Programs and Information Processing Systems
Patent Information
- Application Number
- JP2025032440
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-28
- Publication Date
- 2026-09-09
AI Technical Summary
【0007】 本発明によれば、興趣性を向上させることができる。
Smart Images

Figure 2026144882000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, games that utilize position information indicating a user's position in real space (in other words, the real world) are known (see, for example, Patent Document 1).
Prior Art Literature
Patent Literature
[0003]
Patent Document 1
Summary of the Invention
Problem to be Solved by the Invention
[0004] Incidentally, in services such as games, it is required to improve entertainment value.
[0005] An object of the present invention is to improve entertainment value.
Means for Solving the Problem
[0006] According to an embodiment disclosed in the present disclosure, a computer is caused to function as: a determination means that determines whether or not a user is located at an event position, which is a position in real space related to one of specific events held at a plurality of locations in real space; and an event control means that causes an in-game event corresponding to said specific event to occur based on determining that said user is at said event position a program is provided.
Effects of the Invention
[0007] According to the present invention, entertainment value can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This figure shows an example of a game screen. [Figure 4] This diagram illustrates an example of an in-game event that progresses through movement in real space. [Figure 5] This figure shows an example of a screen related to the placement of in-game events by an authorized user. [Figure 6] This figure shows an example of a screen related to settings for in-game events by authorized users. [Figure 7] This flowchart shows an example of the process involved in executing in-game events that correspond to real-world events. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings.
[0010] <System Hardware Configuration> As shown in Figure 1, the information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via network 2. Network 2 may consist of, for example, the internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0012] The server 20 (in other words, a computer or information processing device) may be a general-purpose computer such as a workstation or personal computer. The server 20 comprises a processor 21, memory 22, storage 23, a communication interface 24, and an input / output interface 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit), etc. The processor 21 reads programs from the storage 23 and loads them into memory 22. The processor 21 executes the loaded programs.
[0014] Memory 22 is the main memory. Memory 22 is composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 22 provides the processor 21 with a workspace by temporarily storing programs and various data read by the processor 21 from storage 23. Memory 22 also temporarily stores various data generated by the processor 21 while it is operating according to the program.
[0015] Note that in the present embodiment, the program may be a program that implements a game by the terminal device 10. Further, the program may be a program that implements the game through cooperation between the terminal device 10 and the server 20. As an example, the game implemented through cooperation between the terminal device 10 and the server 20 may be a game executed on a browser activated on the terminal device 10. Further, the program may be a program that implements the game through cooperation among a plurality of terminal devices 10. In addition, the various types of data include, for example, game-related data such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by, for example, a storage device such as a flash memory or an HDD (Hard Disk Drive). Various types of data related to the game are stored in the storage 23.
[0017] The communication IF 24 controls transmission and reception of various types of data via a network between the server 20 and the terminal device 10 or the like.
[0018] The input / output IF 25 is an interface for the server 20 to accept input of data, and is also an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device for displaying and outputting images.
[0019] The terminal device 10 (in other words, a computer or an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal used by a user when executing 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). Alternatively, the input / output interface 15 may perform data input and output with various devices connected via wireless communication or the like. 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 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. Hereafter, 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 game's progress. Owned assets can be described as the value that the user owns within the virtual world. 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 cryptocurrencies.
[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, a game control unit 212, and an event setting unit 213.
[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 decision-making processes related to the game's progress based on information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various decision-making 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] Furthermore, the operation reception unit 111 may accept user motion (for example, the movement of taking a specific pose) detected via a motion sensor or image sensor as input operation by the user.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game control unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view at a specific orientation. In doing so, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object, or a static object such as a building, tree, or stone. Examples of dynamic objects include player characters and NPCs that operate based on a program. NPCs include so-called enemy characters, etc.
[0054] The display control unit 114 causes the display unit 18 to display images related to the game. A specific example will be given below.
[0055] 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.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] <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, part or all of the processing performed by one of the game control unit 113 and the game control unit 212 may be 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.
[0061] The configuration according to this embodiment can be applied, for example, to location-based games that link the user's location in the real world with their location in a virtual world. The following section will describe an example of applying the configuration according to this embodiment to such a location-based game.
[0062] As shown in Figure 3, the game control unit 212 places a player character 30, which corresponds to the user operating the terminal device 10, at a position in the virtual space that corresponds to the user's position in the real world (in other words, the position indicated by the location information). The game control unit 212 then moves the player character 30 in the virtual space in conjunction with the user's movement in the real world.
[0063] In other words, in this embodiment, the game control unit 212 moves the user's player character 30 in the virtual space based on the user's location information, which is information from the user. Alternatively, the game control unit 212 may also move the user's player character 30 in the virtual space based on operation information related to input operations to the input unit 17 (for example, operations such as moving a finger in any direction while touching the touchscreen 16 (i.e., drag operations)), which is information from the user.
[0064] In this embodiment, the virtual space is a virtual space that reflects at least a part of the real space. In other words, the virtual space in this embodiment is a virtual space generated using map information of the real space. For example, in the virtual space (in other words, on the map in the game), virtual objects are placed at locations corresponding to the locations where roads, mountains, rivers (or buildings), etc., are located in the real space. However, the virtual space does not necessarily have to have virtual objects placed at locations corresponding to the locations where roads, mountains, rivers, etc., are located in the real space. That is, as long as each point in the virtual space corresponds to each point in the real space, the location and type of various virtual objects in the virtual space do not have to reflect the location and type of various objects in the real space.
[0065] In location-based games and similar games, multiple objects associated with predetermined events (hereinafter referred to as "event objects 33") are placed in a virtual space, and it is known that an event corresponding to a specific event object 33 occurs when the player approaches that event object 33 (for example, by approaching it and performing an operation on the event object 33 displayed on the display unit 18, such as a touch operation).
[0066] In location-based games, approaching a specific event object 33 placed in virtual space can be interpreted as approaching the specific event object 33 in virtual space, or as reaching a position in real space corresponding to the virtual space location where the specific event object 33 is placed (in other words, approaching the specific event object 33 in real space). In other words, in the following explanation, "user's position" can be interpreted as the user's position in real space, or as the virtual space position corresponding to the user's position in real space. Similarly, "event object 33's position" can be interpreted as the event object 33's position in virtual space, or as the real space position corresponding to the virtual space location where the event object 33 is placed.
[0067] When an event object 33 that triggers a specific event is placed in the virtual space, the game control unit 212 triggers a specific event corresponding to the event object 33 based on the user reaching a location in the real space that corresponds to the location in the virtual space where the event object 33 is placed. The location in the virtual space where the event object 33 is placed can also be said to be the location where a predetermined event is set.
[0068] The event object 33 includes, for example, an item spot 33a corresponding to the event of acquiring an item, an enemy object 33b corresponding to a battle event where the player fights an enemy character, and a spot corresponding to an event that constitutes part of the game's story. The game control unit 212 grants the user an item corresponding to a specific item spot 33a based on the user visiting a location in the real world that corresponds to the location in the virtual space where a specific item spot 33a is placed. The game control unit 212 also starts a battle event where the player fights a specific enemy character based on the user visiting a location in the real world that corresponds to the location in the virtual space where an enemy object 33b related to a specific enemy character is placed. Note that the event associated with the event object 33 may be an event that can be played in multiplayer mode (in other words, an event that can be played by at least two or more people). In other words, by approaching an event object 33 that corresponds to an event that can be played in multiplayer mode, an event that is played in multiplayer mode (for example, an event where the player cooperates with other users to fight an enemy character (a so-called raid battle), etc.) may be started. The appearance of event object 33 is not particularly limited and may be the shape of an item, a building, a character, or a predetermined symbol. The event associated with event object 33 may proceed and end automatically without user intervention, or it may proceed through user intervention (for example, by controlling player character 30).
[0069] In this embodiment, user operations (e.g., touch operations) on event objects 33 located within a predetermined range X (in other words, the operable range; hereinafter referred to as "usable range X") from the player character 30 in the virtual space are enabled. The game control unit 212 generates an event corresponding to the operated event object 33 when the user moves the player character 30 so that the event object 33 that the user wants to use (in other words, utilize) is located within the usable range X, and performs an operation on the event object 33. In other words, in this embodiment, by visiting a location in the real space that corresponds to the location where a specific event object 33 is placed in the virtual space (specifically, by visiting and performing a predetermined operation (e.g., a touch operation on the specific event object 33)), the event corresponding to that specific event object 33 can be generated. In other words, the user can utilize event objects 33 that exist within the usable range X. In other words, the game control unit 212 determines whether an event object 33 is located within the available range X, and controls the event object 33 located within the available range X to be available for use. Here, "available" means that it is possible to generate the event set for the event object, etc.
