Programs and Information Processing Systems

By associating virtual events with fixed real-world locations, the system enhances gameplay engagement and immersion through dynamic real-world context integration.

JP2026113388APending Publication Date: 2026-07-07COLOPL

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
COLOPL
Filing Date
2025-08-22
Publication Date
2026-07-07

Smart Images

  • Figure 2026113388000001_ABST
    Figure 2026113388000001_ABST
Patent Text Reader

Abstract

To enhance the enjoyment of the game. [Solution] The program causes the computer to function as a name notification means that notifies a first user playing a specific event within the game of a name indicating a second user. The name indicating a second user that the name notification means notifies the first user playing the specific event is a nickname assigned to the second user in accordance with their gameplay.
Need to check novelty before this filing date? Find Prior Art

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 when the user actually moves in the real space, the position of the user in the virtual space moves (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] 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 is caused to function as a control means for determining a position in the real space, with which an event played by a user is associated, using the position information of other users, in a game that utilizes the position information indicating the position of the user in the real space, where the position in the real space with which the event is associated does not change even if the other user moves in the real space after being determined using the position information of the other user. ​ 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 gameplay screen related to an assassination mission. [Figure 4] This figure shows an example of a gameplay screen related to a battle event. [Figure 5] This figure shows an example of a screen for selecting a target. [Figure 6] This figure shows an example of a gameplay screen related to a transport mission. [Figure 7] This figure shows an example of a display related to a notification that you have been attacked by another user. [Figure 8] This flowchart shows an example of a process that determines the real-world location to which an event played by a player is associated, using the location information of other users. [Figure 9] This flowchart shows an example of a process that changes the content of an event played by a player based on location-related information of other users who are different from the player. [Figure 10] This flowchart shows an example of the processing involved in a counterattack event. [Figure 11] This flowchart shows an example of a process that changes the number of playable events according to the number of users within a predetermined range. [Modes for carrying out the invention]

[0009] Embodiments of the present invention will be described below with reference to the drawings.

[0010] <Hardware Configuration of the System> As shown in FIG. 1, the information processing system 1 of the present embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, Long Term Evolution (LTE), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Also, the connection between the terminal device 10 and the server 20 may be either a wired connection or a wireless connection.

[0012] The server 20 (in other words, a computer, an information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the operation of the entire server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and expands it in the memory 22. The processor 21 executes the expanded program.

[0014] Memory 22 is the main memory device. Memory 22 is composed of storage devices such as, for example, ROM (Read Only Memory) and RAM (Random Access Memory). Memory 22 provides a working area for processor 21 by temporarily storing the programs and various data read by processor 21 from storage 23. Memory 22 also temporarily stores various data generated while processor 21 is operating according to the programs.

[0015] Note that in this embodiment, the program may be a program for realizing a game by terminal device 10. Also, the program may be a program for realizing the game by the cooperation of terminal device 10 and server 20. Note that, as an example, the game realized by the cooperation of terminal device 10 and server 20 may be a game executed on a browser launched on terminal device 10. Also, the program may be a program for realizing the game by the cooperation of a plurality of terminal devices 10. Also, 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 terminal device 10 and server 20.

[0016] Storage 23 is an auxiliary storage device. Storage 23 is composed of storage devices such as, for example, flash memory or HDD (Hard Disk Drive). Various data related to the game is stored in storage 23.

[0017] Communication IF 24 controls the transmission and reception of various data via the network between server 20 and terminal device 10 etc.

[0018] Input / output IF 25 is an interface for server 20 to receive data input and an interface for server 20 to output data. 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 images.

[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 the 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 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 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is centered in the field of view with 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 real space with their location in virtual space. The following description will explain the application of the configuration according to this embodiment to such a location-based game as an example.

[0060] In this implementation model of the game, multiple types of missions (in other words, events) are available, and users can play each mission sequentially. The multiple types of missions include assassination missions, transport missions, escort missions, heist missions, infiltration missions, and so on.

[0061] The operation reception unit 111 of the terminal device 10 receives input from the user to select a mission to play from among several types of missions. The game control unit 212 starts playing the mission selected by the user based on this input. The display control unit 114 also displays the play screen (in other words, various images) for playing the game on the display unit 18 based on instructions from the game control unit 212 during the progress of each mission. In other words, the game control unit 212 controls the execution of effects such as displaying predetermined images on the display unit 18 and outputting sound to the sound output unit (for example, the speaker) of the terminal device 10.

[0062] (assassination mission) An assassination mission is a mission whose objective is to eliminate a target. Hereafter, a user playing the game in this embodiment may be referred to as a "player." Furthermore, a user playing each mission may also be referred to as a "player."

[0063] During an assassination mission, the display control unit 114 of the player's terminal device 10 displays a first play screen 300 on the display unit 18, which serves as the play screen for playing the assassination mission, as illustrated in Figure 3. The first play screen 300 displays a map showing the target's location.

[0064] In this embodiment, "map" refers to the map within the game, which is a map corresponding to the geography of the real world, generated based on information about the geography of the real world. In other words, each point on the map corresponds to each point in the real world. The correspondence between each point on the map and each point in the real world is stored in a predetermined memory unit (for example, memory unit 220 or memory unit 120). On the map, virtual objects are placed at locations corresponding to the locations where roads, buildings, mountains, rivers, etc., are located in the real world. The map can also be called a map of virtual space. Furthermore, the locations of various objects on the map can also be called the locations of various objects in virtual space. Specifically, the player's position and the target's position on the map are the player's position and the target's position in the game, and the player's position and the target's position on the map can also be called the player's position and the target's position in virtual space. In this embodiment, "map" can also be read as "virtual space". Furthermore, a map (in other words, a virtual space) does not necessarily have to have virtual objects placed at locations corresponding to roads, buildings, mountains, rivers, etc., in real space. That is, as long as each point on the map corresponds to each point in real space, the positions and types of various virtual objects on the map do not necessarily have to reflect the positions and types of various objects in real space. Also, the player's position and the target's position on the map can be said to be the player's position and the target's position in real space. Similarly, the positions of various virtual objects on the map can be said to be the positions of various virtual objects in real space.

[0065] In games where real space and virtual space are associated, as in the game of this embodiment, setting a predetermined value for a specific point in virtual space can also be said to be setting a predetermined value for a specific point in real space. Similarly, setting a predetermined value for a specific point in real space can also be said to be setting a predetermined value for a specific point in virtual space. That is, for example, placing a specific object at a specific point in virtual space can also be said to be placing a specific object at the corresponding specific point in real space. Similarly, setting a specific range in virtual space as a range for predetermined control can also be said to be setting a corresponding specific range in real space as a range for predetermined control. Furthermore, in games where real space and virtual space are associated, users being located within a predetermined range can also be said to be users being located within a predetermined range in real space, and users (in other words, characters corresponding to each user) being located within a predetermined range in virtual space.

[0066] In an assassination mission, the game control unit 212 determines the player's position on the map (in other words, in the virtual space) based on the player's position information. In other words, the game control unit 212 determines the position on the map that corresponds to the player's position in real space indicated by the position information as the player's position on the map. The game control unit 212 also places a predetermined object (hereinafter referred to as "player object 30") at the player's position on the map. The shape of the player object 30 is not particularly limited; for example, it may be the shape of a character, a symbol, etc. The first play screen 300 displays a representation with the player object 30 placed at the player's position on the map. In other words, the first play screen 300 shows the player's position on the map. The player object 30 can be said to be an object corresponding to the player.

[0067] Furthermore, regarding the assassination mission, the game control unit 212 determines the target's location on the map (in other words, in the virtual space) based on the location information of another user different from the player (hereinafter referred to as the "target user"). In other words, the game control unit 212 determines the target's location on the map to be the location on the map that corresponds to the target user's location in real space indicated by the target user's location information. The game control unit 212 also places a predetermined object (hereinafter referred to as the "target object 31") at the target's location on the map. The shape of the target object 31 is not particularly limited; for example, it may be the shape of a character, a symbol, etc. The first play screen 300 displays a display showing the target object 31 placed at the target's location on the map. In other words, the first play screen 300 shows the target's location on the map. The target object 31 can be said to be an object corresponding to the target user.

[0068] Furthermore, the game control unit 212 changes the position of the player (in other words, the player object 30) on the map in accordance with changes in the player's position information during the assassination mission. In other words, the game control unit 212 moves the position of the player on the map in conjunction with the player's movement in real space during the assassination mission.

[0069] On the other hand, during the assassination mission, the game control unit 212 does not change the position of the target (in other words, the target object 31) on the map in accordance with changes in the target user's location information. In other words, during the assassination mission, once the game control unit 212 determines the target's position, it fixes the target's position and controls it so that it does not move in conjunction with the target user's movement in real space during the assassination mission. Specifically, once the assassination mission begins, the game control unit 212 controls the target's position so that it does not move in conjunction with the target user's movement in real space until the assassination mission ends.

[0070] Thus, the game control unit 212 determines the location in real space to which an event played by a user (in other words, a player) is associated, using the location information of another user (in other words, a target user) different from the user in question. Specifically, the game control unit 212 determines the location of the target in an assassination mission played by a player using the location information of another user different from the player in question. Here, "target location" refers to a specific point on a map, or a specific point in real space corresponding to a specific point on a map. Furthermore, the location in real space to which an event is associated (specifically, the target location) does not change even if that other user moves in real space after it has been determined using the location information of another user. Specifically, if the location of the target in an assassination mission played by a player is determined using the location information of another user different from the player in question, the target location does not change even if that other user moves in real space. Note that the location to which an event is associated (in other words, the target location) can also be said to be the location to which the assassination mission is associated, or the location to which the battle event described later is associated.

[0071] In assassination missions, players can choose to either approach the target's location or attack from their current position to advance the mission. If the player chooses to approach the target's location, they physically move in real space to move their position on the map closer to the target's location. If the player chooses to attack from their current position, they can perform a predetermined operation on the first play screen 300 to attack the target. In this embodiment, the game control unit 212 initiates a battle event based on the predetermined operation performed by the player during an assassination mission. The display control unit 114 of the terminal device 10 displays a sniper button 310 on the first play screen 300 as a UI that accepts the predetermined operation. The operation reception unit 111 of the terminal device 10 accepts the operation on the sniper button 310 as an operation to initiate a battle event. This operation can also be described as an operation to initiate an attack on the target. The battle event can also be described as an event within a specific event (specifically, an assassination mission). Furthermore, the battle event can also be described as a mini-game.

[0072] In battle events, players attack a target and aim to defeat it. In other words, the success or failure of a battle event depends on the player's actions.

[0073] During a battle event, the display control unit 114 displays a second play screen 320 on the display unit 18, which serves as a play screen for playing the battle event, as illustrated in Figures 4(a) and (b). The second play screen 320 displays the target 321, the reticle 322 related to the player's attack aiming, and the like.

