Programs and Information Processing Systems
By linking real-world locations with virtual spaces for item acquisition and performance enhancement, the system addresses the lack of engaging gameplay in existing technologies, enhancing user interaction and enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2024-12-20
- Publication Date
- 2026-07-02
AI Technical Summary
Existing games that utilize real-world position information for virtual interactions lack engaging gameplay elements.
A system that enhances gameplay interest by associating real-world locations with virtual spaces, allowing users to acquire items and improve character performance through a group of special items collected in these spaces, with events triggered by proximity and user interactions.
Improves user engagement and enjoyment by providing interactive gameplay experiences that enhance character performance based on item collection and virtual events.
Smart Images

Figure 2026109682000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, games that utilize position information indicating the position of a user in the real space (in other words, the real world) are known. Also, as this type of game, a game is known in which each position in the real space is associated with each position in the virtual space, and by actually moving the user in the real space, items arranged in the virtual space can be acquired (see, 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] By the way, in games, it is required to improve the interestingness.
[0005] An object of the present invention is to improve the interestingness of games.
Means for Solving the Problems
[0006] According to one embodiment shown in the present disclosure, a computer, in a game that uses position information indicating the position of a user in the real space, and in which each position in the real space is associated with each position in the virtual space, performance improvement means for improving the performance of the game medium owned by the user based on the acquisition of a group of items by the user; This configuration functions as a placement control means that places a predetermined number of each item constituting the aforementioned group of items onto the virtual space in multiple time periods. A program will be provided. [Effects of the Invention]
[0007] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This figure shows an example of a game screen. [Figure 4] This figure shows an example of a display related to a performance improvement event. [Figure 5] This figure shows an example of a display related to a performance improvement event. [Figure 6] This flowchart shows an example of the process involved in arranging each item that makes up a group of items. [Figure 7] This flowchart shows an example of the process involved in arranging each item that makes up a group of items. [Figure 8] This flowchart shows an example of a process related to improving a character's performance based on acquiring a group of items. [Figure 9] This flowchart shows an example of the process related to improving a character's performance based on obtaining a predetermined result in a predetermined lottery. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings.
[0010] <System Hardware Configuration> As shown in Figure 1, the information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via network 2. Network 2 may consist of, for example, the internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0012] The server 20 (in other words, a computer or information processing device) may be a general-purpose computer such as a workstation or personal computer. The server 20 comprises a processor 21, memory 22, storage 23, a communication interface 24, and an input / output interface 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit), etc. The processor 21 reads programs from the storage 23 and loads them into memory 22. The processor 21 executes the loaded programs.
[0014] The memory 22 is a main memory device. The memory 22 is constituted by a storage device such as a ROM (Read Only Memory) and a RAM (Random Access Memory), for example. The memory 22 provides a working area for the processor 21 by temporarily storing the program and various data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the program.
[0015] Note that, in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of the terminal device 10 and the server 20. As an example, the game realized by the cooperation of the terminal device 10 and the server 20 may be a game executed on a browser launched on the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by a storage device such as a flash memory or a HDD (Hard Disk Drive), for example. Various data related to the game is stored in the storage 23.
[0017] The communication IF 24 controls the transmission and reception of various data via the network between the server 20 and the terminal device 10 and the like.
[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse and a keyboard, and a display unit which is a device for displaying and outputting an image.
[0019] The terminal device 10 (in other words, a computer or information processing device) may be, for example, a smartphone, feature phone, PDA (Personal Digital Assistant), tablet computer, personal computer, wearable device, or game device. The terminal device 10 may also be a portable device. The terminal device 10 may also be a portable device when the user is running a game.
[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.
[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.
[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.
[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.
[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (e.g., touch operation, tap operation, slide operation, swipe operation, and flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an acceleration sensor, angular velocity sensor, magnetic sensor, GPS sensor, motion sensor, gaze sensor, biopotential sensor, fingerprint sensor, breath sensor, pressure sensor, or image sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <System Functional Configuration> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that have been registered in advance. The method of registering accounts is not particularly limited. For example, a terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.
[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication IF 24, and I / O IF 25, etc. The storage unit 220 stores various data used by the control unit 210. These various data include, for example, programs, game information, and user information. The program is a program for realizing a game. The game information and user information are data that the control unit 210 refers to when executing the program.
[0032] In this embodiment, the term "program" may include programs executed on the server 20 side as well as programs executed on the terminal device 10 side. Furthermore, the storage unit 220 may store both the programs executed on the server 20 side and the programs executed on the terminal device 10 side.
[0033] Game information is shared across accounts. This information includes, for example, information defining various virtual spaces. A virtual space is a space where various objects are placed, such as objects of characters used by the user (in other words, objects that the user can control) (hereinafter referred to as "player characters"). Game information includes, for example, various setting information about objects shared across accounts, such as the placement, size, color, and shape of background objects like buildings, trees, and stones, as well as non-player character (NPC) objects placed in the virtual space. Furthermore, game information includes, for example, the setting values of various NPC parameters. In the following, the character objects placed in the virtual space may simply be referred to as "characters."
[0034] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be said to be the value that the user owns in the virtual space. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency usable within the game and crypto assets. That is, the memory unit 220 may store information such as the electronic currency, items, or characters owned by each user, associated with identification information that can identify each user. In this embodiment, "granting (in other words allowing acquisition)" a predetermined value (in other words, object) such as an item to the user can also be said to store it in the predetermined memory unit, linked to the user's account, as value owned by the user.
[0035] The control unit 210 controls various processes related to the game by executing a program stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211 and a game control unit 212.
[0036] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support multiplayer functionality, and data to be synchronized from each terminal device 10, and passes them to the game control unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the game control unit 212.
[0037] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the information processing system 1 execute various processes to support the multiplayer function when multiple accounts logged into the information processing system 1 participate in the same game.
[0038] The game control unit 212 provides the game to the terminal device 10 by executing calculation processing described in the program in response to requests from the terminal device 10.
[0039] The game control unit 212 defines the virtual space based on the information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on the object setting information included in the game information. The game control unit 212 also controls the objects in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc., of objects in the virtual space, and makes objects perform predetermined actions.
[0040] Furthermore, the game control unit 212 places player characters in the virtual space based on information transmitted from the terminal device 10. The game control unit 212 also performs various judgment processes related to the progress of the game based on information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various judgment processes based on user information input into the terminal device 10.
