Programs and Systems
Patent Information
- Application Number
- JP2025057687
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-31
- Publication Date
- 2026-10-14
AI Technical Summary
【0006】 本発明によれば、興趣性が向上する。
Smart Images

Figure 2026165347000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and a system.
Background Art
[0002] Conventionally, services for measuring the amount of exercise of a user carrying a mobile terminal are known (see, for example, Patent Documents 1 and 2). In addition, so-called "location-based games" that progress in conjunction with the movement of the user are known (see, for example, Patent Documents 3 to 5).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Patent Document 3
Patent Document 4
Patent Document 5
Summary of the Invention
Problems to be Solved by the Invention
[0004] The present invention aims to enhance entertainment appeal.
Means for Solving the Problems
[0005] To solve the above problems, a program according to the present invention causes a computer to set the next destination in a service that uses information related to the player's position in real space, when the player's staying time in a predetermined range including the destination reaches a threshold value.
Effects of the Invention
[0006] According to the present invention, interest is improved. [Brief explanation of the drawing]
[0007] [Figure 1] This diagram shows an overview of the system according to this embodiment. [Figure 2] This is a hardware configuration diagram for the server. [Figure 3] This is a hardware configuration diagram of the user terminal. [Figure 4] This is a functional block diagram of the user terminal. [Figure 5] This is a flowchart of event control process 1. [Figure 6] This is an example of an event selection screen. [Figure 7] This is an example of the destination selection screen. [Figure 8] This is an example of a field screen. [Figure 9] This is an example of a field screen with an expanded range of activity. [Figure 10] This is a flowchart of the threshold determination process. [Figure 11] Here is another example of an event selection screen. [Figure 12] This is an example of a battle screen. [Figure 13] This is an example of the field screen during a limited-time event. [Figure 14] This is a flowchart of event control processing 2. [Figure 15] This diagram shows an example of the order in which destinations are set. [Figure 16] This figure shows another example of the order in which destinations are set. [Figure 17] This is a flowchart of event control process 3. [Figure 18] This diagram shows an example of the order in which destinations are set for multiple players. [Modes for carrying out the invention]
[0008] Hereinafter, a system 1 according to an embodiment will be described based on the drawings. The embodiments of the present invention described below are presented as examples for embodying the present invention, and are not intended to limit the scope of the present invention to the specific details set forth in the embodiments. Accordingly, the present invention can be implemented with various modifications applied to the embodiments.
[0009] [Overview of System 1] Figure 1 is a diagram showing an overview of the system 1 according to the present embodiment. As shown in Figure 1, the system 1 mainly includes a server 10 and user terminals 20A, 20B, 20C, and 20D (hereinafter, these may be collectively referred to as "user terminals 20"). Although four user terminals 20 are illustrated in Figure 1, the number of user terminals 20 included in the system 1 is not limited to this example. The server 10 and the user terminals 20 are connected so as to be capable of mutual communication via a communication network 2. Specific examples of the communication network 2 are not particularly limited, and the communication network 2 is configured by, for example, the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof.
[0010] The system 1 according to the present embodiment is a game system that implements a game on the user terminals 20. The game implemented by the system 1 is, for example, an online game that is executed on each of the plurality of user terminals 20 through mutual communication between the server 10 and the plurality of user terminals 20. The transmission and reception of data between the user terminals 20A to 20D may be performed via the server 10, or may be performed directly. However, the game may also be an offline game that runs entirely on a single user terminal 20.
[0011] Hereinafter, a user who operates the user terminal 20 to play the game is referred to as a "player". In addition, the players of the user terminals 20A, 20B, 20C, and 20D are referred to as Player A, B, C, and D. Furthermore, avatars that act in the virtual space as alter egos of Player A, B, C, and D are referred to as Avatar A, B, C, and D.
[0012] [Server 10 Configuration] Figure 2 is a hardware configuration diagram of server 10. Server 10 enables online gaming by synchronizing game data from multiple user terminals 20. Server 10 is implemented on a general-purpose computer such as a workstation or personal computer. As shown in Figure 2, server 10 mainly consists of a processor 11, memory 12, storage 13, input / output interface 14, and communication interface 15. Each component of server 10 is connected to the communication bus 19.
[0013] The processor 11 performs the processing described later by executing a series of instructions contained in the server program 13P stored in memory 12 or storage 13. The processor 11 can be implemented as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processing Unit), an FPGA (Field-Programmable Gate Array), or other device.
[0014] Memory 12 temporarily holds the server program 13P and data. The server program 13P is loaded, for example, from storage 13. The data includes data input to the server 10 and data generated by the processor 11. For example, memory 12 can be implemented as RAM (Random Access Memory) or other volatile memory.
[0015] Storage 13 permanently holds the server program 13P and data. Storage 13 can be implemented as, for example, ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Alternatively, storage 13 may be implemented as a removable storage device, such as a memory card. In yet another example, instead of being built into the server 10, storage 13 may be connected to the server 10 as an external storage device. With such a configuration, for example, in a scenario where multiple user terminals 20 are used, such as in an amusement facility, it becomes possible to update the server program 13P and data all at once.
[0016] The input / output interface 14 is an interface for connecting external devices such as monitors, input devices (e.g., keyboards, pointing devices), external storage devices, speakers, cameras, microphones, and sensors to the server 10. The processor 11 communicates with external devices through the input / output interface 14. The input / output interface 14 can be implemented using, for example, USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (Registered Trademark) (High-Definition Multimedia Interface), or other terminals.
[0017] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 can be implemented as a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).
[0018] [Configuration of User Terminal 20] The user terminal 20 can be implemented as, for example, an HMD (Head Mounted Display) set, a tablet terminal, a wearable device, smart glasses, a smartphone, a feature phone, a laptop computer, or a desktop computer. In this embodiment, an example of the user terminal 20 as a tablet terminal is described, as shown in Figure 1.
[0019] Figure 3 is a hardware configuration diagram of the user terminal 20. As shown in Figure 3, the user terminal 20 mainly comprises a processor 21, memory 22, storage 23, communication interface 25, monitor 31, cameras 33 and 34, microphone 35, speaker 36, motion sensor 41, position sensor 42, and operating device 43 (operating unit). Each component of the user terminal 20 is connected to the communication bus 29.
[0020] The configuration of the processor 21, memory 22, storage 23, and communication interface 25 is the same as that of the server 10's processor 11, memory 12, storage 13, and communication interface 15. The storage 23 also stores the terminal program 23P.
[0021] The monitor 31 is mounted on the surface of a flat casing, as shown in Figure 1, for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is mounted on the surface of the flat casing and is a so-called in-camera that captures the face of the user viewing the monitor 31. The camera 34 is mounted on the back of the flat casing (the side opposite the monitor 31) and is a so-called out-camera that captures the surroundings.
[0022] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into sound and outputs it to the user. The user terminal 20 may include earphones instead of the speaker 36.
[0023] The motion sensor 41 detects the movement of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be implemented as, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.
[0024] The position sensor 42 detects the current location of the user terminal 20. Since it is assumed that the user terminal 20 is in the possession of the user, the location of the user terminal 20 corresponds to the location of the user possessing the user terminal 20. The position sensor 42, for example, acquires signals from a GPS (Global Positioning Satellite) and outputs information indicating the current location (hereinafter referred to as "current location information"). The specific examples of current location information are not particularly limited, but for example, it may be a combination of the latitude and longitude of the current location.
[0025] The user terminal 20 may use the detection results of the motion sensor 41 and the position sensor 42 to calculate the user's steps, distance traveled, and direction of movement. The user's location may also be determined using values detected by external devices (sensors). For example, the results of imaging equipment or position sensors (such as infrared sensors) placed in a building could be used. Alternatively, the user may own multiple terminals (devices) and share the detection results of sensors between these devices to determine the user's location.