[0074] In the second play screen 320, at least one of the target 321 and the reticle 322 moves. In other words, in the second play screen 320, the relative positions of the target 321 and the reticle 322 change. Also, while the second play screen 320 is displayed, the operation reception unit 111 accepts attack operations to attack the target. The game control unit 212 determines the success or failure of the attack based on the player's attack operation. Specifically, the game control unit 212 determines that the assassination mission was successful (in other words, the battle event was successful) if the attack operation is performed with the center of the reticle 322 overlapping the target 321, and the player has defeated the target. Conversely, the game control unit 212 determines that the assassination mission was unsuccessful (in other words, the battle event was unsuccessful) if the attack operation is performed with the center of the reticle 322 not overlapping the target 321, and the player has failed to defeat the target.

[0075] Furthermore, the reticle 322 may be moved on the second play screen 320 by the player's operation. For example, the operation reception unit 111 may accept operations such as tilting the terminal device 10 (in other words, user operations detected by the angular velocity sensor and acceleration sensor) or predetermined operations on the touchscreen 16 as operations to move the reticle 322.

[0076] The game control unit 212 changes the content of the event according to information related to the target user's location in real space indicated by the location information (hereinafter referred to as "location-related information"). Here, "information related to the location in real space indicated by the location information" may be information such as whether the user is indoors, outdoors, or inside a car, or it may be information about facilities at that location in real space, or it may be information about the terrain, or it may be information about the weather. Furthermore, "changing the content of the event" can also be said to be changing the gameplay of the event. Changing the gameplay of the event (in other words, the content) may include changing the presentation of the event, the difficulty level of the event, or the game format of the event.

[0077] In this embodiment, the game control unit 212 changes the gameplay of the battle event according to the target user's location-related information. Specifically, the game control unit 212 changes the situation of the battle event according to the target user's location-related information. In other words, the game control unit 212 changes the presentation and difficulty of the battle event according to the target user's location-related information.

[0078] Specifically, the game control unit 212 determines the battle event situation (in other words, the target's location in the battle event) depending on whether the target user's real-world location indicated by their location information is indoors, outdoors, or inside a vehicle. Specifically, if the target user's real-world location indicated by their location information is indoors, the battle event situation is determined to be one in which the player snipes a target who is indoors. If the target user's real-world location indicated by their location information is outdoors, the battle event situation is determined to be one in which the player snipes a target who is outdoors. If the target user's real-world location indicated by their location information is inside a train, the battle event situation is determined to be one in which the player snipes a target who is inside a train.

[0079] Furthermore, the game control unit 212 determines the battle event scenario according to the facility at the real-world location indicated by the target user's location information. Specifically, if the facility at the real-world location indicated by the target user's location information is an office building, the battle event scenario is determined to be sniping a target inside the office building. If the facility at the real-world location indicated by the target user's location information is an apartment building, the battle event scenario is determined to be sniping a target inside the apartment building. If the facility at the real-world location indicated by the target user's location information is a park, the battle event scenario is determined to be sniping a target in the park. If the facility at the real-world location indicated by the target user's location information is a railway track, the battle event scenario is determined to be sniping a target inside the train.

[0080] Furthermore, the game control unit 212 may determine the battle event situation according to the terrain of the real-world location indicated by the target user's location information. Specifically, if the terrain of the location indicated by the target user's location information is mountainous, the battle event situation will be determined to be one in which the player snipes a target located in the mountains. Also, if the terrain of the real-world location indicated by the target user's location information is a coastline, the battle event situation will be determined to be one in which the player snipes a target located on the coastline.

[0081] Furthermore, the game control unit 212 may determine the battle event scenario based on the weather at the real-world location indicated by the target user's location information. Specifically, if the weather at the location indicated by the target user's location information is sunny, the battle event scenario is determined to be one in which the target is sniped in sunny weather. If the weather at the real-world location indicated by the target user's location information is rainy, the battle event scenario is determined to be one in which the target is sniped in rainy weather.

[0082] For each battle event, the type of background image, the movement of the target, the movement of the reticle, etc., are predetermined. The control unit 110 of the player's terminal device 10 displays the effects on the display unit 18 according to the determined situation. The control unit 110 also moves the target 321 and reticle 322 on the second play screen 320 according to the determined situation. For example, if the battle event situation is determined to be indoors, specifically sniping a target inside an office building, the display control unit 114 displays an image of the target 321 moving inside the office building on the display unit 18, as illustrated in Figure 4(a). Similarly, if the battle event situation is determined to be indoors, specifically sniping a target inside an apartment building, the display control unit 114 displays an image of the target 321 moving inside the apartment building on the display unit 18. Furthermore, if the battle event scenario is determined to be sniping a target inside a train, the display control unit 114 displays an image of the target 321 moving on the train on the display unit 18, as illustrated in Figure 4(b). In this way, the display unit 18 changes its presentation depending on the situation. Also, for example, in a scenario where the player is sniping a target inside a train, the target 321 moves faster than in a scenario where the player is sniping a target indoors, making the attack more difficult. For example, in a scenario where the player is sniping a target inside a train, the movement (in other words, the blur) of the reticle 322 may be more pronounced than in a scenario where the player is sniping a target indoors. Also, depending on the situation, the difficulty of the attack may change due to poor visibility or more situations where the line of fire is blocked. That is, for example, in rainy weather, visibility is worse than in sunny weather (in other words, the target 321 becomes harder to see in the presentation displayed on the display unit 18), making the attack more difficult. Furthermore, for example, in indoor situations, the difficulty of the attack may be higher than in outdoor situations due to the appearance of obstacles such as walls between the player and the target (in other words, objects that hinder attacks on target 321).

[0083] Furthermore, the game control unit 212 may change the content of the battle event in accordance with the player's location information, in addition to or instead of the target user's location information. For example, the game control unit 212 may determine the battle event situation depending on whether the player's location in real space is indoors, outdoors, or inside a car.

[0084] Furthermore, information indicating the type of virtual object on the map may be used as location-related information. That is, various virtual objects can be placed on the map at locations corresponding to the locations where buildings, mountains, rivers, etc., are located in real space. Specifically, an apartment building may be placed on the map at a location corresponding to the location where an apartment building is located in real space, or an office building may be placed at a location corresponding to the location where an office building is located in real space. The game control unit 212 may then change the content of the battle event (in other words, the situation) depending on which virtual object on the map the target user's location (or the player's location) overlaps with. When the content of the battle event is changed depending on which virtual object on the map the target user's location (or the player's location) overlaps with, at least some of the virtual objects on the map (in other words, some or all of the virtual objects) may not have corresponding objects in real space that do not actually exist. That is, for example, if a specific office building is placed at a specific location on the map, a building corresponding to that specific office building may not actually exist at the corresponding location in real space. Furthermore, the game control unit 212 may determine the battle event scenario to involve sniping a target located inside the office building, based on the fact that the target user's position on the map coincides with the specific office building.

[0085] As mentioned above, the game control unit 212 may determine the content of the battle event (in other words, the situation) according to the weather at the real-world location indicated by the location information of the target user or player. However, the game control unit 212 may also determine the content of the battle event (in other words, the situation) according to the weather at the virtual space location corresponding to the real-world location indicated by the location information of the target user or player. That is, "weather" in this embodiment may refer to the actual weather in the real world or the weather in the virtual space. In other words, in the game of this embodiment, weather (e.g., weather conditions) may be set for each region on the map within the game. Furthermore, the weather for each region on the map may be linked to the weather in the real world or not. The game control unit 212 may change the content of the battle event according to the weather at the target's location on the map, the weather at the player's location, etc.

[0086] In assassination missions, players can initiate battle events at any time. Specifically, in assassination missions, players can initiate battle events by physically moving in real space and operating the sniper button 310 at any time. In other words, in assassination missions, players can select the relationship between their position and the target's position when initiating a battle event. In this embodiment, this selection is made by selecting the timing of the player's movement in real space and the operation of the sniper button 310. The game control unit 212 then changes the content of the battle event according to the relationship between the player's position and the target's position (in other words, the target user's position).

[0087] Specifically, the game control unit 212 changes the presentation and difficulty of the battle event according to the distance between the player's position and the target's position. For example, the game control unit 212 may change the size of the target 321 in the battle event, or the movement of the target 321 or the reticle 322, according to the distance. That is, in the battle event, the size and movement of the target 321 displayed on the display unit 18 may change according to the distance. Here, the game control unit 212 may lower the difficulty of the battle event as the distance between the player's position and the target's position decreases. In other words, the game control unit 212 may lower the difficulty of the battle event when the distance between the player's position and the target's position is less than a predetermined distance, compared to when the distance is greater than or equal to a predetermined distance.

[0088] Furthermore, the game control unit 212 may set the success rate of the assassination mission (in other words, the success rate of the battle event, the success rate of the attack) to 100% if the distance between the player's position and the target's position is less than a certain distance. Specifically, if the distance between the player's position and the target's position is greater than or equal to a certain distance, there is a possibility that the attack will fail (in other words, there is a possibility that the battle event will fail, there is a possibility that the assassination mission will fail), while if the distance between the player's position and the target's position is less than a certain distance, the attack may always succeed (in other words, the battle event will always succeed, the assassination mission will always succeed). In this case, in the battle event, an attack operation to attack the target may be accepted, and if an attack operation is performed, the target may always be defeated. Also, in the battle event, the target may be defeated without requiring an attack operation to attack the target. In other words, a battle event when the distance between the player's position and the target's position is less than a certain distance may not require any operation from the player. Furthermore, the game control unit 212 may initiate a battle event based on a predetermined operation by the player (for example, an operation on the sniping button 310) when the distance between the player's position and the target's position is less than a certain distance. Alternatively, the game control unit 212 may automatically initiate a battle event (in other words, without requiring player operation) when the distance between the player's position and the target's position falls below a certain distance. In other words, the game control unit 212 may automatically determine that the assassination mission has been successful (in other words, without requiring player operation) when the distance between the player's position and the target's position falls below a certain distance. In this embodiment, a decrease in the difficulty of the battle event includes a success rate of 100% for the battle event. Note that "success" in a battle event can also be defined as winning the battle event. Furthermore, the battle event may be a simple one that only displays text or the like indicating that the target has been defeated as a visual effect.

[0089] Furthermore, not only battle events with a 100% success rate, but other battle events may also proceed without requiring an attack operation to target a target. For example, the game control unit 212 may determine the success or failure of a battle event (in other words, an assassination mission) by lottery. The game control unit 212 may then change the probability of the battle event succeeding (in other words, the probability of failure) in the lottery depending on the relationship between the player's position and the target's position, etc.