[0041] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The game control unit 212 also commands the transmission / reception unit 211 to send game information or user information. For example, when the server 20 sends information to multiple terminal devices 10, the game control unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events caused by an operation entered on one terminal device 10 to other terminal devices 10.
[0042] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.
[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. These various data include, for example, programs, game information, and user information. The program is a program for implementing a game on the terminal device 10 side. The game information and user information are data that the control unit 110 refers to when executing the game program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.
[0044] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing a program stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, a display control unit 114, and a location information acquisition unit 116.
[0045] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.
[0046] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.
[0047] In this embodiment, it can also be said that a user moving in real space and changing the location information described later is one form of input operation.
[0048] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, game information or user information, or synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, and synchronization data for multiplayer functionality from the server 20. The synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. The synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.
[0049] Furthermore, the transmitting / receiving unit 112 transmits to the server 20 operation information related to input operations received by the operation reception unit 111, as well as user information such as location information, which will be described later.
[0050] The game control unit 113 performs various processes related to the progress of the game. Based on the user's input detected by the operation reception unit 111, the game control unit 113 identifies the user's instructions. Based on the identified instructions, the game control unit 113 performs various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game control unit 113 communicates with the server 20 and proceeds with the game.
[0051] The game control unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game control unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game control unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view. In other words, the game control unit 113 instructs the display control unit 114 to display an image on the display unit 18 that corresponds to the progress of the game.
[0052] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game control unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view at a specific orientation. In doing so, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object, or a static object such as a building, tree, or stone. Examples of dynamic objects include player characters and NPCs that operate based on a program. NPCs include so-called enemy characters, etc.
[0053] The display control unit 114 causes the display unit 18 to display images related to the game. A specific example will be given below.
[0054] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game control unit 113 within the virtual space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.
[0055] Furthermore, the control unit 110 of the terminal device 10 may place objects in the virtual space and display a predetermined area of the virtual space on the display unit 18 based on object data sent from the server 20 and information indicating the positions of various objects in the virtual space. Alternatively, the control unit 210 of the server 20 may place objects in the virtual space, control the virtual camera, generate an image to be displayed on the display unit 18, and send it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to object control based on user information, virtual camera control, and generation of images to be displayed on the display unit 18 may be performed by the server 20 or by the terminal device 10.
[0056] The location information acquisition unit 116 acquires location information indicating the user's location in the real world (in other words, the user's current location). The location information only needs to indicate the user's location in the real world, as identified by an account, etc. Various methods for acquiring location information have been known for some time, and publicly known methods can be used. For example, the location information acquisition unit 116 may acquire location information using the GPS sensor provided by the terminal device 10 to which the user is logged into the account. Alternatively, the location information acquisition unit 116 may acquire location information acquired by a device used by the user, such as a smart device, which is linked with the terminal device 10 (e.g., a smartphone) (e.g., linked via the user's account, or linked via wireless communication, etc.), as location information indicating the location of the user logged into the account from the terminal device 10. Furthermore, the location information acquisition unit 116 may acquire location information using, for example, Wi-Fi or Bluetooth (e.g., based on communication between the terminal device 10 and a Wi-Fi access point). Furthermore, the location information acquisition unit 116 may be provided, for example, in the control unit 210 of the server 20.
[0057] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device, such as the terminal device 10 and server 20, may also possess at least some of the functions of other devices. Furthermore, each device, such as the terminal device 10 and server 20, does not have to be implemented by a single device; for example, it may be implemented by multiple devices connected via a network. In addition, the information processing system 1 may consist of only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.
[0058] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processing according to this embodiment will be described as being performed by the processor 11 of the terminal device 10 or the processor 21 of the server 20 executing a program stored in the information processing system 1. However, at least a portion of the processing performed by the processor 11 in each of the processing according to this embodiment may be executed by a processor other than the processor 11. Also, at least a portion of the processing performed by the processor 21 in each of the processing according to this embodiment may be executed by a processor other than the processor 21. For example, one of the control unit 110 and the control unit 210 may perform part or all of the processing performed by the other. In other words, the computer that executes the program in this embodiment may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices. The program appearing in this embodiment may be recorded and provided on a computer-readable non-temporary recording medium.
[0059] The configuration according to this embodiment can be applied, for example, to location-based games that link the user's location in the real world with their location in a virtual world. The following section will describe an example of applying the configuration according to this embodiment to such a location-based game.
[0060] As shown in Figure 3(a), the game control unit 212 places a player character 30 (in other words, a player character 30 linked to the user's account) corresponding to the user operating the terminal device 10 at a position in the virtual space corresponding to the user's position in the real world (in other words, the position indicated by the location information). The game control unit 212 then moves the player character 30 in the virtual space in conjunction with the user's movement in the real world. Figure 3(a) is a first play screen 300, which is an example of a play screen displayed on the display unit 18 when a user plays the game.
[0061] In other words, in this embodiment, the game control unit 212 moves the user's player character 30 in the virtual space based on the user's location information, which is information from the user. Alternatively, the game control unit 212 may also move the user's player character 30 in the virtual space based on operation information related to input operations to the input unit 17 (for example, operations such as moving a finger in any direction while touching the touchscreen 16 (i.e., swiping)), which is information from the user.
[0062] Furthermore, the virtual space in this embodiment is a virtual space that reflects at least a part of the real space. In other words, the virtual space in this embodiment is a virtual space generated using map information of the real space. For example, in the virtual space of this embodiment, objects corresponding to each of the multiple roads that actually exist in the real space (for example, road object 31) are placed at positions corresponding to the locations of each of the multiple roads in the real space.
[0063] In location-based games and similar games, multiple objects (hereinafter referred to as "event objects 33") associated with predetermined events (in other words, effects or phenomena) are placed in a virtual space, and it is known that an event corresponding to a specific event object 33 occurs when the player approaches that event object 33 (for example, by approaching it and then performing an operation on the event object 33 displayed on the display unit 18 (for example, a touch operation)).
[0064] In location-based games, approaching a specific event object 33 placed in virtual space can be interpreted as approaching the specific event object 33 in virtual space, or as reaching a position in real space corresponding to the virtual space location where the specific event object 33 is placed (in other words, approaching the specific event object 33 in real space). In other words, in the following explanation, "user's position" can be interpreted as the user's position in real space, or as the virtual space position corresponding to the user's position in real space. Similarly, "event object 33's position" can be interpreted as the event object 33's position in virtual space, or as the real space position corresponding to the virtual space location where the event object 33 is placed.