[0026] The operating device 43 receives input (operations) of commands from the user to the user terminal 20. The operating device 43 is, for example, a touch panel superimposed on the monitor 31 that receives various touch operations from the user. In other words, the monitor 31 in this embodiment is a touch panel display unit. As another example, the user terminal 20 may be equipped with a controller with buttons, an operation stick, etc., as the operating device 43.
[0027] [Overview of the game implemented by System 1] System 1 according to this embodiment provides, for example, a "location-based game." A location-based game is a game that progresses by having an avatar move on a field F (virtual space) corresponding to the real space, following (linking) the player's movement in the real space. The following description will focus on the game implemented on user terminal 20A, but the same applies to user terminals 20B, 20C, and 20D.
[0028] The movement of an avatar on field F in accordance with (linked to) the movement of a player in real space is an example of an avatar moving in virtual space in accordance with the player's movement in real space. However, the direction of movement, speed of movement, and distance of movement of the player in real space and the avatar in virtual space do not have to be exactly the same. Furthermore, the avatar may move in virtual space not only in accordance with the player's movement in real space, but also in accordance with the player's operations through the control device 43. In other words, when player A operates avatar A, it may include either player A, who possesses user terminal 20A, moving, or player A, who operates the control device 43 of user terminal 20A, or both.
[0029] "Field F" is, for example, a virtual space (map) that corresponds to the real space where user terminal 20A (i.e., player A) exists. Field F does not need to be exactly the same as the real space; it only needs to be similar enough that player A can perceive it as the "same place." For example, the layout of major roads and intersections in Field F is the same as in the real space. On the other hand, buildings and places inaccessible to unauthorized persons (e.g., highways, factories, etc.) do not need to match those in the real space.
[0030] The shape of Field F is defined by field data. More specifically, the field data describes the shape of Field F (e.g., roads, buildings, parks, etc.) and includes information indicating its correspondence with the real world (e.g., latitude and longitude). Various objects, such as avatars, are also placed within Field F.
[0031] An "avatar" is, for example, a 3D object with a three-dimensional shape and coordinates. An avatar is a representation of the player moving in the virtual space, reflecting the player's movements in the real world. However, specific examples of avatars are not limited to human form; they can also be animals, monsters, robots, vehicles (e.g., cars, bicycles, tanks, ships), etc.
[0032] Hereinafter, among the avatars displayed on user terminal 20A, avatar A operated by player A on user terminal 20A will be referred to as the "player's avatar," and avatars B, C, and D operated by other players B, C, and D will be referred to as "other players' avatars." The appearance, possessions, parameters (for example, attack power, defense power, stamina, skills, speed, etc.), and current location on field F are defined by the avatar data.
[0033] An "object" refers to any thing that can be placed on Field F (for example, avatars A-D, candidate location icons α-ε, icons X1-X4, monsters M1-M2). An object is a symbol that represents the shape of the corresponding thing. An object may be fixed on Field F or may move within Field F. The appearance, shape, characteristics, position, and parameters of an object, as well as its current location on Field F, are defined by the object data.
[0034] Location-based games trigger events when predetermined conditions are met. An "event" can be anything that can be implemented in a location-based game, such as a battle event where the player's avatar A battles an enemy avatar, an acquisition event where the player obtains game media, a viewing event where the player watches a movie (video), a facility event where the player's avatar A acts in a facility (e.g., a town, castle, inn, weapon shop, church, dungeon, etc.), a lottery event where a randomly selected game media is given to player A, or a preparation event that changes the state of the player's avatar A (e.g., health recovery, changing occupation or equipment, organizing items). The content of an event is defined by event data.
[0035] The conditions for an event to occur may, for example, refer to Player A satisfying a predetermined positional condition with respect to a location set in real space (hereinafter referred to as the "event location"). "Satisfying a predetermined positional condition" means, for example, that Player A enters a predetermined area that includes the event location set in real space. The specific shape of the predetermined area is not particularly limited, but for example, it could be a circular area centered on the event location. In other words, an event occurs when Player A approaches the event location.
[0036] In other words, the event is triggered when the user's avatar A satisfies a predetermined positional condition relative to icons X1-X4 placed on field F. In this case, "satisfying the predetermined positional condition" means, for example, that the user's avatar A enters a predetermined area on field F that includes icons X1-X4. The specific shape of the predetermined area is not particularly limited, but for example, it could be a circular area centered on icons X1-X4. That is, the event is triggered when the user's avatar A comes into proximity to icons X1-X4.
[0037] Furthermore, the conditions for an event to occur may include, in addition to Player A (in other words, Player A's own avatar A relative to icons X1-X4) fulfilling predetermined positional conditions relative to the event location, using a predetermined game medium (for example, thrusting a sword into the location of icon X1) or selecting icons X2-X4 (for example, tapping the display locations of icons X2-X4).
[0038] A battle event is an event that implements a turn-based battle in which the player avatar A and the enemy avatar take turns acting (e.g., attacking, activating skills, using items). In other words, in a battle event, on the battle screen displayed on monitor 31, the actions of the player avatar A, following instructions from player A via control device 43, and the actions of the enemy avatar, following instructions from terminal program 23P (or server program 13P), are executed alternately. The battle event ends when the health of either player avatar A or enemy avatar decreases due to the actions of one of them, and either player avatar A or enemy avatar's health reaches 0. However, the form of a battle event is not limited to the example described above.
[0039] A facility event is an event in which the player's avatar A enters a facility corresponding to a facility icon placed on Field F, using the facility icon as an entrance. Furthermore, a facility event is an event in which the player's avatar A acts within the facility according to instructions from player A via the control device 43. Field F is an example of the first virtual space, and the virtual space of the facility is an example of the second virtual space. Note that the second virtual space may or may not correspond to the real world.
[0040] The lottery event is an event in which a game medium selected by lottery from among several candidate game mediums is awarded to Player A (the player's avatar A). Each of the candidate game mediums has a predetermined probability of being won. Furthermore, game mediums with higher in-game value (e.g., high parameters, rarity) have a lower probability of being won. Game mediums include, for example, equipment worn by Player A's avatar A (e.g., weapons, armor, costumes, accessories), consumable items consumed by Player A's avatar A (e.g., recovery items, buff items, debuff items), and in-game currency that can be exchanged for other game mediums.
[0041] Furthermore, location-based games may reward player A (in other words, the player's avatar A, hereinafter the same) during events. Location-based games may, for example, reward players when they achieve the objective of an event (e.g., win a battle event, reach a destination in a facility event), or they may reward players when an event occurs (e.g., an acquisition event occurs, a lottery event occurs). Rewards may be, for example, the game medium mentioned above, or electronic information usable in the real world (e.g., points, coupons, discounts, etc.).
[0042] [Functional block diagram of user terminal 20A] Figure 4 is a functional block diagram of user terminal 20A. As shown in Figure 4, the terminal program 23P loaded into memory 22 causes the user terminal 20 (computer) to function as an action means 210, a setting means 220, a generation means 230, a measurement means 240, and a decision means 250. The user terminal 20 may also be equipped with other control means (for example, control means for advancing a location-based game). The functional blocks of user terminal 20A will be described below, but the same applies to user terminals 20B, C, and D.
[0043] The action means 210 (movement means) causes the player's avatar A to perform actions on the field (e.g., move, attack, activate skills, use items). The action means 210 moves the player's avatar A on the field F, reflecting information about the player A's movement in the real world detected by the position sensor 42. The action means 210 also causes the player's avatar A to act according to the player A's operations via the control device 43. The action means 210 also transmits avatar data reflecting the player's avatar A's actions to the server 10 via the communication IF 25. The server 10 transmits the avatar data received from user terminal 20A to other user terminals 20B, 20C, and 20D. This allows avatar A to act synchronously on all user terminals 20A to 20D.