[0090] Furthermore, the game control unit 212 changes the presentation and difficulty of the battle event depending on the type of object between the player's position and the target's position. In other words, the game control unit 212 changes the presentation and difficulty of the battle event depending on the type of object present (or absent) between the player's position and the target's position. For example, the game control unit 212 may lower the difficulty of the battle event when there is an obstacle between the player's position and the target's position on the map compared to when there is no obstacle. For example, if there is an obstacle between the player's position and the target's position on the map, the game control unit 212 may make an object corresponding to that obstacle (in other words, a predetermined object that blocks the line of fire aimed at the target) appear in the battle event, and if there is no obstacle, it may not make such an object appear in the battle event. When an object that blocks the line of fire appears, it becomes more difficult to hit the target with bullets compared to when the object does not appear, thus increasing the difficulty of the battle event. Furthermore, the game control unit 212 may increase the difficulty of the battle event when there is a first object between the player's position and the target's position on the map, compared to when there is a second object in between. The first object may be a taller object than the second object (in other words, a facility or building, etc.). For example, if there is a first object between the player's position and the target's position on the map, the game control unit 212 may make an object corresponding to the first object appear in the battle event. Also, if there is a second object between the player's position and the target's position on the map, the game control unit 212 may make an object corresponding to the second object appear in the battle event, or it may choose not to make an object corresponding to either the first or second object appear.By making the object corresponding to the first object more difficult to shoot through compared to the object corresponding to the second object, the difficulty of the battle event when the object corresponding to the first object appears can be increased.

[0091] Furthermore, "an object between the player's position and the target's position" can refer to a virtual object placed on the map between the player's position and the target's position, as illustrated here. This virtual object may also correspond to an object existing in real space at a location corresponding to the map location where the virtual object is placed, or it may be an object unrelated to any existing object. That is, for example, if the virtual object is a specific building placed on the map, a building corresponding to that specific building may exist at the corresponding location in real space, or it may not exist at the corresponding location in real space. In other words, "an object between the player's position and the target's position" can refer to an object existing in real space between the player's position and the target's position. Moreover, an object existing in real space between the player's position and the target's position, as "an object between the player's position and the target's position," does not necessarily have to be placed on the map. Specifically, an object corresponding to the real-world object does not necessarily have to be placed at the map location corresponding to the location where the real-world object is placed. Furthermore, the game control unit 212 may change the presentation and difficulty of the battle event in accordance with real-world objects that exist between the player's position and the target's position.

[0092] The game control unit 212 may change the presentation and difficulty of the battle event depending on the height difference between the player's position and the target's position. For example, if the player's position is higher than the target's position, the game control unit 212 may determine the battle event situation to involve sniping a target that is below the player (in other words, a situation where the player looks down on the target). In other words, if the player's position is higher than the target's position, the game control unit 212 may make the battle event situation one in which the player snipes the target from a viewpoint looking down on it, compared to when the player's position is lower than the target's position. In this case, for example, the difficulty of the battle event may be reduced in the viewpoint looking down (in other words, when the player's position is higher than the target's position). The height of each user's position may be detected using a GPS sensor or various sensors provided in each user's terminal device 10. Furthermore, the height of each user's position does not necessarily correspond to the actual height at which each user is located in real space. For example, the game control unit 212 may determine the height of each user based on information about the location where each user is situated. Specifically, for example, the game control unit 212 may determine the height of each user based on information about facilities related to each user's location in real space, or information about the terrain related to each user's location in real space. For example, the game control unit 212 may vary the height of users in the game depending on whether the user is inside an apartment building, on a street, or in the mountains.

[0093] In this embodiment, the relationship between the player's position and the target's position in relation to changes in the content of the battle event is the relationship at the start of the battle event, but this relationship is not limited to the relationship at the start of the battle event. For example, the game control unit 212 may change the content of the battle event after the start of the battle event in accordance with changes in the relationship between the player's position and the target's position, or it may not. For example, after the start of the battle event, the game control unit 212 may change the size and movement of the target 321 displayed on the display unit 18 in accordance with changes in the distance between the player's position and the target's position during the progress of the battle event.

[0094] As mentioned above, the game control unit 212 may change the game format (in other words, the game genre) of the battle event depending on the target user's position-related information, the player's position-related information, or the positional relationship between the player and the target. For example, the game control unit 212 may change the game format of the battle event depending on the distance between the player's position and the target's position. Specifically, if the distance between the player's position and the target's position is greater than or equal to a predetermined distance, the game control unit 212 may set the battle event to the sniper game format (in other words, the shooting game format) described above with reference to Figure 4, and if the distance between the player's position and the target's position is less than the predetermined distance, the battle event may set it to an action game format or a fighting game format in which the player controls a character. In other words, the game control unit 212 may change the game format of a battle event to a predetermined format such as a command battle format, action game format, puzzle game format, racing game format, shooting game format, sports game format, rhythm game format, adventure game format, quiz format, or mystery-solving game format, depending on the target user's location-related information, the player's location-related information, or the positional relationship between the player and the target. It should be noted that this configuration, in which the game format of an event is changed according to the distance between the player's position and the target's position, can also be implemented by replacing the target with an object other than an object corresponding to another user. That is, for example, the game control unit 212 may change the game format of a predetermined event depending on the positional relationship between the player's position (specifically, the position in virtual space corresponding to the player's position in real space indicated by the player's location information) and the position of a predetermined object in virtual space when the predetermined event is started. The predetermined object may be an NPC such as an enemy character, or an object related to a destination, as described later. In other words, the game control unit 212 may change the game format of a predetermined event depending on the player's position when the predetermined event is started.

[0095] A battle event can also be described as an event in which a player fights against a predetermined opponent. In this embodiment, the battle event is an event in which a player fights against a character corresponding to another user, but a battle event is not limited to this type of event. For example, a battle event may be an event in which a player fights against an NPC or the like that does not correspond to any user. Also, in this embodiment, the character that the player fights against in the battle event (in other words, target 321) is not controlled by the other user corresponding to that character, but it may be controlled by the other user. In other words, a battle event may be one in which the player and the other user fight by controlling predetermined objects such as characters.

[0096] In this embodiment, during battle events, the target user cannot control the target. In other words, during assassination missions and battle events, the target user cannot control the target, and assassination missions and battle events are events that proceed without the need for the target user's actions. In other words, during assassination missions and battle events, it is impossible for the target user to perform actions that affect the outcome of the event while the event is in progress. However, it is possible for the target user to perform actions that affect the outcome of the event while the event is in progress.

[0097] The method for determining the target user in an assassination mission is not particularly limited, but it may be determined as follows, for example. For example, the game control unit 212 may determine another user as the target user whose positional relationship with the player satisfies predetermined conditions. Here, the predetermined conditions may include the condition that the user is within a predetermined range from the player.

[0098] Furthermore, the game control unit 212 may extract one other user whose position relative to the player meets predetermined conditions and automatically determine it as the target user. Alternatively, the game control unit 212 may extract multiple other users whose position relative to the player meets predetermined conditions and determine the other user selected by the player from among the extracted multiple other users as the target user. That is, for example, the game control unit 212 may present the player with multiple target candidates at a predetermined timing, such as when an assassination mission begins. The multiple candidates presented by the game control unit 212 are displayed on the display unit 18 of the player's terminal device 10, and the terminal device 10 accepts the player's operation to select a target from among the multiple candidates. The multiple target candidates presented here each correspond to a different user. Note that this operation may be, for example, an operation to select a specific candidate 330 from among multiple candidates 330 displayed on a map as illustrated in Figure 5(a), or an operation to select a specific candidate 330 from a list of candidates 330 displayed as illustrated in Figure 5(b). The game control unit 212 may then determine the target selected by the player from among several candidates. In other words, the player may or may not be able to select a target (in other words, a target user).

[0099] In this embodiment, the player's position can also be said to be the position of the character corresponding to the player. Similarly, the target's position can also be said to be the position of the character corresponding to the target user. Furthermore, the character corresponding to each user may be an avatar representing the user, or it may be a character with its own unique settings and personality. In other words, each user participates in the game as a character existing in the game world, and such a character can be called the character corresponding to each user. In addition, a game may be designed in which no image of the character corresponding to the player is provided for purposes such as enhancing the player's sense of participation in the game, but even in such a game, the player within the game can be called the character corresponding to the player. In this embodiment, "player" can be appropriately read as "player character" (in other words, the character corresponding to the player). Similarly, "target" can be appropriately read as "target character" (in other words, a character corresponding to a user other than the player).

[0100] In other words, an assassination mission can be described as a mission in which a character at a first location on the map aims to defeat a character at a second location on the map. Here, the character at the first location is the player character, and the character at the second location is the target character. In this embodiment, the positions of the player character and the target character on the map (in other words, in the virtual space) are determined based on the corresponding user's location information, but at least one of the positions may be determined without using the user's location information. For example, the game control unit 212 may move the player's player character on the map based on operation information from the player regarding 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)). Furthermore, the target character does not have to be a character corresponding to another user. For example, the target character may be an NPC or the like that is not a character corresponding to a given user. The game control unit 212 may also determine the position of the target character on the map without using the location information of other users.

[0101] (transport mission) A transport mission is a mission whose objective is to deliver cargo to its destination.

[0102] During a transport mission, the display control unit 114 of the player's terminal device 10 displays a third play screen 350 on the display unit 18, which serves as a play screen for playing the transport mission, as illustrated in Figure 6. The third play screen 350 displays a map showing the location of the destination. The location of the destination on the map can also be considered the location of the destination in real space.

[0103] In transport missions, similar to assassination missions, the player's position is shown on a map, and the player's position on the map moves in conjunction with the player's movement in real space. That is, the game control unit 212 determines the player's position on the map (in other words, in virtual space) based on the player's position information. The game control unit 212 also places a predetermined object (hereinafter referred to as "player object 30") at the player's position on the map. Furthermore, during the progress of a transport mission, the game control unit 212 changes the player's position on the map in accordance with changes in the player's position information.

[0104] Furthermore, for transport missions, the game control unit 212 determines the location of the destination on the map (in other words, in the virtual space). The game control unit 212 also places a predetermined object (hereinafter referred to as "destination object 32") at the destination location on the map. The shape of the destination object 32 is not particularly limited. The third play screen 350 displays a representation of the destination object 32 placed at the destination location on the map. In other words, the third play screen 350 shows the location of the destination on the map.

[0105] Here, the method for determining the location of the destination is not particularly limited, but for example, it may be determined as follows. In this embodiment, the game control unit 212 determines the location of the destination on the map (in other words, in the virtual space) without relying on the location information of other users different from the player. Alternatively, the game control unit 212 may determine the location of the destination on the map based on the player's location information.

[0106] More specifically, the game control unit 212 determines the destination location to be a location whose distance relationship with the location indicated by the player's location information satisfies predetermined conditions. Here, the predetermined conditions may include the condition that the distance in real space is greater than or equal to a first distance. Alternatively, the predetermined conditions may include the condition that the distance in real space is less than a second distance. In other words, the predetermined conditions may be that the distance in real space is greater than or equal to a first distance and less than a second distance.

