pw. As shown in Figure 6, in base setting mode, station objects Ge that can be set as base Pw are highlighted. The specific example in Figure 6 assumes that any of the six station objects Ge, including station object Ge1 which is currently checked in, can be set as base Pw, while the other station objects Ge, including station object Ge2, cannot be set as base Pw.

[0069] Furthermore, by using a movement card, a user in the real-world space Sr can check in to the station object Ge at station E without actually moving to station E. In this embodiment, any station object Ge with a record of check-in can be set as a base Pw, regardless of whether the user has actually moved to station E where the station object Ge is located. However, even if a station object Ge has a record of check-in, it may be configured so that it cannot be set as a base Pw if the user has never actually moved to station E where the station object Ge is located.

[0070] In base setting mode, when a station object Ge that can be set as base Pw is selected, the station object Ge is set as base Pw and base setting mode ends (the screen switches to the play screen Mp shown in Figure 5(b) above). Also, as shown in Figure 6, the return button Bp6 is displayed in base setting mode. When the return button Bp6 is selected, base setting mode ends without setting base Pw.

[0071] Figure 7(a) is a diagram illustrating a specific example of the effect of a movement card. As described above, in this embodiment, even if the user does not actually move to another station E in the real space Sr, the movement object Gp can be moved to another station object Ge in a manner (appearance, number of stations moved) according to the effect of the movement card.

[0072] As will be explained in detail below, the number of stations that the movement object Gp can travel to changes depending on the type of movement card. Furthermore, the direction (path) of movement object Gp when using a movement card can be selected by the user. Also, the appearance of movement object Gp may change depending on the type of movement card. For explanatory purposes, movement object Gp (the object representing the train) during periods when no movement card is being used may be referred to as "movement object Gp1".

[0073] Figure 7(a) shows the types of moving objects Gp (Gp1 to Gp4) and their destinations when using a move card. It also shows the starting position of a moving object Gp when using a move card. As mentioned above, the starting position of a moving object Gp when using a move card can be selected from either the current train position Pv or the base Pw. Note that if moving object Gp1 moves without using a move card (the user actually moves to station E), the starting position of that moving object Gp1 will be the current train position Pv.

[0074] As shown in Figure 7(a), the movement cards include 1-space cards, 2-space cards...6-space cards, express cards, super-fast cards, and random cards. When using 1-space to 6-space cards, the movement object Gp does not change from movement object Gp1. Also, when using 1-space to 6-space cards, the starting position becomes the current train position Pv. However, even when using 1-space to 6-space cards, the configuration may allow the base Pw to be selected as the starting position. Also, even when using 1-space to 6-space cards, the configuration may allow the appearance of the movement object Gp to change.

[0075] For example, using a 1-space card allows you to move object Gp1 to the station object Ge one space away from the train's position Pv. Specifically, if there are multiple station objects Ge one space away, the user can select any of those station objects Ge to move object Gp1 to. Using a 2-space card allows you to move object Gp1 to the station object Ge two spaces away from the train's position Pv. Similarly, using a 3-space card allows you to move object Gp1 to the station object Ge three spaces away, using a 4-space card allows you to move object Gp1 to the station object Ge four spaces away, using a 5-space card allows you to move object Gp1 to the station object Ge five spaces away, and using a 6-space card allows you to move object Gp1 to the station object Ge six spaces away.

[0076] As shown in Figure 7(a), when using the Express Card, you can choose either the current train position Pv or the base Pw as the starting point. Also, when using the Express Card, the distance (number of stations) that the moving object Gp can move changes depending on the result of the dice roll (1 to 6). Specifically, when using the Express Card, the moving object Gp can move a number of stations equal to the sum of the results of the two dice rolls (see Figure 7(c) below). The probability of rolling each number (1 to 6) is approximately 1 / 6 for all dice. Therefore, for example, with a probability of approximately 1 / 36 (the probability of both dice showing a 6), the moving object Gp can move to the station object Ge 12 stations away. When the Express Card is used, the moving object Gp changes to the moving object Gp2.

[0077] As shown in Figure 7(a), when using the Super Speed ​​Card, you can choose either the current train position Pv or the base Pw as the starting position. Also, when using the Super Speed ​​Card, the distance (number of stations) that the moving object Gp can move changes depending on the roll of the dice (1-6). Specifically, when using the Super Speed ​​Card, you can move the moving object Gp by the number of stations equal to the sum of the rolls of the three dice. Therefore, for example, with a probability of approximately 1 / 216 (the probability of rolling a 6 on the three dice), you can move the moving object Gp to station object Ge 18 stations away. When using the Super Speed ​​Card, the moving object Gp changes to moving object Gp3.

[0078] As shown in Figure 7(a), when a random card is used, the user moves to a random station object Ge (excluding station object Ge(Pv) that is currently checked in). Also, when a random card is used, the movement object Gp changes to movement object Gp4. Furthermore, when 1-space cards, 6-space cards, express cards, and super-express cards are used, movement objects Gp(1-3) move in the same manner as when movement object Gp1 moves in accordance with the actual user's movement (along the track object Gl). On the other hand, when a random card is used, movement object Gp4 moves along the straight line connecting the departure position to the arrival position, regardless of the position of the track object Gl.

[0079] Note that the types of movement cards are not limited to the examples above. Also, the appearance of the movement object Gp may be the same whether the movement object Gp moves in response to the user's movement in the real space Sr or when the movement object Gp moves due to a movement card. For example, the movement object Gp1 may be displayed regardless of whether it moves due to a movement card or not.

[0080] Figure 7(b) is a conceptual diagram of the selection area Wp3. When the above-mentioned Fast Card or Super Fast Card is selected, the selection area Wp3 is displayed on the play screen Mp. The selection area Wp3 is displayed to allow the player to select the starting position when moving the movement object Gp using a movement card (Fast Card, Super Fast Card). The specific example in Figure 7(b) assumes the case where the starting position is selected when moving the movement object Gp2 using a Fast Card. The selection area Wp3 is provided with selection buttons Bs1 and Bs2. When selection button Bs1 is touched, the current train position Pv is determined as the starting position. When selection button Bs2 is touched, the base Pw is determined as the starting position.

[0081] Figure 7(c) is a diagram illustrating a specific example of the play screen MP when a movement object Gp moves using a movement card. The play screen MP described above is displayed after the departure position is determined via the selection area Wp3 mentioned above. In the specific example in Figure 7(c), it is assumed that the station object Gex (train position Pv or base Pw) among the station objects Ge is determined to be the departure position. As shown in Figure 7(c), the station object Gex determined to be the departure position is displayed in a manner (color) that is distinguishable from other station objects Ge.

