Programs and Information Processing Systems

JP2026166064APending Publication Date: 2026-10-14COLOPL
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Patent Information

Application Number
JP2025058788
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-31
Publication Date
2026-10-14

AI Technical Summary

Benefits of technology

【0007】 本開示によれば、興趣性を向上させることができる。

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Abstract

To enhance interest. [Solution] The program causes a computer to set events in a game that reflects the player's location information in real space, based on at least one of the distance from the player's current location to the destination and the time required, which take place between the player's current location and the destination.
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Description

Technical Field

[0001] The present disclosure relates to a program and an information processing system.

Background Art

[0002] Conventionally, games that utilize player position information are known. Patent Document 1 discloses a program that causes a computer to execute: a step of managing game parameters of a player character that is a user's operation target; a step of setting an encounter event including a battle between the player character and another game character for the user based on the user's position information; and a step of executing battle processing in the encounter event.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The present disclosure aims to enhance entertainment property.

Means for Solving the Problems

[0005] A program according to an embodiment disclosed in the present disclosure is for causing a computer to in a game that reflects position information of a player in real space, based on at least one of a distance and a required time from the current position of the player to a destination, set an event in the game that is to be performed between the current position and the destination.

[0006] An information processing system according to an embodiment disclosed in the present disclosure is An information processing system comprising one or more information processing devices, In games that reflect the player's location information in real space, Based on at least one of the distance from the player's current location to the destination and the time required, an event in the game is set, which takes place between the player's current location and the destination. [Effects of the Invention]

[0007] According to this disclosure, interest can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] Figure 1 is a diagram showing the configuration of an information processing system according to an embodiment of this disclosure. [Figure 2] Figure 2 is a block diagram showing the configuration of a server according to an embodiment of this disclosure. [Figure 3] Figure 3 shows an example of a play screen provided by the server in an embodiment of the present disclosure. [Figure 4] Figure 4 illustrates an example of a situation where multiple events are played while the player is traveling from their current location to their destination. [Figure 5] Figure 5 is a flowchart showing the flow of event configuration by the event configuration unit shown in Figure 2. [Figure 6] Figure 6 is a diagram illustrating the method of setting events (part 1) using the event setting unit shown in Figure 2. [Figure 7] Figure 7 is a diagram illustrating the method of setting events using the event setting unit shown in Figure 2 (part 2). [Figure 8] Figure 8 shows an example of a memory screen provided by the server shown in Figure 2. [Figure 9] Figure 9 shows an example (part 1) of the transition between player movement time and stop time. [Figure 10]FIG. 10 is a diagram illustrating an example (part 2) of transition between movement time and stop time of a player. [Description of Embodiments]

[0009] Hereinafter, embodiments of the technical idea will be described in detail with reference to the drawings. In the following description, the same components and the like are denoted by the same reference numerals. Their names and functions are also identical. Therefore, detailed descriptions thereof will not be repeated.

[0010] [Configuration of Information Processing System] FIG. 1 is a diagram illustrating the configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in FIG. 1, the information processing system 1 includes a terminal (information processing apparatus) 10 used by a user, and a server (computer, information processing apparatus) 20, and these apparatuses are connected to be communicable with each other via a network 13.

[0011] The terminal 10 is a smartphone, a phablet, a tablet, or the like. The terminal 10 may be a portable terminal, or may be a wearable device worn on the body, a PC (Personal Computer), a game machine, or the like. When the terminal 10 is operated by the user, game-related data is transmitted and received between the server 20 and the terminal 10.

[0012] The server 20 manages various types of data related to the game of each user who plays the game, and transmits images, sounds, texts, and other data to the terminal 10 in accordance with the progress of the game of each user.

[0013] [Configuration of Server] FIG. 2 is a block diagram illustrating the configuration of the server 20 according to the embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.

[0014] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data of a game play screen, the communication unit 21 transmits the screen data to the terminal 10. Further, upon receiving operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.

[0015] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or a flash memory. Specifically, the storage unit 23 stores a program 41, game information 42, user information 43, and the like.

[0016] The program 41 is a program for the server 20 to execute various processes. The game information 42 includes information used for generating play screens, object information related to virtual objects such as characters usable in the game, and the like. The user information 43 includes information related to the user who plays the game (hereinafter also referred to as "player"), such as identification information of the terminal 10 and identification information of the user.

[0017] The memory 24 includes a storage device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). The memory 24 temporarily stores various types of data generated in accordance with the operation of the control unit 22. For example, the memory 24 stores information related to various game media such as one or more cards and items held by each player.

