Programs and Information Processing Systems
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2025-01-22
- Publication Date
- 2026-08-03
AI Technical Summary
【0006】 本発明によれば、サービスの興趣性が向上する。
Smart Images

Figure 2026125331000001_ABST
Abstract
Description
Technical Field
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[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, a technique capable of providing a service according to the position of a user in the real space has been known (for example, Patent Document 1).
Prior Art Document
Patent Document
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The present invention aims to improve the interestingness of the service.
Means for Solving the Problems
[0005] To solve the above problems, the program of the present invention causes a computer to function as a control means for making an object displayed at a first height position in a virtual space corresponding to the real space operable, and making an object displayed at a second height position different from the first height position in the virtual space operable when a predetermined condition is satisfied.
Effects of the Invention
[0006] According to the present invention, the interestingness of the service is improved.
Brief Description of the Drawings
[0007] [Figure 1] It is a diagram for explaining each configuration of the information processing system. [Figure 2] It is a hardware configuration diagram of the information processing system. [Figure 3] This is a functional block diagram of an information processing system. [Figure 4] This is a diagram to illustrate specific examples of gameplay images. [Figure 5] This is a diagram to illustrate other specific examples of gameplay images. [Figure 6] This diagram illustrates specific examples of objects that can be selected. [Figure 7] This diagram illustrates specific examples of the usable range for each accompanying monster. [Figure 8] This is a diagram illustrating specific examples of the display positions of enemy monsters. [Figure 9] This is a flowchart of the process when setting up accompanying monsters. [Figure 10] This is a diagram illustrating a variation. [Modes for carrying out the invention]
[0008] Figure 1 is a diagram illustrating the various components of the information processing system 1000. The information processing system 1000 consists of a terminal device 100 and a server device 200. As shown in Figure 1, the terminal device 100 and the server device 200 can communicate with each other via a network N. The network N is assumed to be, for example, the internet.
[0009] The terminal device 100 is portable by the user and may include, for example, a smartphone, a personal computer, or a portable game console. The terminal device 100 also stores various programs, including application programs. In practice, multiple terminal devices 100 communicate with the server device 200. However, for illustrative purposes, Figure 1 shows only one terminal device 100.
[0010] The server device 200 provides the terminal device 100 with various information used when the terminal device 100 executes application programs. Specifically, the terminal device 100 and the server device 200 work together to enable the terminal device 100 to run services that utilize the user's location information, such as games that utilize the user's location information (referred to as location-based games). In Figure 1, an example is shown where the server device 200 is composed of a single server device, but the server device 200 may be composed of multiple server devices (systems).
[0011] The terminal device 100 is configured to acquire location information in real space. Specifically, the terminal device 100 is equipped with a GPS (Global Positioning System) receiver and is configured to receive GPS signals. These GPS signals include information indicating the position of the terminal device 100, calculated using an Earth model that approximates the Earth as an ellipsoid.
[0012] For the purposes of this explanation, the direction parallel to the surface of the Earth model described above may be referred to as the "X-axis direction," the direction parallel to the surface of the Earth model and perpendicular to the X-axis direction as the "Y-axis direction," and the direction perpendicular to the surface of the Earth model as the "Z-axis direction." The GPS signal includes horizontal position information (Xr, Yr) indicating the position of the terminal device 100 in the XY plane (horizontal plane), and altitude information (Zr) indicating the position of the terminal device 100 in the Z-axis direction (height direction).
[0013] For the purposes of this explanation, the horizontal position (Xr, Yr) of the terminal device 100 in real space may be referred to as "user position Pr". The user's position along the Z-axis in real space may also be referred to as user altitude Zr. In location-based games, a usable area (see Rx in Figure 4 below) is set in the virtual space according to the user's position Pr in real space. For example, a roughly circular area centered on the virtual space position corresponding to the user's position Pr (see Pv in Figure 4 below) is set as the usable area.
[0014] Figure 2 is a hardware configuration diagram of the information processing system 1000. As described above, the information processing system 1000 includes the terminal device 100 and the server device 200. As shown in Figure 2, the terminal device 100 is configured to include a processing device 101, a storage device 102, a communication device 103, a display device 104, a GPS receiver 105, an acceleration direction sensor 106, and a camera 107. Each of the above components is communicably connected via a system bus.
[0015] The processing device 101 controls the entire terminal device 100. The above processing device 101 may be composed of one or more processors. Specifically, the processing device 101 may be composed of one or more types of processors such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), an FPGA (Field Programmable Gate Array), or an ASIC (Application Specific Integrated Circuit).
[0016] The storage device 102 stores various programs including a basic program and an application program PGx. As the storage device 102, for example, a known recording medium such as a semiconductor recording medium and a magnetic recording medium may be adopted. Also, the storage device 102 may be composed of one recording medium or a plurality of recording mediums. The application program PGx is downloaded in advance and installed in the terminal device 100. Further, the storage device 102 stores various game data (data indicating items given to the user, data indicating the status of the user character, etc.) used in the location information game.
[0017] The display device 104 is configured to include a display panel 104a and a touch panel 104b. The display panel 104a is, for example, a flat display composed of an organic EL (Electro Luminescence). The touch panel 104b is configured to be able to detect a touch operation of a user. Specifically, the touch panel 104b is provided so as to overlap the display panel 104a and receives a touch operation on an image displayed on the display panel 104a.
[0018] The GPS receiver 105 receives GPS signals from GPS satellites. The acceleration azimuth sensor 106 is composed of a combination of various sensors including a compass for detecting azimuth, an acceleration sensor, and a gyro sensor. The communication device 103 communicates with the server device 200 via the network N. The camera 107 includes an image sensor and the like, and generates a captured image by converting incident light incident from a lens into an electrical signal.
[0019] The server device 200 is configured to include a processing device 201, a storage device 202, and a communication device 203. Each of the above components is communicably connected via a system bus. The processing device 201 controls the entire server device 200. The processing device 201 of the server device 200 can be composed of one or more processors, similar to the processing device 101 of the terminal device 100 described above. Specifically, the processing device 201 can be composed of one or more types of processors such as a CPU, a GPU, a DSP, an FPGA, or an ASIC.
[0020] The storage device 202 stores various programs, including the basic program and the game management program PGy. For the storage device 202 of the server device 200, known recording media such as semiconductor recording media and magnetic recording media may be used. The storage device 202 may consist of one recording media or multiple recording media. Furthermore, the storage device 202 stores various game data used in location-based games (such as data indicating items assigned to the user and data indicating the status of the user character) in association with the user's identifier. The communication device 203 communicates with the terminal device 100 via the network N.