[0082] As shown in Figure 7(c), when a movement object Gp is ​​moved using a movement card, the movement object Gp (1-4) corresponding to that movement card is displayed. In the specific example in Figure 7(c), we assume that a rapid card is used. In this case, movement object Gp2 is displayed at the starting position. In addition, two dice Gd are displayed in a variable manner. When the play screen MP is touched, each of the dice Gd stops with a result corresponding to the number of stations to move to (2-12) determined by lottery.

[0083] Incidentally, when a movement object Gp moves due to a movement card (where only the movement object Gp moves without the user moving), the position of the movement object Gp in the virtual space Sv no longer corresponds to the user's position Pr in the real space Sr. Therefore, if a user mistakenly believes that the position of the movement object Gp in the virtual space Sv corresponds to the user's position Pr in the real space Sr, this could lead to the user misperceiving their current location.

[0084] To suppress the above inconveniences, in this embodiment, during the period when the movement object Gp moves using a movement card (the special display period Tx described later), a message image Gmx is displayed on the play screen Mp. As shown in Figure 7(c), the message image Gmx displays a message indicating that the movement object Gp may not be displayed in the virtual space Sv corresponding to the actual user position Pr. With this configuration, the inconvenience of mistakenly believing that the virtual space Sv where the movement object Gp is ​​located is the position corresponding to the user position Pr during the period when the movement object Gp moves using a movement card is suppressed.

[0085] Figure 8(a) is a diagram illustrating a specific example of the movement of a moving object Gp. Figure 8(a) shows the user's position Pr (the user's current location in the real space Sr) at each point in time. It also shows the train's position Pv (the station object Ge where the moving object Gp is ​​stopped in the virtual space Sv) and the appearance of the moving object Gp (Gp1, Gp2, etc.) at each point in time. The same applies to Figure 8(b), which will be described later.

[0086] The specific example in Figure 8(a) assumes that the user departs from station E1 in the real space Sr at time t1 and arrives at station E2 at time t2. In this case, during the period before time t1, the movement object Gp1 is displayed stopped at station object Ge1 corresponding to station E1. Also, at time t1, the movement object Gp1 starts moving from station object Ge1 towards station object Ge2 corresponding to station E2. Then, at time t2, the movement object Gp arrives at station object Ge2. The specific example in Figure 8(a) assumes that the user checks in to station object Ge2 immediately after time t2.

[0087] The specific example in Figure 8(a) assumes that a rapid card is used at time t3 when the user (user position Pr) is located at station E2. As mentioned above, when a rapid card is used, the movement object Gp2 is displayed instead of the movement object Gp1. Also, when a movement object Gp moves using a movement card (including a rapid card), the user can choose either the current train position Pv (the station object Ge where the user is checked in) or the base Pw as the departure position.

[0088] In the specific example shown in Figure 8(a), we assume that station object Ge2, which is the train position Pv, ​​is selected as the departure point. Furthermore, we assume that at time t4, the number of stations that can be reached (E) by the moving object Gp is ​​determined using dice, and the moving object Gp2 begins moving to station object Ge3, which corresponds to station E3. However, the user position Pr in the real space Sr does not move from station E2 even after time t4.

[0089] For explanatory purposes, the period during which the moving object Gp corresponding to the user's position Pr is not displayed in the virtual space Sv may be referred to as the "special display period Tx". During this special display period Tx, the message image Gmx described above continues to be displayed (see Figure 7(c)). In addition, the period during which the moving object Gp corresponding to the user's position Pr is displayed in the virtual space Sv may be referred to as the "normal display period Tt". For example, in the specific example in Figure 8(a), the period before time t4 is the normal display period Tt.

[0090] In the specific example shown in Figure 8(a), it is assumed that at time t5 in the special display period Tx, the movement object Gp2 arrives at the station object Ge3 and checks in to the station object Ge3. In this configuration, the user can purchase each property I at the station object Ge3 corresponding to station E3 without moving from station E2. In the specific example shown in Figure 8(a), it is assumed that the exit button Bp4 is selected at time t6 in the special display period Tx. In this case, the special display period Tx ends after time t6, and the original movement object Gp1 is displayed at the station object Ge2 (train position Pv).

[0091] Incidentally, let's assume a configuration where the normal display period Tt begins almost simultaneously with the end of the special display period Tx. In this configuration, some users may not recognize that the special display period Tx has ended and may mistakenly believe that the special display period Tx is still in progress even though it is actually the normal display period Tt.

[0092] Considering the above circumstances, in this embodiment, when the special display period Tx ends, the normal display period Tt begins via a transition period Ty. As shown in Figure 8(a), during the transition period Ty, the moving object Gp and the station object Ge are hidden from the play screen Mp. Also, during the transition period Ty, the message "The moving object will return to its original station" is displayed. With this configuration, it is easier for the user to recognize that the special display period Tx has ended, and the aforementioned inconveniences are suppressed.

[0093] Figure 8(b) is a diagram illustrating another specific example of the movement of the moving object Gp. Similar to the specific example in Figure 8(a) described above, the specific example in Figure 8(b) assumes that at time t1 the user departs from station E1, and at time t2 the user arrives at station E2 and checks in at station object Ge2 corresponding to station E2. In this case, the moving object Gp1, which was stopped at station object Ge1, moves to station object Ge2. Furthermore, it is assumed that at the subsequent time t3 the user uses a rapid card.

[0094] However, while the example in Figure 8(a) above assumes that the station object Ge (train position Pv) being checked in is selected as the departure point when traveling with a rapid card, the example in Figure 8(b) assumes that the base Pw is selected. In this case, when a rapid card is used, the travel object Gp2 is displayed at base Pw. Furthermore, in the example in Figure 8(b), the number of stations that can be visited is determined at time t4, and the travel object Gp2 is assumed to move to the station object Ge4 corresponding to station E4. In this case, with base Pw as the departure point, the travel object Gp2 moves to the station object Ge4.

[0095] In the specific example shown in Figure 8(b) above, the special display period Tx begins from t3, the time when the moving object Gp2 is displayed at base Pw. If base Pw is selected as the departure position, the message image Gmx described above will start to be displayed even before the moving objects Gp(2, 3) move. Alternatively, even if the train position Pv is selected as the departure position (see Figure 8(a) above), the message image Gmx may be displayed even before the moving objects GP(2, 3) move.

[0096] In the specific example shown in Figure 8(b), we assume that at time t5 of the special display period Tx, a check-in is performed at station object Ge4 and property I of station object Ge4 is purchased. We also assume that at time t6, the exit button Bp4 is selected. In this case, the transition period Ty begins at time t6, and then the normal display period Tt resumes. That is, the moved object Gp1 is displayed at the original station object Ge2 where the move card was used.

[0097] Figure 9 is a simulated view of the play screen Mp in the requested property selection mode. When the requested button Bp3 (see Figure 5(b)) is selected, the requested property selection mode begins. However, the triggers for transitioning to the requested property selection mode are not limited to the examples above.