[0070] The usable range X may be, for example, a circular area of a predetermined size centered on the player character 30 (in other words, the user's position). However, the shape of the usable range X is not limited to a circle, nor is it limited to an area centered on the player character 30. The usable range X can also be said to be the range that the user can use in the virtual space (in other words, the entire virtual space). The usable range X is determined according to the user's position in the real space (in other words, based on the user's position information) and fluctuates according to the user's position in the real space. The display control unit 114 displays an indication of the usable range X (a circle in Figure 3) on the display unit 18, making the usable range X recognizable to the user.
[0071] In this embodiment, the player character 30 is positioned in a virtual space corresponding to the user's position in real space and displayed on the display unit 18. However, it is also possible to have a configuration in which the player character 30 is not positioned in the virtual space (in other words, a configuration in which the player character 30 is not displayed on the screen as illustrated in Figure 3). Even in such a configuration, it is possible to have a configuration in which an event corresponding to the event object 33 is generated based on the user's operation on the event object 33 located within the usable range X determined according to the user's position in real space. Similarly, in games that can be played in first-person view, such as games that can be switched from a third-person view that displays the player character 30 to a first-person view in which the player character 30 is hardly displayed, a usable range X in which operations are possible may be set for each person.
[0072] The game control unit 212 may switch between two modes based on user operation: a manual mode in which the game progresses by approaching an event object 33 and generating a corresponding event based on an operation (e.g., touch operation) performed on the event object 33, and an automatic mode in which the game progresses by automatically generating an event corresponding to the approached event object 33 (in other words, without requiring touch operation, etc.) when the player approaches the event object 33. That is, in automatic mode, the game control unit 212 may automatically generate an event corresponding to a specific event object 33 when that specific event object 33 is located within the usable range X. Among the event objects 33, there may be event objects 33 in which an event corresponding to that event object 33 is automatically generated when the player approaches it (in other words, when it is located within the usable range X), regardless of whether it is set to manual mode or automatic mode. Furthermore, even when set to automatic mode, it may be possible to generate an event based on an operation (e.g., touch operation) performed on the event object 33. The switching between manual mode and automatic mode may be performed automatically based on the fulfillment of predetermined conditions (for example, triggered by the start of a predetermined event, etc.).
[0073] In location-based games, where real space and virtual space are associated, each point in real space corresponds to each point in virtual space. Therefore, setting a specific location in virtual space is equivalent to setting a specific location in real space. Similarly, setting a specific location in real space is equivalent to setting a specific location in virtual space. For example, placing a specific event object 33 at a specific location in virtual space is equivalent to placing an event object 33 at the corresponding specific location in real space. Also, setting a specific range in virtual space as a range for a predetermined control is equivalent to setting a corresponding specific range in real space as a range for a predetermined control. These settings may be made by the game operator, a user, or an authorized person as described later.
[0074] (Events held in the real world) The configuration of this embodiment relates to a specific event (hereinafter referred to as "real-world event") held at multiple locations in real space. In this embodiment, the example will mainly be given of a case where the real-world event is a character show held in various locations throughout Japan, but the real-world event may be an event other than a character show. That is, the character show in this embodiment can be appropriately reinterpreted as another real-world event. The real-world event may be, for example, an event related to a specific work (for example, a specific anime, tokusatsu program, game, manga, novel, movie, or drama or other fictional work), or it may be a nationwide tour of a specific artist (in other words, a performance, live event), etc. Furthermore, the real-world event may be held sequentially in various locations throughout Japan, or it may be held simultaneously in various locations throughout Japan. Furthermore, the real-world event does not have to be held nationwide, but may be held within a narrow range of real space. Furthermore, the real-world event may be held globally. The real-world event may also be referred to as a specific show or a specific performance.
[0075] A character show is an event featuring a designated character (for example, a copyrighted character). Typical examples include shows held at leisure facilities (e.g., amusement parks), shopping facilities (e.g., shopping malls, department stores, supermarkets), and public facilities (e.g., community halls), where people dress up in character costumes (e.g., mascot costumes or superhero suits) and portray the character. For example, character shows related to specific anime or tokusatsu (special effects) programs are popular. In such character shows, the main characters and villains from a particular work appear, performing various actions and battling each other. Musical-style character shows are also known.
[0076] Furthermore, a specific event held in multiple locations in the real world refers to events that share certain commonalities, such as events related to a particular work, but they do not have to be completely identical. For example, even character shows related to the same tokusatsu program may differ from venue to venue depending on the size of the venue and the intentions of the event organizers. Such events with differences can also be included as a specific event held in multiple locations in the real world. Also, for example, a character show related to the same tokusatsu program may be held by multiple different organizers, and such events with different organizers can also be included as a specific event held in multiple locations in the real world.
[0077] The game control unit 212 determines whether the user is at an event location (for example, one of the locations where a character show is held) in real space, which is a location in real space related to one of several specific events held in real space. Based on the determination that the user is at an event location, the game control unit 212 generates an in-game event corresponding to that specific event. Hereinafter, the in-game event corresponding to that specific event (in other words, a real-world event) will be referred to as a "special event".
[0078] Specifically, the game control unit 212 places an event object 33 (hereinafter referred to as "special object 33c") corresponding to a character show at a virtual space location corresponding to each of the locations where character shows are held throughout the country (see Figure 3). Then, based on the fact that the user has moved in the real world and the special object 33c is located within the usable range X, the game control unit 212 generates a special event, which is an event corresponding to the special object 33c. Here, the special event is an event corresponding to the character show as a real-world event. In other words, the game control unit 212 generates a special event corresponding to a character show based on the fact that the user is at one of the locations where character shows are held throughout the country. It can also be said that the game control unit 212 places the special event at a virtual space location corresponding to each of the locations where character shows are held throughout the country. Furthermore, it can be said that the game control unit 212 sets (in other words, places) a special event at each of the locations where character shows are held throughout the country. Furthermore, the placement of events at each location can also be described as events being associated with each location, or events being linked to each location.
[0079] In this embodiment, a special object 33c associated with a special event is placed at the location where the special event is to be held in the virtual space (in other words, the location in the virtual space corresponding to the venue where the character show is to be held), but a special object 33c does not necessarily have to be placed at that location. In other words, the determination of whether or not a user is at the event location does not have to be based on whether or not the special object 33c is located within the usable range X.
[0080] The determination of whether or not a user is at an event location only needs to be such that it is possible to provide a special event to users who have visited the location of the real-world event. The game control unit 212 can, for example, determine whether or not a user is at an event location based on location information indicating the user's location. Alternatively, the determination of whether or not a user is at an event location could be, for example, determining whether or not a user is at the location of a special stage in a shopping facility where a real-world event is held, determining whether or not a user is inside the shopping facility, or determining whether or not a user is within the area including the shopping facility. The determination of whether or not a user is at an event location can also be said to be determining whether or not a user is within a predetermined range including the location where the real-world event is taking place.
[0081] The content of the special event is not particularly limited, but here is one example.
[0082] A special event may feature characters related to characters appearing in a real-world event. For example, a special event may feature characters appearing in a real-world event. Alternatively, a special event may feature allies or enemies of characters appearing in a real-world event. In other words, a special event may feature characters appearing in works in which characters appearing in a real-world event also appear.
[0083] For example, suppose the real-world event is a character show related to a specific tokusatsu (special effects) program, and the real-world event features the hero or a specific villain from that program. In this case, the game control unit 212 may generate a special event in which the hero or the specific villain appears. Alternatively, the game control unit 212 may generate a special event in which the hero's allies or a different villain from the specific villain appears. Specifically, the game control unit 212 may generate a battle event as a special event in which the player controls the hero or other character to fight against the specific villain or other villains. In the field of games, there are many types of battle events in which the player character fights against enemy characters, and any known form of the battle event may be used.
[0084] Furthermore, special events may also be events in which game media related to characters appearing in real-world events can be obtained. For example, a special event may be an event in which characters appearing in real-world events or their companions can be obtained as playable characters in the game. Alternatively, a special event may be an event in which items used by characters appearing in real-world events or their companions (for example, weapons, costumes, transformation items, etc.) can be obtained as playable items in the game.