[0107] Furthermore, the game control unit 212 may extract one location whose distance relationship to the location indicated by the player's location information satisfies predetermined conditions and automatically determine it as the destination location. Alternatively, the game control unit 212 may extract multiple locations whose distance relationship to the location indicated by the player's location information satisfies predetermined conditions and determine the location selected by the player from among the extracted multiple locations (in other words, candidate destination locations) as the destination location. That is, for example, the game control unit 212 may present the player with multiple locations on a map where a destination can be set at a predetermined timing, such as when a transport mission begins. The multiple locations presented by the game control unit 212 are displayed on the display unit 18 of the player's terminal device 10, and the terminal device 10 accepts the user's operation to select a specific location from among the multiple locations. The game control unit 212 may then determine the location selected by the player as the destination location.

[0108] In a transport mission, the game control unit 212 determines whether the player has reached the destination. Specifically, the game control unit 212 determines that the player has reached the destination when the player's position is within a predetermined range from the destination. Here, the game control unit 212 may also determine that the player has reached the destination when the player's position is within a predetermined range from the destination and a predetermined operation (for example, an operation on the destination object 32) is performed. Alternatively, the game control unit 212 may automatically (in other words, without requiring any action from the player) determine that the player has reached the destination when the player's position is within a predetermined range from the destination. Furthermore, the game control unit 212 determines that the transport mission is successful when the player reaches the destination.

[0109] In other words, a transport mission can be described as a mission that can be completed by moving a specific distance in real space. A mission that can be completed by moving a specific distance in real space can also be structured as follows: The game control unit 212 may first set a target distance as the distance to be moved for the transport mission. The game control unit 212 may also measure (in other words, count) the user's distance moved in real space during the transport mission. The game control unit 212 may then determine that the transport mission is successful based on the user's distance reached the target distance. The method for measuring (in other words, calculating) the distance moved is not particularly limited, and various known methods can be used. For example, the game control unit 212 may measure the user's distance moved based on changes in the user's location information. The game control unit 212 may also measure the user's distance moved based on information from the acceleration sensor and angular velocity sensor of the terminal device 10. Measuring the distance moved may also include counting the user's steps. In other words, reaching the target distance traveled may include reaching a predetermined number of steps taken by the user. Furthermore, missions that can be completed by traveling a specific distance in real space, such as transportation missions, do not necessarily require the use of the user's location information.

[0110] Each mission ends when the clear conditions are met. In other words, each mission ends upon successful completion. The game control unit 212 determines whether the clear conditions have been met in each mission, and if it determines that the clear conditions have been met, it terminates the mission. The clear conditions may be, for example, eliminating the target in an assassination mission (in other words, a successful attack), or reaching the destination in a transport mission.

[0111] Furthermore, each mission may have a time limit. The game control unit 212 may then determine whether the time limit has elapsed for each mission and terminate the mission based on the expiration of the time limit.

[0112] (notification) In the game of this embodiment, the game control unit 212 notifies the player that they have been attacked when another user attacks them. Specifically, the game control unit 212 instructs the player's terminal device 10 to notify the player that they have been attacked when another user attacks them. In other words, the game control unit 212 transmits the information necessary for the notification to the player's terminal device 10. The control unit 110 of the player's terminal device 10 also displays a notification display 400 related to the notification on the display unit 18 based on the instruction, as illustrated in Figures 7(a) and (b), to notify the player that they have been attacked. In other words, the control unit 110 of the player's terminal device 10 notifies the player that they have been attacked when another user attacks them. The control unit 110 of the terminal device 10 may also notify the player of the attack by sound, vibration, etc., in addition to or instead of displaying it on the display unit 18. In other words, the control unit 110 may notify the player that an attack has occurred by having the sound output unit (for example, the speaker provided by the terminal device 10) output a predetermined sound. Alternatively, the control unit 110 may notify the player that an attack has occurred by having the vibration generating device (for example, the vibration motor) provided by the terminal device 10 generate vibrations.

[0113] The notification display 400 includes information about the other user who carried out the attack. In other words, the game control unit 212 provides the specific user with information about the other user who carried out the attack when that user has carried out an attack against that specific user. The notification display 400 may also include information about the name of the other user who carried out the attack. Furthermore, the notification display 400 may include information about the real-world location of the other user who carried out the attack. Specifically, the notification display 400 may include information about the distance between the location of the other user who carried out the attack and the location of the attacked player. In other words, the notification of being attacked (specifically, a display, sound, or vibration related to the notification) may provide the player with information about the name of the other user who carried out the attack, information about the real-world location of the other user who carried out the attack, etc. In other words, the notification of being attacked may provide the player with information about the location of the other user who carried out the attack (specifically, a location in real space or a location in virtual space), etc. Further in other words, the notification of being attacked may provide the player with information about the other user who carried out the attack. Furthermore, the notification of an attack (for example, notification display 400) does not necessarily have to provide the player with information about the other user who carried out the attack; it may simply notify the player that they have been attacked by someone.

[0114] The timing of the notification is not particularly limited, but it may be executed as follows, for example:

[0115] For example, if another user attacks a player while the player is playing the game of this embodiment (for example, in the middle of various missions), the control unit 110 of the player's terminal device 10 may notify the player that they have been attacked by another user. Specifically, if another user attacks a player while the game play screen is displayed on the display unit 18 of the player's terminal device 10, the control unit 110 of the terminal device 10 may display a notification display 400 on the display unit 18 (for example, in a predetermined area of ​​the play screen being displayed), as illustrated in Figure 7(a).

[0116] Furthermore, in this embodiment, the control unit 110 of the terminal device 10 can notify the player that they have been attacked by another user, even when the player is not playing the game of this embodiment and another user has attacked the player. In other words, the control unit 110 of the terminal device 10 can notify the user of the terminal device 10 that they have been attacked by another user, even when the screen of the application related to the game of this embodiment (in other words, the play screen) is not displayed on the display unit 18 of the terminal device 10. That is, the control unit 110 can run the application related to the game of this embodiment in the background, receive the notification information (in other words, information indicating that they have been attacked by another user) from the server 20, and notify the user. For example, when the player's terminal device 10 is in sleep mode and nothing is displayed on the display unit 18 (in other words, the screen is off), if another user attacks the player, the control unit 110 of the terminal device 10 may, as illustrated in Figure 7(b), display a notification 400 on the display unit 18 (for example, in a predetermined area such as the lock screen), or notify the player that an attack has occurred through vibration, sound, etc. The lock screen can also be described as a screen that restricts operation on the terminal device 10 (in other words, the touchscreen 16) until the player is authenticated.

[0117] In this embodiment, notification of an attack by another user is given only if the attack is successful, and not if the attack fails. However, notification may be given even if the attack fails. Alternatively, notification may be given only if the attack fails, and not if the attack is successful.

[0118] Players who have been attacked (in other words, players who have been notified that they have been attacked) are able to retaliate against the user who carried out the attack. Specifically, players who have been attacked (in other words, players who have been notified that they have been attacked) are able to play an event (hereinafter referred to as a "counterattack event") that targets the user who carried out the attack.

[0119] The control unit 110 of the attacked player's terminal device 10 receives an operation to initiate a counterattack event. This operation may be, for example, an operation on the notification display 400. Based on this operation, the game control unit 212 initiates the counterattack event.

[0120] In this embodiment, the counterattack event is the aforementioned battle event. That is, based on a predetermined operation by the attacked user, the game control unit 212 initiates a battle event with the attacked user as the player and targeting the character corresponding to the attacking user. The specifications of the battle event as a counterattack event may be the same as or different from the battle event during an assassination mission. That is, the game control unit 212 may change the content of the counterattack event according to the location-related information of the target user and the player's location-related information. Furthermore, the game control unit 212 may change the content of the counterattack event according to the relationship between the player's position and the target's position.

[0121] The counterattack event may also be the aforementioned assassination mission. That is, the game control unit 212 may initiate an assassination mission or the like, with the attacked user as the player and the attacking user as the target user, based on a predetermined operation by the attacked user.

[0122] Furthermore, if the counterattack event is an event similar to a battle event or an assassination mission, the location information of the target user (in other words, the location information of the other user who carried out the attack) may be used in the counterattack event. For example, if it is an event similar to a battle event, the location information of the target user may be used to derive location-related information of the target user and the positional relationship between the player and the target. Also, if it is an event similar to an assassination mission, the location information of the target user may be used to determine the target's position on the map. The location information used here may be, for example, the location information of the other user who carried out the attack at the time the attack was carried out. Also, the location information used here may be, for example, the location information of the attacked user at the time they performed a predetermined operation to start the counterattack event. Also, the location information used here may be, for example, the location information of the attacked user at the time they were notified that they had been attacked. In other words, after another user attacks the player, the game control unit 212 may move the position of the target related to the counterattack event in conjunction with the movement of the other user in real space until a predetermined time (for example, until the location information that determines the target's position is determined). Furthermore, the game control unit 212 may fix the target's position after the predetermined timing and control it so that the target's position does not move in conjunction with the target user's movement in real space during the counterattack event.

[0123] Furthermore, the game control unit 212 may change the timing of notifying the player that they have been attacked (in other words, the time from the attack to the notification) depending on the player's location-related information, the location-related information of the other user who carried out the attack, or the location relationship between the player and the other user who carried out the attack. Specifically, for example, the game control unit 212 may make the time until the player is notified that they have been attacked different depending on whether the location indicated by the player's (or the other user who carried out the attack) location information is indoors or outdoors. Also, for example, the game control unit 212 may make the time until the player is notified that they have been attacked different depending on whether the location indicated by the player's (or the other user who carried out the attack) location information is in the mountains, at sea, or in a city. In addition, the game control unit 212 may make the time until the player is notified that they have been attacked different depending on the weather at the location indicated by the player's (or the other user who carried out the attack) location information. Furthermore, for example, the game control unit 212 may vary the time it takes for the player to be notified that they have been attacked, depending on the distance between the player and the other user who carried out the attack.

[0124] Here, "changing the time between another user attacking a player and the player being notified that they have been attacked" can also be interpreted as changing the time between another user attacking a player and the player being able to perform a predetermined operation to initiate a counterattack event. Furthermore, "changing the time between another user attacking a player and the player being notified that they have been attacked" can also be interpreted as changing the time between another user attacking a player and the player being provided with information about that other user. For example, the game control unit 212 may change the time between another user attacking a player and the player being provided with information about that other user (in other words, the time until the notification display 400 is displayed) according to the player's location-related information, etc. Based on the provision of this information to the player, the control unit may then permit the initiation of a counterattack event (in other words, it may begin accepting operations related to initiating a counterattack event).