[0044] The setting means 220 sets a destination in real space (in other words, on field F corresponding to real space). The destination refers to a place (for example, a combination of latitude and longitude) that player A (player's avatar A) should reach in order to trigger an event. That is, an event may be associated with the destination. The setting means 220 sets the destination at a location that is a predetermined distance or more away from player A's (player's avatar A's) current location.
[0045] For example, the setting means 220 may place multiple candidate location icons α, β, γ, δ, and ε, which are candidates for the destination, on the field F in the destination setting screen shown in Figure 7. Then, the setting means 220 sets the candidate location selected by player A via the operation device 43 from among the candidate location icons α to ε placed on the field F as the destination.
[0046] Candidate location icons α to ε are, for example, randomly placed on field F. The number of candidate location icons α to ε is not particularly limited. The setting means 220 may change the position and number of candidate location icons α to ε according to the amount of time player A has stayed in the area including the most recent destination.
[0047] More specifically, the setting means 220 may shorten the distance to the candidate destination icon γ closest to player A's current location (shortest distance) or lengthen the distance to the candidate destination icon δ furthest from player A's current location (longest distance) as player A's stay time within the stay range increases. In other words, the longer the stay time, the more options there may be for the distance to the next destination. The setting means 220 may also increase the number of candidate destination icons α to ε as the stay time increases.
[0048] As another example, the setting means 220 may automatically set a destination on field F according to predetermined rules. The setting means 220 may set the location of the destination independently, or it may set the location of the destination according to instructions from server 10. The setting means 220 may, for example, change the distance to the next destination according to the time player A has stayed in the most recent area. More specifically, the setting means 220 may shorten the distance to the next destination the longer the stay time.
[0049] The event generation means 230 generates an event associated with icons X1 to X4 when player A (in other words, player avatar A for icons X1 to X4) meets predetermined positional conditions in relation to a pre-set destination.
[0050] Furthermore, the generation means 230 may also function as a rewarding means for granting a reward to player A corresponding to the event that was generated. For example, the generation means 230 (rewarding means) may grant a reward to player A in accordance with the fact that an event was generated. As another example, the generation means 230 (rewarding means) may grant a reward to player A in accordance with the purpose of the generated event (for example, the time spent in the area reached a threshold, the player won a battle event, or the player watched a movie in a viewing event).
[0051] The measurement means 240 measures the time that player A stays within the designated area. The measurement means 240 repeatedly acquires current location information (i.e., player A's current location) detected by the position sensor 42 at predetermined intervals (e.g., 0.1 seconds). In addition, each time the measurement means 240 acquires current location information from the position sensor 42, it determines whether or not player A's current location is included within the designated area. The measurement means 240 then measures the time during which player A's current location is continuously included within the designated area as the stay time. On the other hand, if player A's current location leaves the designated area, the measurement means 240 stops measuring the stay time and resets the stay time measured so far. Furthermore, the measurement means 240 may also notify player A of the stay time being measured (e.g., count up, count down).
[0052] However, there is an error (for example, several meters to tens of meters) in detecting the current location using the position sensor 42. In particular, the error tends to be larger when player A is indoors or underground. Therefore, the measurement means 240 does not need to immediately stop measuring the time spent even if player A's current location temporarily moves outside the range of stay.
[0053] More specifically, the measurement means 240 may, during the measurement of the stay time, continue measuring the stay time if the period during which player A's current location is outside the stay range is less than a predetermined period (for example, 5 seconds), assuming that player A is staying within the stay range. The measurement means 240 may then continue measuring the stay time if player A's current location returns within the stay range before the predetermined period has elapsed since player A's current location left the stay range. On the other hand, if player A's current location remains outside the stay range after the predetermined period has elapsed, the measurement means 240 may stop measuring the stay time and reset the stay time measured so far.
[0054] Furthermore, the measurement means 240 is not limited to resetting the stay time if player A leaves the stay area before the measured stay time reaches a threshold. As another example, when player A leaves the stay area, the measurement means 240 may temporarily suspend the measurement of the stay time and store the stay time at the time of departure in memory 22. Then, when player A visits the stay area again, the measurement means 240 may resume the measurement of the stay time from the value stored in memory 22.
[0055] Furthermore, there may be limitations on the storage of stay time before reaching a threshold (pause of measurement). As an example of a limitation, if player A leaves the stay area and a predetermined time (e.g., 24 hours) has elapsed, the stay time stored in memory 22 may be deleted (time limitation). As another example of a limitation, when an event hosted by system 1 ends, the stay time stored in memory 22 may be deleted (time limitation). As yet another example of a limitation, if player A enters another stay area β while the stay time in stay area α is stored in memory 22, the stay time in stay area α may be deleted from memory 22 (quantity limitation). Note that the number of stay times that can be stored simultaneously is not limited to one.
[0056] Furthermore, the measurement means 240 may change the measurement speed (elapsed speed, etc.) of the stay time depending on the state of player A (player avatar A) within the stay area. The state of player A may refer to, for example, the mode of movement (e.g., means of movement, mode of movement, speed of movement, etc.). For example, the measurement means 240 may increase the measurement speed of the stay time (i.e., count up or count down of stay time) when player avatar A is walking on field F (first mode of movement) compared with when player avatar A is riding a vehicle on field F (second mode of movement with a faster speed than the first mode of movement). In this case, the first mode of movement utilizes real-world location information such as GPS of the terminal used by player A, but in the case of the second mode of movement, the player A may move based on the amount of movement based on the operation instructions given by player A to avatar A in the game space, without utilizing real-world location information such as GPS of the terminal used by player A. In other words, in the second mode of movement, movement can be performed in the game by performing movement-related operations on a virtual pad displayed on the terminal's touch panel or the like. Of course, operations can also be performed via a controller device that reflects the operations in various games. As another example, the measurement means 240 may measure the time spent in a location faster when player A is walking in real space (first mode of movement) compared to when player A is riding a vehicle (e.g., bicycle, motorcycle, car, train) in real space.
[0057] Furthermore, the content of the stay events may be changed depending on the mode of movement and the location where the player is staying. For example, if the player stays in the first mode of movement, the first event will occur, and if the player stays in the second mode of movement, the second event will occur. In this way, by linking the location-based game with a real-world map, the game space is limited, but a variety of games can be developed. Of course, the same event could be used, or events with some kind of story-related connection could be used.
[0058] Furthermore, the measurement means 240 may sum up the stay times measured for each mode of movement. That is, the measurement means 240 may adjust the stay time measured in the first mode of movement and the stay time measured in the second mode of movement using a predetermined coefficient and then sum them up. More specifically, the measurement means 240 may multiply the stay time measured in the second mode of movement by a predetermined coefficient (<1) and add it to the stay time measured in the first mode of movement. The coefficient may also be changed depending on the mode of movement (for example, the type of vehicle). Furthermore, the vehicle in real space may be estimated, for example, by the movement speed of player A detected using the position sensor 42, or it may be estimated in cooperation with other applications installed on the user terminal 20A (for example, a car navigation application).
[0059] The decision means 250 determines a threshold for comparison with the stay time. For example, the decision means 250 may change the threshold depending on the number of times a destination has been set within a predetermined period (for example, from 3:00 AM to 3:00 AM the following day). As another example, the decision means 250 may change the threshold depending on whether it is solo play or multiplayer.
[0060] [Explanation at the start of the game] The game progresses on user terminal 20 when server program 13P causes server 10 (an example of a computer) to execute the following processes, and terminal program 23P causes user terminal 20 (another example of a computer) to execute the following processes. Hereafter, the act of server program 13P (terminal program 23P) causing server 10 (user terminal 20) to execute processes will be simply referred to as "server 10 (user terminal 20) executes the processes." The following explanation will focus on the game implemented on user terminal 20A.