[0098] As described above, in this embodiment, in principle, property I of station object Ge can be obtained by actually moving to station E, which corresponds to station object Ge. However, the user who made the request R for property I (the requester) can obtain property I without actually moving to station E where property I is sold, if another user (the agent) fulfills the completion conditions of request R. In the requested property selection mode, the requester can select property I (which may be referred to as "requested property Ir") that can be obtained if the completion conditions of request R are met.

[0099] Specifically, users can select a property I from a station object Ge that meets predetermined conditions as their requested property Ir. For example, a station object Ge may have multiple properties I for sale. If a user already owns one or more of the properties I from a station object Ge, they can select another property I from that station object Ge as their requested property Ir. In other words, a property I from a station object Ge from which the user does not own any properties I cannot be selected as a requested property Ir.

[0100] For example, in the specific example shown in Figure 9, we assume that the user possesses property I from station objects Ge1, Ge3, and Ge4. In this case, the user can select any other property I from each of the station objects Ge as the requested property Ir. As shown in Figure 9, station objects Ge (Ge1, Ge3, Ge4) from which any of property I can be selected as the requested property Ir are displayed with more emphasis than other station objects Ge (Ge2). However, it is also possible to configure the system so that property I from a station object Ge from which the user does not possess any property I can be selected as the requested property Ir. For example, it is possible to configure the system so that, provided there is a record of checking in to the station object Ge, the user can select any other property I from that station object Ge as the requested property Ir, regardless of whether the user possesses any other property I from that station object Ge.

[0101] In the requested property selection mode, you can select a station object Ge by selecting it. In addition, in the requested property selection mode, the name of each property I of the selected station object Ge, the selling price of that property I, the profit margin of that property I, and whether or not the property is owned are displayed in area Wp4. For example, in the specific example in Figure 9, we assume that station object Ge4 is selected. In this case, each property I of station object Ge4 is displayed in area Wp4. In the specific example in Figure 9, we assume that the user owns property Iy2 of the properties I (Iy1, Iy2) of station object Ge4.

[0102] In the requested property selection mode, you can select any one of the properties I in area Wp4 (excluding properties I you already own) by selecting it. Also, when the negotiator selection button Bp7 on the play screen Mp is selected, the selected property I is determined to be the requested property Ir. Once the requested property Ir is determined, other procedures related to the request R (such as selecting a negotiator, as described later) can proceed. In the specific example in Figure 9, we assume that property Iy1 is determined to be the requested property Ir.

[0103] Figure 10(a) is a conceptual diagram of the negotiator selection screen Mr1 in negotiator selection mode. The negotiator selection screen Mr1 is displayed when the negotiator selection button Bp7 (see Figure 9) on the play screen Mp is selected. As will be explained in detail below, in this embodiment, the user who executes request R can acquire the requested item Ir by paying a consideration C from their own funds. The consideration C is randomly determined with a probability corresponding to the type of negotiator (X~Z) selected in advance (see Figures 14(a)~(c) below).

[0104] When executing a request R, the user can select one of the negotiators (X to Z) via the negotiator selection screen Mr1. ​​Specifically, in this embodiment, the user can select either negotiator X, negotiator Y, or negotiator Z. As shown in Figure 10(a), the negotiator selection screen Mr1 displays selection buttons Br1, Br2, and Br3. Selection button Br1 corresponds to negotiator X. Selection button Br2 corresponds to negotiator Y, and selection button Br3 also corresponds to negotiator Y.

[0105] By selecting any of the selection buttons Br(1-3), one of the selection buttons Br will be selected. In the specific example shown in Figure 10(a), we assume that selection button Br1, which corresponds to negotiator X, is selected. When the confirm button Br4 on the negotiator selection screen Mr1 is selected, the negotiator corresponding to the selected selection button Br is determined, and the request execution screen Mr2 (see Figure 10(b)) described later is displayed.

[0106] Figure 10(b) is a conceptual diagram of the request execution screen Mr2. The request execution screen Mr2 displays various information about the request property Ir selected in the request property selection mode (see Figure 9) and the negotiator selected in the negotiator selection mode (see Figure 10(a)). For example, the request execution screen Mr2 displays the name and sales price of the request property Ir selected in the request property selection mode.

[0107] The request execution screen Mr2 displays the name of the negotiator selected in the negotiator selection mode, as well as the compensation C for selecting that negotiator. As will be explained in detail later, the compensation C is determined by the combination of the selling price (cost price) of the requested item Ir, the negotiator, and the result of a random die roll (1-6). The request execution screen Mr2 displays the compensation C for each die roll for the current negotiator. The request execution screen Mr2 also displays the user's current funds.

[0108] In this embodiment, once a request R is executed, new requests R are restricted until a predetermined period of time has elapsed. A message image Gmy warning of this restriction is displayed on the request execution screen Mr2.

[0109] Specifically, when the request execution button Br5 on the request execution screen Mr2 is selected, request R, as displayed on the request execution screen Mr2, is accepted. Once request R is accepted, a request notification Dt is sent to other users, allowing them to understand the completion conditions for request R (station E to be moved to and property I to be acquired) (see Figure 11 below). If request R is accepted, it becomes impossible to execute a new request R for approximately two hours afterward. Specifically, for approximately two hours after request R is accepted, it becomes impossible to execute a new request R, regardless of whether request R has been completed or not.

[0110] Let's assume a configuration that allows requests R to be accepted consecutively within a short period (approximately 2 hours). In this configuration, users can acquire many properties I (requested properties Ir) in a short period without actually moving in the real world Sr. Consequently, movement in the real world Sr is not encouraged, which could lead to the disadvantage of diminishing the enjoyment of the location-based game. This embodiment suppresses the above disadvantage.

[0111] Furthermore, in this embodiment, a request R becomes invalid after a predetermined amount of time has elapsed since it was accepted. Specifically, approximately 24 hours after a request R is accepted, it becomes invalid, and even if another user subsequently fulfills the conditions for completing the request R, the user who made the request cannot obtain the requested item Ir. Let's assume a configuration where, once a request R is accepted, it remains valid indefinitely. In this configuration, some users may experience the inconvenience of leaving the game unattended after executing a request R until another user fulfills the conditions for completing the request R. This embodiment suppresses the above inconvenience.

[0112] In this embodiment, after approximately two hours have passed since the previous request R, a new request R can be accepted while the current request R remains active. Specifically, up to 12 requests R can be active in parallel. In addition, a common negotiator can be set for each request R, or different negotiators can be set. Furthermore, the requested item Ir may be the same for each request R, or different for each request R. However, if the conditions for fulfilling a request R are met, other requests R that share the same requested item Ir with that request R become invalid. Furthermore, during the period in which a request R is active, it may be configured so that a new request R that shares the same requested item Ir cannot be accepted. Also, during the period in which one request R is active, it may be configured so that a new request R cannot be accepted.