[0018] The control unit 22 is, for example, a processor including a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), or the like. The control unit 22 operates in accordance with the program 41 to exhibit functions as a game progression unit 31, an event setting unit 32, and a reading unit 33. Hereinafter, details of each configuration in the control unit 22 will be described.

[0019] [Game Progression] The game progress unit 31 performs various processes related to the progress of the game based on operation information received from the terminal 10 via the communication unit 21. For example, the game progress unit 31 handles the progress of events in the game, the creation and control of virtual objects such as characters and buildings that appear in the game, and the generation of screen data for the play screen.

[0020] Figure 3 shows an example of a play screen provided by the server 20 in an embodiment of this disclosure. Referring to Figures 1 to 3, when a player starts playing the game by operating the terminal 10, the terminal 10 transmits operation information indicating the player's actions to the server 20.

[0021] Furthermore, terminal 10 periodically acquires location information indicating the player's location, i.e., the location of terminal 10, and transmits it to server 20. Specifically, terminal 10 is equipped with a detector such as a GPS sensor, which detects the latitude and longitude of terminal 10 and transmits location information indicating the detection result to server 20.

[0022] Furthermore, the location information transmitted from terminal 10 may include not only the latitude and longitude of terminal 10, but also information such as the altitude of terminal 10, the number of steps taken by the player possessing terminal 10, the distance traveled, the time traveled and the direction of travel, the name of the area where the player is located, the topography and weather, and the names of buildings around the player.

[0023] When the communication unit 21 in the server 20 receives location information from the terminal 10 via the network 13, it outputs the location information to the control unit 22. When the game progress unit 31 in the control unit 22 obtains the location information from the terminal 10, it generates screen data for the play screen G1 that reflects the location information, as shown in Figure 3(a). The game progress unit 31 then transmits this screen data to the terminal 10 via the communication unit 21 and the network 13. As a result, the play screen G1 is displayed on the player's terminal 10.

[0024] The play screen G1 displays, for example, a map image that simulates the real-world space around terminal 10, and shows the real-world space from an aerial view. The map image may also include virtual objects that simulate trees, ponds, buildings, and signs in the real world, as well as the names of each virtual object. Furthermore, the appearance of the virtual objects included in the map image may be changed to match the game's storyline.

[0025] Furthermore, the player object 51, which is controlled by the player, is displayed on the play screen G1. For example, suppose the player is carrying terminal 10 and moving around in real space. In this case, the game progress unit 31 changes the position of the player object 51 on the map image based on the location information from terminal 10. In other words, as the player moves around in real space, the player object 51 moves on the map image.

[0026] Furthermore, multiple events are set for multiple locations in the map image. Hereinafter, locations with events set will be referred to as "event locations." For example, when the distance between the player object 51 and an event location in the map image falls below a predetermined value, the screen displayed on the terminal 10 switches to the third-person view gameplay screens G2 and G3, as shown in Figure 3(b) or Figure 3(c).

[0027] Then, the event set for that event location is started on terminal 10. During the event, players may encounter and converse with characters in the game, discover and acquire items, or battle enemy characters. Figure 3(b) shows the gameplay screen G2 when a conversation event, in which a conversation with a character in the game takes place. Figure 3(c) shows the gameplay screen G3 when a battle event, in which a battle with an enemy character in the game takes place.

[0028] Furthermore, the player can set any location on the map image as a destination by operating terminal 10. Then, while the player is traveling from their current location to the destination, the event associated with that event location will start each time the player passes near that event location. The player can then play that event.

[0029] Figure 4 illustrates an example of a situation where multiple events are played during the player's journey from their current location to their destination. For example, as shown in Figure 4, suppose that event locations P1 and P2 are included in the path from the player's current location to their destination. Suppose that a conversation event is set at event location P1 and a battle event is set at event location P2. Furthermore, suppose that event location P3 is located near the destination set by the player, and that event location P3 is set to a treasure event where the player can obtain a treasure item in the game.

[0030] In this case, the player can play through conversation and battle events on their way to their destination, and can also acquire treasure items through treasure events near their destination. In this way, the player can progress through the game by playing one or more events while traveling to their destination. These multiple events are set up, for example, to form a continuous storyline.

[0031] Furthermore, the server 20 may be equipped with artificial intelligence. In this case, the artificial intelligence may automatically move the player object 51 on the map image and advance the game based on location information from the terminal 10.