[0065] When an event object 33 that triggers a specific event is placed in the virtual space, the game control unit 212 triggers a specific event corresponding to the event object 33 based on the user reaching a location in the real space that corresponds to the location in the virtual space where the event object 33 is placed. The location in the virtual space where the event object 33 is placed can also be said to be the location where a predetermined event is set.
[0066] The event object 33 includes, for example, an item spot 33a corresponding to an event such as acquiring an item, and a recovery spot 33b corresponding to an event such as the recovery of a predetermined parameter related to the user (for example, the health of the player character 30). The event object 33 also includes an enemy object 33c corresponding to an event such as combat with an enemy character, and spots corresponding to events that constitute part of the game's story. The game control unit 212 grants the user an item corresponding to a specific item spot 33a based on the user reaching a real-world location corresponding to a virtual-world location where that item spot 33a is placed. The game control unit 212 also recovers a predetermined parameter related to the user (in other words, brings the predetermined parameter closer to a specified value) based on the user reaching a real-world location corresponding to a virtual-world location where a specific recovery spot 33b is set. Furthermore, the game control unit 212 initiates combat with a specific enemy character based on the user reaching a real-world location corresponding to a virtual-world location where an enemy object 33c related to that enemy character is placed. Furthermore, the event associated with event object 33 may be an event that can be played in multiplayer mode (in other words, an event that can be played by at least two or more people). In other words, approaching event object 33 that corresponds to an event that can be played in multiplayer mode may start an event that is played in multiplayer mode (for example, an event in which players cooperate with other users to fight enemy characters (a so-called raid battle), etc.). Furthermore, the appearance of event object 33 is not particularly limited and may be the shape of an item, a building, a character, or a predetermined symbol. Furthermore, the event associated with event object 33 may proceed and end automatically without user intervention, or it may be an event that is progressed through user intervention (for example, by controlling a character, etc.).
[0067] In this embodiment, user operations (e.g., touch operations) on event objects 33 located within a predetermined range (in other words, the operable range; hereinafter referred to as "usable range X") from the player character 30 in the virtual space are enabled. The game control unit 212 generates an event corresponding to the operated event object 33 when the user moves the player character 30 so that the event object 33 for which they want to generate an event (in other words, use) is located within the usable range X, and performs an operation on the event object 33. In other words, in this embodiment, when the user reaches a position in the real space that corresponds to the position where a specific event object 33 is located in the virtual space (specifically, by reaching that position and performing a predetermined operation (e.g., a touch operation on the specific event object 33)), the event corresponding to that specific event object 33 can be generated. In other words, the user can use event objects 33 that are located within the usable range X. In other words, the game control unit 212 determines whether an event object 33 is located within the available range X, and controls the event object 33 located within the available range X to make it available. Here, "available" means that it is possible to generate the event set for the event object 33, etc.
[0068] The usable range X may be, for example, a circular area of a predetermined size centered on the player character 30 (in other words, the user's position). However, the shape of the usable range X is not limited to a circle, nor is it limited to an area centered on the player character 30. The usable range X can also be said to be the range that the user can use in the virtual space (in other words, the entire virtual space). The usable range X is determined according to the user's position in the real space (in other words, based on the user's position information) and fluctuates according to the user's position in the real space. The display control unit 114 displays an indication of the usable range X (a circular indication in Figure 3) on the display unit 18, making the usable range X recognizable to the user.
[0069] In this embodiment, a predetermined object such as a player character 30 is displayed in a virtual space at a position corresponding to the user's position in the real world, but it may also be configured so that it is not displayed. Even in such a configuration, an event corresponding to the event object 33 can be generated based on the user's actions on the event object 33 located within a usable range X determined according to the user's position in the real world. Similarly, in games that can be played in first-person view, such as games that can be switched from a third-person view that displays the player character 30 to a first-person view in which the player character 30 is hardly displayed, a usable range X in which operations can be performed may be set for each person.
[0070] The game control unit 212 may switch between two modes based on user operation: a manual mode in which the game progresses by approaching an event object 33 and generating a corresponding event based on an operation (e.g., touch operation) performed on the event object 33, and an automatic mode in which the game progresses by automatically generating an event corresponding to the approached event object 33 (in other words, without requiring touch operation, etc.) when the player approaches the event object 33. That is, in automatic mode, the game control unit 212 may automatically generate an event corresponding to a specific event object 33 when that specific event object 33 is located within the usable range X. Among the event objects 33, there may be event objects 33 in which an event corresponding to that event object 33 is automatically generated when the player approaches it (in other words, when it is located within the usable range X), regardless of whether it is set to manual mode or automatic mode. Furthermore, even when set to automatic mode, it may be possible to generate an event based on an operation (e.g., touch operation) performed on the event object 33. The switching between manual mode and automatic mode may be performed automatically based on the fulfillment of predetermined conditions (for example, triggered by the start of a predetermined event, etc.).
[0071] In location-based games, where real space and virtual space are associated, each point in real space corresponds to each point in virtual space. In other words, the correspondence between each point in real space and each point in virtual space is stored in a predetermined memory unit (for example, memory unit 220 or memory unit 120). Therefore, setting a predetermined setting for a specific point in virtual space can be said to be the same as setting a predetermined setting for a specific point in real space. Similarly, setting a predetermined setting for a specific point in real space can be said to be the same as setting a predetermined setting for a specific point in virtual space. That is, for example, placing a specific event object 33 at a specific point in virtual space can be said to be the same as placing an event object 33 at the corresponding specific point in real space. Also, for example, setting a specific range in virtual space as a range related to a predetermined control can be said to be the same as setting a corresponding specific range in real space as a range related to a predetermined control. These settings may be made by the game operator or by the user.
[0072] (Improvements in the performance of gaming media) In the game of this embodiment, it is possible to improve the performance of the game medium owned by the user. In other words, the user can improve the performance of the game medium used to progress through the game. In the following description, the game medium will be described as a character, but the game medium may be an item other than a character, such as a character's equipment (e.g., weapons and armor) or a consumable item. In other words, in the following description, "character" can be read as "game medium," and "game medium" may include in-game objects other than characters. Furthermore, "performance improvement" may include at least one of the following: improvement of the parameters (in other words, ability scores) of the character or other game medium, or the addition of new abilities (in other words, skills) to the game medium. Here, "addition of abilities" includes, for example, a character learning a new skill or equipment having a new skill unlocked. Skills include active skills and passive skills. Furthermore, "parameter improvement" is not limited to increasing the current parameters, but may also include increasing the upper limit of the parameters.