[0085] For example, suppose the real-world event is a character show related to a specific work. In this case, the game control unit 212 may, in the special event, provide the user with items that appear in the specific work (e.g., weapons, costumes, transformation items, etc.) as items that can be used in the game. Specifically, the game control unit 212 may provide the user with items that appear in the specific work (e.g., weapons, costumes, transformation items, etc.) as items that can be equipped by the character used by the user in the game.
[0086] Such special events may include, for example, those in which the user is granted a game medium simply by performing an operation (e.g., a touch operation) on a special object 33c corresponding to the special event, or those in which the user is granted a game medium by performing an operation on the special object 33c and fulfilling predetermined conditions in the resulting special event (e.g., by winning a battle event as a special event).
[0087] Furthermore, the appearance of a special event object 33 corresponding to a real-world event can itself be considered the occurrence of a special event.
[0088] Furthermore, special events may be those that can be completed while remaining in one place in real space, or they may be those that can be completed while the user moves around in real space. Examples of special events that can be completed while remaining in one place include battle events where the player fights against a specific enemy character, and events in which game materials can be obtained by interacting with special object 33c.
[0089] Furthermore, an example of a special event that progresses by moving around in real space is an event that progresses by moving around within a real-world area corresponding to the real-world event (in other words, the venue or facility where the real-world event takes place), such as an amusement park or shopping mall. Note that this area is not limited to, for example, the facility where the real-world event takes place, but may also include a predetermined range that includes the area outside the facility (in other words, the region where the facility is located). For example, a special event may be an event that involves visiting multiple checkpoints P set up within the area, as shown in Figure 4.
[0090] In the special event illustrated in Figure 4, five checkpoints P1 to P5 are set, and the user will visit the checkpoints P1 to P5 in the order of the numbers assigned to them. Checkpoints P may also be predetermined event objects 33 placed in the virtual space. In this case, for example, the user can advance the special event by actually moving within the area corresponding to the real event so that the predetermined event object 33, which is a checkpoint P, is located within the usable range X, and by performing a touch operation on the predetermined event object 33. In other words, the user can advance the special event by actually moving within the area corresponding to the real event so that checkpoints P are located within the usable range X.
[0091] Here, at checkpoint P (in other words, when an operation is performed on the designated event object 33 as checkpoint P), a battle event or the like may occur. Also, checkpoints P do not have to be visited in the order of their assigned numbers, but can be visited in any order.
[0092] The method for starting a special event is not particularly limited, but for example, it can be done as follows: The game control unit 212 may start a special event based on an operation or other action performed on the special object 33c, as described above. Alternatively, the game control unit 212 may automatically start a special event based on the determination that a user is at the event location. The game control unit 212 may also start a special event based on the reading of a predetermined two-dimensional code (e.g., QR code®) placed at the location of the real-world event by the terminal device 10 (in other words, using the game application). Furthermore, the game control unit 212 may start a special event based on the performance of a predetermined authentication at a device (e.g., an entrance gate to a facility) placed at the location of the real-world event. In other words, the game control unit 212 may permit the occurrence of a special event upon receiving information indicating that a predetermined two-dimensional code placed at the location of the real-world event has been read, or information indicating that a predetermined authentication has been performed at a device placed at the location. The game control unit 212 may also determine that a user is at the event location based on the receipt of this information.
[0093] (Period during which special events can be played) The playable period (in other words, the period during which the special event can occur) for each venue may be limited to the period corresponding to the duration of the real-world event at that venue. Here, the period corresponding to the event duration may be the same as the event duration, or it may be longer or shorter than the event duration. Furthermore, the period corresponding to the event duration may or may not include the event duration. For example, suppose a character show is held on October 10, 2025, from 2 PM to 3 PM at a specific location in the real world. In this case, the playable period for the special event corresponding to that specific location (in other words, placed at that specific location) may be set from 2 PM to 3 PM on the same day, or it may be set to a time such as 1 PM to 4 PM or 3 PM to 5 PM, or it may be set to be during October 10th, or a predetermined period including October 10th (for example, one week). Furthermore, for special events corresponding to locations other than the specific location in question, the playable period may be set to coincide with the dates and times of the character shows held at those different locations (in other words, a period different from the playable period for the special event corresponding to the specific location in question).
[0094] Furthermore, the playable period (in other words, the period during which special events can occur) for each venue may be limited to a period corresponding to the duration of the series of real-world events. For example, suppose a character show related to a particular work is to be held sequentially in various locations across Japan from April to October 2025. And the character show will be held on different days in each location across the country. In this case, the playable period for the special event corresponding to each location may be uniformly set to a period such as April to October or March to November.
[0095] In other words, the game control unit 212 may limit the period during which special events can occur to a period corresponding to the duration of the real-world events. Specifically, the game control unit 212 may limit the period during which each special event corresponding to each location of the real-world events can occur to a period corresponding to the duration of the real-world events at the corresponding location. Alternatively, the game control unit 212 may limit the period during which special events corresponding to each location of a real-world event that is held sequentially at multiple locations in real space over a specific period to a uniform period corresponding to that specific period.
[0096] During periods when special events can occur, the special event will be placed at the event location (for example, special object 33c will appear), and users can play the special event by visiting the location. On the other hand, when it is not a period when special events can occur, the special event will not be placed at the event location (for example, special object 33c will not appear), and users will not be able to play the special event even if they visit the location.
[0097] (Changes in the content of the special event) Based on its determination that a user is at an event location, the game control unit 212 may generate a special event corresponding to at least one of the following: the location, date and time, or weather conditions of the real-world event related to that event location.
[0098] For example, suppose a character show related to a particular work is held in multiple locations, including a first location and a second location in real space. In this case, the game control unit 212 may make the content of the special event corresponding to the first location and the special event corresponding to the second location (in other words, for each location where the real event is held) different. Here, making the content different may mean making the method of event progression (in other words, the game format) different. For example, if the first location is an amusement park and the second location is a shopping mall, the special event corresponding to the first location may be an event that the user progresses by moving around in real space, and the special event corresponding to the second location may be an event that the user can progress by staying in one place. Even if both the special event corresponding to the first location and the special event corresponding to the second location are events that the user progresses by moving around in real space, the content of the two events may differ because the spatial characteristics of the first location and the second location (for example, the size of the area where the event takes place, the placement of checkpoints P, etc. may differ). Furthermore, varying the event's progression (in other words, the game format) may include, for example, varying the game format of a special event from among command battle format, action game format, fighting 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. Also, varying the content may include varying the types or number of characters that appear in the special event. Also, varying the content may include varying the strength of the characters that appear in the special event. For example, the types, number, and strength of enemy characters that appear may differ for special events corresponding to each location. In other words, varying the content includes varying the difficulty level of the event. Also, varying the content includes varying the presentation of the event.
[0099] Furthermore, when the content of special events differs depending on the venue, the game control unit 212 may generate special events that reflect the characteristics of the venue. For example, as mentioned above, if the special events corresponding to each venue are events that the user progresses through by moving around in real space, each special event may reflect the spatial characteristics of each venue (for example, the structure of the facility where the event is held) in the range of movement and the placement of event objects 33 such as checkpoints P. In other words, each special event may be conducted using a map that reflects the spatial characteristics of each venue. In addition, special events corresponding to each venue may include effects that reflect the characteristics of each venue. For example, the background of the game screen displayed on the terminal device 10 during a special event (in other words, the game screen related to the special event) may be appropriate for each venue.
[0100] Furthermore, for example, the game control unit 212 may vary the content of special events depending on the time of day the corresponding real-world event takes place. That is, for example, the game control unit 212 may make the content of each special event corresponding to a real-world event held at a first location during the day and a special event corresponding to a real-world event held at a second location at night according to the time of day the corresponding real-world event takes place. Alternatively, the game control unit 212 may make the content of each special event corresponding to a real-world event held at a first location during the day and a special event corresponding to a real-world event held at a first location at night according to the time of day the corresponding real-world event takes place. In other words, when multiple performances are held at the same location but at different times of day, the game control unit 212 may generate special events corresponding to each performance, with content appropriate to the time of day each performance takes place.