[0032] [Event Settings] Here, if the player sets an arbitrary location on the map image as the destination, there is a possibility that the player may not be able to complete all the set events before reaching that destination. For example, the player may not have met characters that should be met to advance the story in the game, nor may have obtained items that should be acquired, nor may they have defeated enemy characters that should be defeated. For this reason, the event setting unit 32 in the control unit 22 shown in Figure 2 sets the events from the player's current location to the destination as follows.

[0033] (Example 1) Event setting based on distance from the starting point Figure 5 is a flowchart showing the flow of event setting by the event setting unit 32 shown in Figure 2. Figure 6 is a diagram illustrating the event setting method (part 1) by the event setting unit 32 shown in Figure 2.

[0034] First, when the player performs an operation to set a destination on terminal 10 (see Figure 1), operation information indicating the content of the operation is sent from terminal 10 to server 20. Then, when the event setting unit 32 in server 20 receives this operation information, it identifies the starting point where the player will begin moving, the destination, and the player's movement path based on the operation information and location information from terminal 10 (step S11).

[0035] Next, the event setting unit 32 (see Figure 2) determines the distance from the identified starting point to the destination (step S12). Then, based on the determined distance, the event setting unit 32 sets several events (hereinafter referred to as "essential events") that the player should play before reaching the destination at several points along the travel route (step S13).

[0036] Specifically, as shown in Figure 6, let's assume the distance from the starting point to the destination is 2000m. Let's also assume there are four essential events to reach the destination (for example, events that are necessary for a story to be completed). In this case, the event setting unit 32 sets the four essential events, namely essential event 1, essential event 2, essential event 3, and essential event 4, at points 250m, 750m, 1250m, and 1750m from the starting point, respectively.

[0037] This ensures that all required events are provided to the player while they travel from the starting point to their destination. In other words, a player can complete a story by playing required events 1, 2, 3, and 4 while traveling from the starting point to their destination.

[0038] In the example shown in Figure 6, the case where required events are set using the distance from the starting point was explained, but required events may also be set using the distance to the destination instead of the distance from the starting point.

[0039] (Example 2) Event setting based on elapsed time since the start of movement Referring again to Figure 5, the event setting unit 32 may set multiple required events in step S13 based on the time required from the starting point to the destination.

[0040] In this case, the event setting unit 32 calculates the time required from the starting point to the destination based on the distance identified in step S12. This time is calculated assuming, for example, that the player walks at a standard speed. Alternatively, the event setting unit 32 may calculate the player's speed based on location information from the terminal 10 and use the calculated speed to calculate the time required from the starting point to the destination. Then, based on the calculated time required, the event setting unit 32 sets the start timing for each of the multiple required events that the player should play before arriving at the destination.

[0041] Figure 7 is a diagram illustrating the event setting method (part 2) by the event setting unit 32 shown in Figure 2. Specifically, as shown in Figure 7, suppose the time required from the starting point to the destination is 24 minutes, and there are four mandatory events that must be played before the player reaches the destination. In this case, the event setting unit 32 sets mandatory event 1, mandatory event 2, mandatory event 3, and mandatory event 4 to start at, for example, 3 minutes, 9 minutes, 15 minutes, and 21 minutes after the player starts moving.

[0042] This ensures that mandatory events are triggered based on the elapsed time since the player started moving, regardless of the player's current location. Furthermore, all mandatory events can be completed even if the player changes their travel route during their journey to their destination.

[0043] The method for setting mandatory events by the event setting unit 32 is not limited to the setting methods shown in Figures 6 and 7. For example, the event setting unit 32 may be configured to set mandatory events using both the distance from the starting point or destination and the elapsed time since the start of travel.

[0044] Furthermore, mandatory events may be set to play consecutively. That is, one mandatory event may be set to start immediately after another mandatory event finishes. Also, between a mandatory event and the next mandatory event, events such as battle events or dialogue events that do not affect the game's story (hereinafter referred to as "normal events") may be set to start.

[0045] [Resetting events based on the player's progress] Referring again to Figure 5, the game progress unit 31 periodically acquires information about the player's progress based on the location information from the terminal 10 after the player starts moving (step S14). Information about the player's progress includes the player's direction of movement, speed of movement, distance from the player's current position to the destination, and time required from the current position to the destination.

[0046] Then, the event setting unit 32 determines the player's progress toward the destination based on the information about the player's progress obtained by the game progress unit 31 (step S15).