[0021] Figure 3 is a functional block diagram of the information processing system 1. As shown in Figure 3, the information processing system 1 of this embodiment is composed of a terminal device 10 and a management device 20. For example, the terminal device 100 functions as a terminal device 10 by executing the application program PGx. Also, the server device 200 functions as a management device 20 by executing the game management program PGy. Each of these components can communicate via the network N.
[0022] The terminal device 10 is configured to include control means 11. However, the above configuration (functions) may also be provided by the management device 20.
[0023] The terminal device 10 (control means 11) allows the user to operate an object (enemy monster image Gma, described later) displayed at a first height position (ground surface) in the virtual space Sv corresponding to the real space Sr, and allows the user to operate an object (enemy monster image Gmb, described later) displayed at a second height position (sky) different from the first height position in the virtual space Sv when predetermined conditions (hereinafter referred to as "appearance conditions") are met (when the flying monster nz, described later, is a companion monster). The above configuration will be described in detail later using Figures 6(a) and 6(b).
[0024] In this embodiment, as a concrete example of making an object "operable" according to the present invention, we illustrate by enabling the "act of selecting an enemy monster m to be the opponent in a battle event" (the "selection operation" in this embodiment). However, making an object "operable" according to the present invention includes at least enabling the "act of selecting a specific object and changing a predetermined parameter of that object (for example, the act of attacking an enemy character to reduce the enemy character's health, the act of restoring the health of an ally character, the act of lowering the attack power of an enemy character, the act of increasing the attack power of an ally character), the "act of acquiring (capturing) a specific object," and the "act of moving a specific object." In other words, making an object "operable" according to the present invention is a different concept from "simply displaying an object that does not trigger an event when touched."
[0025] Furthermore, in this embodiment, if the above-mentioned appearance conditions are met, an object (enemy monster image Gmb) is displayed at a second height position (in the sky). The above configuration will be described in detail later using Figures 6(a) and 6(b). In addition, the terminal device 10 is capable of displaying the object displayed at the first height position (ground surface) and the object displayed at the second height position (in the sky) in a manner that allows them to be distinguished. The above configuration will be described in detail later using Figure 8(b).
[0026] In the above configuration, the terminal device 10 may adopt a configuration that changes the range (usable area R) of the operable virtual space Sv according to the manner of the user's movement (movement speed) in the real space Sr. A specific example adopting the above configuration will be described in detail using Figure 10(b) as a modification of this embodiment. Furthermore, a configuration may be adopted that changes the range (usable area R) of the operable virtual space Sv according to the user's position in the height direction (user height Zr) in the real space Sr. A specific example adopting the above configuration will be described in detail using Figure 10(a) as a modification of this embodiment.
[0027] The terminal device 10 can notify information about the location where the appearance conditions must be met. For example, it can notify information about event spots ves (an example of a location where the appearance conditions must be met) corresponding to the enemy monster mb described later. The above configuration will be explained in detail with reference to Figure 5.
[0028] The terminal device 10 can set the range of the operable virtual space Sv variably for each object. With this configuration, the enjoyment of the game is improved compared to a configuration where the range of the operable virtual space Sv is uniform for each object. However, in a configuration where the range of the operable virtual space Sv is variable for each object, if all objects are displayed at a common height (for example, the ground surface), it may be difficult to grasp the operable range of each object, which can be a disadvantage.
[0029] To suppress the above-mentioned inconveniences, this embodiment employs a configuration in which the range in the virtual space Sv where each object (enemy monster image Gma) displayed at a first height position (ground surface) can be manipulated is common to all such objects, and the range in the virtual space Sv where each object (enemy monster image Gmb) displayed at a second height position (sky) can be manipulated is common to all such objects. With this configuration, the range in which an object can be manipulated can be determined based on the height position in which the object is displayed. Therefore, the aforementioned inconveniences are suppressed.
[0030] Figure 4 is a conceptual diagram of a specific example of the play screen Mp displayed on the terminal device 10. The virtual space Sv is displayed on the play screen Mp. The location-based game is played in this virtual space Sv. Specifically, in the location-based game, various events (battle events with enemy monsters, item acquisition events, etc.) can be executed in the virtual space Sv by the user moving in the real space Sr.
[0031] The play screen Mp displays the virtual space Sv in a bird's-eye view or overhead view. The virtual space Sv is displayed based on map information and user location Pr in the real space Sr. The map information is transmitted, for example, from the management device 20 to the terminal device 10. However, the management device 20 may be configured to acquire map information from an external server and transfer that map information to the terminal device 10. The user location Pr is identified using the GPS signal described above.
[0032] As shown in Figure 4, the play screen MP is composed of various objects. Specifically, the play screen MP is composed of a character image Gp, an area image Gr, enemy monster images Gm(a, b), a ground image Gg, a companion monster image Gn, and button images Gb(1-3). Note that in the specific example in Figure 4, only a selection of the objects displayed on the play screen MP are shown.
[0033] The ground image Gg in the virtual space Sv is displayed in the area corresponding to the ground surface in the real space Sr. As shown in Figure 4, the ground image Gg displays the area corresponding to the road in the real space Sr. The above ground image Gg is displayed based on map information in the real space Sr.
[0034] The character image Gp represents the user character in the virtual space Sv. As shown in Figure 4, the character image Gp is displayed at the character position Pv. The character position Pv in the virtual space Sv corresponds to the user position Pr in the real space Sr. Specifically, as the user position Pr indicated by the GPS signal moves, the character position Pv in the virtual space Sv moves. In this configuration, the character image Gp moves in the virtual space Sv as the user moves in the real space Sr. Furthermore, the orientation of the character image Gp in the virtual space Sv corresponds to the orientation of the user (terminal device 10) in the real space Sr.
[0035] The region image Gr displays the outer edge of the usable region R. For example, the usable region R is set to the area in the virtual space Sv corresponding to the area from the user position Pr to a predetermined distance (e.g., about 50 meters). In the above configuration, the character image Gp (character position Pv) is located approximately at the center of the usable region R in the virtual space Sv. As will be described in detail later, the size of the usable region R in this embodiment varies depending on the accompanying monster. When the usable region R changes, the region image Gr displays the outer edge of the usable region R after the change.
[0036] The available region R is the region that can be selected to initiate each event (such as a battle event) in the virtual space Sv. Specifically, the virtual space Sv has multiple event spots ves. Each of these event spots ves corresponds to one of the events. In addition, an object corresponding to the event that corresponds to that event spot ves is displayed. For example, in the specific example in Figure 4, we assume that event spot ves1 corresponds to a "battle event with enemy monster ma". In this case, the enemy monster image Gma representing the enemy monster ma is displayed in event spot ves1.