[0101] Furthermore, for example, the game control unit 212 may vary the content of special events depending on the date on which the corresponding real-world event takes place. That is, for example, the game control unit 212 may make the content of each special event corresponding to a real-world event held at a first location in the summer and a special event corresponding to a real-world event held at a second location in the winter appropriate to the season in which the corresponding real-world event takes place. Alternatively, the game control unit 212 may make the content of each special event corresponding to a real-world event held at a first location in the summer and a special event corresponding to a real-world event held at a first location in the winter appropriate to the season in which the corresponding real-world event takes place. That is, the game control unit 212 may vary the content of special events depending on the season in which the corresponding real-world event takes place. Alternatively, the game control unit 212 may vary the content of special events depending on the type of date on which the corresponding real-world event takes place. Here, the type of date may be a weekday or a holiday, or it may be Christmas, Halloween, New Year's Day, Tanabata, or Easter.
[0102] Furthermore, for example, the game control unit 212 may vary the content of the special event depending on the weather of the corresponding real-world event. Specifically, the game control unit 212 may vary the content of the special event depending on the weather at the event location of the corresponding real-world event. That is, for example, the game control unit 212 may vary the content of the special event it generates depending on whether the real-world event is taking place on a sunny day or on a rainy day.
[0103] Furthermore, when the game control unit 212 generates a special event corresponding to the location, date and time, or weather of a real-world event related to the event location, it may refer to information indicating the location, information indicating the date and time, or information indicating the weather, and change the content of the special event based on the referred information, or it may generate the special event without referring to the information.
[0104] Specifically, for example, a specific special event is placed in a virtual space corresponding to one of the venues for character shows held throughout the country, and the game control unit 212 triggers this specific special event based on the user visiting that venue. However, if the specific special event is to correspond to the date and time of the character show, it is arbitrarily set whether or not to have the game control unit 212 refer to the date and time.
[0105] For example, since the dates and times of character shows are usually predetermined, data corresponding to the dates and times of character shows at each venue can be pre-registered in the storage unit 220 as special event data for each venue. By using this data to trigger special events, it becomes possible to trigger special events according to the date and time without having to refer to information such as the date and time of the event or the current time when a special event occurs.
[0106] Furthermore, for example, data for each date and time can be pre-registered in the storage unit 220 as special event data, and the game control unit 212 can be configured to refer to information indicating the date and time (for example, information on the date and time of the event or the current time) when a special event occurs to decide which data to use, thereby enabling the occurrence of special events according to the date and time of the event.
[0107] (Coordination with the media) Based on its determination that a user is at an event location, the game control unit 212 may generate a special event corresponding to the media availability status (in other words, broadcast status or distribution status) of the content corresponding to the real-world event during the duration of the real-world event related to that event location. Here, "content" can also be referred to as a work. For example, if the real-world event is a character show related to a specific tokusatsu program, then that specific tokusatsu program can be considered the content corresponding to the real-world event. Furthermore, "media" could be, for example, a television media broadcasting that specific tokusatsu program or a streaming media distributing that specific tokusatsu program.
[0108] Various works such as tokusatsu programs consist of multiple episodes and are released sequentially in the media. Therefore, the game control unit 212 may generate special events according to the media release status (for example, the number of episodes currently released). For example, suppose a character show related to a particular work consisting of 1 to 10 episodes is held in various locations throughout the country. In this case, if the number of episodes has progressed to episode 5 at the time the special event occurs (in other words, the date and time of the real-world event corresponding to that special event), the game control unit 212 may generate a special event according to the content up to episode 5. Specifically, the game control unit 212 may generate a special event according to the content up to episode 5, such as a special event featuring characters that appear up to episode 5 (for example, characters that appear in episode 5, the most recently released episode), or a special event in which characters that appear from episode 6 onwards do not appear. Furthermore, if the number of episodes has progressed to episode 10 at the time the special event occurs (in other words, the date and time of the real-world event corresponding to that special event), the game control unit 212 may generate a special event according to the content up to episode 10.
[0109] That is, for example, on the day a character show is held at a first location in real space, episodes 1 through 5 may be released. In this case, the game control unit 212 may generate a special event corresponding to the content of episodes 1 through 5, based on the user being at the first location on the day of the character show. Also, on the day a character show is held at a second location in real space, episodes 1 through 10 may be released. In this case, the game control unit 212 may generate a special event corresponding to the content of episodes 1 through 10, based on the user being at the second location on the day of the character show.
[0110] (Special events depending on the characters appearing in the character show) Based on its determination that a user is at an event location, the game control unit 212 may generate a special event corresponding to at least one of the number or type of characters appearing in the character show related to that event location. In other words, even among character shows related to the same work, the types and number of characters appearing may differ depending on the venue. In cases where at least one of the types or number of characters appearing differs depending on the venue, the game control unit 212 may generate a special event corresponding to at least one of the types or number of characters appearing in the character show related to that event location.
[0111] For example, suppose a character show related to a particular work takes place in two locations in real space, a first location and a second location, and the types of characters appearing in the character show at the first location and the character show at the second location are different. For example, the first location may feature the first, second, and third characters, while the second location may feature the first, second, and fourth characters. In this case, the game control unit 212 may generate a special event in which the first, second, and third characters appear, based on the user being at the first location. Alternatively, the game control unit 212 may generate a special event in which the first, second, and fourth characters appear, based on the user being at the second location.
[0112] Furthermore, for example, the number of characters appearing in a character show held at the first location may differ from the number of characters appearing in a character show held at the second location. For example, the number of enemy characters appearing at the first location may be greater than that at the second location. In this case, the game control unit 212 may increase the number of enemy characters appearing in a special event triggered based on the user being at the first location compared to a special event triggered based on the user being at the second location. Note that the number of enemy characters appearing here may be the total number of multiple types of enemy characters appearing, or it may be the number of specific enemy characters. For example, if the number of a specific character appearing at the first location is greater than that at the second location, the game control unit 212 may increase the number of that specific enemy character appearing in a special event triggered based on the user being at the first location compared to a special event triggered based on the user being at the second location.
[0113] (Events occur depending on the user's pose) The game control unit 212 may trigger specific events in special events depending on the pose the user takes in real space. For example, the game control unit 212 may trigger specific events in special events based on the user taking a pose in real space that is related to a work related to the real event. Specifically, if the real event is a character show related to a particular work, the game control unit 212 may trigger specific events in special events based on the user taking a pose of a character related to that particular work (for example, a character appearing in the character show).
[0114] The control unit 110 of the terminal device 10 detects the user's motion (for example, the movement of taking a specific pose). Then, the game control unit 212 generates a specific event if the detected motion is the movement of taking a specific pose.
[0115] In this embodiment, motion detection is performed via the camera of the terminal device 10. Specifically, the user's motion (for example, whether or not they have taken a specific pose) is detected from the image of the user captured by the camera of the terminal device 10. However, motion detection may also be performed via a motion sensor or the like provided by the terminal device 10, or via various devices that cooperate with the terminal device 10 (for example, through a user account or wireless communication) (for example, using cameras or motion sensors provided by the various devices). Alternatively, for example, a device for detecting motion may be installed at an event venue, and motion detection may be performed using this device. In other words, various methods for detecting the movement of a user's body are known, and motion detection may be performed using any of these methods. When the motion detection device detects a movement in which the user takes a specific pose, it outputs a detection signal. The game control unit 212 then generates a specific event based on the output of this detection signal. The device that cooperates with the terminal device 10 may be a device that imitates an item used by a character appearing in a real-world event (for example, a toy that imitates a character's weapon or transformation item).
[0116] For example, in tokusatsu programs and anime, there are known works in which characters transform by striking a transformation pose. Also, in tokusatsu programs and anime, there are known works in which characters strike a specific attack pose when performing an attack (for example, when using a technique). If the real-world event relates to a work in which a character strikes a transformation pose or an attack pose, the game control unit 212 may generate a specific event in a special event based on the user striking a transformation pose or an attack pose in real space.
[0117] For example, suppose the real-world event is a character show related to a specific special effects program, and in that program, a specific character transforms by performing a specific transformation pose. In this case, the game control unit 212 may, in a special event triggered by the user being at the location of the character show, transform the character controlled by the user into the transformed form of the specific character based on the user performing the specific transformation pose of that specific character. In other words, the specific event may be the event of a character's transformation. Here, the character before transformation may be the pre-transformation form of the specific character, or it may be a different form. That is, for example, a character different from the specific character may transform into the transformed form of the specific character by performing a transformation pose. Also, the character before transformation may be the user's form.