[0113] Figure 11 is a diagram illustrating a specific example of the operation of this embodiment when a request R is received. As described above, when a request R is received, a request notification Dt is sent from the management device 20 to the terminal device 10 of other users. As will be described in detail later, the management device 20 extracts other users who meet the proxy conditions (see Figure 12(a)) and sends the request notification Dt to those users (terminal device 10). In other words, only some users are selected as proxy agents.

[0114] Figure 11 assumes that a request notification Dt is sent to each user, including user Ua. A user (agent) who receives the above request notification Dt can display the request confirmation screen Mt1 on the terminal device 10 by selecting the notification confirmation button Bp6 (see Figure 5(b)). The terminal device 10 may also be configured to notify the terminal device 10 that it has received the request notification Dt. For example, when a request notification Dt is received, the play screen Mp may be configured to temporarily display the message "A request has been made to purchase a property on your behalf! You can check the details of the request on the request confirmation screen."

[0115] The left side of Figure 11 shows a simulated example of the request confirmation screen Mt1. The request confirmation screen Mt1 displays the name of the requesting user (account name), the name of the requested property Ir, the name of the station E where the requested property Ir can be purchased, and the period during which the request R is valid. The request confirmation screen Mt1 also displays the negotiator selected by the requesting user.

[0116] In the specific example shown in Figure 11, we assume that property I at station Ea (○○ Station) among the various stations E is selected as the requested property Ir. We also assume that user Ua, among the users (agents) who received the request notification Dt, moves to station Ea (event spot res corresponding to station Ea). In this case, user Ua can obtain the requested property Ir free of charge by checking in to the station object Ge corresponding to station Ea. Once the requested property Ir is obtained, the request completion screen Mt2 is displayed on user Ua's (agent's) terminal device 10. Note that even if the agent obtains the requested property Ir, the agent may be required to pay for the requested property Ir. Alternatively, when the agent obtains the requested property Ir, the selling price of the requested property Ir may be discounted (for example, halved).

[0117] The right side of Figure 11 shows a simulated diagram of the request completion screen Mt2. As shown in Figure 11, the request completion screen Mt2 displays the name of the user who made the request, the name of the station E where the requested item Ir was obtained, and the name of the requested item Ir. The request completion screen Mt2 also displays a reward lottery button Bt. As will be explained in detail later using Figure 12(b), other users who complete the request will be awarded a reward H determined by lottery. When the reward lottery button Bt is selected, a reward roulette animation is performed and the reward H is announced.

[0118] In this embodiment, among the users (agents) who receive the request notification Dt, the reward H is awarded only to the agent who first acquires the requested item Ir. When the request R is completed by an agent, a request completion notification is sent to the other agents to inform them of this. However, the system may be configured not to notify the other agents that the request R has been completed. Alternatively, the system may be configured so that the reward H is awarded to all agents regardless of the order in which they acquire the requested item Ir.

[0119] Figure 12(a) is a conceptual diagram of a specific example of the proxy conditions table. When a request R is accepted, a request notification Dt is sent to other users who do not possess the requested property Ir and who meet the proxy conditions. In other words, users who meet the proxy conditions are selected as proxy agents. The proxy conditions table defines each proxy condition. As shown in Figure 12(a), the proxy conditions in this embodiment consist of conditions a, b, c, etc.

[0120] Incidentally, depending on the user, even if selected as a proxy, it may be difficult to obtain the requested property Ir. For example, a user who rarely uses station E where the requested property Ir can be obtained may have difficulty obtaining that property Ir. Taking these circumstances into consideration, this embodiment employs a configuration that makes it easier for users who can obtain the requested property Ir relatively easily to be selected as proxy.

[0121] For example, one of the conditions for using the service is that the user has reached Station E (which may be referred to as "Target Station E") where the requested property Ir can be purchased within the past week (condition a). Additionally, another condition is that the user is currently checked in at a nearby station (for example, the station next to Target Station E) (condition b), and that the user owns another property I at Target Station E (condition c). Users who meet all of the above conditions (a-c) are likely to be able to travel to Target Station E relatively easily.

[0122] However, some users may rarely use the location-based game of this embodiment. Let's assume a scenario where a user who rarely uses the location-based game of this embodiment is selected as a proxy. In this case, the user may not even be aware that they received the request notification Dt. Taking these circumstances into consideration, a configuration has been adopted that makes it more likely for users who frequently use the location-based game of this embodiment to be selected as proxys.

[0123] For example, the conditions for proxy play include "the last login (launch of application program PGx) is within ○ hours (for example, within approximately 24 hours)" (condition d). Also, the conditions for proxy play include "the total play time is ○ hours or more" (condition e). Users who meet either of the above proxy play conditions (d, e) are likely to be frequent users of the location-based game of this embodiment. Therefore, if such a user is selected as a proxy, it is easy to ascertain this fact, and the likelihood of request R being fulfilled is high.

[0124] As described above, a user (agent) who receives a request notification Dt can obtain the requested item Ir free of charge. Therefore, if some users are frequently selected as agents while other users are rarely selected, the fairness for each user may be compromised. Considering these circumstances, the agent selection conditions of this embodiment include the condition that the user has "no (or few) history of receiving request notifications" (condition f). With this configuration, each user is more likely to be selected as an agent equally, and the fairness for each user is less likely to be compromised. Note that specific examples of agent selection conditions are not limited to the examples given above.

[0125] When the management device 20 receives a request R, it calculates the number of proxy conditions that each user has met. It also sends a request notification Dt to users who have met many proxy conditions. For example, suppose 10 users have met all the proxy conditions. In this case, 5 users are randomly selected from these 10 users, and a request notification Dt is sent to these 5 users (they are selected as proxy agents). As described above, there is an upper limit on the number of proxy agents (maximum of 5 people).

[0126] Let's assume a configuration where there is no upper limit on the number of agents. In this configuration, the number of agents may become excessive. Furthermore, if the number of agents becomes excessive, a disadvantage may arise where request R is immediately fulfilled, eliminating the opportunity to enjoy the process from when request R is accepted until it is fulfilled.

[0127] According to this embodiment, the above-mentioned inconveniences are suppressed. However, a configuration may be set up in which there is a limited period during which there is no upper limit on the number of agents. Alternatively, a period may be set up in which the upper limit on the number of agents is changed. For example, during a specific event period, a configuration may be adopted in which the upper limit on the number of agents is higher compared to other periods. Alternatively, a configuration may be set up in which the request R itself becomes impossible, limited to a specific event period.

[0128] Figure 12(b) is a conceptual diagram of the reward determination table. As described above, agents who fulfill the conditions for completing request R (moving to target station E and obtaining requested item Ir) are awarded a reward H determined by lottery. The management device 20 determines the reward H using the reward determination table and notifies the agent's terminal device 10 of the result.