[0061] Furthermore, before proceeding with the game, server 10 and user terminal 20A identify the account the user will use and execute the process to proceed with the game using the identified account. If multiple accounts are available, server 10 and user terminal 20A identify which account to proceed with from among the multiple accounts before executing the process to proceed with the game.
[0062] The user terminal 20A transmits, for example, the current location information detected by the location sensor 42 to the server 10 via the communication IF 25 in order to associate it with the currently active account. The server 10 also transmits, for example, field data indicating field F, which includes the current location indicated by the current location information received from the user terminal 20A, to the user terminal 20A via the communication IF 15 in order to synchronize it with the currently active account.
[0063] [First Embodiment] Figure 5 is a flowchart of event control process 1. Figure 6 is an example of an event selection screen. Figure 7 is an example of a destination selection screen. Figure 8 is an example of a field screen. Figure 9 is an example of a field screen with an expanded stay range. Figure 10 is a flowchart of threshold determination process. Figure 11 is another example of an event selection screen. Event control process 1 is a process that allows player A to select an event from among multiple events and generates the selected event. Terminal program 23P executes event control process 1 when it receives, for example, an operation by player A that instructs the display of the event selection screen.
[0064] First, the terminal program 23P (setting means 220) displays the event selection screen shown in Figure 6 on the monitor 31 (S11). More specifically, the terminal program 23P (setting means 220) receives event data from the server 10 via the communication IF 25 and displays the events included in the received event data on the event selection screen. The events displayed on the event selection screen may change depending on, for example, the progress of a location-based game or the level of the user's avatar A.
[0065] The event selection screen is where Player A can select the event they want to play. The event selection screen displays a list of events that Player A can select. Of the multiple events listed on the event selection screen, some events (for example, "Event 1" in Figure 6) are already unlocked, while others (for example, "Events 1-5" in Figure 6) are not yet unlocked. "Unlocked" means that Player A can select the event, and "Not unlocked" means that Player A cannot select the event.
[0066] The terminal program 23P (setting means 220) then receives the operation of player A to select an event through the operating device 43. Next, if player A selects event 1 through the event selection screen, for example, the terminal program 23P (setting means 220) displays the destination selection screen shown in Figure 7 on the monitor 31 (S12).
[0067] The destination selection screen is a screen that allows player A to select a destination to trigger event 1, which was selected in step S11. The destination selection screen shown in Figure 7 displays, for example, field F and player avatar A. The terminal program 23P (setting means 220) displays field F, which includes the position corresponding to player A's current location in real space, based on the field data received from server 10. The terminal program 23P (setting means 220) also places player avatar A at the position on field F corresponding to player A's current location. Only a portion of field F, indicated by the field data, is displayed on the destination selection screen.
[0068] Furthermore, the terminal program 23P (setting means 220) places (displays) multiple candidate location icons α, β, γ, δ, and ε in field F. Candidate location icons α to ε are locations that are candidates for the destination. The terminal program 23P (setting means 220) may place candidate location icons α, γ, and ε within the display range of the destination selection screen, or it may place candidate location icons β and δ outside the display range of the destination selection screen. The distances from the user's avatar A to each of the candidate location icons α to ε may be different from each other (in the example in Figure 7, candidate location icon γ is close to the user's avatar A, and candidate location icon δ is far from the user's avatar A).
[0069] Furthermore, candidate location icons α to ε can be placed at any position on field F. The terminal program 23P (setting means 220) according to the first embodiment may be installed, for example, in a place where player A is to stay (e.g., a commercial facility, a train station building, a shopping street, a theme park, a park). In this case, the terminal program 23P places candidate location icons α to ε at the location instructed by the server 10 (in other words, the location indicated by the candidate location data received from the server 10 via the communication IF 25). The candidate location data indicates, for example, the position of the candidate location icon on field F and the shape and size of the stay area, which will be described later.
[0070] Next, the terminal program 23P (setting means 220) moves the display range of field F on the destination selection screen (i.e., the rectangular frame in Figure 7) according to the player A's operation on the operating device 43 (e.g., a slide operation). Then, when player A selects one of the candidate destination icons α to ε placed on field F (e.g., candidate destination icon α), the terminal program 23P (setting means 220) sets the position of the selected candidate destination icon α as the destination. In other words, on the destination selection screen in Figure 7, the terminal program 23P (setting means 220) sets the position selected by player A from among the multiple candidates presented as the destination.
[0071] Next, the terminal program 23P (action means 210) displays, for example, the field screen shown in Figure 8 on the monitor 31. The field screen shows the positional relationship between the destination (destination icon X1) set in step S12 and player A (player avatar A). The field screen shown in Figure 8 displays field F, player avatar A, and destination icon X1.
[0072] The terminal program 23P (action means 210) displays field F, which includes the location corresponding to player A's current location in real space, based on field data received from server 10. The terminal program 23P (action means 210) also places player A's avatar A at the location on field F corresponding to player A's current location. Furthermore, the terminal program 23P (action means 210) places destination icon X1 at the destination set in step S12.
[0073] As an example, the field screen may display an area of field F indicated by the field data, captured by a virtual camera (not shown) positioned above and behind the player's avatar A, as shown in Figure 8. In this case, the terminal program 23P (action means 210) displays the player's avatar A at a position on the field screen corresponding to the player A's current location. As another example, the field screen may display an area of field F indicated by the field data, captured by a virtual camera (not shown) positioned at the head (more specifically, the eyes) of the player's avatar A. In this case, the terminal program 23P (action means 210) does not display the player's avatar A on the field screen.
[0074] Next, the terminal program 23P (action means 210) updates field F, which is displayed on the field screen, in accordance with the movement of player A in the real world. That is, the terminal program 23P (action means 210) moves the player A's avatar A (in other words, the virtual camera) on field F in accordance with the movement of player A in the real world. The terminal program 23P (action means 210) also displays on the field screen the area of field F captured by the virtual camera after the movement (i.e., the area included in the field of view of the virtual camera). The terminal program 23P (action means 210) then repeatedly executes this process until player A satisfies the predetermined positional conditions relative to the destination (S13: No).
[0075] Next, the terminal program 23P (generating means 230) generates event 1 associated with the destination when player A satisfies predetermined location conditions relative to the destination (S13: Yes). In location-based games, "player A satisfies predetermined location conditions relative to the destination" is synonymous with "player avatar A satisfies predetermined location conditions relative to destination icon X1". In addition, the terminal program 23P (generating means 230) may also generate event 1 associated with the destination if, in addition to player avatar A satisfying predetermined location conditions relative to destination icon X1, player A has used a specific item, possesses a specific item, or is equipped with a specific item.
[0076] Event 1 is an event (hereinafter referred to as a "stay event") that is achieved, for example, when the time spent by Player A in a predetermined area including the destination (hereinafter referred to as the "stay area") reaches a threshold (hereinafter referred to as the "stay time"). However, specific examples of events are not limited to these. In the first embodiment, assuming that the destination icon X1 is placed within the theme park, Figure 9 shows a field screen enlarged around the destination icon X1 in Figure 8. As an example, the stay area may be a perfect circle centered on the destination icon X1. As another example, the stay area may be any shape (for example, a shape corresponding to the theme park grounds).
[0077] Furthermore, the terminal program 23P (measurement means 240) starts measuring the time player A stays in the stay area in response to the occurrence of a stay event. The terminal program 23P (measurement means 240) then continues measuring the stay time until the stay time reaches a threshold (S15: Yes) or until player A leaves the stay area (S16: Yes).
[0078] The terminal program 23P (generation means 230) may also notify player A that a stay event has occurred (i.e., that measurement of stay time has started) (for example, by displaying it on the monitor 31, by sounding an alarm from the speaker 36, or by vibration). Furthermore, the terminal program 23P (measurement means 240) may also notify player A of the stay time being measured. For example, the terminal program 23P (measurement means 240) may, for example as shown in Figure 9, display on the monitor 31 the value obtained by subtracting the current stay time from a threshold described later (for example, remaining time 43:37) and count down as the stay time elapses. As another example, the terminal program 23P (measurement means 240) may display the current stay time on the monitor 31 and count up as the stay time elapses.