[0118] Furthermore, for example, suppose the real-world event is a character show related to a specific tokusatsu (special effects) program, and in that specific tokusatsu program, a specific character performs a specific move by taking a specific attack pose. In this case, the game control unit 212 may, in a special event triggered based on the user being at the location of the character show, have the user-controlled character perform the specific move based on the user taking the specific attack pose of the specific character. In other words, the specific event may be the event of the occurrence of a move (in other words, an attack). Here, the character controlled by the user may be the specific character, or it may be any other character. That is, for example, a character different from the specific character may perform the special move of the specific character by taking an attack pose.
[0119] Here, a specific event may be something that triggers a specific effect or inflicts a specific attack on an enemy character. That is, for example, a transformation based on a transformation pose or the execution of a technique based on an attack pose may simply display on the display unit 18 of the user's terminal device 10 that the character is transforming or that the character is performing a technique. Also, a transformation based on a transformation pose or the execution of a technique based on an attack pose may, for example, change the parameters of the enemy character who is the opponent of the character controlled by the user (for example, reducing the enemy character's health value).
[0120] Furthermore, the type of pose required to trigger a specific event may differ depending on the game medium used by the user in the special event. For example, the type of pose required to trigger a specific event may differ depending on the character used by the user in the special event. Specifically, for example, suppose there are two characters that the user can use in the game: a first character and a second character. In this case, when the user uses the first character (in other words, when the user selects the first character as the character to control), the game control unit 212 triggers a first event (for example, the first character's transformation or attack) based on the user taking a pose corresponding to the first character (for example, a transformation pose or an attack pose). On the other hand, when the user uses the second character (in other words, when the user selects the second character as the character to control), the game control unit 212 does not trigger the first event even if the user takes a pose corresponding to the first character. Also, when the user uses the second character, the game control unit 212 triggers a second event (for example, the second character's transformation or attack) based on the user taking a pose corresponding to the second character (for example, a transformation pose or an attack pose). On the other hand, when the user is using the first character, the game control unit 212 does not cause the second event to occur even if the user takes a pose corresponding to the second character.
[0121] Furthermore, for example, the type of pose required to trigger a particular event may differ depending on the item the user uses in a special event. Specifically, for example, suppose there are two items that the user can use in the game (for example, an item that can be equipped to the character they are using): a first item and a second item. Here, the first item may be, for example, an item used by the first character in a work related to a character show (for example, the first character's transformation item or weapon, etc.). The second item may be, for example, an item used by the second character in a work related to a character show (for example, the second character's transformation item or weapon, etc.). In this case, when the user uses the first item, the game control unit 212 triggers the first event (for example, a character transformation or attack) based on the user taking a pose corresponding to the first item (for example, a pose taken by a specific character when using the first item in the work). On the other hand, when the user uses the second item, the game control unit 212 does not trigger the first event even if the user takes a pose corresponding to the first item. Furthermore, when the user uses the second item, the game control unit 212 generates a second event (for example, a character's transformation or attack) based on the user taking a pose corresponding to the second item (for example, a pose taken by a specific character in the game when using the second item). On the other hand, when the user uses the first item, the game control unit 212 does not generate a second event even if the user takes a pose corresponding to the second item.
[0122] Furthermore, when the type of pose required to produce a specific event differs depending on the game medium used by the user in a special event, the game medium used may be one or multiple game media. That is, for example, the type of pose required to produce a specific event may differ depending on the deck (in other words, combination of game media) used by the user in a special event. For example, there are known works such as tokusatsu programs and anime in which multiple characters cooperate to perform a specific attack or transform (for example, transformation by fusion). The game control unit 212 may produce an event corresponding to the combination of game media used by the user based on the transformation pose or attack pose that the user has taken according to the combination of game media they are using.
[0123] Furthermore, certain events may be triggered through cooperation with other users. That is, as mentioned above, there are known works in which multiple characters cooperate to perform specific attacks or transform (for example, through fusion), but the game control unit 212 may trigger a specific event in a special event based on multiple users performing poses corresponding to multiple characters. For example, suppose the real-world event is a character show related to a specific tokusatsu program, and in that tokusatsu program, the first, second, and third characters combine to transform into a specific character by each taking specific poses. In this case, the game control unit 212 may trigger an event in a special event triggered by a user being at the location of the character show, in which a specific character appears based on the first user taking a pose corresponding to the first character, the second user taking a pose corresponding to the second character, and the third user taking a pose corresponding to the third character. Furthermore, in that tokusatsu program, a fourth and fifth character may join in and combine to transform into a second specific character by each taking specific poses. In this case, the game control unit 212 may generate an event in which a second specific character appears in a special event that occurs based on the fact that the first user takes a pose corresponding to the first character, the second user takes a pose corresponding to the second character, the third user takes a pose corresponding to the third character, the fourth user takes a pose corresponding to the fourth character, and the fifth user takes a pose corresponding to the fifth character, based on the fact that the users are at the venue where the character show is being held. At this time, the game control unit 212 will conduct the special event in a multiplayer manner. The motion of each user will be detected by each user's terminal device 10, etc., and the game control unit 212 may generate a specific event in the special event based on the detection of each pose by each user's terminal device 10, etc.Furthermore, if the motions of multiple users are detected in a single terminal device 10, the game control unit 212 may generate a specific event in the special event based on the detection of each pose in the terminal device 10. Here, the pose that each user should take may be determined according to the game medium used by each user, and it may be arbitrary which user takes which pose. In games that utilize location information, various events that can be advanced through multiplayer are known, and the progress of the special event can be realized by the same control as known events. For example, the special event can be advanced in the same way as known so-called raid battles, and the special event can be realized by replacing the operations of each user in a raid battle with operations that take a specific pose.
[0124] Furthermore, the type of pose required to trigger a specific event may vary depending on the type of real-world event.
[0125] For example, suppose a character show related to a particular work takes place in two locations in real space, a first location and a second location, and the types of characters appearing in the character show at the first location and the character show at the second location are different. For example, suppose the first character appears at the first location and the second character appears at the second location. In this case, the game control unit 212, in a special event triggered based on the user being at the first location, triggers a specific event (e.g., character transformation or attack) based on the user taking a pose corresponding to the first character (e.g., transformation pose or attack pose). On the other hand, the game control unit 212, in a special event triggered based on the user being at the first location, does not trigger a specific event even if the user takes a pose corresponding to the second character. Furthermore, the game control unit 212, in a special event triggered based on the user being at the second location, triggers a specific event (e.g., character transformation or attack) based on the user taking a pose corresponding to the second character (e.g., transformation pose or attack pose). On the other hand, in special events triggered by the user being in a second location, the game control unit 212 does not trigger a specific event even if the user takes a pose corresponding to the first character. In this example, it may also be necessary for the user to be using a game medium corresponding to the pose in order to trigger a specific event.
[0126] Furthermore, for example, character shows related to the first work are held throughout the country, and character shows related to the second work are also held throughout the country. In the character shows related to the first work, characters from the first work appear, and in the character shows related to the second work, characters from the second work appear. In this case, in special events triggered based on the user being at the venue of the character show related to the first work, the game control unit 212 triggers a specific event (for example, character transformation or attack) based on the user taking a pose (for example, transformation pose or attack pose) corresponding to a character from the first work. On the other hand, in special events triggered based on the user being at the venue of the character show related to the first work, the game control unit 212 does not trigger a specific event even if the user takes a pose (for example, transformation pose or attack pose) corresponding to a character from the second work. Furthermore, in special events triggered based on the user being at the venue of the character show related to the second work, the game control unit 212 triggers a specific event (for example, character transformation or attack) based on the user taking a pose (for example, transformation pose or attack pose) corresponding to a character from the second work. On the other hand, in special events triggered by the user being at the venue of a character show related to the second work, the game control unit 212 will not trigger a specific event even if the user takes a pose corresponding to a character related to the first work. In this example, it may also be necessary for the user to be using a game medium corresponding to the pose in order to trigger a specific event.