[0037] If an enemy monster image Gm (event spot ves) is located within the usable area R, the user can initiate a battle event with the corresponding enemy monster m by touching (selecting) the enemy monster image Gm. On the other hand, touching an enemy monster image Gm located outside the usable area R will not initiate a battle event. Furthermore, if an item image is located within the usable area R, the user can acquire the corresponding item by touching the item image. In addition to touching the object itself located within the usable area R, touching the area around the object will also initiate an event corresponding to that object.
[0038] In location-based games, even if an object is located outside the usable area R, the user can move in real space Sr to position the object within the usable area R, thereby enabling the initiation of the event corresponding to that object. Furthermore, when an object located outside the usable area R is touched, a different event may be executed than the one executed when the object is located within the usable area R. For example, if an enemy monster image Gm located outside the usable area R is touched, the battle event may not start, and instead, the strength of the enemy monster m corresponding to the enemy monster image Gm may be displayed. Also, if an item image located outside the usable area R is touched, a message such as "Get closer and touch to acquire" may be displayed.
[0039] The companion monster image Gn on the play screen Mp is displayed when a companion monster is set. Specifically, in this embodiment, one of several types of companion monsters n (normal monster nx, mountable monster ny, flying monster nz) can be set as the companion monster. If no companion monster is set, the character image Gp is displayed on the ground image Gg (ground surface), and the companion monster image Gn is not displayed. On the other hand, if a companion monster is set, the companion monster image Gn representing the companion monster n set as the companion monster is displayed. The companion monster image Gn moves with the user's position Pr, just like the character image Gp.
[0040] For example, the specific example in Figure 4 assumes that the accompanying monster is a normal monster nx. In this case, the character image Gp is displayed on the ground image Gg (ground surface), just as when no accompanying monster is set. Also, when the accompanying monster is a normal monster nx, the normal monster image Gnx is displayed on the ground image Gg near the character image Gp. A specific example of when a companion monster other than a normal monster nx (mountable monster ny, flying monster nz) is set as the accompanying monster will be explained in detail using Figure 5 below.
[0041] If no companion monster is set, the user character must win the battle event alone. On the other hand, if a companion monster is set, both the user character and the chosen companion monster will participate in the battle event. Therefore, setting a companion monster makes it easier to win battle events.
[0042] Furthermore, as will be explained in more detail later, the number of selectable enemy monster images Gm(a, b) may increase depending on the type of accompanying monster (normal, rideable, flying). Specifically, the available area R includes the ground area Rx and the air area Ry. Also, depending on the type of accompanying monster, there are cases where only the ground area Rx is set (accompanying monster = none, normal, rideable) and cases where both the ground area Rx and the air area Ry are set (accompanying monster = flying).
[0043] The enemy monster image Gm includes the enemy monster image Gma displayed on the ground and the enemy monster image Gmb displayed in the sky. Of the above enemy monster images Gm(a, b), the ground-level enemy monster image Gma can be selected if it is located in the ground area Rx. For example, in the specific example in Figure 4, we assume that the enemy monster image Gma (event spot ves1) is located in the ground area Rx. In this case, the enemy monster image Gma can be selected.
[0044] On the other hand, among the enemy monster images Gm(a, b), the upper-air enemy monster image Gmb can be selected if the upper-air region Ry is set. For example, if the accompanying monster is a normal monster nx, the ground region Rx is set, but the upper-air region Ry is not set. Therefore, if a normal monster nx is the accompanying monster, the upper-air enemy monster image Gmb cannot be selected. The above configuration will be explained in detail using Figure 7.
[0045] Furthermore, the size of the available area R (ground area Rx, upper area Ry) may change depending on the type of accompanying monster (normal, rideable, or flying). For example, if the accompanying monster is a normal monster nx (see Figure 4), the virtual space Sv corresponding to the range up to approximately 50 meters from the user's position Pr is set as the ground area Rx1. On the other hand, if the accompanying monster is a rideable monster ny (see Figure 5), the virtual space Sv corresponding to the range up to approximately 100 meters from the user's position Pr is set as the ground area Rx2. The above configuration will be explained in detail using Figure 7.
[0046] The button image Gb on the play screen Mp consists of button image Gb1, button image Gb2, and button image Gb3. When button image Gb1 is touched, the system switches to auto mode. In auto mode, objects located in the available area R are automatically selected (without touch operation), and the event corresponding to that object is executed. In auto mode, events that have been started proceed and finish automatically. However, if the user's movement speed is slower than a predetermined speed, the system may be configured so that events are not executed automatically even in auto mode.
[0047] When button image Gb2 is touched, the play screen Mp switches to the menu screen. Through the menu screen, the user can, for example, set (change) one of the companion monsters n that they own as their companion monster. Companion monster n is given to the user at appropriate times. For example, if the user wins a battle event against enemy monster m, that enemy monster m may be given to the user as companion monster n. Alternatively, companion monster n may be given to the user by spending in-game currency.
[0048] When button image Gb3 is touched, the play screen Mp switches to the item screen. The user can use various items via the item screen. For example, items that restore the character's hit points can be used via the item screen. The user can also view their character's stats (such as attack power) and the weapons and armor equipped by the character via the item screen. Furthermore, the user can change the weapons and armor equipped by the character. The display of the character image Gp changes depending on the type of weapons and armor equipped by the character.
[0049] As described above, the virtual space Sv is displayed in an overhead view on the play screen Mp. In this embodiment, the viewing angle (hereinafter referred to as "viewing angle θ") of each object in the virtual space Sv can be changed. In this embodiment, the viewing angle θ refers to the magnitude of the angle between the viewing direction in the virtual space Sv and the ground surface Sg (ground surface image Gg).
[0050] Specifically, when the play screen Mp (touch panel 104b) is pinched, the viewing angle θ is changed. In this embodiment, the viewing angle θ can be changed within the range of "approximately 0 degrees ≤ θ ≤ approximately 90 degrees". Furthermore, the closer the viewing angle θ is to 0 degrees, the more the virtual space Sv as viewed from a viewpoint closer to the ground surface Sg is displayed. Conversely, the closer the viewing angle θ is to 90 degrees, the more the virtual space Sv as viewed from a viewpoint farther from the ground surface Sg is displayed. Specifically, when the viewing angle θ approaches 90 degrees, the play screen Mp switches from an overhead view to a bird's-eye view.