[0073] In this embodiment of the game, a user may own multiple types of characters. Furthermore, the player character 30 displayed on the first play screen 300 is one of the characters owned by the user. However, a user may own only one character. In other words, for example, an avatar representing the user can also be considered a character owned by the user.
[0074] Furthermore, in the game of this embodiment, users can use characters to engage in predetermined battles. In other words, users can engage in battles using game media that are the target of performance improvement in this embodiment. In the game of this embodiment, the opponent is an NPC, but it may also be another user or the like. The battle format may be any of the following: command battle format, action game format, card game format, racing game format, shooting game format, sports game format, rhythm game format, puzzle game format, quiz format, mystery-solving game format, etc. Characters may include character cards used in battles in card game format. The game media that are the target of performance improvement is not limited to those used for battles.
[0075] The game control unit 212 improves the performance of a character owned by a user based on the user acquiring a group (in other words, a set) of items. In the following, each item that makes up a group of items will be referred to as a "special item".
[0076] In the game of this embodiment, collecting seven special items activates a specific function. In this embodiment, the seven special items (in other words, the items that make up a group of items) are of the same type, but they may be of different types. Also, the seven items may be components that make up one item (in other words, things that become one item when assembled), etc.
[0077] The game control unit 212 improves the performance of a character owned by a user based on the user's collection of seven special items. Specifically, the game control unit 212 triggers a performance improvement event that enhances the character's performance based on the user's acquisition of a group of items. The game control unit 212 may also automatically trigger the performance improvement event when the user acquires the seventh special item (in other words, when the user collects a group of items). Furthermore, the game control unit 212 may also trigger the performance improvement event based on the user performing a predetermined operation (for example, using a group of items) after acquiring the seventh special item. In other words, "triggering a performance improvement event based on the user acquiring a group of items" means that the performance improvement event may be triggered without any user action after acquiring the group of items, or it may be triggered after a predetermined operation such as using a group of items has been performed. Furthermore, "improving a character's performance based on the user acquiring a set of items" may mean that the character's performance is improved without any user action after acquiring the set of items, or it may mean that the character's performance is improved after using the set of items or after performing certain operations such as the various selection operations described later.
[0078] During a performance improvement event, the display control unit 114 displays various effects on the display unit 18 based on instructions from the game control unit 212. During a performance improvement event, as illustrated in Figure 4(a), effects related to the improvement of the character's performance are displayed on the display unit 18, and the character's performance improves.
[0079] Furthermore, during a performance improvement event, the game control unit 113 may perform performance improvements in accordance with the user's selection, based on at least one of the user's selection operations: an operation to select a game medium for which performance improvement is to be improved, or an operation to select the content of the performance improvement.
[0080] For example, as illustrated in Figure 4(b), the display control unit 114 may, in a performance improvement event, display a message on the display unit 18 prompting the user to select a character from among the characters they own to improve performance, based on instructions from the game control unit 212. The operation reception unit 111 may also accept a selection operation from the user to select a character to improve performance when the message is displayed. The game control unit 212 may then improve the performance of the character selected by the user based on the user's selection operation.
[0081] Furthermore, as illustrated in Figures 5(a) to 5(c), the display control unit 114 may, in a performance improvement event, display a prompt on the display unit 18 to select the content of the performance improvement based on instructions from the game control unit 212. The operation reception unit 111 may also accept a selection operation by the user to select the content of the performance improvement when the said display is shown. The game control unit 212 may then perform the performance improvement according to the content selected by the user based on the selection operation by the user. Here, the selection of the content of the performance improvement may include, for example, the selection of an ability to be strengthened (e.g., items related to performance such as stamina, attack power, defense power, speed, etc., or the type of skill) (see Figure 5(a)), the selection of an ability to be added (see Figure 5(b)), or the selection of which ability to strengthen and by how much (e.g., the selection of how much to increase each ability value such as stamina, attack power, defense power, speed, etc.) (see Figure 5(c)).
[0082] The game control unit 212 may automatically (in other words, without user selection) determine which character's performance will be improved in a performance improvement event. In this case, the character whose performance will be improved in the performance improvement event may be predetermined, and the game control unit 212 may determine this by lottery or other means.
[0083] Furthermore, the game control unit 212 may automatically (in other words, without user selection) determine the content of performance improvements in performance improvement events. In this case, the abilities to be enhanced, the abilities to be added, or the degree of enhancement of the enhanced abilities may be predetermined. The game control unit 212 may also determine the content of one or more of these items by lottery.
[0084] Furthermore, the number of special items is not limited to seven; for example, it can be two or more predetermined numbers. Also, if a performance improvement event occurs when a specific number of special items are collected, there may be more than that specific number of special items in the game (in other words, in the virtual space). For example, in this embodiment, a performance improvement event occurs when all seven special items are collected, but it may also be possible to have a performance improvement event occur when seven out of ten special items are collected.
[0085] (Acquiring a group of items) Next, I will explain how to obtain a set of items.
[0086] The game control unit 212 places a predetermined number of each special item that makes up a group of items into the virtual space over multiple periods. In other words, the game control unit 212 controls the acquisition of each special item that makes up a group of items so that no more than a predetermined number of special items can be acquired within a given period. In other words, the game control unit 212 limits the number of special items that can be acquired within a predetermined period.
[0087] Specifically, the game control unit 212 places each special item in the virtual space one at a time, spread over multiple days. In this embodiment, the game control unit 212 controls each item constituting a group of items so that only one can be acquired per day. By placing one special item per day, as in this embodiment, the user is given the goal of acquiring one special item each day, which encourages habitual play of the game. The length of each period is not particularly limited; for example, it may not be limited to one day, but could be several hours or several days. For example, the length of each period (for example, the predetermined period related to the processing in steps S102 and S113 described later) may be set to a predetermined length of 6 hours or more and 72 hours or less (in other words, 3 days). The predetermined number is not particularly limited; for example, it may not be limited to 1, but could be 2 or more. For example, the predetermined number may be 3 or less, or 5 or less. By setting the length of each period and the number of items that can be acquired in each period within such ranges, the user is given a goal that is easy to continue, which encourages habitual play of the game.
[0088] Regarding the placement of each special item in the virtual space, the game control unit 212 places an item spot 33a corresponding to each special item at a specific location in the virtual space, as illustrated in Figures 3(a) and (b). In other words, "placing an item in the virtual space" may include placing an event object 33 corresponding to that item in the virtual space. Hereafter, the event object 33 corresponding to a special item will also be referred to as a special item spot 33d.