[0125] Furthermore, the counterattack event may have a limited play period. The game control unit 212 may determine whether the restricted period has elapsed and, based on that, may disable the counterattack event. For example, the game control unit 212 may terminate the acceptance of operations to start the counterattack event based on the elapsed period from a predetermined reference time. Here, the reference time may be, for example, the timing when another user attacks the player, the timing when the player is notified that they have been attacked, or the timing when information about the other user is provided to the player. Furthermore, in a configuration where the time until a predetermined operation to start the counterattack event becomes possible changes according to the player's location-related information, if the reference time is set before the timing when the predetermined operation becomes possible, the length of the period during which the counterattack event can be played will change according to the player's location-related information. In other words, the length of the period during which the player can execute a predetermined event may be changed according to the player's location-related information, the location-related information of the other user who performed the attack, or the location relationship between the player and the other user who performed the attack.

[0126] Furthermore, "attack" can also be defined as inflicting a specific effect on an object corresponding to a specific user. That is, with regard to notifications such as notification display 400, the game control unit 212 can be said to provide the specific user with information about the other user who inflicted a specific effect on an object corresponding to that specific user. Also, with regard to counterattack events, the game control unit 212 can be said to initiate a predetermined event in which the specific user inflicts a specific effect on an object corresponding to the other user who inflicted a specific effect, based on a predetermined operation performed by the specific user who has been provided with information about the other user who inflicted a specific effect. Furthermore, the object to which a specific effect is applied is not limited to characters. For example, there are known games in which bases etc. are set up for each user, and the target object 31 (in other words, target 321) as the object to which a specific effect is applied can be such a base object. Also, the object to which a specific effect is applied can be an item owned by the user. Furthermore, inflicting a specific effect is not limited to performing an attack. For example, inflicting a specific effect on an object corresponding to a specific user may include restoring predetermined parameters of the object, or applying predetermined buffs or debuffs to the object. Furthermore, having a specific effect on an object corresponding to a specific user may include changing the parameters of that object. In addition, in a configuration in which a specific user initiates a predetermined event that has a specific effect on an object corresponding to an object corresponding to another user who has had a specific effect, based on a predetermined operation performed by that specific user who has been provided with information about that other user who has had a specific effect, the specific effect exerted by the other user and the specific effect exerted by that specific user in the predetermined event may be the same or different.

[0127] (Name indicating the user) In the game of this embodiment, multiple names are set to represent a single user. These multiple names include an account name, a username, and a nickname. These multiple names are linked to the user's account and stored as user information in a predetermined storage unit. Note that at least one of the account name and username may be omitted.

[0128] In this embodiment, the account name and username are names that the user can arbitrarily set and choose themselves. The common name, on the other hand, is a name that is automatically assigned to the user.

[0129] The account name is a name used to identify the account and is used when logging in, etc.

[0130] A username is the name used when a user with that username plays a game. In other words, a username is the name displayed on the user's gameplay screen. For example, a player is called by their username by their in-game character. A username can be considered the name of the player within the virtual world. It can also be considered the name of the player character.

[0131] Furthermore, in the game of this embodiment, the username is the name used in displaying the rankings within the game. In the game of this embodiment, a ranking is generated that shows the relative position (in other words, rank, skill) of each user among multiple users playing the game. The ranking may be determined by points awarded to each user based on the success or failure of various missions, etc. Such a ranking may also be displayed on the display unit 18 by performing a predetermined operation, so that the user can check it. The username displayed in the ranking will be visible to other users as well.

[0132] A nickname is a name used when other users, different from the user associated with that nickname, play the game. In other words, a nickname is the name displayed on the gameplay screen of other users who are not the user associated with that nickname. A nickname can be described as the nickname of a player within the virtual space. It can also be described as the nickname of a player character. Furthermore, a nickname can be described as a name used by other users to identify a particular user. Finally, a nickname can be described as a name distinct from a username.

[0133] For example, when a player plays an assassination mission, the target (in other words, the target user) is referred to by their nickname (see Figure 5(b)). That is, on the player's screen while playing an assassination mission, the nickname is displayed as the target's name. Also, when a player plays an assassination mission, the target is never referred to by their username. That is, on the player's screen while playing an assassination mission, the username of the target they are currently targeting is not displayed.

[0134] In other words, other users' usernames are not displayed on the gameplay screen in a way that makes it possible to recognize which character (or target) they are associated with. In other words, other users' usernames are not displayed on the gameplay screen in a way that makes it possible to recognize the correspondence between a character and the username that character corresponds to. Furthermore, while users may see other users' usernames in rankings, etc., they do not know which user on the rankings corresponds to the character or nickname that they recognize by that nickname (in other words, the character they meet in events such as assassination missions).

[0135] In other words, in the game of this embodiment, during the play of various missions (in other words, events), the player (in other words, the player's character) is referred to by their username, while other users (in other words, other users' characters) are referred to by their nicknames. Specifically, for example, in the game of this embodiment, there is an operator 340 as an NPC that provides the user with information and instructions regarding various missions (see Figure 5). The various characters in the game (in other words, NPCs), such as the operator 340, refer to the player by their username during various missions, but refer to other users by their nicknames.

[0136] As mentioned above, the account name and username can be set arbitrarily by the user. In other words, the control unit 210 registers the name entered by the user through a predetermined input operation in the storage unit 220 as the account name or username for that user. Note that the account name and username do not necessarily have to be set arbitrarily; they may be set automatically.

[0137] Furthermore, a nickname is automatically assigned to the user. In this embodiment, the nickname includes a place name associated with the user. The nickname may also indicate characteristics of the user's behavior. In this embodiment, the game control unit 212 determines the user's nickname based on the user's location information. The game control unit 212 also determines the user's nickname based on the content of the gameplay performed by the user. The game control unit 212 stores information indicating the content of the gameplay performed by the user in the storage unit 220 according to the user's gameplay. The game control unit 212 can then determine the nickname based on this information (and location information).

[0138] The nickname could be, for example, "The Sniper of Roppongi," "The Courier of Ebisu," or "The Revenger of Yokohama." In this example, the first part of the nickname relates to a place name, and the second part corresponds to the content of the gameplay. The game control unit 212 identifies a region associated with the user based on the user's location information, and identifies characteristics related to the user's gameplay based on information indicating the content of the user's gameplay. It then generates a nickname that includes the place name of the identified region and corresponds to the identified characteristics.

[0139] For example, the game control unit 212 identifies a region associated with the user based on the user's location information and generates a nickname that includes the place name of the identified region. Furthermore, the game control unit 212 identifies characteristics related to the user's gameplay based on information indicating the content of the user's gameplay and generates a nickname corresponding to the identified characteristics. For example, if the user's location information relates to a specific region in real space (in other words, if the location information indicates a specific point within a specific region), the game control unit 212 generates a nickname that includes the place name of that specific region.

[0140] Here, "regions associated with the user" may refer to, for example, regions the user frequently visits (in other words, regions where the user often plays games), regions where the user is located at the time the nickname is determined, regions where the user lives or works, regions associated with events the user played, or regions where the user was when a predetermined event occurred within the game. For example, the game control unit 212 may generate a nickname that includes the word "Roppongi" if the user's location information indicates that the user spent a long time (a large proportion) in "Roppongi" within a predetermined period. Alternatively, the game control unit 212 may generate a nickname that includes the word "Roppongi" if the user's location information indicates that the user is currently in "Roppongi". Alternatively, the game control unit 212 may generate a nickname that includes the word "Roppongi" if the user has completed many missions where the target location or destination location is within Roppongi.

[0141] The location information used in each process according to this embodiment may be location information from any point in time. Furthermore, the location information used in each process may be location information from one point in time (in other words, one piece of location information), or it may be location information from multiple points in time (in other words, multiple pieces of location information). For example, the game control unit 212 may generate a nickname that includes the name of a specific region if the user's current location information (in other words, at the time of nickname generation) indicates that the user is in a specific region. Alternatively, for example, the game control unit 212 may refer to location information from multiple points in time within a predetermined period and generate a nickname that includes the name of a specific region if the proportion of location information corresponding to a specific region is large (for example, if the proportion or number of location information exceeds a predetermined standard, or if it is larger than the location information corresponding to other regions).

[0142] Furthermore, regions associated with a user may be identified without relying on the user's location information. For example, the game control unit 212 may identify regions associated with a user based on information indicating the content of the user's gameplay, specifically information indicating the location associated with the missions the user played. Specifically, the game control unit 212 may generate a nickname that includes the name of a particular region based on the number of times or frequency of playing missions corresponding to that region, or the number of times or success rate of completion.

[0143] Furthermore, the place names of regions associated with the user do not necessarily have to be real-world place names. In other words, the game control unit 212 may identify regions associated with the user on a map (in other words, in virtual space) based on the user's location information, etc., and generate a common name that includes the place name of that specific region.

[0144] Furthermore, the game control unit 212 identifies characteristics related to the user's gameplay based on information indicating the content of the user's play, and generates a nickname corresponding to the identified characteristics. For example, the game control unit 212 may generate a nickname based on information indicating the number and frequency of the user's play for a particular event, or the number of times the event has been cleared and the success rate. Specifically, if a user frequently plays assassination missions, a nickname containing the word "sniper" is likely to be selected, and if a user frequently plays transport missions, a nickname containing the word "carrier" is likely to be selected. The game control unit 212 may also generate a nickname according to the user's play style based on information regarding the user's play style. For example, the game control unit 212 may differentiate the nickname depending on whether the user frequently attacks the target from a distance or frequently attacks the target up close during an assassination mission.

[0145] The initial nickname used at the start of the game may be a fixed name (for example, "Rookie") or a combination of a fixed name and a place name related to the user's area (for example, "Rookie from Roppongi," "Rookie from Ebisu," etc.).

[0146] Furthermore, in the game of this embodiment, the player's nickname is not explicitly displayed to them. That is, the game control unit 212 automatically determines the nickname and assigns it to the player without notifying them. For this reason, in the game of this embodiment, the player does not know their nickname. In other words, the nickname is a name that is not explicitly displayed to the person to whom it is assigned within the game, so that the person does not know what name has been assigned to them.

[0147] (Changes in the number of playable events depending on the number of users within a predetermined range) The game control unit 212 may change the number of multiplayer events and single-player events that a player can play, depending on the number of users within a predetermined range corresponding to the player's position in real space (for example, a predetermined range including the player's position). In other words, the game control unit 212 may change the number of multiplayer events that a player can play, depending on the population density around the player in real space. The game control unit 212 may also change the number of single-player events that a player can play, depending on the population density around the player in real space.

[0148] For example, as mentioned above, an assassination mission requires at least two users, the player and the target user, and the assassination mission is an event played by multiple people. The game control unit 212 may change the number of assassination missions that a player can play according to the number of users within a predetermined range. For example, as mentioned above, the game control unit 212 may present the player with multiple candidate targets for an assassination mission (see Figure 5). Here, the game control unit 212 may change the number of candidates presented according to the number of users within a predetermined range. Specifically, if the number of users within the predetermined range is large, the game control unit 212 may increase the number of candidates presented compared to when the number of users is small. Alternatively, if the number of users within the predetermined range is small, the game control unit 212 may increase the number of candidates presented compared to when the number of users is large.