[0051] Figure 5 is a diagram illustrating another specific example of the play screen Mp. In the example in Figure 4 above, it was assumed that a normal monster nx was set as the companion monster. On the other hand, the left side of Figure 5 shows a simulated example of the play screen Mp when a mountable monster ny is set as the companion monster. In the above example, the mountable monster image Gny, representing the mountable monster ny, is displayed on the play screen Mp. Specifically, when the mountable monster ny is set as the companion monster, the user character (Gp) riding the mountable monster ny (Gny) is displayed. The above mountable monster image Gny (character image Gp) is displayed on the ground image Gg (ground).
[0052] When the accompanying monster is a mountable monster ny, the ground area Rx is set within the available area R, just as when the accompanying monster is a normal monster nx, and the air area Ry is not set. Therefore, a battle event with enemy monster ma can be started by selecting the ground enemy monster image Gma from among the enemy monster images Gm(a, b), but a battle event with enemy monster mb cannot be started. However, when the accompanying monster is a mountable monster ny, the ground area Rx is larger compared to when the accompanying monster is a normal monster nx (see Figure 4 above).
[0053] Specifically, as mentioned above, when the accompanying monster is a normal monster nx, the ground area Rx1 is a virtual space Sv that corresponds to an area of approximately 50 meters from the user's position Pr. On the other hand, when the accompanying monster is a rideable monster ny, a ground area Rx2 is set. This ground area Rx2 is a virtual space Sv that corresponds to an area of approximately 100 meters from the user's position Pr, and is wider than the ground area Rx1 when the accompanying monster is a normal monster nx.
[0054] With the above configuration, when the accompanying monster is a rideable monster ny, it becomes possible to start events at many event spots ves even when the user's travel distance is relatively short, compared to when the accompanying monster is a normal monster nx. As shown in Figure 5, when the accompanying monster is a rideable monster ny, the region image Gr is displayed on the outer edge of the ground region Rx2.
[0055] The right side of Figure 5 shows a simulated example of the gameplay screen Mp when the flying monster nz is set as the companion monster among the companion monsters n. In this example, the flying monster image Gnz, representing the flying monster nz, is displayed on the gameplay screen Mp. Specifically, when the flying monster nz is set as the companion monster, the user character (Gp) riding on the flying monster nz (Gnz) is displayed. As shown in Figure 5, the flying monster image Gnz (character image Gp) is displayed above the ground image Gg (ground). Specifically, the flying monster image Gnz is displayed approximately directly above the character position Pv.
[0056] When the flying monster nz is set as the companion monster among the companion monster n (nx, ny, nz), both the ground area Rx and the aerial area Ry of the available area R are set. The above configuration can also be rephrased as follows: when the character image Gp is displayed on the ground (when no companion monster is set, when the normal monster nx is set as the companion monster, and when the mountable monster nz is set as the companion monster), only the ground area Rx of the available area R is set. Furthermore, when the character image Gp is displayed in the air (when the flying monster nz is set as the companion monster), both the ground area Rx and the aerial area Ry are set.
[0057] In this embodiment, the enemy monster m(a, b) includes enemy monster ma and enemy monster mb. The enemy monster image Gma representing enemy monster ma is displayed on the ground surface image Gg in the virtual space Sv, as shown in Figure 5. On the other hand, the enemy monster image Gmb representing enemy monster mb is displayed above the ground surface image Gg in the virtual space Sv. The right side of Figure 5 shows the case where the enemy monster image Gmb is displayed at event spot ves2.
[0058] Of the enemy monster images Gm, enemy monster image Gma can be selected when located in the ground area Rx. On the other hand, of the enemy monster images Gm, enemy monster image Gmb can be selected when located in the air area Ry. Specifically, if the accompanying monster is a normal monster nx or a mountable monster ny, enemy monster image Gmb will not be displayed in the virtual space Sv. On the other hand, if the accompanying monster is a flying monster nz, enemy monster image Gmb will be displayed in the virtual space Sv.
[0059] For example, in the specific example shown in Figure 5, we assume that event spot ves2 corresponds to the enemy monster mb. Even in this case, as shown in the left part of Figure 5, if the mountable monster my is the accompanying monster, the enemy monster image Gmb will not be displayed in event spot ves2. On the other hand, if the accompanying monster is changed to the flying monster nz, the enemy monster image Gmb will be displayed in event spot ves2, as shown in the right part of Figure 5.
[0060] As shown in the right-hand portion of Figure 5, when the ground area Rx and the upper-air area Ry are set, the area image Gr is displayed on the outer edge of the ground area Rx. However, a configuration in which an image representing the upper-air area Ry is displayed is also possible. For example, in addition to the area image Gr representing the outer edge of the ground area Rx, a configuration in which an area image representing the outer edge of the upper-air area Ry is displayed is also possible. It is preferable that the area image Gr representing the outer edge of the ground area Rx and the area image representing the outer edge of the upper-air area Ry differ in appearance (e.g., color).
[0061] As shown in the right-hand portion of Figure 5, depending on the accompanying monster, an advice image Ga may be displayed on the play screen Mp. This advice image Ga displays information that is advantageous to the user. For example, the advice image Ga may display information suggesting the direction of the event spot ves corresponding to the enemy monster mb (or the enemy monster m that can be selected when the flying monster nz is an accompanying monster). The trigger for displaying the advice image Ga can be changed as needed. For example, the system may be configured so that the advice image Ga is displayed for a predetermined period of time when a new accompanying monster is set.
[0062] Figure 6(a) is a diagram illustrating a specific example of an enemy monster image Gm(a, b) that can be selected. Figure 6(a) assumes that no accompanying monsters are set, that among the companion monsters n, the normal monster nx is the accompanying monster, or that the mountable monster ny is the accompanying monster. In these cases, as described above, the ground area Rx of the usable area R(x, y) is set, but the air area Ry is not set.
[0063] Figure 6(a) assumes that the virtual space Sv is viewed horizontally (parallel to the ground image Gg) (Figure 6(b), described later, is similar). It also assumes that among the event spots ves, event spot ves1 corresponds to enemy monster ma, and event spots ves2 and ves3 correspond to enemy monster mb. In this case, among the event spots ves, the enemy monster image Gma is displayed at event spot ves1. In the specific example of Figure 6(a), it is assumed that event spot ves1 (enemy monster image Gma) is located in the ground area Rx. In this case, by selecting the enemy monster image Gma, a battle event with enemy monster ma can be started.