[0079] Next, the terminal program 23P (determination means 250) determines a threshold (S14). The threshold is a value that is compared with the stay time measured by the measurement means 240. That is, it is the time that player A stays in the stay range. The threshold may be a predetermined fixed value, or it may be determined in association with the stay event selected in step S11, or it may be determined in association with the destination set in step S12. In the first embodiment, the terminal program 23P (determination means 250) dynamically determines the threshold by the threshold determination process shown in Figure 10 (S14).
[0080] For example, the terminal program 23P (determination means 250) may determine the number of times a destination has been set (in other words, a stay event has occurred) during a predetermined period (for example, from 3:00 AM to 3:00 AM the following day) (S21). Then, if it is the first time the destination has been set (S21: Yes), the terminal program 23P (determination means 250) determines the threshold for the first time (S22). Also, if it is the second or subsequent time the destination has been set (S21: No), the terminal program 23P (determination means 250) determines the threshold for the second time (S23).
[0081] The second time (for example, 50 minutes) is shorter than the first time (for example, 60 minutes). Furthermore, the terminal program 23P (decision means 250) may set a shorter threshold when the destination is set for the Nth time (N is a positive integer) than when it is set for the (N-1)th time, regardless of whether it is the first or second time the destination is set. In other words, the terminal program 23P (decision means 250) shortens the threshold as the number of times the destination has been set within a predetermined period increases.
[0082] As another example, the terminal program 23P (determination means 250) may determine whether it is solo play or multiplayer (S25). If the terminal program 23P (determination means 250) determines it is solo play (S25: Yes), it determines the threshold for the first time (S26). If the terminal program 23P (determination means 250) determines it is multiplayer (S25: No), it determines the threshold for the third time (S27). The third time is shorter than the first time. On the other hand, the relative magnitudes of the second and third times are not particularly limited.
[0083] Solo play refers to a state where player A is progressing through the stay event alone. On the other hand, multiplayer refers to a state where multiple players A and B are cooperating (for example, forming a party) to progress through the stay event. In multiplayer, the stay time is measured when the current locations of players A and B are within the stay range. The current locations of players A and B are managed by server 10. In other words, the terminal program 23P (decision means 250) shortens the threshold when multiple players A and B are in the stay range compared to when only player A is in the stay range.
[0084] Furthermore, the terminal program 23P (action means 210) moves the player's avatar A on the field F in accordance with the player A's movement in the real world. In other words, player A can move freely in the real world even while the measurement means 240 is measuring the time spent. More specifically, player A can either stay within the area of stay or leave it.
[0085] Then, if player A does not leave the stay area and the stay time reaches a threshold (S15:Yes & S16:No), the terminal program 23P (setting means 220) releases a new stay event (for example, event 2) (S17). That is, when player A next displays the event selection screen, as shown in Figure 11, event 2 will be newly available for selection. In other words, when the stay time reaches a threshold, the terminal program 23P (setting means 220) makes the next destination (i.e., the destination corresponding to event 2) available for setting. On the other hand, if player A leaves the stay area before the stay time reaches a threshold (S15:No & S16:Yes), the terminal program 23P (setting means 220) terminates event control processing 1 without releasing a new stay event.
[0086] Furthermore, the terminal program 23P (generating means 230) may grant player A a reward associated with event 1 if player A stays within the designated area and the stay time reaches a threshold (S15: Yes & S16: No). The rewards granted in the stay event may include, for example, game media associated with the stay area (e.g., local stamps, limited items). In addition, the terminal program 23P (generating means 230) may vary the quantity or quality (e.g., rarity) of the reward depending on player A's behavior history within the stay area (e.g., distance traveled, speed traveled). For example, the longer player A travels within the stay area, the greater the quantity or quality of the reward may be.
[0087] Furthermore, the terminal program 23P (setting means 220) may, for example, place event icons X2 to X4 within the stay range while measuring the stay time, as shown in Figure 9. Each of the event icons X2 to X4 is associated with an event. More specifically, the event icons X2 to X4 placed within the stay range are associated with events that are related to the stay range (in other words, limited to the stay range).
[0088] For example, the terminal program 23P (generation means 230) may generate an acquisition event when the player's avatar A meets predetermined positional conditions relative to the event icon X2. The terminal program 23P (generation means 230) may then grant player A a game medium (reward) limited to the area where the player is staying during this acquisition event. In acquisition events within the area where the player is staying, the quantity or quality of the reward may be increased compared to acquisition events outside the area where the player is staying. Furthermore, in acquisition events within the area where the player is staying, a reward that cannot be obtained outside the area where the player is staying may be granted.
[0089] As another example, the terminal program 23P (generating means 230) may generate a viewing event when the user's avatar A meets predetermined positional conditions relative to the event icon X3. In the viewing event, for example, player A may be made to watch an advertisement video. The terminal program 23P (generating means 230) may then, as a reward when the advertisement video is played to completion, reduce the remaining time until the stay time reaches a threshold (for example, by adding 60 seconds to the stay time or subtracting 60 seconds from the threshold). The value added to the stay time (or subtracted from the threshold) may vary depending on, for example, the type and length of the advertisement video.
[0090] The terminal program 23P may reduce the remaining time until the duration reaches a threshold by, for example, consuming game media (items) obtainable within the game, or by making in-game purchases. "In-game purchases" refers to consuming currency that circulates outside the game, such as real currency or virtual currency.
[0091] Furthermore, even if Player A temporarily leaves the area of stay, there may be a game medium (e.g., a proxy item) that allows the measurement means 240 to continue measuring the time spent in the area. The terminal program 23P may continue measuring the time spent in the area of stay (e.g., the location of destination icon X1) from the time the proxy item is placed until it is retrieved, regardless of whether Player A is staying in the area of stay or not. In other words, Player A may move to the destination, place the proxy item, temporarily leave the area of stay, and then return to the destination to retrieve the proxy item. The proxy item may be, for example, a game medium obtainable through payment.
[0092] As another example, the terminal program 23P (generating means 230) may generate a battle event when the player's avatar A meets predetermined positional conditions with respect to the event icon X3 (hereinafter referred to as "encounter"). Furthermore, the terminal program 23P (generating means 230) may generate a battle event that is more advantageous to player A when player A is staying within the area of stay (in other words, when the time of stay is being measured) compared to when player A is not staying within the area of stay (in other words, when the time of stay is not being measured).
[0093] Figure 12 shows an example of a battle screen. The battle screen displays the player's avatar A and the opponent, monster M1 (enemy avatar). The battle screen may also display the remaining health of both player avatar A and monster M1. Furthermore, in a battle event with the same monster M1, if player A is within the designated area (Figure 12(A)), the battle event may start with monster M1 having less remaining health compared to when player A is outside the designated area (Figure 12(B)).
[0094] However, specific examples of "battle events advantageous to Player A" are not limited to the example in Figure 12. Other examples include increasing the stats of Player A's avatar (e.g., attack power, defense power, speed) (so-called buffs), or decreasing the stats of Monster M1 (i.e., debuffs). Another example is in a turn-based battle event, where if Player A is outside the designated area, the player with higher speed (Player A or Monster M1) acts first, while if Player A is within the designated area, Player A's avatar always acts first. Yet another example is that in a battle event where Player A is within the designated area, the amount or quality of the reward for victory may be increased compared to a battle event where Player A is outside the designated area.
[0095] Furthermore, the terminal program 23P (generation means 230) may generate a limited event at a predetermined timing. A limited event is, for example, an event in which multiple specific monsters M2 are placed on field F, and a specific reward (for example, high experience points, a large amount of in-game currency, or a game item of high rarity) is given when the player wins a battle event against the specific monsters M2. A limited event is also an event in which at least one of the period during which it can be challenged (for example, 30 minutes) and the number of times it can be challenged (for example, 20 times) is limited.