[0089] The method for determining the placement locations of special items is not particularly limited, but for example, it can be done as follows: The game control unit 212 may determine the placement locations of special items based on the user's location information. Here, the game control unit 212 may set the placement locations within a predetermined range from the user's location indicated by the location information. Specifically, the game control unit 212 may randomly determine within a predetermined range from the user's location, or it may determine according to a predetermined rule. Furthermore, the location information used here may be the location information at the time the placement locations are determined, or it may be location information from a predetermined period prior to that time. For example, the game control unit 212 may determine the placement locations of special items using the location information at the time the application of the game according to this embodiment was launched on that day, or the location information at the time the in-game activity of collecting a group of items was started. Alternatively, the game control unit 212 may use multiple pieces of location information within a predetermined period to determine the user's range of activity and bases in real space, and determine the placement locations of special items based on this.
[0090] The game control unit 212 grants a special item to the user based on the user reaching a location in real space corresponding to the location of the special item spot 33d. The special item spot 33d may be configured such that when the user reaches it (for example, when an action is performed on the special item spot 33d), a predetermined event such as a battle event in which the player character and an enemy character fight occurs, and the special item is granted to the user according to the result of the event, or it may be configured so that the special item is granted to the user simply by reaching it, without such a battle event.
[0091] The placement locations of each special item may be determined in advance. Specifically, the game control unit 212 may determine the placement locations for seven special items at a predetermined time and make them available for acquisition one by one over several days (in other words, the special item spots 33d corresponding to each special item may be displayed on the play screen). In other words, "a special item being placed in the virtual space" can also be said to mean that the user is able to acquire that special item.
[0092] (Display for a group of items) Next, we will explain how to display a group of items.
[0093] In the game of this embodiment, a first play screen 300, illustrated in Figure 3(a), and a second play screen 301, illustrated in Figure 3(b), are provided as play screens. The control unit 110 of the terminal device 10 displays either the first play screen 300 or the second play screen 301 on the display unit 18 in response to user operations, etc.
[0094] The first play screen 300 and the second play screen 301 are screens in which a predetermined object (in other words, an object indicating the user's position) moves in the virtual space in conjunction with the user's movement in the real space. In the first play screen 300, this predetermined object is the player character 30, and in the second play screen 301, it is an object 35 that is different from the player character 30.
[0095] The control unit 110 of the terminal device 10 controls the switching between the first play screen 300 and the second play screen 301 based on user operation. The first play screen 300 displays a second play screen display button 302, which serves as a UI for switching the display from the first play screen 300 to the second play screen 301. The control unit 110 also accepts operation on the second play screen display button 302 as an operation to display the second play screen 301. Based on the operation on the second play screen display button 302, the control unit 110 displays the second play screen 301 on the display unit 18.
[0096] Furthermore, the second play screen 301 displays a first play screen display button 303, which serves as a UI for switching the display from the second play screen 301 to the first play screen 300. The control unit 110 also accepts the operation of the first play screen display button 303 as an operation to display the first play screen 300. Based on the operation of the first play screen display button 303, the control unit 110 displays the first play screen 300 on the display unit 18.
[0097] Furthermore, in the game of this embodiment, the second play screen 301 is a screen that is displayed by using a specific item within the game. Specifically, the specific item is a radar that assists in the search for a group of items (in other words, special items). In the game of this embodiment, the specific item is not a consumable item and does not disappear when used (in other words, when used to display the second play screen 301), but it may be an item that is consumed upon use. Also, the specific item may or may not have restrictions on the time or number of times it can be used. Specifically, for example, there may be restrictions on the time or number of times it can be used within a predetermined period (for example, one day).
[0098] The second play screen 301 is designed to make it easier to find special items compared to the first play screen 300. In other words, the second play screen 301 may be designed to make it easier to pinpoint the location of special items compared to the first play screen 300.
[0099] For example, on the second play screen 301, a special item spot 33d may be displayed at the location where the special item is placed, while on the first play screen 300, the special item spot 33d may not be displayed at the location where the special item is placed. Furthermore, in cases such as when the special item spot 33d is not displayed at the location where the special item is placed on the first play screen 300, it may be the case that the special item cannot be acquired while the first play screen 300 is displayed. In other words, "easy discovery of special items" includes cases where it is impossible to discover the special item in one of the cases.
[0100] Furthermore, for example, in the first play screen 300, the special item spot 33d is not displayed at the location where the special item is placed until the user is within a predetermined range (in other words, within a predetermined distance) from the location where the special item is placed. The special item spot 33d is displayed at the location where the special item is placed once the user is within this predetermined range (in other words, within a predetermined distance). On the other hand, in the second play screen 301, the special item spot 33d may be displayed at the location where the special item is placed even if the user is outside the predetermined range (in other words, outside the predetermined distance) from the location where the special item is placed. In other words, the second play screen 301 may be a screen that allows the user to confirm the location where the special item is placed even when the user is located farther away from the special item, compared to the first play screen 300.
[0101] Furthermore, for example, in the first play screen 300, the location where the special item is placed may be shown with lower precision compared to the second play screen 301. Specifically, in the second play screen 301, a special item spot 33d may be displayed at the location where the special item is placed, while in the first play screen 300, the location where the special item is placed may be shown to the user as an area including that location. Alternatively, in the second play screen 301, a special item spot 33d may be displayed at the location where the special item is placed, while in the first play screen 300, instead of the special item spot 33d, an indication of the direction from the user's current location or an indication of the distance from the current location may be displayed.
[0102] Furthermore, the first play screen 300 and the second play screen 301 display an acquisition status display 305 that shows the acquisition status of a group of items (in other words, special items). The acquisition status display 305 indicates whether each special item has been acquired or not. In the examples shown in Figures 3(a) and (b), acquired special items are displayed brightly, and unacquired special items are displayed dimly. In other words, the acquisition status display 305 displays acquired special items and unacquired special items in different ways. The acquisition status display 305 can be configured to allow the user to check at least one of the following: acquired special items, unacquired special items, the number of acquired special items, or the number of unacquired special items. It is also possible to configure the system so that the acquisition status display 305 is not displayed on either the first play screen 300 or the second play screen 301. Furthermore, the acquisition status display 305 may be displayed on screens other than the first play screen 300 and the second play screen 301.
[0103] Furthermore, in the second play screen 301, there may be event objects 33 that are not displayed among the event objects 33 that are displayed in the first play screen 300. Also, in the first play screen, there may be event objects 33 that are not displayed among the event objects 33 that are displayed in the second play screen 301, other than the special item spot 33d.