[0127] Furthermore, the game control unit 212 may be capable of both triggering a specific event based on the user taking a specific pose and triggering it based on an operation other than taking a specific pose (for example, an operation on the touchscreen 16). In this case, the game control unit 212 may make the effect of the specific event (in other words, the effect of the special event) different depending on whether it is triggered based on the user taking a specific pose or on an operation other than taking a specific pose (for example, an operation on the touchscreen 16). Specifically, the effect of the specific event may be more advantageous to the user in the former case than in the latter case. For example, suppose the special event is a battle event, and the specific event causes the character used by the user to perform a specific technique. In this case, when the game control unit 212 triggers the specific technique based on the user taking a specific pose, it may increase the damage dealt to the enemy by the specific technique or add additional effects to the specific technique compared to when the technique is triggered based on an operation other than taking a specific pose (for example, a command operation on the touchscreen 16). Alternatively, for example, the special event may be a battle event, and a specific event may cause the user's character to transform. In this case, the game control unit 212 may make the transformed character stronger when the transformation is based on the user taking a specific pose, compared to when the transformation is based on an operation other than taking a specific pose. Here, making the transformed character stronger includes increasing the parameters of the transformed character, or transforming the character into different forms in both cases. In other words, the game control unit 212 can transform the user's character based on the user taking a specific pose, and also based on an operation other than taking a specific pose (for example, an operation on the touchscreen 16), and in the case of transformation by taking a specific pose, the character may be transformed into a special form different from the transformation by an operation other than taking a specific pose.
[0128] (Setting up special events) Typically, in location-based games and the like, the events associated with each location in real space are set up by the game operator. Similarly, the special events in this embodiment may also be set up by the game operator, but it may also be possible for the organizers of the real-world events (in other words, the operators of the real-world events) to set them up.
[0129] The event setting unit 213 sets up special events based on operations by an authorized person who has the authority to set up special events. For example, the operator of the game according to this embodiment may be the authorized person who sets up special events. Alternatively, the organizer of a real-world event may be the authorized person who sets up special events. The organizer may be, for example, the operating body of character shows held throughout the country, or the persons in charge of the facilities where the character shows are held. In other words, the organizer can be said to be a person involved in the operation of a real-world event.
[0130] Authorized persons can perform operations related to the settings for special events on a designated terminal device (hereinafter referred to as the "authorized person terminal device"). The hardware configuration of the authorized person terminal device may be the same as that of terminal device 10, for example. The authorized person terminal device can function as a control unit and a storage unit through the cooperation of a processor, memory, storage, communication interface, and input / output interface. The authorized person terminal device can, under the control of the control unit, cause the display unit to show information related to the settings and accept operations related to the settings. The authorized person terminal device may include at least one of the terminal device of the game operator and the terminal device of the organizer of the real-world event. The configuration of the authorized person terminal device will be described below using the same reference numerals as the configuration of terminal device 10.
[0131] For example, the event setting unit 213 associates a special event with a location in real space specified by an authorized user, based on the user's operation of specifying the location to which the special event should be associated. In other words, the event setting unit 213 places a special event at a location specified by an authorized user, based on the user's operation of specifying the location to which the special event should be placed. That is, for example, the organizer of a real-world event may be able to specify the location to which the special event should be placed and then place the special event.
[0132] An example of how an authorized person (for example, the organizer of a real-world event) can arrange a special event is described below. The control unit 110 of the authorized person's terminal device displays a map on the display unit 18 to specify the real-world location to which the special event is associated, as illustrated in Figure 5.
[0133] The event setting unit 213 associates a special event with a specified location on the map (in other words, in real space) based on an operation performed by the authorized user terminal device to specify the location to which the special event should be associated. That is, the event setting unit 213 may accept an operation from the organizer of a real event to specify the location in real space to which the special event should be associated, and associate the special event with the location specified by that operation. Note that this operation may also be an operation to place a special object 33c at any location on the map.
[0134] The map in question is generated based on information about the geography of the real world and corresponds to the geography of the real world. In other words, each point on the map is associated with 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. On the map, for example, 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. In this embodiment, the map can also be read as virtual space. Note that the map does not necessarily have to have virtual objects placed at locations corresponding to the locations where roads, buildings, mountains, rivers, etc., are located in the real world. That is, as long as each point on the map is associated with each point in the real world, the locations and types of various virtual objects on the map do not necessarily have to reflect the locations and types of various objects in the real world. In this embodiment, a special event is associated with a specific location on a map based on an operation by the organizer to specify that location. This can be described as associating a special event with a specified location in real space, or as associating a special event with a specified location in virtual space. In other words, the event setting unit 213 can be described as associating a special event with a location specified by an authorized person based on an operation by the authorized person to specify the location in virtual space to which the special event should be associated.
[0135] Furthermore, for example, the event setting unit 213 determines the period during which special events associated with each location in real space will occur, based on an operation by an authorized user to set the period during which special events can occur (in other words, the period during which they can be played).
[0136] As illustrated in Figure 6, the control unit 110 of the authorized terminal device displays a setting screen 410 on the display unit 18 for setting the period (in other words, the date and time) during which a special event associated with a specific location on the map (in other words, a designated location) will occur.
[0137] The event setting unit 213 determines the date and time of the special event that corresponds to a specific location on the map, based on the operation on the setting screen 410 in which the date and time of the special event is specified (for example, the operation on the date and time setting UI 411 as exemplified in Figure 6).
[0138] Furthermore, the setting for the period during which special events can occur may include changing the period once it has been set. That is, for example, suppose a real-world event that was scheduled to be held in a specific location during the first time slot on a specific day becomes impossible to hold during the first time slot due to various circumstances, and the time slot is changed to the second time slot. In such a case, the game control unit 212 may change the setting that was originally set as the period during which special events corresponding to the real-world event can occur, which was "the first time slot on that specific day," to "the second time slot on that specific day" based on the actions of an authorized user.
[0139] Furthermore, for example, the event setting unit 213 determines the content of the special event associated with each location in real space based on the operation of the authorized person to set the content of the special event. The content of the event is as described above, but for example, the type, number, and strength of the characters that appear, the method of progression of the special event (in other words, the game format), the placement of event objects 33 related to the special event (e.g., checkpoint P), the difficulty level of the special event, the rewards for the special event, the presentation of the special event, or the user's operation method related to the progression of the special event (e.g., a pose that can cause a specific event) may be determined based on the operation of the authorized person. In other words, for example, the organizer of the real event may be able to customize the content of the special event.
[0140] As illustrated in Figure 6, the control unit 110 of the authorized terminal device displays a settings screen 410 on the display unit 18 for setting the content of a special event associated with a specific location on the map (in other words, a designated location).
[0141] On the settings screen 410, authorized users can select specific items related to the content of the special event. These specific items may include, for example, one or more of the following: the types, number, and strength of characters that appear; the method of progression of the special event (in other words, the game format); the placement of event objects 33 related to the special event (e.g., checkpoint P); the difficulty level of the special event; the rewards for the special event; the presentation of the special event; or the user's actions related to the progression of the special event (e.g., poses that can trigger specific events).
[0142] In the settings screen 410 illustrated in Figure 6, a character settings UI 412 is displayed that accepts the operation to select the type and number of characters to appear. Operations on the character settings UI 412 are accepted as operations to select the type and number of characters to appear. The settings screen 410 displays multiple selectable candidates for the type of characters to appear, and the authorized user can select the type of characters to appear from among the multiple candidates. In addition, the settings screen 410 allows the user to select the number of each character to appear.
[0143] The event setting unit 213 sets the content of the special event according to the authorized user's selection, based on the user's selection of specific items related to the content of the special event on the setting screen 410. For example, the event setting unit 213 sets the types and number of characters that appear in the special event according to the authorized user's selection. In other words, the event setting unit 213 can accept operations from the organizer of a real-world event to customize the special event and determine the content of the special event based on those operations.
[0144] Furthermore, the settings for the content of a special event (in other words, the selection of specific matters related to the content) may be made by selecting a specific package from several pre-prepared packages. That is, for example, packages that pre-determine the types and number of characters that appear, the method of conducting the special event, rewards, and presentation may be prepared, and the person in charge may set the content of the event by selecting a specific package from among several types of packages.
[0145] Furthermore, the operation to set the content of the special event may also be the operation to input the content of the real event. In other words, the event setting unit 213 may set the content of the special event to content corresponding to the input of the real event, based on the operation of an authorized user to input the content of the real event (for example, the types and number of characters appearing in the real event).