[0129] In this embodiment, agents who fulfill the conditions for completing Request R are awarded a relatively advantageous (rare) perk as Reward H. For example, Reward H may be one of the following: "money," "special card," "special effect," or "property." In this embodiment, the probability of awarding Reward H is highest in the order of "money," "special card," "special effect," and "property." For example, there is approximately a 10 percent chance that "XX yen" (money) will be awarded as Reward H. While "XX yen" is a relatively large amount in the game, "money" itself can be awarded through many other means.

[0130] As shown in Figure 12(b), the "Airplane Card" (special card) is determined as reward H with a probability of approximately 5 percent. The "Airplane Card" is a relatively rare movement card. Specifically, the "Airplane Card" is not given at the aforementioned card stations, but can be purchased at some station objects Ge (store stations). In addition, the "Discount Effect" (special effect) is determined as reward H with a probability of approximately 2 percent. If the "Discount Effect" is determined, then each property I can be purchased at a discounted price (for example, about 70% of the selling price) for a predetermined period of time (for example, about 24 hours).

[0131] Furthermore, "Property Ix" (Property) is determined as Reward H with a probability of approximately 1 percent. This "Property Ix" is, for example, the highest-value Property I at a specific station object Ge. The reward H may also include Property I and movement cards that are not awarded under other circumstances. Additionally, this Property I and movement card may be configured to be more advantageous to the user compared to other Property I and movement cards.

[0132] Furthermore, the configuration may allow other users who already possess the requested property Ir to be selected as agents. In addition, in the above configuration, it is preferable that when an agent who already possesses the requested property Ir completes request R, a more favorable reward H is more likely to be determined compared to when an agent who does not possess the requested property Ir (an agent who can obtain the requested property Ir for free) completes request R. For example, if an agent who completes request R possesses the requested property Ir, the configuration may be such that the probability of "property" being determined as the reward H is higher compared to when that agent does not possess the requested property Ir.

[0133] Figure 13 is a conceptual diagram of a specific example of the compensation notification screen Mc. As mentioned above, if request R is fulfilled, the requested item Ir is granted to the requesting user in exchange for compensation C. The compensation C is determined by a probability (see Figures 14(a) to (c) below) corresponding to the negotiator (X, Y, Z) selected by the user in advance. The compensation notification screen Mc is a screen for notifying the user of the compensation C.

[0134] The payment notification screen Mc is displayed on the client user's terminal device 10 when the request R is completed. For example, immediately after the agent user completes the request R, the payment notification screen Mc is automatically displayed on the client user's terminal device 10. However, the trigger for displaying the payment notification screen Mc can be changed as appropriate. For example, if the request R is completed by a predetermined time (for example, around 3 PM), the payment notification screen Mc may be displayed at that time. Alternatively, the payment notification screen Mc may be displayed (manually) when the client user performs a predetermined confirmation operation.

[0135] The payment notification screen Mc displays a message indicating that request R has been completed. It also displays the name of the requested item Ir, the name of the station E (station object Ge) where the item Ir was obtained, and the original selling price (cost) of the item Ir. Furthermore, the payment notification screen Mc displays the name of the agent who completed request R, and the date and time the request R was completed.

[0136] The left side of Figure 13 shows the compensation notification screen Mc before the compensation C is notified. The compensation notification screen Mc displays a fluctuating die Gd, but does not display the specific compensation C. When the compensation notification screen Mc is touched, the die Gd stops and is displayed at the result corresponding to compensation C.

[0137] The right side of Figure 13 shows the price notification screen Mc after a touch operation. As described above, when the price notification screen Mc is touched, the die Gd stops and is displayed with the result corresponding to the price C, and the price C is notified. For example, in the specific example in Figure 13, let's assume that "100 million yen" is determined as the price C. As will be explained in detail later, if negotiator X is selected, and the selling price of the requested property Ir is "200 million yen", then the result of the die Gd, "1", corresponds to "100 million yen". Therefore, the die Gd displaying the result "1" stops and is displayed on the price notification screen Mc, and the price C, "100 million yen", is notified.

[0138] The consideration notification screen Mc displays a message corresponding to the consideration C that has been determined. For example, in the specific example in Figure 13, the consideration C (100 million yen) is less than the selling price of the requested property Ir (200 million yen). In this case, a message such as "Congratulations!" is displayed. On the other hand, if the consideration C is higher than the selling price of property I, a message such as "Unfortunately..." is displayed.

[0139] When the compensation C is announced on the compensation notification screen Mc, the compensation C is deducted from the user's funds. If the user's funds are less than the compensation C, a random property I from among the properties I owned by the user will be sold and compensation C will be paid. Alternatively, if the user's funds are less than the compensation C, the request R may be invalidated, and the user may not be able to obtain the requested property Ir. However, in the above configuration, it is preferable that the agent is still awarded the reward H even if the requesting user cannot obtain the requested property Ir.

[0140] Figures 14(a) to 14(c) are conceptual diagrams of specific examples of each multiplier table. These multiplier tables are used when the user who is the client of request R determines the price C required to obtain the requested item Ir. Specifically, the multiplier table consists of a multiplier table for when negotiator X is selected (Figure 14(a)), a multiplier table for when negotiator Y is selected (Figure 14(b)), and a multiplier table for when negotiator Z is selected (Figure 14(c)).

[0141] The multiplier table above defines the multiplier and the probability of each die roll from "1" to "6". As can be seen from Figures 14(a) to (c), the probability of each die roll being determined is approximately 1 / 6. When the consideration C is determined, the die roll is determined by lottery, and the consideration C is calculated using the multiplier corresponding to that roll and the selling price (cost) of the requested property Ir. Specifically, the consideration C is calculated by multiplying the selling price by the multiplier (selling price × multiplier = consideration C).

[0142] As can be seen from Figure 14(a), if "Negotiator X" is selected, the "multiplier" will be "0.5" if the dice roll is "1". Therefore, if the "selling price" of the requested property Ir is "200 million yen", the consideration C will be "100 million yen" (= 200 million yen x 0.5). Also, if the dice roll is "2", the "multiplier" is "0.5", and the consideration C will be "100 million yen". Similarly, if the dice roll is "3", the "multiplier" is "0.5", and the consideration C will be "100 million yen". On the other hand, if the dice roll is "4" to "6", the "multiplier" is "1.5", and if the "selling price" of the requested property Ir is "200 million yen", the consideration C will be "300 million yen" (= 200 million yen x 1.5).

[0143] As can be seen from Figure 14(b), if "Negotiator Y" is selected, the "Multiplier" is "0" if the die roll is "1". Therefore, the consideration C will be "0 yen" regardless of the selling price of the requested property Ir. Similarly, if the die roll is "2", the multiplier is "0" and the consideration C will be "0 yen". Also, if the die roll is "3", the "Multiplier" is "0.5", and if the selling price of the requested property Ir is "200 million yen", the consideration C will be "100 million yen" (= 200 million yen × 0.5). If the die roll is "4", the "Multiplier" is "1", and the consideration C will be "200 million yen" (= 200 million yen × 1). If the die roll is "5", the "Multiplier" is "1.5", and the consideration C will be "300 million yen" (= 200 million yen × 1.5). If the dice show a "6", the "multiplier" is "3", and the consideration C becomes "600 million yen" (= 200 million yen x 3).