[0149] Furthermore, as mentioned above, in transport missions, there is no target and the destination is determined without using the location information of other users, so transport missions are events that can be played by one person. The game control unit 212 may change the number of transport missions that a player can play according to the number of users within a predetermined range. For example, as mentioned above, the game control unit 212 may present the player with multiple candidate locations for the destination of a transport mission. Here, the game control unit 212 may change the number of candidates presented according to the number of users within a predetermined range. Specifically, if the number of users within a predetermined range is small, the game control unit 212 may increase the number of candidates presented compared to when the number of users is large. Alternatively, if the number of users within a predetermined range is large, the game control unit 212 may increase the number of candidates presented compared to when the number of users is small.

[0150] As mentioned above, the game control unit 212 may extract multiple locations whose distance relationship to the location indicated by the player's location information satisfies predetermined conditions, and present the extracted locations to the player as candidates for the destination location. When changing the number of candidates to present, the game control unit 212 may change the number of candidates to present by changing the predetermined conditions, or it may change the number of candidates to present without changing the predetermined conditions. For example, if there are many users within a certain range, the game control unit 212 may extract multiple locations within a first distance from the location indicated by the player's location information, and present the extracted locations to the player as candidates for the destination location. If there are few users within that certain range, the game control unit 212 may extract multiple locations within a second distance, which is farther than the first distance from the location indicated by the player's location information, and present the extracted locations to the player as candidates for the destination location. In other words, the game control unit 212 may change how far away a location is that can be presented as a candidate for the destination location depending on the number of users within a certain range. Furthermore, the game control unit 212 may choose not to change how far away a location is presented as a potential destination (in other words, the predetermined condition) regardless of the number of users within a certain range.

[0151] The number of playable events may change in only one step depending on the number of players, or it may change in multiple steps (for example, two or three or more steps). For example, the game control unit 212 may increase the number of candidates presented for assassination targets when the number of users within a predetermined range is a first number compared to a second number which is less than the first number, and increase the number of candidates presented when the number of users within the predetermined range is a second number which is less than the second number, and increase the number of candidates presented when the number of users within the predetermined range is a second number which is less than the second number, and so on. In addition, the game control unit 212 may decrease the number of candidates presented for destination locations in transport missions when the number of users within a predetermined range is a first number compared to a second number which is less than the first number, and decrease the number of candidates presented when the number of users within a predetermined range is a second number which is less than the second number, and so on.

[0152] Furthermore, when changing the number of events playable by multiple players and the number of events playable by one player, the game control unit 212 may not change the total number of events playable by multiple players and the number of events playable by one player, but may change the ratio of events playable by multiple players to the number of events playable by one player. Alternatively, the game control unit 212 may change the total number of events playable by multiple players and the number of events playable by one player.

[0153] Furthermore, the change in the number of events playable by multiple people or the number of events playable by one person, depending on the number of users within a predetermined range, may be a change in the number of types of events playable by multiple people or the number of types of events playable by one person, depending on the number of users within a predetermined range.

[0154] For example, suppose there are five missions, from Mission 1 to Mission 5. Each of Missions 1 to 5 has a different gameplay (in other words, a different game format). Missions 1 and 2 are events played by multiple people. Missions 3 to 5 are events that can be played by one person. Here, Mission 1 could be, for example, an assassination mission. Mission 3 could be, for example, a transport mission.

[0155] In this case, the game control unit 212 may change the number of mission types that a player can play according to the number of users within a predetermined range. For example, the game control unit 212 may change the number of mission types that a player can play for multiple types of missions played by multiple people according to the number of users within a predetermined range. For example, if the number of users within a predetermined range is small, the game control unit 212 may reduce the number of mission types that a player can play among multiple types of missions played by multiple people compared to when the number of users is large. Specifically, if the number of users within a predetermined range is greater than or equal to a predetermined number, the game control unit 212 may make both the first mission and the second mission playable, while if the number of users within a predetermined range is less than a predetermined number, it may control the game control unit to make one of the first mission or the second mission unplayable.

[0156] Furthermore, for example, the game control unit 212 may change the number of mission types that a player can play from among the multiple types of missions that can be played by one person, according to the number of users within a predetermined range. For example, if the number of users within a predetermined range is small, the game control unit 212 may increase the number of mission types that a user can play from among the multiple types of missions that can be played by one person, compared to when the number of users is large. Specifically, if the number of users within a predetermined range is greater than or equal to a predetermined number, the game control unit 212 may make at least one of the third to fifth missions unplayable, while if the number of users within a predetermined range is less than a predetermined number, it may control the game to make all of the third to fifth missions playable.

[0157] Furthermore, the control that makes certain missions unplayable may also be implemented by making certain missions unplayable when the user selects which mission to play from among several types of missions.

[0158] The number of playable event types may change in only one step depending on the number of users, or it may change in multiple steps (for example, two or three or more steps). For example, the game control unit 212 may increase the number of playable mission types when the number of users within a predetermined range is a first number compared to a second number which is less than the first number, and increase the number of playable mission types when the number of users within a predetermined range is a second number which is less than the second number, for multiple types of missions playable by multiple people. Furthermore, the game control unit 212 may decrease the number of playable mission types when the number of users within a predetermined range is a first number compared to a second number which is less than the first number, for multiple types of missions playable by one person, and decrease the number of playable mission types when the number of users within a predetermined range is a second number compared to a third number which is less than the second number, for multiple types of missions playable by one person.

[0159] Furthermore, the multiple types of missions (for example, Missions 1 to 5) may or may not utilize the player's location information and the location information of other users. For example, a mission played by multiple people may utilize at least one of the player's location information and the location information of other users, or it may not utilize either the player's location information or the location information of other users. Also, in this embodiment, the assassination mission as a mission played by multiple people is a mission that does not require operation by other users when the player plays it, but it may be a mission that requires operation by other users. Specifically, for example, a mission played by multiple people may be one in which the player and other users fight by controlling predetermined objects such as characters with each other.

[0160] Furthermore, changes in the number of events playable by multiple people or events playable by one person, depending on the number of users within a predetermined range, may also change the probability of each event being selected in a game where the event to be played by the player is automatically selected. That is, in this embodiment, the game control unit 212 starts playing the mission selected by the user based on the player's operation to select a mission to play from among several types of missions, but the game control unit 212 may also be configured to automatically determine the mission to be played by the user from among several types of missions without the player's selection (without allowing the player to make a selection). For example, when a predetermined operation related to the start of a mission is performed (for example, an operation on the start button displayed on the display unit 18), the game control unit 212 may automatically determine the mission to start playing from among several types of missions and perform control to display a notification on the display unit 18 to the user of the mission to be started. This notification may be, for example, a predetermined character (for example, operator 340) instructing the player on the mission the player will perform this time (for example, which of the 1st to 5th missions it is).

[0161] In this configuration, where the game control unit 212 automatically determines the mission a player will play from among several types of missions, the game control unit 212 may change the probability of each mission being selected according to the number of users within a predetermined range. Specifically, for example, if the number of users within a predetermined range is greater than or equal to a predetermined number, the game control unit 212 may increase the probability of selecting an event that can be played by multiple people (e.g., an assassination mission) compared to the case where the number is less than the predetermined number. Also, if the number of users within a predetermined range is greater than or equal to a predetermined number, the game control unit 212 may decrease the probability of selecting an event that can be played by one person (e.g., a transport mission) compared to the case where the number is less than the predetermined number. Note that the probability of each mission being selected may change in only one step according to the number of players, or it may change in multiple steps (e.g., two or three or more steps).

[0162] The method for automatically determining which mission a player will play from among multiple types of missions is not particularly limited, but may include, for example, a method of determination by lottery, or a method in which the order of missions to be played is predetermined and the next mission to be played is determined according to a predetermined order. In the former method, for example, by changing the probability of each mission being selected in the lottery, a change in probability according to the number of users within a predetermined range can be realized. In the latter method, for example, multiple types of tables defining the order of missions are stored in the storage unit 220, and the table to be used is determined according to the number of users within a predetermined range, thereby realizing a change in probability according to the number of users within a predetermined range. That is, by making the frequency of events played by multiple people and events played by one person occur differently depending on the table, a change in probability according to the number of users within a predetermined range can be realized.

[0163] Note that "increased probability (or high probability)" includes the case where the lower probability (in other words, the baseline probability) is 0%.

[0164] Furthermore, in a configuration where the number of playable events changes according to the number of users within a predetermined range, it is not necessary to calculate the number of users within the predetermined range and then perform various processing steps, as long as the number of playable events changes according to the number of users within the predetermined range as a result.

[0165] (Target details) As mentioned above, the method for determining the target user in an assassination mission is not particularly limited, but the game control unit 212 may determine another user who meets predetermined conditions as the target user. These predetermined conditions may include conditions such as the user's rank being within a predetermined range. Specifically, these predetermined conditions may include conditions such as the user's rank being equal to or greater than the player's rank. Note that "rank" may indicate the relative position among users (in other words, rank, skill), or it may indicate proficiency, etc. Furthermore, the user's rank may be the user's own rank, or the rank of the character the user uses, etc. In other words, "rank" may include each user's rank in the aforementioned ranking, or the "level" in conventional games, etc.

[0166] Furthermore, the game control unit 212 may prioritize selecting users who are currently playing a mission (e.g., an assassination mission or a transport mission) as target users compared to users who are not currently playing a mission. The game control unit 212 may also prioritize selecting users who are running the application related to this embodiment in the foreground as target users compared to users running it in the background. "Priority" can also be interpreted as increasing the probability of selection. "Priority" also includes cases where the probability of selection for the non-priority side is 0%.

[0167] Furthermore, the game control unit 212 may preferentially select users who are walking in real space as target users compared to users who are traveling by car. In other words, the probability of being selected as a target user may be lower when traveling by car compared to when traveling on foot. Specifically, for example, the game control unit 212 may change the probability of being selected as a target user according to the user's movement speed. More specifically, for example, the game control unit 212 may lower the probability of being selected as a target user when the user is traveling at a first speed (for example, a speed estimated to be when traveling by car) compared to when the user is traveling at a second speed (for example, a speed estimated to be when walking). Here, the first speed may be faster or slower than the second speed. When imagining oneself being targeted by someone in real space, it is conceivable that one is less likely to be targeted when traveling by car compared to when traveling on foot. By adopting such a configuration, it is possible to make what is happening in the game feel more real, thereby improving the enjoyment of the game. Furthermore, in games that utilize location information indicating the user's position, methods for determining the user's movement speed are publicly known, and the movement speed can be determined using known methods. For example, the game control unit 212 may calculate the movement speed from the amount of change in the user's location information.

[0168] Furthermore, "selecting a target user" may include extracting a candidate as a target user (in other words, a target), or automatically determining one user as a target user.