[0146] Furthermore, for example, the event setting unit 213 determines the conditions for the occurrence of a special event, which are associated with each location in real space, based on an operation by an authorized user to set the conditions for the occurrence of a special event. Here, the conditions for occurrence can be said to be the conditions that the user must satisfy in order to cause a special event to occur (in other words, to play it). The conditions for occurrence are not particularly limited, but may include, for example, conditions related to payment of consideration, conditions related to actions taken at the event location, conditions related to the user's attributes, or conditions related to the game media owned by the user. Specifically, for example, as a condition related to payment of consideration, it may be possible to set, based on the operation of the authorized user, whether or not to make the purchase of a specific item (including virtual items such as electronic tickets), such as a participation ticket for a real event or merchandise related to the real event, a condition for causing a special event to occur. Also, for example, as a condition related to actions taken at the event location, it may be possible to set, based on the operation of the authorized user, whether or not to make reading a predetermined two-dimensional code (e.g., a QR code) placed at the event location with a terminal device 10, or performing a predetermined authentication at a device placed at the event location, a condition for causing a special event to occur. Furthermore, it may be possible to configure, based on the actions of an authorized user, whether or not a user possessing certain attributes (for example, attributes related to age, gender, address, physique, or occupation) is a condition for triggering a special event. Also, it may be possible to configure, based on the actions of an authorized user, whether or not a user owning certain game media (for example, a certain character or a certain item) is a condition for triggering a special event (including cases where ownership and use are conditions).
[0147] The game control unit 212, upon the occurrence of a special event, determines whether the conditions for occurrence, which were determined based on the actions of the authorized user, have been met, and if it determines that the conditions have been met, it permits the occurrence of the special event.
[0148] Furthermore, setting the conditions for a special event to occur can also be considered setting how the special event will start.
[0149] By allowing real-world event organizers to configure various settings for special events, game operators no longer need to configure each event individually, reducing the effort required for both operators and organizers. Furthermore, allowing real-world event organizers to customize special events makes it possible to create events tailored to their preferences. In other words, while many real-world events are held across the country, coordinating their placement and content individually would be burdensome for both operators and organizers. This configuration eliminates such burdens. Additionally, for example, if a character show held at a specific location is successful and the organizers want to hold another character show that day, they can immediately prepare a real-world event related to the additional character show, improving the flexibility of events that link the real and virtual worlds. Even when game operators are the authorized users and configure various settings, enabling customization of special events, as exemplified in this embodiment, reduces the burden associated with setting up special events.
[0150] Furthermore, the person with authority may differ depending on the content of the settings (in other words, the items to be set). That is, for example, the organizers of a real-world event may be able to set only some of the items mentioned above.
[0151] Furthermore, there are no particular restrictions on the execution order of the various settings. For example, the placement of special events and the setting of their content can be executed in any order. That is, special events may be placed first, and then the content of the placed special events may be set, or the content of special events may be set first, and then the special events with determined content may be placed.
[0152] Furthermore, various settings can be made individually for each of the multiple venues where the real-world event is held, or collectively for all venues. That is, when a character show related to a particular work is held at a first and second location in real space, the game control unit 212 may accept an operation from the organizer to set up only the special event for the first location, or an operation from the organizer to set up only the special event for the second location (in other words, it may accept an operation to set up special events for each location individually), and make the settings for the special event based on the organizer's operation. Alternatively, the game control unit 212 may accept an operation from the organizer to set up both the special event for the first location and the special event for the second location collectively (in other words, it may accept an operation to set up special events for multiple locations collectively), and make the settings for the special event based on the organizer's operation.
[0153] Furthermore, if the event organizer or other authorized person is allowed to set up special events, the event setting unit 213 may permit the setting up on the condition that a fee is paid. The fee may be requested each time a setting is made for each special event, or it may be paid as a lump sum for all special events related to real-world events held throughout the country. The event organizer may also register an account to set up special events, and a fee may be required for the registration of such an account. In addition, the required fee may vary depending on at least one of the following: the location to which the special event is associated, the period during which the special event can occur, the content of the special event to be set, or the conditions for the occurrence of the special event to be set. For example, if the authorized person can set the period during which the special event can occur, the longer the period set, the higher the required fee may be.
[0154] (Specific example) Next, we will explain specific examples of real-world events and special events.
[0155] The real-world event in this example is a character show related to a specific work, which will be held sequentially at various venues (in other words, various facilities) throughout the country. Furthermore, the character show will be held at a specific time on a specific day at each venue, and the date and time will differ from venue to venue. In addition, the content of the character show will differ depending on the venue. Specifically, the characters appearing in the character show and the storyline will differ.
[0156] Each venue will have a special event as an in-game event in the game according to this embodiment. In other words, a special event will be placed at a virtual location (in other words, a location on a map) that corresponds to each venue in the real world. In other words, in the game according to this embodiment, a special event corresponding to each venue in the real world will be set up.
[0157] Each special event is limited to a period during which it can occur (in other words, a period during which it can be played), corresponding to the date and time of the character show at the corresponding venue. In other words, the period during which each special event can occur varies depending on the date and time of the character show at the corresponding venue. Specifically, each special event can only occur on the day of the character show at the corresponding venue. Note that "only on the day of the show" includes cases where the event can only occur during a specific time slot on the day of the show, or where it can occur throughout the entire day.
[0158] Furthermore, the content of each special event will vary depending on the venue. Specifically, the characters appearing in the special events will differ depending on the characters appearing in the character shows at the corresponding venue. Also, the way the special events are conducted will differ depending on the venue.
[0159] The setting of each special event is handled by the character show organizer. The organizer can set up special events by registering an account for this purpose. The organizer operates from an authorized terminal device to place special events at each character show venue. The organizer also operates from the authorized terminal device to set the period during which special events can occur and the content of the special events for each venue.
[0160] Users playing the game according to this embodiment can play special events by going to the venue on the day the character show is held. As mentioned above, playing the special events may require participation in the character show (for example, purchasing a ticket), but it may also be possible to play them simply by going to the venue.
[0161] The special event in this example is a battle event in which participants take on the role of a specific character appearing in a character show and defeat enemy characters appearing in the character show. In other words, the character show is performed in which a specific character defeats a specific enemy character, and in the special event, the user can control that specific character to defeat that specific enemy character. In the special event, the user can transform their controlled character or have their controlled character use the techniques of that specific character by taking a picture of themselves striking a specific pose with the camera of the terminal device 10. The user may take the picture themselves or have someone else take it for them. Alternatively, the user may have someone else strike the pose and take a picture of them to advance the special event. For users who do not wish to take a pose, it is also possible to advance the special event by operating the touchscreen 16 of the terminal device 10 without taking a pose.
[0162] Furthermore, by playing (in other words, clearing) a special event, game media related to the character show will be awarded as a reward within the game. In addition, the user may be given the right to obtain items related to the character show in the real world (in other words, a reward that can be exchanged for such items) as a reward. In other words, the game control unit 212 may grant users who have played a special event (for example, users who have met certain conditions in the special event (for example, users who have defeated enemy characters, etc.)) the right to obtain items related to the real-world event related to the special event in the real world. Specifically, for example, such a right may be granted in the form of an electronic exchange ticket, and by showing the exchange ticket to the staff of the character show at the venue where the character show is being held, it may be possible to obtain goods related to the character show in the real world.
[0163] With this configuration, users can play events related to character shows by going to the locations where character shows are held throughout the country during the event period.
[0164] <Processing flow> Next, we will explain an example of the process involved in executing in-game events that correspond to real-world events, referring to the flowchart shown in Figure 7.
[0165] First, the location information acquisition unit 116 acquires location information indicating the user's current location in the real world (step S101).
[0166] Next, the game control unit 212 determines whether the user's current location is related to one of the real-world events held throughout the country (in other words, whether it is the location of the event) (step S102).
[0167] If the user's current location is related to one of the real-world events held throughout the country (YES in step S102), the game control unit 212 permits the occurrence of a special event and causes the special event to occur (step S103). Each special event related to a location has a set period during which it can occur, and the game control unit 212 causes the special event to occur if the user's current location is related to one of the real-world events held throughout the country and the period during which the special event at that location can occur is within that period.
[0168] If the user's current location is not related to one of the real-world events held throughout the country (NO in step S102), the game control unit 212 does not permit the occurrence of the special event and does not cause the special event to occur.
[0169] Furthermore, the game according to this embodiment includes various events that can be played even outside of the character show period, and normally (in other words, when not going to the character show venue) players can enjoy playing events other than special events. However, the game according to this embodiment can also be made to only include special events as playable events. That is, special events may be playable in the form of limited-time events in a game that also has permanent events (for example, events related to the main story). Alternatively, special events may be playable in a dedicated app for enjoying character shows, etc.