[0144] As can be seen from Figure 14(c), if "Negotiator Z" is selected, the "Multiplier" will be "0" if the dice roll is between "1" and "4". Therefore, the consideration C will be "0 yen" regardless of the selling price of the requested property Ir. On the other hand, if the dice roll is "5" or "6", the multiplier will be "3". Therefore, if the selling price of the requested property Ir is "200 million yen", the consideration C will be "600 million yen" (= 200 million yen x 3). Furthermore, as can be seen from Figures 14(a) to 14(c), the expected value of the multiplier will be "1" regardless of which negotiator is selected (the expected value of the consideration C will be the selling price of the requested property Ir).

[0145] In this embodiment, a user who wants the consideration C to be unlikely to be the maximum amount (for example, 600 million yen if the selling price is 200 million yen) will choose negotiator X. On the other hand, a user who wants the consideration C to be potentially the maximum amount but also potentially free will choose negotiator Y or negotiator Z. Furthermore, a user who wants the consideration C to be likely to be the maximum amount but with the highest probability of being free (high risk) will choose negotiator Z. As described above, in this embodiment, the probability of the consideration C being determined changes depending on the negotiator (X~Z). Therefore, the game becomes more interesting compared to a configuration where the consideration C is uniform.

[0146] Figure 15(a) is a flowchart of the movement process performed by the terminal device 10. The movement process is performed, for example, during the period when the play screen Mp (see Figure 5(a) above) is displayed. Note that each step of the movement process may be performed jointly by the terminal device 10 and the management device 20, or by the management device 20 alone. The same applies to each step of the card usage process described later.

[0147] When the movement process begins, the terminal device 10 obtains the current user location Pr (S101). Upon obtaining the user location Pr, the terminal device 10 moves the movement object Gp to the virtual space Sv (train location Pv) corresponding to the user location Pr (S102). The terminal device 10 also determines whether the user (the train the user is on) has arrived at station E (S103). Specifically, it determines whether the current user location Pr has moved to the event spot res at the new station E.

[0148] If the user has not arrived at station E (S103: No), the terminal device 10 terminates the movement process. If it is determined that the user has arrived at station E (S103: Yes), the terminal device 10 determines whether or not the user has checked in to the station object Ge corresponding to station E (S104). If the user has not checked in to the station object Ge (S104: No), the terminal device 10 terminates the movement process.

[0149] On the other hand, if it is determined that the station object Ge has been checked in (S104: Yes), the terminal device 10 executes the check-in process (S105). The check-in process includes a process to determine the effect of the checked-in station object. The check-in process also includes a process to accept the purchase operation of property I. When the aforementioned exit button Bp4 (see Figure 5(b)) is selected, the terminal device 10 terminates the check-in process.

[0150] Figure 15(b) is a flowchart of the card usage processing performed by the terminal device 10. Card usage processing is performed when either a fast card or a super-fast card is used among the movement cards.

[0151] When card usage processing begins, terminal device 10 determines the departure position (S201). Specifically, terminal device 10 displays the selection area Ws (see Figure 7(b)) described above. When selection button Bs1 in selection area Ws is selected, the current train position Pv is determined as the departure position. On the other hand, when selection button Bs2 in selection area Ws is touched, terminal device 10 determines base Pw as the departure position.

[0152] Once the starting position is determined, the terminal device 10 displays either the movement object Gp2 or movement object Gp3 at that starting position. Specifically, if a rapid card is used, movement object Gp2 is displayed at the starting position, and if a super-fast card is used, movement object Gp3 is displayed at the starting position. Subsequently, the terminal device 10 displays the number of stations that can be reached by the effect of the movement card as the sum of the dice roll (2 or 3) (S203), and moves the movement object Gp(2, 3) to the station object Ge selected by the user (S204).

[0153] Subsequently, the terminal device 10 performs the check-in process (S205) for the station object Ge that was moved by the effect of the movement card. The check-in process in S205 determines the effect of the station object Ge, similar to the check-in process in S105 described above (see Figure 15(a)), and makes it possible to purchase property I, etc. The check-in process in S205 also ends when the exit button Bp4 is selected. Once the above check-in process is completed, the terminal device 10 displays the moved object Gp1 at the train position Pv (the original station object Ge from which the movement card was used) and ends the card usage process.

[0154] Figure 16 is a sequence diagram illustrating a specific example of the operation of the information processing system 1. The specific example in Figure 16 shows the operation of terminal device 10a, terminal device 10b, and management device 20. Terminal device 10a is owned by the client of request R, and terminal device 10b is owned by the agent of the client of request R.

[0155] When a request R is executed on terminal device 10a, information indicating the content of the request R is notified to management device 20, and the request R is accepted by management device 20 (Sa1). Upon accepting the request R, management device 20 determines the proxy for the request R (Sa2). Specifically, management device 20 selects five proxy users from each user other than the requester of the accepted request R, based on the proxy conditions described above (see Figure 12(a)). In the specific example in Figure 16, it is assumed that the user who owns terminal device 10b is selected as a proxy. Management device 20 sends a request notification Dt to the selected proxy (Sa4). Upon receiving the request notification Dt, terminal device 10b becomes able to display a request notification screen Mt (see Figure 11 above) corresponding to the request notification Dt.

[0156] Subsequently, when the conditions for fulfilling request R are met on the terminal device 10b side, this fact is notified to the management device 20 (Sa5). Specifically, if the requested item Ir notified in the request notification Dt is purchased on the terminal device 10b side, various information including the name of the user (account name) of terminal device 10b and the date and time when the requested item Ir was acquired is notified to the management device 20. When request R is fulfilled by the agent, the management device 20 determines the reward H for the agent by lottery. As described above, the reward H is determined based on the reward determination table (see Figure 12(b)).

[0157] The reward H determined by the management device 20 is notified to the agent's terminal device 10b (Sa6), and the agent is informed by a reward roulette animation on the terminal device 10b (see Figure 11) (Sa7). When the request R is completed, the management device 20 determines the consideration C that the client will pay to acquire the requested item Ir, and notifies the terminal device 10a of the determined consideration C (Sa8). The consideration C is determined based on the sales price of the requested item Ir and the multiplier table mentioned above (see Figures 14(a) to (c)). The terminal device 10a notifies the consideration C notified by the management device 20 on the consideration notification screen Mc (Sa9).

[0158] <Variation> Each of the above forms can be modified in various ways. Specific examples of modifications are given below. Two or more forms can be arbitrarily selected from the following examples and combined as appropriate.