[0064] In the specific example shown in Figure 6(a), the upper region Ry is not set, and the enemy monster mb in the air is not displayed. Also, the selection operation to start a battle event with the enemy monster mb is not accepted. In Figure 6(a), for illustrative purposes, the enemy monster mb corresponding to each event spot ves(2, 3) is shown with a dashed line.
[0065] Figure 6(b) illustrates another specific example of an enemy monster image Gm(a,b) that can be selected. Figure 6(b) assumes that among the companion monsters n, the flying monster nz is a companion monster. In this case, as described above, both the ground region Rx and the air region Ry of the usable region R(x,y) are set.
[0066] The specific example in Figure 6(b) assumes, similar to the specific example in Figure 6(a) above, that among the event spots ves, event spot ves1 corresponds to enemy monster ma, and event spots ves2 and ves3 correspond to enemy monster mb. Furthermore, the specific example in Figure 6(b) assumes that event spot ves1 (enemy monster image Gma) is located in the ground area Rx. In this case, by selecting enemy monster image Gma, a battle event with enemy monster ma can be started.
[0067] If a flying monster nz is a companion monster, an upper-air region Ry is set, and an image of an enemy monster Gmb in the air is displayed. For example, in the specific example in Figure 6(b), the enemy monster image Gmb is displayed at event spots ves2 and ves3. Also, in the specific example in Figure 6(b), it is assumed that event spot ves2 is located in the upper-air region Ry. In this case, the battle event can be started by selecting the enemy monster image Gmb displayed at event spot ves2. On the other hand, event spot ves3 is located inside the ground region Rx, but outside the upper-air region Ry. In this case, the enemy monster image Gmb displayed at event spot ves3 cannot be selected.
[0068] Incidentally, let's assume a configuration where enemy monster image Gma and enemy monster image Gmb are difficult to distinguish. In this configuration, some users may, for example, mistakenly identify the enemy monster image Gmb of event spot ves3 as enemy monster image Gma and select it, which can be problematic. Taking these circumstances into consideration, this embodiment employs a configuration that suppresses the above-mentioned problems. This configuration will be described in detail using Figure 8(b).
[0069] Figure 7 is a diagram illustrating the details of the available area R (ground area Rx, air area Ry). Figure 7 shows, for each accompanying monster, the type of accompanying monster (normal monster nx, rideable monster ny, flying monster nz), the available area R when that accompanying monster is set, and whether or not the advice image Ga (see Figure 5) is displayed when that accompanying monster is set.
[0070] For example, as shown in Figure 7, during periods when no accompanying monsters are set, only the ground area Rx1 of the available area R (ground area Rx, upper area Ry) is set. That is, since the upper area Ry is not set during periods when no accompanying monsters are set, the battle event with the upper enemy monster mb among the enemy monsters m(a, b) cannot be started. The ground area Rx1 is a virtual space Sv that corresponds to the area up to approximately 50 meters from the user's position Pr. Also, the aforementioned advice image Ga is not displayed during periods when no accompanying monsters are set.
[0071] As shown in Figure 7, during the period when a normal monster nx (1, 2…) is set as the companion monster, the ground area Rx1 of the available area R (ground area Rx, upper area Ry) is set, just as during the period when no companion monster is set. In other words, when a normal monster nx is set as the companion monster, the available area R does not change compared to when no companion monster is set. Also, when the companion monster is a normal monster nx, the upper area Ry is not set, so the battle event with the upper enemy monster mb cannot be started.
[0072] However, during the period when a regular monster nx is set as a companion monster, as mentioned above, it becomes easier to win battle events compared to when no companion monster is set. Note that the degree of advantage in battle events may vary depending on the type of regular monster nx. Specifically, the amount of damage (attack power) that can be inflicted on enemy monster m in a single attack may differ depending on the type of regular monster nx.
[0073] Furthermore, as shown in Figure 7, depending on the type of normal monster nx, the advice image Ga may or may not be displayed. For example, if normal monster nx1 is a companion monster, the advice image Ga is not displayed. On the other hand, if normal monster nx2 is a companion monster, the advice image Ga is displayed. For example, if normal monster nx2 is a companion monster, the advice image Ga is displayed indicating the direction of the event spot ves corresponding to the enemy monster mb in the sky. With this configuration, by moving in the advised direction and changing the companion monster to a flying monster nz, a battle event with the enemy monster mb can be started.
[0074] As shown in Figure 7, during the period when a mountable monster ny (1, 2…) among the companion monsters n is set as the accompanying monster, the ground area Rx2 of the available area R (ground area Rx, air area Ry) is set. As mentioned above, the ground area Rx2 (corresponding to the area up to approximately 100 meters from the user's position Pr) is larger than the ground area Rx1 (corresponding to the area up to approximately 50 meters from the user's position Pr). In other words, when a mountable monster ny is set as the accompanying monster, the available area R is wider compared to when no accompanying monster is set.
[0075] However, if you set a mountable monster ny as your companion monster, the aerial area Ry will not be set, and therefore you will not be able to start a battle event with the aerial enemy monster mb. During the period when mountable monster ny is set as your companion monster, you will have an easier time winning battle events, just as when other companion monsters n are set as your companion monsters. Note that the degree of advantage in battle events may vary depending on the type of mountable monster ny.
[0076] As shown in Figure 7, depending on the type of mountable monster ny, the advice image Ga may or may not be displayed. For example, if mountable monster ny1 is a companion monster, the advice image Ga is not displayed. On the other hand, if mountable monster ny2 is a companion monster, the advice image Ga is displayed. For example, if mountable monster ny2 is a companion monster, the direction of the event spot ves corresponding to the enemy monster mb is suggested.
[0077] As shown in Figure 7, during the period when a flying monster nz (1, 2…) is set as the accompanying monster among each companion monster n, both the ground area Rx and the upper air area Ry of the available area R (ground area Rx, upper air area Ry) are set. Therefore, when the accompanying monster is a flying monster nz, battle events can be initiated not only with the ground enemy monster ma but also with the upper air enemy monster mb.