[0096] Specifically, the terminal program 23P (generation means 230) generates a battle event between player avatar A and specific monster M2 each time player avatar A encounters specific monster M2 during the challenge period of the limited event. The terminal program 23P (generation means 230) then grants a specific reward to player A if player avatar A wins the battle event. Furthermore, the terminal program 23P (generation means 230) terminates the limited event when the challenge period for the limited event has elapsed or when the number of battle events with specific monster M2 has reached the limit.
[0097] Furthermore, the terminal program 23P (generating means 230) generates a limited event at predetermined timings (for example, at 10am, 3pm, 6pm, etc., every day) regardless of whether player A is staying within the designated area (in other words, whether the duration of stay is being measured). The terminal program 23P (generating means 230) may, when generating a limited event, increase at least one of the challenge period and the number of attempts for the limited event compared to when player A is outside the designated area, if player A is staying within the designated area.
[0098] Figure 13 shows an example of the field screen during a limited-time event. As an example, the terminal program 23P (event generation means 230) may increase the number of specific monsters M placed on field F (i.e., the number of challenges) in a limited-time event that occurs when player A is staying within the designated area (Figure 13(A)) compared to a limited-time event that occurs when player A is staying outside the designated area (Figure 13(B)) (for example, 20 times → 30 times). As another example, the terminal program 23P (event generation means 230) may extend the period during which specific monsters M are placed (i.e., the challenge period) in a limited-time event that occurs when player A is staying within the designated area (for example, 30 minutes → 40 minutes) compared to a limited-time event that occurs when player A is staying outside the designated area.
[0099] [Effects of the First Embodiment] According to the first embodiment, the next destination can be set when the time spent by player A within the stay area reaches a threshold. This makes it possible to encourage various actions by player A within the stay area.
[0100] Furthermore, according to the first embodiment, by setting candidate locations (in other words, stay ranges) on the server 10 side (i.e., the operator of the location-based game), it is possible to encourage consumer behavior in specific locations (e.g., shopping malls) or to encourage playing in relatively safe locations (e.g., parks). However, it is also possible to have player A set any location in real space (field F) as the destination, and set a predetermined range including this destination (e.g., a perfect circle with a radius of 500m) as the stay range.
[0101] Furthermore, according to the first embodiment, by gradually shortening the threshold according to the number of times the destination is set (i.e., the number of times the stay event is performed), player A can be encouraged to repeatedly play the stay event. Also, in the case of multiplayer, shortening the threshold can encourage multiple people to visit the destination.
[0102] Furthermore, according to the first embodiment, player A can be encouraged to stay within the designated area by providing a reward when the stay time reaches a threshold. Additionally, player A can be encouraged to perform a desired action (for example, thoroughly patrolling the designated area) by varying the amount or quality of the reward according to the behavior history.
[0103] Furthermore, according to the first embodiment, by granting advantageous effects to Player A in battle events within the area of stay, it is possible to encourage Player A to take action within the area of stay without becoming bored. However, the advantageous effects for Player A in battle events may also be granted as a reward when the amount of time spent in the area reaches a threshold.
[0104] Furthermore, according to the first embodiment, by granting advantageous effects to Player A in limited events within the area of stay, it is possible to encourage Player A to take action within the area of stay without becoming bored. However, the advantageous effects for Player A in limited events may also be granted as a reward when the amount of time spent in the area reaches a threshold.
[0105] Furthermore, according to the first embodiment, if the period during which the current location detected by the position sensor 42 is outside the dwelling area is less than a predetermined period, the measurement of the dwelling time can be continued, thereby absorbing the detection error of the current location by the position sensor 42.
[0106] In the first embodiment, an example was described in which a stay event occurs conditionally upon reaching an explicitly stated destination. That is, in the first embodiment, the location-based game progresses with the player A being aware in advance of the location where the stay event will occur. In contrast, the terminal program 23P (generating means 230) does not have to explicitly tell player A the location where the stay event will occur (i.e., a hidden event). The terminal program 23P (generating means 230) may generate a stay event in response to player A reaching a predetermined location. Furthermore, the terminal program 23P (generating means 230) may, before generating a stay event, progressively notify player A that player A is approaching a predetermined location (for example, the screen flashes or vibrates more intensely, or the screen color changes as player A approaches the destination). This allows player A to move through real space (i.e., play the location-based game) while searching for the location where the stay event will occur.
[0107] Furthermore, as a condition for triggering a stay event, it may be set so that the event occurs when a player visits a predetermined location during a specific time period. For example, a stay event may not occur if a player visits location X between 8:00 and 10:00, but it may occur if a player visits between 13:00 and 15:00. This function could also be applied to allow multiple different events to occur at different times of the same location X, or to allow players to experience continuations of related events (such as those related to the story) or evolved events (such as increased levels of appearing enemies or allies).
[0108] Furthermore, not only to make the game more interesting, but also for safety reasons, stay events may be prevented from occurring during late-night and early-morning hours (24:00-6:00). Similarly, stay events may be prevented from occurring in locations where entry is prohibited for a specified reason during a specified time period (construction sites, accident sites, filming locations, traffic restrictions, etc.). In such cases, control may be implemented to change the area where stay events occur from the normal set location. In this case, the player may be notified of the change (this may be vague, such as general direction, distance, or region, or it may be shown specifically where the event is occurring. This can be done by displaying the place name or placing an object such as a pin in the game space). If the stay count was being kept up to a certain point, it may be continued and the count may be continued at the next alternative location.
[0109] [Second Embodiment] The processing according to the second embodiment will be described with reference to Figures 14 to 16. Figure 14 is a flowchart of the event control processing 2. Figure 15 is a diagram showing an example of the destination setting order. Figure 16 is a diagram showing another example of the destination setting order.
[0110] Detailed explanations of the similarities with the first embodiment will be omitted, and the explanation will focus on the differences. The second embodiment is based on a service that guides player A to a predetermined number of destinations α to ε (for example, a stamp rally or a sightseeing tour). The second embodiment also differs from the first embodiment in that, after player A's stay time in the stay area reaches a threshold, the terminal program 23P (setting means 220) specifies (sets) the next destination.
[0111] First, the terminal program 23P (setting means 220) sets the location of the candidate location icon α shown in Figures 15 and 16 to the destination α. Then, the terminal program 23P (generating means 230) determines whether the destination α is the last destination or not when the time spent by player A in the stay range α including the destination α reaches a threshold (S31: Yes).
[0112] Next, the terminal program 23P (setting means 220) determines that the current destination α is not the last destination (S32: No), and then makes it possible to set the next destination. Also, the terminal program 23P (measurement means 240) continues to measure the time spent in the stay range α even after the time spent in the stay range α has reached a threshold, as long as player A's current location is within the stay range α.
[0113] However, the terminal program 23P (setting means 220) does not immediately set the next destination even if the stay time in the stay range α reaches a threshold. More specifically, after the stay time reaches a threshold, the terminal program 23P (setting means 220) waits to execute the processes from step S34 onward until it receives an instruction from player A to set the next destination (S33: No). The instruction to set the next destination may be given, for example, through the operating device 43, or by player A leaving the stay range α.
[0114] Next, when the terminal program 23P (setting means 220) receives an instruction from player A to set the next destination (S33: Yes), it sets the next destination according to the length of time player A stays in the stay area α (S34) (S35, S36). More specifically, the longer the stay, the closer the next destination is to player A's current location (S34~S36). If the stay in the stay area α is long (S34: Yes), a candidate location δ that is close to destination α (≒ player A's current location) is set as the next destination δ, for example as shown in Figure 15 (S35). On the other hand, if the stay in the stay area α is short (S34: No), a candidate location γ that is further from destination α than candidate location δ is set as the next destination γ, for example as shown in Figure 16 (S36).