[0104] It should be noted that, instead of providing two types of screens, such as the first play screen 300 and the second play screen 301, as in this embodiment, the system may be configured to display various information on a single type of screen.
[0105] (Reacquiring a group of items) The game control unit 212 causes the user to lose special items (in other words, a group of items) when the user collects a set of items and improves the character's performance (in other words, when a performance improvement event occurs). Specifically, it reduces the number of special items stored in the memory units 120 and 220, which are linked to the user's account as items owned by the user (for example, to 0).
[0106] Furthermore, the game control unit 212 controls the system so that if the user collects a group of items and the character's performance improves, the user can collect the group of items again from the beginning. Specifically, when the user acquires seven special items and a performance improvement event occurs, the game control unit 212 places the first of the special items that make up the group of items in the virtual space and performs a series of processes to have the user collect the group of items again.
[0107] Here, the game control unit 212 may, when a performance improvement event occurs, refrain from placing the first special item until a certain period of time has elapsed, and then place the first special item after that period has elapsed. In other words, the game control unit 212 may control the system so that the user cannot collect a group of items again until a certain period of time has elapsed after a performance improvement event occurs. Furthermore, this specific period may be longer than the interval at which a predetermined number of special items are placed during the period in which a group of items are collected (for example, the predetermined period related to the processing in steps S102 and S113 described later).
[0108] In other words, the game control unit 212 controls the progress of a predetermined event in which a group of items can be acquired, and places a predetermined number of special items in the virtual space in multiple time periods during the progress of the predetermined event. The game control unit 212 then terminates the predetermined event when the user acquires the group of items and a performance improvement event is executed. Furthermore, after the predetermined event has ended, the game control unit 212 controls the system so that the predetermined event is not restarted for a specific period of time. Then, based on the elapsed time after the predetermined event has ended, the game control unit 212 restarts the predetermined event.
[0109] Furthermore, the user may be prevented from acquiring special items between the time they acquire a group of items and the time the performance improvement event is executed. For example, if the user is allowed to trigger a performance improvement event at any time after acquiring a group of items (in other words, by using the group of items through a predetermined operation), the game control unit 212 will not place special items in the virtual space until the performance improvement event is executed.
[0110] In this embodiment, when a performance improvement event occurs, the user loses the group of items they have collected. However, the group of items may remain in the user's possession. That is, if it is possible to collect the group of items again from scratch after a performance improvement event occurs, the system may be configured to allow the user to acquire an additional group of items in addition to the group of items they already own.
[0111] (Processing flow) Next, an example of the processing according to this embodiment will be explained with reference to the flowchart. First, an example of the processing related to the placement of special items will be explained with reference to the flowchart shown in Figure 6.
[0112] First, the game control unit 212 places one special item in the virtual space (step S101).
[0113] Next, the game control unit 212 determines whether the special item that was placed last time has been acquired at predetermined intervals (for example, every day, in other words, at set times) (step S102).
[0114] If it is determined that a special item has been acquired (YES in step S102), the game control unit 212 places one new special item in the virtual space (step S103). On the other hand, if it is determined that a special item has not yet been acquired (NO in step S102), the game control unit 212 does not place a new special item.
[0115] The processes in steps S102 and S103 are executed at predetermined intervals (for example, every day, or in other words, at set times) until the user acquires seven special items. Note that if the user already possesses seven special items, or until a certain period has elapsed after a performance improvement event occurs, no special items will be placed in the virtual space.
[0116] Furthermore, other examples of the process related to the placement of special items will be explained with reference to the flowchart shown in Figure 7.
[0117] First, the game control unit 212 places one special item in the virtual space (step S111).
[0118] Furthermore, when the user acquires a special item, the game control unit 212 starts timing the period since the special item was acquired (step S112).
[0119] Next, the game control unit 212 places one new special item in the virtual space after a predetermined period (for example, one day) has elapsed since a special item was acquired (step S113). Once a special item is placed in the virtual space, the process returns to step S112, and steps S112 and S113 are repeated until the user acquires seven special items.
[0120] In the process illustrated here, the game control unit 212 places the next special item only after the previously placed special item has been retrieved. That is, for special items placed in the virtual space in predetermined numbers (one in this embodiment), the game control unit 212 places a predetermined number of new special items only after the retrieval of the previously placed special items is complete. However, the game control unit 212 may place the next special item before the previously placed special item has been retrieved. For example, if a predetermined period has elapsed since the last special item was placed in the virtual space, the game control unit 212 may place a new special item in the virtual space regardless of whether the previously placed special item has been retrieved or not.
[0121] Next, we will explain an example of the process related to improving a character's performance based on acquiring a group of items, referring to the flowchart shown in Figure 8.
[0122] The game control unit 212 determines whether the user has acquired a group of items that are placed in the virtual space in predetermined numbers over multiple periods (step S201). Specifically, the game control unit 212 determines whether the user has acquired seven special items that are placed in the virtual space one at a time each day.
[0123] If it is determined that the user has acquired a group of items (YES in step S201), the game control unit 212 permits the occurrence of a performance improvement event and causes the performance improvement event to occur (step S202). Here, after permitting the occurrence of the performance improvement event, the game control unit 212 may cause the performance improvement event based on user input to instruct the start of the performance improvement event, or it may cause the performance improvement event to occur automatically without requiring user input.
[0124] Next, the game control unit 212 improves the performance of the user's character during the performance improvement event (step S203).
[0125] If it is determined that the user has not acquired a group of items (NO in step S201), the game control unit 212 will not perform the processes in steps S202 and S203.
[0126] (Improvements in the performance of game media due to other factors) As described above, in the game of this embodiment, character performance can be improved based on the acquisition of a set of items, but character performance may also be improved by other triggers.
[0127] For example, the game control unit 212 may improve the performance of a character based on the result obtained in a lottery (so-called gacha, etc.) that determines the game medium to be given to the user. Hereinafter, this lottery will be referred to as the "special lottery". For example, if the special lottery results in the user being given a character that the user already owns, the game control unit 212 may improve the performance of the character owned by the user. In other words, the game control unit 212 may trigger a performance improvement event when the user acquires a character that they already own. The game control unit 212 may be configured to give a character based on the user fulfilling certain conditions in the game, but these conditions are not limited to the condition of obtaining a certain result in the special lottery, but may be conditions such as clearing a certain quest or reaching a certain level of game progress. The game control unit 212 may also trigger a performance improvement event based on the condition of giving the user a character that the user already owns being fulfilled. In this case, the performance improvement event can be the same as the performance improvement event that is executed when a certain result is obtained in the special lottery, as described below.