[0078] Furthermore, if the accompanying monster is a flying monster nz, the ground area Rx may be larger compared to when no accompanying monster is set. For example, if flying monster nz1 is the accompanying monster among flying monster nz(1, 2…), the ground area Rx1 is set, just as if no accompanying monster were set. On the other hand, if the accompanying monster is flying monster nz3, for example, the ground area Rx2 is set. That is, if flying monster nz3 is the accompanying monster (Rx=Rx2), the ground area Rx is larger (Rx1) compared to when no accompanying monster is set (Rx=Rx1). <Rx2)。
[0079] As shown in Figure 7, the upper region Ry may be wider depending on the type of flying monster nz. For example, if flying monster nz1 is a companion monster, upper region Ry1 is set. Upper region Ry1 is a virtual space Sv that corresponds to a range of approximately 30 meters from the user's position Pr. On the other hand, if flying monster nz3 is a companion monster, upper region Ry2 is set. Upper region Ry2 is a wider usable region R than upper region Ry1. Specifically, upper region Ry2 is a virtual space Sv that corresponds to a range of approximately 50 meters from the user's position Pr.
[0080] As shown in Figure 7, depending on the type of flying monster nz, the advice image Ga may or may not be displayed. For example, if flying monster nz1 is a companion monster, the advice image Ga is not displayed. On the other hand, if flying monster nz2 is a companion monster, the advice image Ga is displayed. For example, if flying monster nz2 is a companion monster, the direction of the event spot ves corresponding to the enemy monster mb is suggested.
[0081] During periods when a flying monster nz is set as a companion monster, it becomes easier to win battle events, similar to periods when other companion monsters n are set as companion monsters. However, the degree of advantage in battle events may vary depending on the type of flying monster nz. For example, if flying monster nz1, which does not display advice image Ga, is the companion monster, the battle event may be configured to be more advantageous compared to if flying monster nz2, which does display advice image Ga, is the companion monster. Similarly, if flying monster nz3 is the companion monster, the battle event may be configured to be more advantageous compared to if flying monster nz4 is the companion monster. However, if flying monster nz2 is the companion monster, the battle event may be configured to be more advantageous compared to if flying monster nz1 is the companion monster. Similarly, if flying monster nz4 is the companion monster, the battle event may be configured to be more advantageous compared to if flying monster nz3 is the companion monster.
[0082] Figure 8(a) is a diagram illustrating the location where the enemy monster image Gm(a,b) is displayed. As mentioned above, the enemy monster image Gm(a,b) is displayed in one of the event spots ves in the virtual space Sv. Specifically, as shown in Figure 8(a), enemy monster m includes enemy monster ma(1,2…) and enemy monster mb(1,2…). The enemy monster image Gma representing enemy monster ma is displayed on the ground image Gg in the virtual space Sv (on the ground). On the other hand, the enemy monster image Gmb representing enemy monster mb is displayed above the ground image Gg in the virtual space Sv (in the sky).
[0083] By the way, as mentioned above, among the enemy monster images Gm(a, b), the enemy monster image Gmb in the sky cannot be selected if the accompanying monster is anything other than a flying monster nz (normal monster nx, mountable monster ny) (including when no accompanying monster is set). Therefore, if the configuration is such that the enemy monster image Gmb in the sky is displayed during periods when the accompanying monster is anything other than a flying monster nz, the enemy monster image Gma may be hidden by the unselectable enemy monster image Gmb. In this case, the inconvenience of making it difficult to select the enemy monster image Gma may occur.
[0084] Considering the above circumstances, this embodiment employs a configuration that suppresses the aforementioned inconveniences. Specifically, as shown in Figure 8(a), a configuration is adopted in which the enemy monster image Gmb in the sky is hidden when the accompanying monster is not a flying monster nz. With this configuration, for example, even when the accompanying monster is not a flying monster nz, the inconvenience of difficulty in selecting the enemy monster image Gma is suppressed compared to a configuration in which the enemy monster image Gmb in the sky is displayed. However, the present invention does not exclude a configuration in which the enemy monster image Gmb in the sky is displayed when the accompanying monster is not a flying monster nz.
[0085] Figure 8(b) is a diagram illustrating the details of how the ground-level enemy monster image Gma and the aerial enemy monster image Gmb are displayed. As explained using Figure 6(b) above, if the ground-level enemy monster image Gma and the aerial enemy monster image Gmb are difficult to distinguish, the user may mistakenly select the enemy monster image Gmb as the enemy monster image Gma. Considering these circumstances, this embodiment employs a configuration that makes it easy to distinguish between the ground-level enemy monster image Gma and the aerial enemy monster image Gmb. This configuration will be explained in detail below.
[0086] The upper part of Figure 8(b) shows simulated images of enemy monsters Gma1 and Gma2, which are displayed on the ground. As described above, when enemy monster image Gma1, located in the ground area Rx, is selected, a battle event with enemy monster ma1 begins. Similarly, when enemy monster image Gma2, also located in the ground area Rx, is selected, a battle event with enemy monster ma2 begins.
[0087] The lower part of Figure 8(b) shows simulated images of enemy monsters, Gmb1 and Gmb2, displayed in the sky. As described above, when Gmb1, located in the sky region Ry, is selected, a battle event with enemy monster mb1 begins. Similarly, when Gmb2, also located in the sky region Ry, is selected, a battle event with enemy monster mb2 begins.
[0088] As shown in Figure 8(b), effect image E is consistently displayed around enemy monster images Gmb(1, 2…) displayed in the sky. The effect image E has a nearly identical color scheme for each enemy monster image Gmb. As shown in Figure 8(b), effect image E is not displayed around enemy monster images Gma(1, 2…) displayed on the ground.
[0089] With the above configuration, an object surrounded by an effect image E with a common color scheme becomes easier to recognize as an enemy monster image Gmb. In other words, it becomes easier to distinguish between enemy monster images Gma on the ground and enemy monster images Gmb in the sky. Therefore, the inconvenience of misidentifying an enemy monster image Gmb in the sky as an enemy monster image Gma on the ground is suppressed. Note that the above example is not the only configuration that makes it easier to distinguish between enemy monster images Gma on the ground and enemy monster images Gmb in the sky. For example, an effect image E with a different color scheme from the effect image E of the enemy monster image Gmb may be displayed around the enemy monster image Gma.
[0090] Figure 9 is a flowchart of an example of the process performed by the terminal device 10. The above process is performed, for example, when a companion monster is set (changed). Note that each step of the above process may be performed jointly by the terminal device 10 and the management device 20, or by the management device 20 alone.
[0091] As shown in Figure 9, when a companion monster is set (changed), the available area setting process (S101) is executed. In the available area setting process, the available area R (ground area Rx, upper area Ry) is set according to the newly set companion monster (see Figure 7 above). After executing the available area setting process, the terminal device 10 determines whether the newly set companion monster is a flying monster nz or not (S102). If the newly set companion monster is a flying monster nz (S102: Yes), the terminal device 10 decides to display the enemy monster image Gmb in the air above the virtual space Sv (S103) and proceeds to step S104. Specifically, the enemy monster image Gmb representing the enemy monster mb is displayed in the air above the event spot ves corresponding to the enemy monster mb.