[0115] The terminal program 23P then repeatedly executes steps S31 to S36 until it has guided player A to all destinations α to ε (in other words, until the time player A has stayed in all stay ranges α to ε reaches the threshold) (S32: No). The terminal program 23P then terminates event control processing 2 when it has guided player A to all destinations α to ε (in other words, until the time player A has stayed in the last stay range reaches the threshold) (S31: Yes & S32: Yes).
[0116] If player A stays slowly in each of the stay ranges α to ε, for example, as shown in Figure 15, the player will be guided in the order of destinations α, δ, ε, β, γ. On the other hand, if the stay time in each of the stay ranges α to ε is short, for example, as shown in Figure 16, the player will be guided in the order of destinations α, γ, ε, δ, β. In other words, the terminal program 23P (setting means 220) shortens the distance player A travels from the first destination α to the last destination γ (the total distance traveled to visit all destinations α to ε) the longer the stay time in each of the multiple destination ranges α to ε.
[0117] [Effects of the second embodiment] According to the second embodiment, the longer the time spent in the current area, the shorter the travel distance (≒travel time) to the next destination. This encourages player A to stay longer around the current destination.
[0118] Furthermore, according to the second embodiment, the longer the stay in each area, the shorter the total travel distance required to visit all destinations α to ε. This means that the longer you stay around your current destination, the more efficiently you can visit all destinations α to ε.
[0119] [Third Embodiment] The processing according to the third embodiment will be described with reference to Figures 17 and 18. Figure 17 is a flowchart of the event control processing 3. Figure 18 is a diagram showing an example of the order in which destinations are set for each of the multiple players.
[0120] Detailed explanations of the similarities with the first and second embodiments will be omitted, and the explanation will focus on the differences. The third embodiment is based on a service that guides one of several players A and B to each of several predetermined destinations α to ε. In other words, the service according to the third embodiment is a service that distributes the responsibility of visiting several predetermined destinations α to ε among several players A and B. That is, the third embodiment is based on the premise of multiplayer.
[0121] First, the server program 13P sets different destinations for players A and B (S41). Then, the server program 13P sends destination data indicating the set destinations α and β to user terminals 20A and 20B, respectively. In step S41, for example, the destinations may be set randomly, or the candidate locations closest to the current locations of players A and B may be set as destinations. In other words, in the third embodiment, the server program 13P functions as the setting means 220. In the example in Figure 18, it is assumed that destination α is set for player A and destination β is set for player B.
[0122] Next, the terminal program 23P of the user terminal 20A waits until player A arrives at destination α and player A's stay time in stay range α reaches a threshold, by executing the processes in steps S11 to S16 of Figure 5 according to the destination data received from server 10. Then, when the stay time reaches the threshold, the terminal program 23P of the user terminal 20A sends stay data indicating that the stay time has reached the threshold to server 10 via communication IF 25 (S42).
[0123] Similarly, the terminal program 23P of the user terminal 20B waits until player B arrives at destination β and player B's stay time in the stay area β reaches a threshold, by executing the processes in steps S11 to S16 of Figure 5 according to the destination data received from server 10. Then, when the stay time reaches the threshold, the terminal program 23P of the user terminal 20B sends stay data indicating that the stay time has reached the threshold to server 10 via communication IF 25 (S43).
[0124] Next, when the server program 13P receives stay data from both user terminals 20A and 20B (i.e., when the stay time of all players reaches a threshold), it sets different next destinations γ and δ for players A and B respectively (S44). The server program 13P may also award rewards corresponding to destinations α and β to both players A and B. Then, the server program 13P sends destination data indicating the set destinations γ and δ to both user terminals 20A and 20B. In step S44, for example, for players A and B, the candidate locations γ and δ closest to the current value are set as the next destinations γ and δ.
[0125] Next, the terminal programs 23P of user terminals 20A and 20B respectively send stay data to the server 10 via the communication IF 25, indicating that players A and B have arrived at destinations γ and δ and that their stay time has reached a threshold (S45, S46). The processing in steps S45 and S46 is the same as in steps S42 and S43.
[0126] Next, when the server program 13P receives stay data from both user terminals 20A and 20B (i.e., when the stay time of all players reaches the threshold), it sets destination ε (i.e., the same location) as the final destination for players A and B respectively (S47). Then, the server program 13P sends destination data indicating the set destination ε to user terminals 20A and 20B respectively.
[0127] Next, the terminal programs 23P of user terminals 20A and 20B respectively send stay data to the server 10 via the communication IF 25, indicating that players A and B have arrived at the destination ε and that their stay time has reached a threshold (S48). The processing in step S48 is the same as in steps S42 and S43.
[0128] The thresholds in steps S42 and S43 may be the same or different. The server program 13P may, for example, shorten the threshold for player B, who is slower to arrive at the destination than player A. In this case, the server program 13P functions as the decision means 250. The same applies to steps S45, S46, and S48.
[0129] In other words, the terminal programs 23P of user terminals 20A and 20B respectively send arrival data to the server 10 indicating that players A and B have arrived at destinations α and β. The server program 13P may then send threshold data indicating the determined threshold to the user terminals 20A and 20B that sent the arrival data. Furthermore, if the server program 13P receives arrival data from user terminals 20A and 20B in that order, it may set the threshold notified to user terminal 20B to be shorter than the threshold notified to user terminal 20A.
[0130] [Effects of the Third Embodiment] According to the third embodiment, by assigning multiple destinations α to ε to players A and B, it is possible to efficiently visit multiple destinations α to ε. In this case, the next destination will not be set unless players A and B stay in their respective areas of stay (i.e., cooperate to advance the game), thus encouraging players A and B to play stay events (i.e., move to a destination and stay in their respective areas of stay).
[0131] Furthermore, according to the third embodiment, when the time spent in the current areas α and β reaches a threshold, the candidate locations γ and δ closest to the current locations (≒destinations α and β) of players A and B are set as the next destinations δ and γ. This allows players to efficiently visit multiple destinations α to ε.
[0132] Furthermore, according to the third embodiment, the longer a player arrives at their destination, the shorter the threshold for the length of stay, thereby reducing the time until the next destination is set. As a result, players who arrive at their destination earlier can be prevented from becoming bored.
[0133] Furthermore, according to the third embodiment, by setting the final destination for players A and B to the same location, players A and B can share a sense of accomplishment at the final destination. As a result, the motivation of players A and B to complete multiple stay events can be maintained.
[0134] Note that the same destination set for players A and B is not limited to the final destination. In other words, destinations in a specific order from the first destination to the last destination (e.g., intermediate stops) may be set to be the same for players A and B. Also, the destinations of all players do not have to be different. For example, in a multiplayer game with players A through D, destination α may be set for some players A and B, and destination β for the other players C and D.
[0135] [Other variations] Location-based games are an example of a service that utilizes information about the player's location in the real world. However, specific examples of such services are not limited to location-based games and may be applied to various application services that utilize location information. Examples include fitness apps, training apps, health support apps, transportation guidance apps, and tourist information apps.
[0136] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Also, the program according to the present invention is not limited to being executed on a single device, but may be executed by multiple devices in a shared manner. Moreover, the division of roles between the server 10 and the user terminal 20 is not limited to the examples described above. That is, a part of the processing of the server 10 may be executed by the user terminal 20, and a part of the processing of the user terminal 20 may be executed by the server 10. The embodiments described herein can be combined in part or in whole, and parts may be replaced, added, deleted, or modified with other elements. It should be noted that even matters not explicitly described herein may be appropriately adopted from known technical elements at the time of filing.
[0137] Furthermore, some or all of the means implemented by the program can also be implemented by hardware such as integrated circuits. Additionally, the program may be provided by being recorded on a non-transient recording medium readable by a computer. Recording mediums include, for example, hard disks, SD cards, DVDs, and servers on the internet.