[0128] Here, we will explain the special lottery. Users can participate in the special lottery by spending their assets. The assets to be spent may be, for example, electronic currency or certain items. The special lottery may be executed, for example, based on the user's input operation to a lottery execution button (not shown) displayed on a predetermined screen that the display control unit 114 displays on the display unit 18. The special lottery may also be executed, for example, based on the user fulfilling certain conditions within the game.
[0129] When an input operation is performed on the lottery execution button, the game control unit 212 determines the game medium to be given to the user through a special lottery. The game control unit 212 then gives the user the game medium determined by the lottery. In other words, the game medium selected by the special lottery becomes the user's property.
[0130] The method of the special lottery is not particularly limited and can be the same as the lottery used to determine the game medium to be given to a user in conventional games. For example, when the lottery execution button is operated, the game control unit 212 may refer to a table related to the special lottery stored as game information and obtain the lottery result based on that table.
[0131] Furthermore, a special lottery to determine which game medium a user will receive may result in a game medium other than a character being awarded to the user. In other words, for example, when we say "a lottery to determine which character a user will receive," if a character can be won through the lottery, it is not limited to cases where only characters can be won, but also includes cases where a game medium other than a character can be won, or where there is a possibility of obtaining a result other than winning a game medium.
[0132] Next, we will explain an example of the process related to improving character performance based on obtaining a predetermined result in the special lottery, referring to the flowchart shown in Figure 9.
[0133] First, the game control unit 212 performs a special lottery at a predetermined trigger to determine the character to be assigned to the user (step S301).
[0134] Next, once the character to be assigned to the user has been determined by a special lottery, the game control unit 212 determines whether or not the user already owns the determined character (step S302). In other words, the game control unit 212 determines whether or not the character is duplicated.
[0135] If the user does not yet own the character determined by the special lottery (NO in step S302), the game control unit 212 grants the character to the user (step S303).
[0136] On the other hand, if the user already owns the character determined by the special lottery (YES in step S302), the game control unit 212 improves the performance of the character owned by the user. In other words, if the user already owns the character determined by the special lottery (YES in step S302), the game control unit 212 triggers a performance improvement event (step S304). Then, in the performance improvement event, the game control unit 212 improves the performance of the character owned by the user (step S305).
[0137] In this embodiment, if a user owns both character A and character B, and the result is that character A is assigned to the user (in other words, if the game medium assigned to the user is determined to be character A), the game control unit 212 determines that character A is the character whose performance will be improved. In other words, the game control unit 212 improves the performance of characters of the same type as the character determined by the special lottery (in other words, duplicate characters).
[0138] However, the type of character whose performance is improved may be a different type of character from the character determined by the special lottery. That is, for example, if a user owns both character A and character B, and the result is to grant the user character A (in other words, if the game medium to be granted to the user is determined to be character A), the game control unit 212 may improve the performance of character B. Specifically, in the performance improvement event that is executed when the result of the special lottery is to grant the user a character that the user already owns, the game control unit 212 may have the user select the character whose performance is to be improved (see Figure 4(b)), and based on the user's selection operation to select the character whose performance is to be improved, the game control unit 212 may improve the performance of the character selected by the user. Alternatively, the game control unit 212 may automatically (in other words, without user selection) determine the character whose performance is to be improved when the result of the special lottery is to grant the user a character that the user already owns.
[0139] Furthermore, in this embodiment, the specifications for performance improvement are the same whether the performance of a specific character owned by the user is improved based on obtaining a predetermined result through a special lottery, or whether the performance of that specific character is improved based on the user acquiring a group of items. In other words, the game control unit 212 determines the content of the performance improvement by the same process whether the performance of character A is improved based on the character being duplicated through a special lottery, or whether the performance of character A is improved based on the user acquiring a group of items. Here, "the specifications for performance improvement are the same" or "the process for determining the content of the performance improvement is the same" means that the user can select which abilities to enhance, the amount of increase in the enhanced abilities, the user can select which abilities to add, the options when the user can select which abilities to enhance, the amount of increase in the abilities, or which abilities to add, and the method of determination when the abilities to enhance, the amount of increase in the abilities, or which abilities to add are determined automatically. In other words, for example, if character A's parameters improve based on the duplicate character obtained through a special lottery or the user acquiring a set of items, then, assuming the specifications are the same, the types of parameters that can increase and the expected value of the increase will be the same. Also, if character A acquires a new skill based on the duplicate character obtained through a special lottery or the user acquiring a set of items, then, assuming the specifications are the same, the skills that character A can acquire will be the same.
[0140] Furthermore, if the specifications for performance improvement are the same in both cases—when the performance of a specific character owned by a user is improved based on obtaining a predetermined result through a special lottery, and when the performance of a specific character is improved based on the user acquiring a group of items—the method for determining which character's performance is improved may differ between the two cases. Specifically, in the former case, the character whose performance is improved may be determined automatically, while in the latter case, the character whose performance is improved may be determined based on the user's choice.
[0141] In other words, a performance improvement event that is executed based on obtaining a predetermined result through a special lottery and a performance improvement event that is executed based on the user acquiring a set of items may be the same event or may be different events. For example, the former performance improvement event and the latter performance improvement event may have different items that the user can select regarding performance improvement (e.g., character, ability to enhance, ability to add, or the amount of ability increase).
[0142] Furthermore, the specifications for performance improvements may differ depending on whether the performance of a specific character owned by a user is improved based on obtaining a predetermined result through a special lottery, or based on the user acquiring a set of items. Specifically, the type of ability that is enhanced, the amount of increase in ability, or the type of newly added ability may differ between the former and the latter cases. For example, a parameter that does not increase in one case may increase in the other. Also, for example, an ability that is not added in one case (e.g., an unacquirable skill) may be added in the other. Also, for example, the expected value of the increase in a particular parameter may differ between the two cases. Also, for example, a character's parameters may increase in one case, while a new ability may be added to the character in the other case. In other words, "different types of abilities that are enhanced, the amount of increase in ability, or the type of newly added ability" may include cases where a parameter that increases in one case does not increase at all in the other, or where an ability that can be added in one case is not added in the other.