[0159] (1) In each form, the method of movement of the moving object Gp is ​​not limited to the examples described above. For example, in the above embodiment, when the moving object Gp moves in the virtual space Sv due to the effect of the game medium (movement card), it is possible to select either the current train position Pv or the base Pw as the starting position. However, a configuration may be adopted in which the station object Ge (hereinafter referred to as "arrival position Pt") to which the moving object Gp has arrived due to the effect of the game medium can be selected as the starting position.

[0160] Figure 17 is a diagram illustrating a specific example of a modified configuration that adopts the above structure. Figure 17 shows the station object Ge and the movement objects Gp(1, 2) in the virtual space Sv. As will be explained in detail below, the specific example in Figure 17 assumes that movement object Gp1 moves from station object Ge1 to station object Ge3, and movement object Gp2 moves from station object Ge1 to station object Ge4 via station object Ge2.

[0161] Figure 17 shows four moving objects Gp for simplicity of explanation: Gp1 before movement, Gp1 after movement, Gp2 before movement, and Gp2 after movement. In Figure 17, the path taken by moving object Gp1 in response to the user's movement in the real space Sr is indicated by a black arrow. Similarly, the path taken by moving object Gp2 due to the effect of the movement card is indicated by a white arrow.

[0162] In the specific example shown in Figure 17, we assume that a movement card (express card) is used at station object Ge1 among the station objects Ge (S1 in the same figure). In this modified example, when a movement card is used for the first time, as in the embodiment described above, either the current train position Pv or the base Pw can be selected as the starting position. In the specific example shown in Figure 17, we assume that train position Pv (station object Ge1) is selected as the starting position. We also assume that movement object Gp2 moves from station object Ge1 to station object Ge2 (destination position Pt) (S2 in Figure 17).

[0163] In the specific example in Figure 17, we assume that after using a movement card, the user moves to station E, which corresponds to station object Ge3. In this case, movement object Gp1 moves from station object Ge1 to station object Ge3 (S3 in Figure 17). Furthermore, in the specific example in Figure 17, we assume that a movement card (express card) is used again at station object Ge3 (S4 in the same figure).

[0164] In this modified example, when moving movement objects Gp(2, 3) using a movement card, in addition to the current train position Pv and base Pw, the previous arrival position Pt can be selected as the starting position. For example, in the specific example in Figure 17, when using a rapid card at station object Ge3, the starting position of movement object Gp2 can be selected from station object Ge3 (train position Pv), base Pw, and station object Ge2 (previous arrival position Pt). In the specific example in Figure 17, we assume that station object Ge2, which is the previous arrival position Pt, is selected as the starting position of movement object Gp2, and movement object Gp2 moves to station object Ge4. Furthermore, in the specific example in Figure 17, when using a super-fast card at station object Ge3, the starting position of movement object Gp3 can be selected from station object Ge3 (train position Pv), base Pw, and station object Ge2 (previous arrival position Pt).

[0165] With the above modifications, the effect of having a wide variety of appearances for the moving object Gp becomes particularly pronounced. In addition, in the above modifications, the configuration may be such that the moving object Gp1 is hidden during the period when the moving objects Gp(2, 3) are displayed in conjunction with the use of the moving card (same as in the above embodiment), or the configuration may be such that the moving object Gp1 continues to be displayed during that period.

[0166] Furthermore, once movement using a movement card is complete (the check-in process at the destination Pt is finished), the movement object Gp(2, 3) may be hidden or may remain displayed. The configuration in which the movement object Gp(2, 3) remains displayed has the advantage of making it easier to understand the previous destination Pt (the station object Ge that can be determined as the departure point when using a movement card) before using a movement card again.

[0167] (2) The starting position of a moving object Gp when using a move card is not limited to the train position Pv, ​​base Pw, and destination position Pt. For example, in each of the above configurations, it is assumed that any of the station objects Ge (for example, any of the station objects Ge that have a record of being checked in) can be set as the "home base Ph". In the above configuration, when moving a moving object Gp using a move card, it is also possible to configure it so that the home base Ph can be selected as the starting position.

[0168] In the above modifications, a level (hereinafter referred to as "home base level") may be established for the home base Ph, and users may be granted benefits according to their home base level. For example, a configuration may be envisioned in which points are awarded each time a user checks in at a station object Ge in the home base Ph, and the home base level increases according to the total value of the points. In the above configuration, a base Pw may be made configurable after the home base level reaches a predetermined value. Furthermore, after the home base level reaches a specific value higher than the predetermined value, a configuration may be made in which a base Pw that has been set can be changed to a different station object Ge, or multiple base Pws can be set simultaneously.

[0169] (3) In the above embodiment, movement cards were made usable during the period of checking in to the station object Ge (the period during which the play screen MP in Figure 5(b) above is displayed). However, the period during which movement cards can be used is not limited to the above example. For example, if the movement object Gp is ​​stopped at the station object Ge, the configuration may be made so that movement cards can be used with the station object Ge as the starting point, even before the period of checking in to the station object Ge. Similarly, if the movement object Gp is ​​stopped at the station object Ge, the configuration may be made so that movement cards can be used with the station object Ge as the starting point, even after the period of checking out from the station object Ge.

[0170] Furthermore, the period during which property I can be purchased is not limited to the period during which the player is checked into station object Ge. For example, if the movement object Gp is ​​stopped at station object Ge, property I at station object Ge may be available for purchase even before checking into station object Ge or after checking out of station object Ge. However, it is preferable that the effects of station object Ge are determined only when checking into station object Ge.

[0171] (4) In the above embodiment, a configuration was adopted in which the negotiator (probability of determining the consideration C) is selected before the request R is fulfilled. However, the timing of determining the probability of determining the consideration C (low risk, balanced, high risk) is not limited to the above example. For example, a configuration may be adopted in which the probability of determining the consideration C (low risk, balanced, high risk) can be selected during the period after the request R is fulfilled. Specifically, a configuration may be adopted in which the probability of determining the consideration C can be selected during the period in which the consideration notification screen Mc shown in Figure 13 above is displayed. Alternatively, a configuration may be adopted in which the consideration C must be paid at the time the request R is accepted (before the request R is fulfilled). In the above configuration, if the request R is not fulfilled, the consideration C may or may not be returned to the requester.

[0172] (5) In each configuration, a configuration may be adopted that allows other users to act on multiple requests R in parallel. In addition, in the above configuration, a screen showing a list of requests R currently being acted on may be displayed on the agent's terminal device 10. Preferably, the above list displays, for example, the name of the station E where the requested item Ir can be obtained, the name and selling price (cost price) of the requested item Ir, the deadline until the request R becomes invalid, and the name of the client (account name).