[0138] [Note] The present invention is summarized below. [assignment] For example, the present invention aims to improve interest. [Solution] (1) A program that causes a computer to set the next destination when the time spent by the player in a predetermined range including the destination reaches a threshold, in a service that utilizes information about the player's location in real space. (2) In the program described in (1) above, A program that, when the time spent in the computer reaches the threshold, causes the player to set the next destination from a predetermined list of candidates. (3) In the program described in (1) above, A program for the computer that shortens the threshold as the number of times the destination has been set increases. (4) In the program described in (1) above, A program for the computer that shortens the threshold when multiple players stay within the predetermined range compared to when only one player stays within the predetermined range. (5) In the program described in (1) above, A program that causes the computer to award a reward to a player whose stay time reaches the threshold. (6) In the program described in (5) above, A program for the computer that causes the amount or quality of rewards given to the player to differ according to the player's behavioral history within the predetermined range. (7) In the program described in (1) above, A program for the computer that generates a battle event that is more advantageous to the player than when the player is outside the predetermined range, when the player is staying within the predetermined range. (8) In the program described in (1) above, To the aforementioned computer, An event with a limited period or number of attempts that can be taken will occur at a predetermined time. A program that, when the player is staying within the predetermined range, increases at least one of the period and the number of times the player can challenge the event compared to when the player is outside the predetermined range. (9) In the program described in (1) above, A program that, in the service that guides the player to a predetermined number of destinations, causes the computer to set the next destination closer to the player's current location the longer the player stays in the predetermined range including the current destination. (10) In the program described in (9) above, A program for the computer that causes the player's travel distance from the first destination to the last destination to be shortened as the time spent in each of the multiple destinations within a predetermined range is longer. (11) In the program described in (1) above, In the service that guides one of the multiple players to each of the multiple predetermined destinations, Each of the multiple players is instructed to set the destination, A program that, when the player's stay time reaches the threshold, causes the next destination to be set. (12) In the program described in (11) above, A program that causes the computer to set the next destination for each of the multiple players to be the candidate location closest to their current location. (13) In the program described in (11) above, A program for the computer that causes the threshold to be shortened the later a player arrives at the destination. (14) In the program described in (11) above, A program that causes the computer to set the destinations of multiple players in a specific order to the same location. (15) In the program described in (1) above, To the aforementioned computer, The current location of the aforementioned player is repeatedly acquired at predetermined intervals. A program that, during the measurement of the stay time, if the period during which the player's current location is outside the predetermined range is less than the predetermined period, continues to measure the stay time, assuming that the player is still staying within the predetermined range. (16) In the program described in (1) above, A program that causes the computer to change the count of the stay time according to the state of the player. (17) In the program described in (1) above, A program that causes the computer to count the time spent in each state of the player. (18) A system that uses information about the player's location in real space, and includes setting means for setting the next destination when the player's stay time in a predetermined range including the destination reaches a threshold. The solutions described in the above program may be applied as appropriate to other categories such as systems, methods, media, and devices. [Effects and Effects] According to the above solutions (1) and (18), it is possible to encourage the player to take action within a predetermined range that includes the destination. According to the above solution (2), consumer behavior can be encouraged in a desired location (e.g., a shopping mall) or in a relatively safe location (e.g., a park). According to the above solution (3), it is possible to maintain the player's motivation to move to the next destination. According to the above solution (4), it is possible to encourage multiple people to visit the destination. According to the above solution (5), the player can be prompted to stay within a predetermined area including the destination. According to the above solution (6), the player can be prompted to take the desired action. According to the above solution (7), it is possible to encourage players to take action within a predetermined range without boring them. According to the above solution (8), it is possible to encourage players to take action within a predetermined range without boring them. According to the above solution (9), the player can be encouraged to stay longer around their current destination. According to the above solution (10), the longer you stay around your current destination, the more efficiently you can visit all your destinations. According to the above solution (11), it is possible to encourage each of the multiple players to stay within a predetermined range. According to the above solution (12), multiple players can share the task and efficiently visit multiple destinations. According to the above solution (13), it is possible to prevent players who arrive at the destination first from getting bored. According to the above solution (14), it is possible to maintain the motivation of the player as they move sequentially to multiple destinations. According to the above solution (15), errors in detecting the current location by the computer can be absorbed, and the time spent in the area can be measured appropriately. According to the above solutions (16) and (17), it is possible to provide services according to the player's status. [Explanation of Symbols]
[0139] 1...System, 2...Communication network, 10...Server, 11,21...Processor, 12,22...Memory, 13,23...Storage, 13P...Server program, 14...Input / Output interface, 15,25...Communication interface, 19,29...Communication bus, 20...User terminal, 23P...Terminal program, 31...Monitor, 33,34...Camera, 35...Microphone, 36...Speaker, 41...Motion sensor, 42...Position sensor, 43...Operating device, 210...Means of action (means of movement), 220...Setting means, 230...Decision means, 240...Measurement means, 250...Generating means
Claims
1. A program that, in a service that utilizes information about a player's location in real space, causes a computer to set the next destination when the player's stay time in a predetermined range including the destination reaches a threshold.
2. In the program described in claim 1, A program that, when the time spent in the computer reaches the threshold, causes the player to set the next destination from a predetermined list of candidates.
3. In the program described in claim 1, A program for the computer that shortens the threshold as the number of times the destination has been set increases.
4. In the program described in claim 1, A program for the computer that shortens the threshold when multiple players stay within the predetermined range compared to when only one player stays within the predetermined range.
5. In the program described in claim 1, A program that causes the computer to award a reward to a player whose stay time reaches the threshold.
6. In the program described in claim 5, A program for the computer that causes the amount or quality of rewards given to the player to differ according to the player's behavioral history within the predetermined range.
7. In the program described in claim 1, A program for the computer that generates a battle event that is more advantageous to the player than when the player is outside the predetermined range, when the player is staying within the predetermined range.
8. In the program described in claim 1, To the aforementioned computer, An event with a limited period or number of attempts that can be taken will occur at a predetermined time. A program that, when the player is staying within the predetermined range, increases at least one of the period and the number of times the player can challenge the event compared to when the player is outside the predetermined range.
9. In the program described in claim 1, A program that, in the service that guides the player to a predetermined number of destinations, causes the computer to set the next destination closer to the player's current location the longer the player stays in the predetermined range including the current destination.
10. In the program described in claim 9, A program for the computer that causes the player's travel distance from the first destination to the last destination to be shortened as the time spent in each of the multiple destinations within a predetermined range is longer.
11. In the program described in claim 1, In the service that guides one of the multiple players to each of the multiple predetermined destinations, Each of the multiple players is instructed to set the destination, A program that, when the player's stay time reaches the threshold, causes the next destination to be set.
12. In the program described in claim 11, A program that causes the computer to set a candidate location close to the current location as the next destination for each of the multiple players.
13. In the program described in claim 11, A program for the computer that causes the threshold to be shortened the later a player arrives at the destination.
14. In the program described in claim 11, A program that causes the computer to set the destinations of multiple players in a specific order to the same location.
15. In the program described in claim 1, To the aforementioned computer, The current location of the aforementioned player is repeatedly acquired at predetermined intervals. A program that, during the measurement of the stay time, if the period during which the player's current location is outside the predetermined range is less than the predetermined period, continues to measure the stay time, assuming that the player is still staying within the predetermined range.
16. In the program described in claim 1, A program that causes the computer to change the count of the stay time according to the state of the player.
17. In the program described in claim 1, A program that causes the computer to count the time spent in each state of the player.
18. A system that utilizes information about a player's location in real space, and includes setting means for setting the next destination when the player's stay time in a predetermined range including the destination reaches a threshold.
Citation Information
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