[0092] On the other hand, if the newly set companion monster is not a flying monster nz (S102: No), the terminal device 10 skips step S103 and proceeds to step S104. In step S104, it is determined whether the newly set companion monster is a companion monster n that displays advice image Ga (see Figure 7 above). If it is determined that it is a companion monster n that displays advice image Ga (S104: Yes), the terminal device 10 decides to display advice image Ga (S105). Specifically, the types of advice images Ga that can be displayed when a companion monster is set are predetermined for each companion monster n. The terminal device 10 determines the advice image Ga according to the companion monster and displays the advice image Ga on the play screen Mp.
[0093] Furthermore, in the above configuration, the displayed advice image Ga may be determined randomly. For example, an advice image Ga suggesting the direction of the event spot ves corresponding to the enemy monster mb may be determined with a probability of approximately 1 / 2, and an advice image Ga suggesting the direction of the event spot ves corresponding to a predetermined item may be determined with a probability of approximately 1 / 2. Alternatively, an advice image Ga suggesting the direction of the event spot ves corresponding to the enemy monster mb may be displayed only when the accompanying monster is a flying monster nz. In other words, if the accompanying monster is not a flying monster nz, an advice image other than the one suggesting the direction of the event spot ves corresponding to the enemy monster mb may be displayed. Alternatively, an advice image Ga suggesting the direction of the event spot ves corresponding to the enemy monster mb may be displayed only when the accompanying monster is not a flying monster nz.
[0094] After executing step S105, the terminal device 10 terminates the process shown in Figure 9. On the other hand, if it is determined that the companion monster n is not one that should display the advice image Ga (S104: No), the terminal device 10 omits step S105 and terminates the process shown in Figure 9.
[0095] <Variation> Each of the above forms can be modified in various ways. Specific examples of modifications are given below. Two or more forms can be arbitrarily selected from the following examples and combined as appropriate.
[0096] (1) In each of the above configurations, the usable area R was changed according to the accompanying monster. However, a configuration in which the usable area R is changed according to the user's altitude Zr in the real space Sr is also possible.
[0097] Figure 10(a) is a diagram illustrating a modified configuration that adopts the above setup. In this modified configuration, the available region R changes depending on the combination of the type of accompanying monster and the user's altitude Zr. Specifically, when the accompanying monster is a normal monster nx, the ground region Rx1 is set, and the upper region Ry is not set, similar to the embodiment described above (see Figure 7). Similarly, when the accompanying monster is a rideable monster ny, the ground region Rx2 is set, and the upper region Ry is not set. Furthermore, when the accompanying monster is either a normal monster nx or a rideable monster ny, the available region R does not change depending on the user's altitude Zr.
[0098] On the other hand, if the accompanying monster is a flying monster nz, the available area R changes depending on the user's altitude Zr. For example, during the period when the accompanying monster is a flying monster nz1, if the user's altitude Zr is approximately 3 meters or less, the ground area Rx1 is set and the upper area Ry1 is set. On the other hand, during the period when the accompanying monster is a flying monster nz1, if the user's altitude Zr is higher than approximately 3 meters, the ground area Rx1 is set and the upper area Ry2 is set. In other words, when the user in real space Sr moves to a position higher than approximately 3 meters (for example, when moving to the second floor or higher of a building), the upper area Ry expands.
[0099] Furthermore, during the period when the accompanying monster is the flying monster nz2, if the user's altitude Zr is approximately 3 meters or less, the ground area Rx2 is set and the upper air area Ry1 is set. On the other hand, during the period when the accompanying monster is the flying monster nz2, if the user's altitude Zr is higher than approximately 3 meters, the ground area Rx2 is set and the upper air area Ry3 is set. The upper air area Ry3 is, for example, a virtual space Sv corresponding to the range from the user's position Pr to approximately 100 meters. In other words, during the period when the accompanying monster is the flying monster nz2, if the user's altitude Zr changes to a position higher than approximately 3 meters, the upper air area Ry expands from the upper air area Ry2 to the upper air area Ry.
[0100] Furthermore, in the above configuration, the ground area Rx may change depending on the user's altitude Zr. For example, when the user's altitude Zr is higher than approximately 3 meters, the upper-air area Ry may widen while the ground area Rx narrows. Alternatively, when the user's altitude Zr is higher than approximately 3 meters, the ground area Rx may widen.
[0101] In the above modified examples, during the period when the accompanying monster is a normal monster nx, the ground area Rx may change (become narrower or wider) according to the user's altitude Zr. Similarly, when the accompanying monster is a rideable monster ny, the ground area Rx may change (become narrower or wider) according to the user's altitude Zr.
[0102] (2) In each of the above configurations, the usable area R was changed according to the accompanying monster. However, a configuration in which the usable area R is changed according to the user's speed in real space Sr (hereinafter referred to as "user speed Vr") is also possible. The user speed Vr can be calculated based on the distance traveled by the user's position Pr over a predetermined time.
[0103] Figure 10(b) is a diagram illustrating a modified configuration adopting the above setup. In this modified configuration, the available region R changes depending on the combination of the type of accompanying monster and the user speed Vr. Specifically, when the accompanying monster is a normal monster nx, the ground region Rx1 is set, and the aerial region Ry is not set, similar to the embodiment described above (see Figure 7). Similarly, when the accompanying monster is a rideable monster ny, the ground region Rx2 is set, and the aerial region Ry is not set. Furthermore, when the accompanying monster is either a normal monster nx or a rideable monster ny, the available region R does not change depending on the user speed Vr.
[0104] On the other hand, if the accompanying monster is a flying monster nz, the available area R changes depending on the user's speed Vr. For example, during the period when the accompanying monster is a flying monster nz1, if the user's speed Vr is approximately 7 meters per hour or less, the ground area Rx1 is set and the upper area Ry2 is set. On the other hand, during the period when the accompanying monster is a flying monster nz1, if the user's speed Vr is faster than approximately 7 meters per hour, the ground area Rx1 is set and the upper area Ry1 is set. In other words, when a user in real space Sr moves at high speed, the upper area Ry narrows.
[0105] Furthermore, during the period when the accompanying monster is the flying monster nz2, if the user speed Vr is approximately 7 kilometers per hour or less, the ground area Rx2 is set and the aerial area Ry3 is set. On the other hand, during the period when the accompanying monster is the flying monster nz2, if the user speed Vr is faster than approximately 7 kilometers per hour, the ground area Rx1 is set and the aerial area Ry1 is set.