[0173] Furthermore, an upper limit (for example, 1 or 10) may be set on the number of requests R that can be handled concurrently. In the above configuration, even if the number of requests R being handled reaches the upper limit, it may be configured so that new requests R can be received by abandoning the requests R being handled. Also, if a new request notification Dt is received after the number of requests R being handled reaches the upper limit, the requests R being handled may be automatically discarded, and new requests R may become available for handling. For example, the oldest request among the requests R being handled may be automatically discarded.

[0174] (6) In each configuration, if a user acquires property I, the system may be configured so that other users cannot acquire that property I. That is, each property I may be available on a first-come, first-served basis. However, for example, if a user's funds become negative, the property I that the user owns will be sold. In this case, the property I will become available to other users. In the above configuration, only specific property I may be available on a first-come, first-served basis. Alternatively, a configuration may be set so that property I, available on a first-come, first-served basis, appears only during specific event periods.

[0175] (7) In each form, the method of movement of the moving object Gp is ​​not limited to the examples described above. For example, suppose the user is located at the event spot res of station E. In this case, the moving object Gp is ​​displayed stopped at the station object Ge corresponding to the event spot res (as in the other forms). However, regardless of the user's position Pr, the moving object Gp will remain stopped and displayed at the original station object Ge until the user moves to another event spot res of station E. Therefore, for example, even if the user moves away from station E (including moving along the tracks L, and both moving away from station E and the tracks L), the moving object Gp will remain stopped and displayed at the original station object Ge until the user moves to another event spot res.

[0176] Furthermore, if the user moves to an event spot res at another station E, regardless of the movement path (whether or not they moved along the track L), the moving object Gp moves along the track object Gl to the station object Ge of the event spot res. In other words, the moving object Gp stops at the station object Ge in principle, and when the event spot res switches, the moving object Gp moves to another station object Ge and stops there. With the above modification, the inconvenience of the moving object Gp (train) being displayed in locations other than the station object Ge and track object Gl in the virtual space Sv is suppressed, similar to the embodiment described above.

[0177] (8) Specific examples of the “game medium” of the present invention are not limited to the examples described above, and include various electronic data used in games. For example, the “game medium” includes items that are displayed as objects (e.g., movement object Gp). The “game medium” also includes items that are not displayed as objects (e.g., property I, movement card). Furthermore, various numerical values ​​used in games (money, level, etc.) may also be included in the “game medium”.

[0178] (9) In each embodiment, specific examples of the present invention applied to location-based games have been described. However, the present invention may also be applied to things other than location-based games. For example, the present invention can be applied to a map service that helps users reach predetermined locations (e.g., stores), a service that measures a user's movement history (number of steps taken, distance traveled) to manage the user's health, a matching service for matching users together, and a pedometer point service that awards points according to the number of steps taken by the user.

[0179] The embodiments described above may be combined in any way, replaced with other configurations, parts of the configuration may be deleted, or parts of the configuration may be modified. Furthermore, any publicly known technology at the time of filing that is not described herein may be adopted as appropriate.

[0180] <Note: Summary of the operation and effects of the embodiment> <First aspect> The program (PGx) in this embodiment allows the computer to function as a control means (11) that can move an object (moving object Gp) in a virtual space (Sv) corresponding to the real space in response to the user's movement in the real space (Sr), and also allows the object to move to a specific location in the virtual space in response to the effect of a predetermined game medium (movement card). According to this embodiment, the entertainment value of the service is improved.

[0181] <Second aspect> In this embodiment, the program's control means moves an object in the virtual space to a specific location in the virtual space (a station object Ge corresponding to station E) when the user moves to a specific location in the real space (station E), and enables the execution of events corresponding to that specific location in the virtual space (determination of effects, purchase of property I). Furthermore, even if the user has not moved to a specific location in the real world, if an object moves to a specific location in the virtual space due to the effect of a game medium (movement card), the program enables the execution of events corresponding to that specific virtual location. According to this embodiment, the effect of improving the entertainment value of the service becomes particularly remarkable.

[0182] <Third and Fourth Aspects> In the third embodiment of the program, the control means allows the user to select the starting position when an object moves due to the effect of the game medium from a position in the virtual space corresponding to the user's current location in the real world, and a position in the virtual space corresponding to a predetermined location different from the user's current location in the real world. In the fourth embodiment of the program, the predetermined location is a location that the user has previously moved to. According to each of the above embodiments, the effect of improving the entertainment value of the service becomes particularly remarkable.

[0183] <Fifth and Sixth Embodiments> In the fifth embodiment of the program, the control means displays the object in a virtual space corresponding to the user's current location during the period after the object has been moved by the effect of the game medium. In the sixth embodiment of the program, if the object moves to its destination position due to the effect of the game medium and then moves again due to the effect of the game medium, the control means can move the object using the destination position as the starting position. According to each of the above embodiments, the effect of improving the entertainment value of the service becomes particularly remarkable.

[0184] <Seventh aspect> The information processing system (1) of the seventh embodiment is capable of moving objects in a virtual space corresponding to the real space in response to the user's movement in the real space, and can also move the objects to a specific location in the virtual space in response to the effects of a predetermined game medium. According to this embodiment, the same effects as those of the first embodiment described above can be achieved.

[0185] Furthermore, the problem-solving means configured in the above-mentioned program (for example, the configurations described in the appendix) can be adapted as appropriate for use in devices, systems, methods, information recording media, etc. [Explanation of symbols]

[0186] 1... Information processing system, 10... Terminal device, 11... Control means, 20... Management device, 21... Control means.

Claims

1. In response to the user's movement in the real world, objects can be moved in a virtual space that corresponds to the real world, and in accordance with the effects of a predetermined game medium, the objects can be moved to a specific location in the virtual space. A program that enables a computer to function as a control mechanism.

2. The control means is When a user moves to a specific location in the real world, the object in the virtual space is moved to a specific location in the virtual space, and an event corresponding to that specific location in the virtual space is made possible. Even if the user has not moved to the aforementioned specific location in reality, if the object moves to the aforementioned specific location in the virtual space due to the effect of the game medium, an event corresponding to that virtual specific location can be executed. The program according to claim 1.

3. The control means allows the starting position when the object moves due to the effect of the game medium to be selected from a position in the virtual space corresponding to the user's current location in real space, and a position in the virtual space corresponding to a predetermined location other than the user's current location in real space. The program according to claim 1.

4. The aforementioned predetermined location is a location where the user has previously moved. The program according to claim 3.

5. The control means displays the object in the virtual space corresponding to the user's current location during the period after the object has been moved by the effect of the game medium. The program according to claim 1.

6. The control means can move the object from the destination position as the starting position if the object moves again due to the effect of the game medium after it has moved to the destination position due to the effect of the game medium. The program according to claim 1.

7. In response to the user's movement in the real world, objects can be moved in a virtual space that corresponds to the real world, and in accordance with the effects of a predetermined game medium, the objects can be moved to a specific location in the virtual space. An information processing system equipped with control means.