[0169] (location information) As described above, the location information used in each process according to this embodiment may be location information at any point in time. Furthermore, the location information used in each process may be location information at one point in time (in other words, one piece of location information), or it may be location information at multiple points in time (in other words, multiple pieces of location information).

[0170] In other words, each process may determine the location of each user in real space based on their location information, but this location determination may be performed using location information from any point in time, or using multiple pieces of location information. To put it another way, in each process, the location of each user in real space may be determined using location information from any point in time, or using multiple pieces of location information. Furthermore, the type of location information used may differ from process to process. An example is shown below, but the location information used in each process is not limited to that shown.

[0171] For example, the game control unit 212 may determine each user's position in real space based on each user's current (in other words, most recent) position information. Alternatively, the game control unit 212 may determine each user's position in real space based on position information from a predetermined time (e.g., several tens of minutes) or more ago (in other words, position information older than the latest position information). Furthermore, the game control unit 212 may determine each user's position in real space based on each user's position information at the time a predetermined event occurs in the game. Additionally, the game control unit 212 may determine each user's position in real space based on each user's position information within a predetermined period. For example, the game control unit 212 may calculate coordinates from multiple position information within a predetermined period based on a predetermined calculation formula (e.g., a calculation formula for calculating the average value) and determine each user's position in real space based on the calculation result.

[0172] Specifically, for example, in an assassination mission, the player's position on the map may be determined based on the player's current location information. Furthermore, during the assassination mission, the player's position on the map may be updated as needed based on the player's current location information. Also, in an assassination mission, the target's position on the map may be determined based on the target user's location information at the start of the assassination mission. In this embodiment, the target's position on the map does not change during the assassination mission, but as a variation, the target's position on the map may be updated as needed during the assassination mission based on the target user's current location information. In other words, the game control unit 212 may move the target's position on the map in conjunction with the target user's movement in real space during the assassination mission.

[0173] Furthermore, in a battle event, for example, the content of the battle event is determined according to the location-related information of the target user, the location-related information of the player, or the positional relationship between the player and the target, but this location-related information and positional relationship may relate to location information at any point in time. For example, the location-related information of the target user used in a battle event during an assassination mission may be information related to the real-world position indicated by the location information used to determine the target's position in the assassination mission (for example, location information indicating the target user's position at the start of the assassination mission), or it may be information related to the real-world position indicated by the target user's location information at the start of the battle event. Also, for example, the location-related information of the target user used in a battle event as a counterattack event may be information related to the real-world position indicated by the location information of the target user (in other words, the other user who attacked the player) at the start of the counterattack event. Furthermore, the positional relationship between the player and the target may be, for example, the relationship between the position indicated by the player's location information at the start of the battle event and the position indicated by the location information used to determine the target's position in the assassination mission (in other words, the target user's location information before the start of the battle event). In other words, the positional relationship between the player and the target can be described as the positional relationship between the two users, as indicated by the player's position information and the target user's position information. However, the former and the latter do not necessarily have to be simultaneous positional information.

[0174] Furthermore, in this embodiment, the number of events a player can play is controlled according to the number of users within a predetermined range corresponding to the player's position in real space. However, the number of users in this case may be calculated based on location information at any given time. For example, the game control unit 212 may calculate the number of users currently within the predetermined range based on each user's current (in other words, most recent) location information. Alternatively, the game control unit 212 may calculate the number of users who have visited the predetermined range within a predetermined period based on each user's location information within that period (specifically, location information at each point in time within that period).

[0175] (Processing flow) Next, an example of the process according to this embodiment will be explained with reference to the flowchart.

[0176] First, we will explain an example of the process of determining the real-world location to which the event played by the player (specifically, an assassination mission) is associated, using the location information of other users, referring to the flowchart shown in Figure 8.

[0177] First, the game control unit 212 determines which of several users will be the target user for the event the player is playing (step S101). For example, the game control unit 212 determines the target user based on the actions of the player who chooses to play an assassination mission.

[0178] Next, the game control unit 212 acquires the target user's location information and associates the events the player plays with the real-world location indicated by the target user's location information (step S102). Specifically, the game control unit 212 determines the virtual space (in other words, on a map) location corresponding to the real-world location indicated by the target user's location information as the target location, and places the target object 31 at that virtual space location.

[0179] Next, the game control unit 212 initiates the player's play of the event (step S103).

[0180] While the player is playing the event, the game control unit 212 moves the player's position in the virtual space (in other words, the player's position within the event) in conjunction with the player's movement in the real space (step S104). On the other hand, while the player is playing the event, the game control unit 212 does not move the position in the real space to which the event is associated (specifically, the target's position) even if the target user moves in the real space.

[0181] Next, we will explain an example of a process that changes the content of the events a player plays (in other words, the gameplay) according to information related to the real-world location indicated by the location information of other users different from the player in question, referring to the flowchart shown in Figure 9.

[0182] The game control unit 212 acquires location-related information of the target user at a predetermined timing, such as the start of a battle event (step S201). This location-related information may be acquired based on the target user's location information.

[0183] Next, the game control unit 212 determines the content of the battle event based on the target user's location-related information. Specifically, the game control unit 212 determines the battle event situation based on the target user's location-related information (step S202).

[0184] Next, the game control unit 212 initiates a battle event corresponding to the determined content (specifically, the situation) (step S203).

[0185] In a battle event, the control unit 110 of the player's terminal device 10 displays a display on the display unit 18 corresponding to the determined situation (step S204). Specifically, the control unit 110 displays on the display unit 18 a display showing that the target 321, which is a character corresponding to the target user, is located in a place corresponding to the determined situation, and that the target 321 and the reticle 322 aiming at the target 321 move in a manner corresponding to the determined situation. In this state, the control unit 110 accepts the player's operation to attack the target 321 (in other words, an operation related to the progress of the battle event).

[0186] Next, the game control unit 212 determines the success or failure of the battle event based on the player's actions (step S205). Specifically, the game control unit 212 determines that the battle event is successful if a specific action is performed while the center of the reticle 322 is overlapping the target 321, and the player's attack is considered successful. Conversely, the game control unit 212 determines that the battle event is a failure if a specific action is performed while the center of the reticle 322 is not overlapping the target 321, and the attack is considered a failure.

[0187] Furthermore, in the processing of step S202, the game control unit 212 may determine the content of the battle event based on, or alternatively, player position-related information or the positional relationship between the player's position and the target's position, in addition to the target user's position-related information.

[0188] The method for acquiring location-related information is not particularly limited, but the game control unit 212 may, for example, access a website that publishes the desired location-related information or a predetermined server that stores location-related information to acquire the location-related information. For example, if the location-related information is information about a facility, the game control unit 212 may, for example, access a predetermined server that stores facility information for the location indicated by the location information or a website that publishes such information to acquire facility information for the location where the user is currently located. Alternatively, for example, facility information for each region may be stored in the storage unit 220, and the game control unit 212 may acquire facility information for the location where the user is currently located from the storage unit 220. Furthermore, if the location-related information is information about whether the user is indoors, outdoors, or inside a vehicle, the game control unit 212 may determine whether the user is indoors, outdoors, or inside a vehicle based on the facility information. Furthermore, if the location-related information is information about terrain, the game control unit 212 may access a predetermined server that stores terrain information for the location indicated by the location information or a website that publishes such information to acquire terrain information for the location where the user is currently located. Furthermore, for example, topographic information for each region may be stored in the memory unit 220, and the game control unit 212 may obtain topographic information for the user's location from the memory unit 220. Also, if the location-related information is weather-related, the game control unit 212 may access a website that publishes weather information or a predetermined server that stores weather information to obtain weather information corresponding to the user's location. In addition, the game control unit 212 may obtain information detected using various sensors built into a predetermined device such as the terminal device 10 (for example, temperature information detected by a temperature sensor) as weather information. The game control unit 212 may obtain location-related information based on location information obtained by the location information acquisition unit 116, but it may also obtain location-related information without relying on location information obtained by the location information acquisition unit 116.

[0189] Next, we will explain an example of the processing related to the counterattack event, referring to the flowchart shown in Figure 10.

[0190] The game control unit 212 notifies the player that they have been attacked when another user attacks them. Specifically, in a battle event, if the other user (player) attacks the target 321 corresponding to the target user, the game control unit 212 notifies the target user that they have been attacked. More specifically, when another user attacks the player, it instructs the player's terminal device 10 to notify the player that they have been attacked (step S301). The player's terminal device 10 then displays a notification display 400 on the display unit 18 based on this instruction (step S302). The notification display 400 includes information about the other user who carried out the attack.

[0191] Next, the game control unit 212 initiates a battle event targeting the other user who carried out the attack, based on a predetermined operation performed by the player who was notified of the attack (step S303).

[0192] Here, the game control unit 212 may determine the content of the battle event based on at least one of the following: location-related information of the target user, location-related information of the player, or the positional relationship between the player's position and the target's position. For example, the game control unit 212 may determine the situation of the battle event based on location-related information of the target user. If the situation of the battle event is determined based on location-related information of the target user, it can also be said that the real-world location to which the battle event is associated is determined using the location information of the other user who performed the attack.

[0193] Next, we will explain an example of a process that changes the number of playable events according to the number of users within a predetermined range, referring to the flowchart shown in Figure 11.

[0194] First, the control unit 110 of the player's terminal device 10 requests the server 20 to present playable events when displaying a screen for selecting an event to play (step S401).

[0195] Based on the request, the game control unit 212 determines the number of users within a predetermined range corresponding to the player's position (step S402). In other words, the game control unit 212 determines the population density around the player.

[0196] Next, the game control unit 212 determines the playable events for the player according to the number of users within the predetermined range (step S403).

[0197] Next, the game control unit 212 notifies the player's terminal device 10 of the determined playable event (step S404).

[0198] Next, the control unit 110 of the terminal device 10 presents the notified playable events to the player (in other words, displays a screen on the display unit 18 for selecting an event to play (in other words, a display showing playable events)) and accepts the player's operation to select a specific event from the notified playable events (step S405).

[0199] Next, the game control unit 212 starts playing the event selected by the player (step S406).

[0200] Furthermore, the process in step S403 may be a process of selecting multiple target candidates. In this case, the player will be presented with multiple assassination missions with different targets as playable events. Also in this case, the screen for selecting the event to play in step S401 may be a screen where a specific candidate can be selected from multiple candidates (see Figure 5). Furthermore, the process in step S403 may be a process of selecting multiple destination candidates. In this case, the player will be presented with multiple transport missions with different destinations as playable events. Furthermore, the process in step S403 may be a process of selecting a playable event from multiple types of events. In this case, the player will be presented with types of events corresponding to the surrounding population density as playable events. Also in this case, the screen for selecting the event to play in step S401 may be a screen where an event can be selected from multiple types of events with different gameplay.