[0047] For example, suppose the time required from the starting point to the destination is 24 minutes, and 12 minutes after the start of movement, the player's current position is located closer to the starting point than the midpoint between the starting point and the destination, and the distance between the current position and the midpoint is greater than a predetermined value. In this case, the event setting unit 32 determines that the progress is slow. On the other hand, suppose 12 minutes after the start of movement, the player's current position is located closer to the destination than the midpoint between the starting point and the destination, and the distance between the current position and the midpoint is greater than a predetermined value. In this case, the event setting unit 32 determines that the progress is fast.

[0048] Furthermore, the event setting unit 32 may determine that the progress is slow not only based on the distance between the player's current position and the intermediate point, but also, for example, if the player's direction of travel does not align with the direction of the destination. In addition, the event setting unit 32 may determine that the progress is slow if the player's speed is more than a predetermined value slower than the standard speed, and determine that the progress is fast if the player's speed is more than a predetermined value faster than the standard speed.

[0049] The event setting unit 32 then determines that the progress is either too slow or too fast (YES in step S16). In this case, the event setting unit 32 resets the required events (step S17).

[0050] For example, if the event setting unit 32 determines that progress is slow, it will associate additional regular events with one or more locations included in the route from the current location to the destination. The event setting unit 32 may also change the event locations of unplayed mandatory events so that the distance between the event location and the starting position (or destination) becomes longer. Furthermore, if the event setting unit 32 sets mandatory events based on the elapsed time since the player started moving, it may change the time associated with the mandatory event so that the time from the player starting to move until the mandatory event begins becomes longer.

[0051] Furthermore, the event setting unit 32 may determine that the progress is too fast. In this case, the event setting unit 32 may delete, for example, one or more normal events that have already been assigned to locations included in the path from the player's current location to the destination. The event setting unit 32 may also change the location of an unplayed mandatory event so that the distance between the event location and the starting position (or destination) is shortened. Additionally, if the event setting unit 32 has set mandatory events based on the elapsed time since the player started moving, it may change the time associated with the mandatory event so that the time from the player starting to move until the mandatory event begins is shortened.

[0052] On the other hand, if the event setting unit 32 does not determine that the progress is slow or fast (NO in step S16), it does not reset the required events and checks whether the player has arrived at the destination (step S18). If the player has not arrived at the destination (NO in step S18), the event setting unit 32 repeats the operations from step S14 onward. This allows for more appropriate event settings that take into account the progress of the player's movement.

[0053] Similarly, when a required event is reset, the event setting unit 32 checks whether the player has arrived at the destination. If the player has not arrived at the destination (NO in step S18), it repeats the operations from step S14 onward. If the player has arrived at the destination (YES in step S18), the event setting unit 32 terminates the event setting process.

[0054] [Restrictions on locations that can be set as destinations] Restrictions may be placed on the locations that can be set as destinations. That is, the game progression unit 31 shown in Figure 2 may be configured to accept only locations selected by the player that meet predetermined conditions as destinations.

[0055] In this case, for example, there are multiple candidate locations that can be set as destinations. The game progress unit 31 sets the selected candidate location as the destination when one of these candidate locations is selected by the player. The game progress unit 31 may also request the player to consume items used in the game if a location other than the candidate locations is selected as the destination. In exchange for the consumption of items, the game progress unit 31 may set the location selected by the player as the destination.

[0056] Furthermore, the game progression unit 31 may be configured to calculate the time required to reach the location selected as the destination by the player, and if this time is shorter than the total time required for multiple mandatory events to be played, it may not accept that location as the destination. This allows for the player's preferences to be reflected while preventing situations where events cannot be completed before reaching the set destination.

[0057] [Record of played events] Furthermore, the game progress unit 31 automatically saves the contents of events played by the player (hereinafter referred to as "played events") to memory 24. Specifically, the contents of the played events, such as the characters the player object 51 encountered, the items obtained, and the enemy characters defeated, are saved to memory 24. The contents of played events may also be automatically saved to the terminal 10 shown in Figure 1.

[0058] Furthermore, when the player performs an operation on terminal 10 to retrieve played events, the reading unit 33 shown in Figure 2 reads the contents of the played events stored in memory 24 and generates screen data for the memory screen containing those contents. The reading unit 33 then transmits the generated screen data for the memory screen to terminal 10 via the communication unit 21 and network 13. As a result, the player's terminal 10 displays a memory screen showing the contents of the played events.

[0059] Figure 8 shows an example of a memory screen G4 provided by the server 20 shown in Figure 2. In the memory screen G4 shown in Figure 8, as an example, the characters encountered by the player object 51, the content of their dialogue, and the locations where items were obtained are depicted on the pages of a book. By displaying such a memory screen G4, the player can later review the contents of events they have already played.