[0106] Furthermore, in the above configuration, the ground area Rx may change according to the user speed Vr. For example, if the user speed Vr exceeds approximately 7 meters per hour, the upper area Ry and the ground area Rx may be configured to expand. Alternatively, if the user speed Vr exceeds approximately 7 meters per hour, the ground area Rx may be configured to expand.
[0107] In the above modified examples, during the period when the accompanying monster is a normal monster nx, the ground area Rx may change (become narrower or wider) according to the user speed Vr. Similarly, when the accompanying monster is a rideable monster ny, the ground area Rx may change (become narrower or wider) according to the user speed Vr.
[0108] (3) In each form, even if the enemy monster image Gmb is the same, the appearance of the enemy monster image Gmb may change depending on whether it is located inside the upper region Ry or outside the upper region Ry. For example, when it is located outside the upper region Ry, the effect image E of the enemy monster image Gmb may be displayed in white, and when it is located inside the upper region Ry, the effect image E of the enemy monster image Gmb may be displayed in green.
[0109] The above modifications have the advantage that even if the outer edge of the upper region Ry is not displayed (for example, the embodiment described above), it becomes easier to determine whether the enemy monster image Gmb is located inside or outside the upper region Ry. In addition to the above configuration, even with a common enemy monster image Gma, the appearance of the enemy monster image Gma may change depending on whether it is located inside or outside the ground region Rx.
[0110] (4) In each form, the conditions for the appearance of the enemy monster image Gmb in the sky can be changed as appropriate. For example, the conditions for the appearance of the enemy monster image Gmb may be met when the user's altitude Zr reaches a predetermined threshold (for example, about 3 meters), the sky area Ry may be set, and the enemy monster image Gmb may be displayed. Alternatively, the enemy monster image Gmb may be displayed for a predetermined time (for example, about 30 minutes) when a predetermined item is used. In the above configurations, the time for which the enemy monster image Gmb is displayed may change depending on the type of item. Also, the size of the sky area Ry may change depending on the type of item.
[0111] (5) In each embodiment, specific examples of the present invention applied to location-based games have been described. However, the present invention may also be applied to things other than location-based games. For example, the present invention can be applied to a map service that helps users reach predetermined locations (e.g., stores), a service that measures a user's movement history (number of steps taken, distance traveled) to manage the user's health, a matching service for matching users together, and a pedometer point service that awards points according to the number of steps taken by the user.
[0112] The embodiments described above may be combined in any way as appropriate, replaced with other configurations, parts of the configuration may be deleted, or parts of the configuration may be modified. Furthermore, any publicly known technology at the time of filing that is not described herein may be adopted as appropriate.
[0113] <Note: Summary of the operation and effects of the embodiment> <First aspect> The programs (PGx, PGy) in this embodiment enable the manipulation of an object (enemy monster image Gma) displayed at a first height position (ground surface) in the virtual space (Sv) corresponding to the real space (Sr), and enable the manipulation of an object (enemy monster image Gmb) displayed at a second height position (sky) different from the first height position in the virtual space, when predetermined conditions (changing flying monster nz to a companion monster) are met. This embodiment improves the entertainment value of the service.
[0114] <Second aspect> In this embodiment, the program displays an object at a second height position if the conditions are met. According to this embodiment, the inconvenience of the object at the first height position becoming difficult to select due to the object at the second height position being unavailable for selection is suppressed.
[0115] <Third aspect> In this embodiment, the program allows the control means to display objects displayed at a first height position and objects displayed at a second height position in a manner that makes them distinguishable (see Figure 8(b)). According to this embodiment, the inconvenience of misidentifying an object at the first height position as an object at the second height position is suppressed.
[0116] <Fourth aspect> In this embodiment, the program's control means changes the range of the operable virtual space according to the user's movement in the real world (e.g., user speed Vr) (see Figure 10(b)). This embodiment improves the entertainment value of the service.
[0117] <Fifth aspect> In this embodiment, the program's control means changes the range of the operable virtual space according to the user's height position in real space (user height Zr) (see Figure 10(a)). This embodiment improves the entertainment value of the service.
[0118] <Sixth aspect> In this embodiment, the program allows the control means to notify information regarding the position where a condition should be met. According to this embodiment, the entertainment value of the service is improved.
[0119] <Seventh aspect> In this embodiment of the program, the control means can variably set the range of the operable virtual space for each object (see Figure 7), however, the range of the operable virtual space for each object (enemy monster image Gma) displayed at the first height position is common to all such objects, and the range of the operable virtual space for each object (enemy monster image Gmb) displayed at the second height position is common to all such objects.
[0120] <Eighth aspect> The information processing system (1) in this embodiment includes control means that enables the manipulation of an object displayed at a first height position in a virtual space corresponding to the real space, and enables the manipulation of an object displayed at a second height position different from the first height position in the virtual space when predetermined conditions are met. According to this embodiment, the same effects as in the first embodiment described above can be achieved.
[0121] Furthermore, the problem-solving means configured in the above-mentioned program (for example, the configurations described in the appendix) can be adapted as appropriate for use in devices, systems, methods, information recording media, etc. [Explanation of symbols]
[0122] 1... Information processing system, 10... Terminal device, 11... Control means, 20... Management device.
Claims
1. Within the virtual space corresponding to the real world, objects displayed at a first height position can be manipulated. Objects displayed at a second height position in the virtual space, different from the first height position, can be manipulated when predetermined conditions are met. A program that enables a computer to function as a control mechanism.
2. If the above conditions are met, the object will be displayed at the second height position. The program according to claim 1.
3. The control means enables the display of the object displayed at the first height position and the object displayed at the second height position in a manner that allows them to be distinguished. The program according to claim 1.
4. The control means changes the range of the operable virtual space according to the manner in which the user moves in the real space. The program according to claim 1.
5. The control means changes the range of the operable virtual space according to the user's height position in the real space. The program according to claim 1.
6. The control means enables notification of information regarding the position that should satisfy the conditions. The program according to claim 1.
7. The control means can variably set the range of the operable virtual space for each object, The range in the virtual space where each object displayed at the first height position can be manipulated is common to each of those objects. The range in the virtual space where each object displayed at the second height position can be manipulated is common to all of those objects. The program according to claim 1.
8. Within the virtual space corresponding to the real world, objects displayed at a first height position can be manipulated. Objects displayed at a second height position in the virtual space, different from the first height position, can be manipulated when predetermined conditions are met. An information processing system equipped with control means.