[0201] In the game of this embodiment, the target's position and destination's position can also be described as the "position of the target object." That is, in this embodiment, the game control unit 212 determines the position in real space to which the event played by the player is associated using the position information of other users, which can also be described as determining the position of the target object in the event using the position information of other users. However, the position in real space to which the event is associated is not limited to the position of the target object, but may also be, for example, a predetermined range in virtual space when that range is set as the target range of the event (in other words, the reference position of the predetermined range).

[0202] 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).

[0203] 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.

[0204] <Note> The configuration of this embodiment may be used, for example, to improve the entertainment value of a game. The matters described in the above embodiments may also be described as follows.

[0205] (Note 1-1) Computers, In a game that utilizes location information indicating the user's position in real space, a control means (e.g., game control unit 212) functions to determine the real-world location to which the events played by the user are associated, using the location information of other users. The real-world location associated with the aforementioned event is determined using the location information of another user, and does not change even if that other user moves in the real world. program. With this configuration, the real-world location to which an event played by a user is associated changes according to the real-world location of other users, creating a connection between the event's location and those of other users. Furthermore, since the real-world location to which an event is associated is determined using the location information of other users and does not change even if those other users move in the real world, it prevents the event's associated location from moving in conjunction with the movement of other users while the user is playing the event. With this configuration, it is possible to realize unprecedented events in location-based games and improve the game's appeal.

[0206] (Appendix 1-2) Computers, A means for providing information to a specific user about other users who have had a specific impact on an object corresponding to that specific user, when such other users have had a specific impact on that object. Based on a predetermined operation performed by the specified user, who has been provided with information about other users who have had a specific impact, the event initiation means causes the specified user to initiate a predetermined event that has a specific impact on an object corresponding to the other users who have had a specific impact. The program described in Appendix 1-1. This configuration allows for a unique gameplay experience where, when a user exerts a specific influence on an object corresponding to another user, information about the user who exerted the influence is provided to the affected user. The user who receives this information can then choose whether or not to initiate an event that exerts a specific influence on the object corresponding to the user who exerted the influence. Therefore, the game's appeal can be enhanced.

[0207] (Appendix 1-3) The information provided by the aforementioned means regarding other users who have been specifically affected includes information regarding the location of those other users in real space. The program described in Appendix 1-2. With this configuration, users who have been affected in a particular way are provided with information about the real-world location of other users who have affected them in a particular way. This gives users the feeling that the person who affected their object is a real person, thereby enhancing the enjoyment of the game.

[0208] (Appendix 1-4) Computers, When another user has a specific effect on an object corresponding to a specific user, the game application is configured to function as a notification means (e.g., game control unit 212) that a specific effect has occurred, informing the specific user, who is running the game application in the background, that such an effect has occurred. The program described in Appendix 1-1. This configuration can strengthen the connection between the real world and the game, and enhance the enjoyment of the game.

[0209] (Appendix 1-5) The notification means changes the timing of notification to the specific user according to the positional relationship between the specific user and the positional relationship between the specific user and the other user who had a specific influence on the object corresponding to the specific user. The program described in Appendix 1-4. With this configuration, when one user has a specific effect on another user, the timing of the notification that the effect has occurred will change depending on the relative positions of the two users, making it possible to create an unprecedented gaming experience.

[0210] (Appendix 1-6) Computers, The system functions as a name notification means (e.g., game control unit 212) that notifies a user playing the event, whose corresponding real-world location is determined using the location information of another user, of the name of that other user. The name that the name notification means notifies the user playing the event of the other user is a nickname that is different from the name the other user has given themselves. The program described in Appendix 1-1. This configuration allows users playing an event to be informed of the names of other users involved in that event, while preventing them from being informed of the names they themselves have assigned to the event.

[0211] (Appendix 1-7) The aforementioned nickname is a name that is not explicitly displayed to the person to whom it was assigned, so that they do not know their real name. The program described in Appendix 1-6. This configuration allows for unprecedented use of user names in creating the game's world. Furthermore, this configuration prevents the identity of which user a given name belongs to from becoming known through real-world channels or other means.

[0212] (Appendix 1-8) In a game that utilizes location information indicating the user's position in real space, the game includes a control means (e.g., a game control unit 212) that determines the real-world location to which the events played by the user are associated, using the location information of other users. The real-world location associated with the aforementioned event is determined using the location information of another user, and does not change even if that other user moves in the real world. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1-1 can be achieved.

[0213] (Note 2-1) Computers, In a game that utilizes location information indicating a user's position in real space, a control means (e.g., game control unit 212) functions to change the number of multiplayer events and single-player events that a specific user can play, according to the number of users within a predetermined range corresponding to the specific user's position in real space. program. With this configuration, the number of users within a predetermined range in real space can be reflected in the number of playable events, specifically the number of events playable by multiple people and the number of events playable by one person. This enables unprecedented control over the number of playable events, thereby improving the enjoyment of the game.

[0214] (Note 2-2) The aforementioned event played by multiple people is an event played using the location information of a second user, different from the aforementioned specific user. The program described in Appendix 2-1. With this configuration, the number of playable events that utilize other users' location information can be varied according to the number of users within a predetermined range in the real world.

[0215] (Appendix 2-3) The aforementioned event that can be played by one person is an event that is played using the location information of the specific user. The program described in Appendix 2-2. With this configuration, the number of playable events for the two types of events that use location information can be varied according to the number of users within a predetermined range in the real world.

[0216] (Appendix 2-4) The aforementioned event played by multiple people is an event that can proceed without requiring the operation of the second user. The program described in Appendix 2-3. With this configuration, the number of playable events, which can proceed without requiring the input of other users, can be varied according to the number of users within a predetermined range in the real world.

[0217] (Appendix 2-5) The aforementioned multiplayer event is an event in which an object corresponding to the second user is placed at a virtual location corresponding to the real-world location indicated by the second user's location information, and the virtual location where the object is placed does not change even if the second user moves in the real world during the event. The program described in any one of the appendices 2-2 to 2-4. With this configuration, in events played by multiple people, objects corresponding to other users are placed in virtual space at locations corresponding to those users' real-world positions, while the virtual space locations of these objects do not change even if those other users move in the real world. With this configuration, it is possible to realize unprecedented events in location-based games and improve the enjoyment of the game.

[0218] (Appendix 2-6) Computers, In selecting the second user, the selection means (e.g., game control unit 212) functions to select a user who is currently playing a predetermined event as the second user, prioritizing this user over a user who is not currently playing any event. The program described in any one of the appendices 2-2 to 2-4. With this configuration, the likelihood of being selected as a user participating in a multiplayer event can be differentiated depending on whether or not a user is currently playing a specific event.

[0219] (Appendix 2-7) In a game that utilizes location information indicating a user's position in real space, the game includes a control means (e.g., a game control unit 212) that changes the number of multiplayer events and single-player events that a specific user can play, according to the number of users within a predetermined range corresponding to the specific user's position in real space. Information processing system. With this configuration, the same effects as the program described in Appendix 2-1 can be achieved.

[0220] (Note 3-1) Computers, In a game that utilizes location information indicating the user's position in real space, a control means (e.g., a game control unit 212) functions to change the gameplay of a predetermined event played by the first user according to information related to the second user's location in real space. program. With this configuration, the gameplay of events played by users changes according to the real-world location of other users, making it possible to provide an unprecedented gaming experience. Therefore, the enjoyment of the game can be enhanced.

[0221] (Appendix 3-2) The control means changes the gameplay of the predetermined event played by the first user depending on whether the real-world location indicated by the second user's location information is indoors or outdoors. The program described in Appendix 3-1. With this configuration, the gameplay of an event played by a user changes depending on whether other users are indoors or outdoors, making it possible to provide an unprecedented gaming experience.

[0222] (Appendix 3-3) The control means changes the gameplay of the predetermined event played by the first user according to the facility at the location in real space indicated by the second user's location information. The program described in Appendix 3-1. With this configuration, the gameplay of events played by users will change depending on the real-world locations where other users are present, making it possible to provide an unprecedented gaming experience.

[0223] (Appendix 3-4) The control means changes the gameplay of the predetermined event played by the first user according to the terrain of the real-world location indicated by the second user's location information. The program described in Appendix 3-1. With this configuration, the gameplay changes depending on the terrain of the real-world location where other users are, providing an unprecedented gaming experience.

[0224] (Appendix 3-5) The predetermined event played by the first user is an event in which the second user fights against a character corresponding to the first user. The program described in any one of the appendices 3-1 to 3-4. With this configuration, the gameplay of events where players battle characters corresponding to other users will change according to the real-world location of those other users, making it possible to provide an unprecedented gaming experience.

[0225] (Appendix 3-6) The predetermined event played by the first user is an event that proceeds without requiring any action from the second user. The program described in any one of the appendices 3-1 to 3-4. With this configuration, it becomes possible to change the gameplay of events played by users according to the real-world location of other users, while still allowing the events to progress without requiring any action from those other users. This makes it possible to provide an unprecedented gaming experience.

[0226] (Appendix 3-7) The first user can move in the real world to approach the location in the real world indicated by the location information of the second user, and can initiate the predetermined event at any time. The control means changes the gameplay of the predetermined event played by the first user according to the relationship between the real-world position indicated by the second user's location information and the real-world position indicated by the first user's location information when the predetermined event is initiated. The program described in any one of the appendices 3-1 to 3-4. With this configuration, it becomes possible to change the gameplay of events played by users based on the relationship between their own position in real space and the positions of other users in real space, thereby providing an unprecedented gaming experience.

[0227] (Appendix 3-8) In a game that utilizes location information indicating the user's position in real space, the game includes a control means (e.g., a game control unit 212) that changes the gameplay of a predetermined event played by the first user according to information related to the second user's position in real space indicated by the location information. Information processing system. With this configuration, the same effects as the program described in Appendix 3-1 can be achieved.

[0228] 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]

[0229] 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, This system functions as a name notification mechanism to inform the first user playing a specific event within the game of the name of the second user. The name that the name notification means notifies the first user who is playing the specific event of the second user is a nickname assigned to the second user in response to the second user's play of the game. program.

2. The nickname assigned to the second user is a name that is not explicitly shown to the second user within the game. The program according to claim 1.

3. Each user has a name that they can arbitrarily set, and a nickname that is assigned to each user in accordance with their gameplay. In the specific event played by the first user, the first user is referred to by the specific name by the in-game character, and the second user is referred to by their common name by the in-game character. The program according to claim 1.

4. Each user has a name that they can arbitrarily set, and a nickname that is assigned to each user in accordance with their gameplay. In the specific event played by the first user, the specific name indicating the second user will not be notified to the first user in a manner that allows them to recognize it as relating to the second user. The program according to any one of claims 1 to 3.

5. The system includes a name notification mechanism that notifies the first user, who is playing a specific event within the game, of the name of the second user. The name that the name notification means notifies the first user who is playing the specific event of the second user is a nickname assigned to the second user in response to the second user's play of the game. Information processing system.