[0143] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. The configuration of this embodiment may be applied to a game that utilizes information about the user's location in real space. The configuration of this embodiment may also be applied to a game that links virtual space and real space. Furthermore, the configuration of this embodiment may also be applied to a game other than a game that links virtual space and real space. Furthermore, the configuration of this embodiment may also be applied to a game other than a game that utilizes information about the user's location in real space. Furthermore, the configuration of this embodiment may also be applied to a service other than a game (in other words, an application).
[0144] Within the scope of this invention, the components of this invention can be freely combined, any component can be modified, any component can be substituted, any component can be omitted, or other components can be added. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ. Also, some processes described herein may not exist. In other words, the processing flow and specific decision processes may differ from those exemplified herein.
[0145] <Note> The configuration of this embodiment may be used, for example, to improve the enjoyment of a game. The matters described in the above embodiments may also be described as follows.
[0146] (Note 1) Computers, A game that utilizes location information indicating the user's position in real space, in which each position in real space is associated with each position in virtual space, and a performance improvement means (for example, a game control unit 212) that improves the performance of the game medium owned by the user based on the user acquiring a group of items, A placement control means (for example, a game control unit 212) functions to place a predetermined number of each item constituting the aforementioned group of items onto the virtual space in multiple time periods. program. This configuration restricts users from collecting a large number of items all at once in a short period, instead encouraging them to collect a predetermined number over multiple periods. Furthermore, it provides users with a unique gameplay experience where collecting these items improves the performance of the game medium, thereby enhancing the game's appeal.
[0147] (Note 2) The performance improvement means can improve the performance of the game medium owned by the user based on the fact that a predetermined result has been obtained in the lottery to determine which game medium to be given to the user. The specifications for performance improvement are the same whether the performance of a specific game medium owned by the user is improved based on the acquisition of the predetermined result, or whether the performance of the specific game medium is improved based on the user acquiring the set of items. The program described in Appendix 1. With this configuration, users seeking specific performance improvements for a game medium can be given multiple methods to enhance that performance, thereby improving the enjoyment of the game.
[0148] (Note 3) The performance improvement means can improve the performance of the game medium owned by the user based on the fact that a predetermined result has been obtained in the lottery to determine which game medium to be given to the user. When the performance of a specific game medium owned by the user is improved based on the achievement of the predetermined result, and when the performance of the specific game medium is improved based on the user acquiring the set of items, at least one of the following will differ: the type of ability that is enhanced, the amount of the ability increase, or the type of new ability that is added. The program described in Appendix 1. This configuration allows for multiple patterns of how to improve the performance of a particular game medium, thereby enhancing the enjoyment of the game.
[0149] (Note 4) When the performance improvement means improves the performance of a game medium owned by the user based on the user acquiring the group of items, it performs the performance improvement in accordance with the user's selection operation, based on at least one of the user's selection operations: an operation to select a game medium whose performance should be improved or an operation to select the content of the performance improvement. The program described in Appendix 1. With this configuration, improvements in the performance of the game medium can be made to enable different ways of enjoying the game for each user, thereby enhancing the enjoyment of the game.
[0150] (Note 5) The arrangement control means arranges each item constituting the group of items in the virtual space in predetermined quantities over multiple days. The program described in one of the appendices 1-4. This configuration makes it possible to limit the number of items collected per day, giving users a clear daily goal and making it easier for them to continue collecting a set of items.
[0151] (Note 6) The arrangement control means allows the user to collect the group of items, and if the performance of the game medium owned by the user is improved, the user can collect the group of items again from scratch. The program described in one of the appendices 1-4. With this configuration, users can be continuously instructed to collect a predetermined number of items over multiple periods, while simultaneously benefiting from repeated improvements in the game's performance through this continuous execution, thereby enhancing the game's appeal.
[0152] (Note 7) A game that utilizes location information indicating the user's position in real space, in which each position in real space is associated with each position in virtual space, and a performance improvement means (for example, a game control unit 212) that improves the performance of the game medium owned by the user based on the user acquiring a group of items, The system includes a placement control means (for example, a game control unit 212) that places a predetermined number of each item constituting the group of items onto the virtual space in multiple time periods. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved.
[0153] Furthermore, the problem-solving means configured in the above-mentioned program (for example, the configurations described in the appendix) can be adapted to devices, systems, methods, media, etc., as appropriate. [Explanation of Symbols]
[0154] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / Output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / Output IF, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game control unit, 114 Display control unit, 116 Location information acquisition unit, 120 Storage unit, 210 Control unit, 211 Transmit / receive unit, 212 Game control unit, 220 Storage unit
Claims
1. Computers, A game that utilizes location information indicating the user's position in real space, in which each position in real space is associated with each position in virtual space, and a performance improvement means that improves the performance of the game medium owned by the user based on the user acquiring a group of items, This configuration functions as a placement control means that places a predetermined number of each item constituting the aforementioned group of items onto the virtual space in multiple time periods. program.
2. The performance improvement means can improve the performance of the game medium owned by the user based on the fact that a predetermined result has been obtained in the lottery to determine which game medium to be given to the user. The specifications for performance improvement are the same whether the performance of a specific game medium owned by the user is improved based on the acquisition of the predetermined result, or whether the performance of the specific game medium is improved based on the user acquiring the set of items. The program according to claim 1.
3. The performance improvement means can improve the performance of the game medium owned by the user based on the fact that a predetermined result has been obtained in the lottery to determine which game medium to be given to the user. When the performance of a specific game medium owned by the user is improved based on the achievement of the predetermined result, and when the performance of the specific game medium is improved based on the user acquiring the set of items, at least one of the following will differ: the type of ability that is enhanced, the amount of the ability increase, or the type of new ability that is added. The program according to claim 1.
4. When the performance improvement means improves the performance of a game medium owned by the user based on the user acquiring the group of items, it performs the performance improvement in accordance with the user's selection operation, based on at least one of the user's selection operations: an operation to select a game medium whose performance should be improved or an operation to select the content of the performance improvement. The program according to claim 1.
5. The arrangement control means arranges each item constituting the group of items in the virtual space in predetermined quantities over multiple days. The program according to any one of claims 1 to 4.
6. The arrangement control means allows the user to collect the group of items, and if the performance of the game medium owned by the user is improved, the user can collect the group of items again from scratch. The program according to any one of claims 1 to 4.
7. A game that utilizes location information indicating the user's position in real space, in which each position in real space is associated with each position in virtual space, and a performance improvement means that improves the performance of the game medium owned by the user based on the user acquiring a group of items, The system includes a placement control means for arranging a predetermined number of each item constituting the aforementioned group of items in the virtual space over multiple periods. Information processing system.