[0170] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. The configuration of this embodiment may be applied to games that utilize information about the user's location in real space. The configuration of this embodiment may also be applied to games other than games that link virtual space and real space. Furthermore, the configuration of this embodiment may also be applied to games other than games that utilize information about the user's location in real space. Furthermore, the configuration of this embodiment may also be applied to applications such as walking apps, running apps, and pedometer apps. The configuration of this embodiment may also be applied to services other than games (in other words, applications).
[0171] 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.
[0172] <Note> The configuration of this embodiment may be used, for example, to improve the entertainment value of a service. The matters described in the above embodiments may also be described as follows.
[0173] (Note 1) Computers, A determination means (for example, a game control unit 212) that determines whether or not a user is at an event location, which is a location in real space related to one of several specific events held in real space, Based on the determination that the user is at the event location, an event control means (e.g., a game control unit 212) is configured to generate an in-game event corresponding to the specific event. program. This configuration allows for the linking of events held in multiple locations in the real world with the game, thereby enhancing the game's appeal.
[0174] (Note 2) The aforementioned specific event is a show held in various locations throughout the country. The aforementioned in-game event is an event in which characters related to the aforementioned show appear. The program described in Appendix 1. This configuration allows for entertainment where, by going to the show venue, users can enjoy both the experience of watching the show and the experience of enjoying the world of the show through the game, thereby realizing the entertainment value of the game.
[0175] (Note 3) The aforementioned specific event is a show held in various locations throughout the country. The aforementioned in-game event is an event in which game merchandise related to the characters appearing in the aforementioned show can be obtained. The program described in Appendix 1. This configuration makes it possible to provide users who visit the show venue with special game content related to the show, thereby enhancing the enjoyment of the game.
[0176] (Note 4) Based on its determination that the user is at the event location, the event control means generates the in-game event corresponding to at least one of the location, date and time, or weather conditions of the specific event related to that event location. The program described in one of the following appendices 1-3. This configuration allows for a deeper connection between in-game events and specific events at each location, making the experience gained from in-game events more realistic.
[0177] (Note 5) Based on its determination that the user is at the event location, the event control means generates the in-game event corresponding to the media publication status of the content related to the specific event during the duration of the event at that event location. The program described in one of the following appendices 1-3. This configuration allows for linking the availability of content related to a specific event in the real world with in-game events corresponding to that event, thereby enhancing the game's appeal.
[0178] (Note 6) The aforementioned specific event is a show in which at least one of the types or number of characters appearing differs depending on the venue, Based on its determination that the user is at the event location, the event control means generates the in-game event corresponding to at least one of the types or number of characters appearing in the show at that event location. The program described in one of the following appendices 1-3. This configuration allows for a deeper connection between in-game events and specific events held at each location, thereby enhancing the game's appeal.
[0179] (Note 7) Computers, Based on the pose taken by the user in real space that is related to a work related to the aforementioned specific event, the system functions as an event generation means (e.g., a game control unit 212) that causes a specific event to occur in the in-game event. The program described in one of the following appendices 1-3. With this configuration, users can trigger specific events within the game by taking poses related to works associated with specific events, such as poses taken by characters appearing in a particular event. Therefore, the game's appeal can be enhanced.
[0180] (Note 8) The type of pose required to cause the aforementioned specific event differs depending on the game medium used by the user in the in-game event. The program described in Appendix 7. This configuration allows for variations in the relationship between poses and the occurrence of specific events, thereby improving the game's appeal.
[0181] (Note 9) Computers, Based on an operation on the organizer's terminal device for the aforementioned specific event to specify a real-world location to which the in-game event corresponds, the event setting means (e.g., event setting unit 213) functions to associate the in-game event with the specified location. The program described in one of the following appendices 1-3. This configuration allows the organizer of a specific event to place an in-game event corresponding to that event at the event's location, thereby improving the convenience of event setup.
[0182] (Note 10) Computers, Based on an operation performed by the organizer of the specific event to set the period during which the in-game event can occur, the event setting means (e.g., event setting unit 213) is configured to function as an event setting means (e.g., event setting unit 213) that determines the period during which the in-game event can occur. The program described in any one of the following appendices 1 to 3. This configuration allows the organizer of a specific event to set the duration of in-game events corresponding to that event, thereby improving the convenience of event scheduling.
[0183] (Note 11) Computers, Based on the operation performed on the terminal device of the organizer of the aforementioned specific event to set the content of the in-game event, it functions as an event setting means (for example, an event setting unit 213) that determines the content of the in-game event. The program described in one of the following appendices 1-3. This configuration allows event organizers to customize the content of in-game events corresponding to their specific events, improving the convenience of event setup. Furthermore, by enabling event organizers to customize the content of in-game events corresponding to their specific events, they can adjust the in-game events to match real-world events, thereby enhancing the enjoyment of the game.
[0184] (Note 12) Computers, Based on an operation performed by the organizer of the specific event on their terminal device to set the conditions that the user must satisfy in order to trigger the in-game event, the terminal device functions as an event setting means (e.g., event setting unit 213) that determines the conditions that the user must satisfy in order to trigger the in-game event. The program described in one of the following appendices 1-3. This configuration allows the organizer of a specific event to set the conditions for the occurrence of in-game events corresponding to that event, thereby improving the convenience of event setup.
[0185] A determination means for determining whether or not a user is at an event location, which is a location in real space related to one of several specific events held in real space, The system includes an event control means that generates an in-game event corresponding to the specific event based on the determination that the user is at the event location. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved.
[0186] Furthermore, the problem-solving means configured in the above-mentioned program (for example, each configuration described in the appendix) can be adapted to devices, systems, methods, media, etc., as appropriate. [Explanation of symbols]
[0187] 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, 213 Event setting unit, 220 Storage unit
Claims
1. Computers, A determination means for determining whether or not a user is at an event location, which is a location in real space related to one of a specific event held at multiple locations in real space, Based on the determination that the user is at the event location, the event control means generates an in-game event corresponding to the specific event. program.
2. The aforementioned specific event is a show held in various locations throughout the country. The aforementioned in-game event is an event in which characters related to the aforementioned show appear. The program according to claim 1.
3. The aforementioned specific event is a show held in various locations throughout the country. The aforementioned in-game event is an event in which game merchandise related to the characters appearing in the aforementioned show can be obtained. The program according to claim 1.
4. Based on its determination that the user is at the event location, the event control means generates the in-game event corresponding to at least one of the location, date and time, or weather conditions of the specific event related to that event location. The program according to any one of claims 1 to 3.
5. Based on its determination that the user is at the event location, the event control means generates the in-game event corresponding to the media publication status of the content related to the specific event during the duration of the event at that event location. The program according to any one of claims 1 to 3.
6. The aforementioned specific event is a show in which at least one of the types or number of characters appearing differs depending on the venue, Based on its determination that the user is at the event location, the event control means generates the in-game event corresponding to at least one of the types or number of characters appearing in the show at that event location. The program according to any one of claims 1 to 3.
7. Computers, Based on the poses taken by the user in real space that are related to works associated with the aforementioned specific event, the game's in-game event functions as a means of causing a specific event to occur. The program according to any one of claims 1 to 3.
8. The type of pose required to cause the aforementioned specific event differs depending on the game medium used by the user in the in-game event. The program according to claim 7.
9. Computers, Based on an operation performed by the organizer of the aforementioned specific event on their terminal device to specify the real-world location to which the in-game event corresponds, the event setting means functions to associate the in-game event with the specified location. The program according to any one of claims 1 to 3.
10. Computers, Based on an operation performed on the terminal device of the organizer of the aforementioned specific event to set the period during which the in-game event can occur, the event setting means is configured to determine the period during which the in-game event can occur. The program according to any one of claims 1 to 3.
11. Computers, Based on the operation performed on the terminal device of the organizer of the aforementioned specific event to set the content of the in-game event, it functions as an event setting means that determines the content of the in-game event. The program according to any one of claims 1 to 3.
12. Computers, Based on an operation performed by the organizer of the aforementioned specific event to set the conditions that the user must satisfy in order to trigger the in-game event, the terminal device is configured to function as an event setting means that determines the conditions that the user must satisfy in order to trigger the in-game event. The program according to any one of claims 1 to 3.
13. A determination means for determining whether or not a user is at an event location, which is a location in real space related to one of a specific event held at multiple locations in real space, The system includes an event control means that generates an in-game event corresponding to the specific event based on the determination that the user is at the event location. Information processing system.
Citation Information
Patent Citations
Program and information processing system
JP7571267B1