[0060] [Adjustments for when the game is interrupted before reaching the destination] As described above, the contents of played events are stored in memory 24. Therefore, if the player interrupts the game before reaching the destination, some of the multiple required events that were scheduled to be played before the interruption are stored in memory 24. In such a case, if the player resumes the game and sets the destination again, the event setting unit 32 identifies the required events that were not played among the multiple required events that were scheduled to be played before the interruption.

[0061] The event setting unit 32 then resets the required events so that any required events that have not yet been played are executed before the player arrives at the newly set destination. This ensures that even if the game is interrupted before the player arrives at the destination, the required events that should be played are more reliably played when the game resumes.

[0062] Furthermore, if the game is interrupted while a required event is being played, the required event is divided into multiple parts, and the content of the parts that have been played is automatically saved to memory 24. For example, a required event that was being played is divided into 30-second parts, and the content of the parts that have been played from among the multiple parts included in that required event is saved to memory 24.

[0063] In such a case, suppose the player resumes the game and sets the destination again. In this case, the event setting unit 32 checks the memory 24, identifies the interrupted required event, and further identifies the unplayed part of that required event.

[0064] The event setting unit 32 then reconfigures the required events so that the parts that have not been played are executed before the player arrives at the newly set destination. This ensures that even if the game is interrupted while a required event is being played, the entire required event can be played after the game resumes.

[0065] Furthermore, if the player resumes the game and resets their destination, the event setting unit 32 may set required events that are partially or entirely different from the required events that were scheduled to be played before the interruption. In other words, the story in the game may change before and after the game is interrupted.

[0066] [Restrictions on playing while on the move] Furthermore, the game progress unit 31 may be configured to automatically save any unplayed required events in memory 24 if the player is moving at the time a required event is to start. The game progress unit 31 can determine, for example, whether the player is moving at that time based on location information from terminal 10.

[0067] Furthermore, after the required event is saved to memory 24, suppose the player performs an operation on terminal 10 to play the required event saved in memory 24. In this case, the game progress unit 31 reads the required event saved in memory 24 and provides the required event to terminal 10. As a result, the player can play the required event even after its original start time.

[0068] (Example 1) When there is only one required event that can be saved Figure 9 shows an example (part 1) of the transition between player movement time and stop time. It is assumed that memory 24 can store up to one required event that starts while the player is moving. In this case, as shown in Figure 9, the player progresses through the game by alternating between movement time and stop time (i.e., the play time of the required event) for each required event.

[0069] Specifically, as shown in Figure 9, assume that the player is moving at the start of required event 1. In this case, the unplayed required event 1 is stored in memory 24. Then, when the player performs a predetermined operation on terminal 10 while stopped, required event 1 stored in memory 24 is provided to terminal 10, and the player can play required event 1. After required event 1 has been played, it is deleted from memory 24.

[0070] Furthermore, assume that the player is moving at the start of required event 2. In this case, as with required event 1, the unplayed required event 2 is stored in memory 24. When the player performs a predetermined operation on terminal 10 while stopped, required event 2 stored in memory 24 is provided to terminal 10, and the player can play required event 2. After required event 2 is played, it is deleted from memory 24.

[0071] This allows players to play required events later, even if they are unable to do so while on the move. Therefore, it prevents players from using their phones while walking. Furthermore, players can enjoy the game's progress while traveling to their destination.

[0072] Furthermore, the system may be configured so that if a required event stored in memory 24 has not been played, the next required event will not start. This allows the player to play multiple required events in the correct order.

[0073] (Example 2) When there are multiple required events that can be saved Figure 10 shows an example (part 2) of the transition between player movement time and stop time. It is assumed that memory 24 can store multiple required events that are started while the player is moving. In this case, as shown in Figure 10, the player can play all of the required events that were started during movement at once by performing a predetermined operation on terminal 10 after arriving at the destination, for example.

[0074] This allows players to play required events later, even if they are unable to play them while moving, as shown in the example in Figure 9. Furthermore, players can have the opportunity to play multiple required events that begin during their journey to their destination without having to stop moving.

[0075] Furthermore, if the player is moving at the start of a required event, the required event may not be provided to terminal 10, and a display or sound prompting the player to stop may be output from terminal 10. With this configuration, walking while using a smartphone can be prevented more effectively.

[0076] Furthermore, the memory 24 may be configured to automatically save not only essential events that start while the player is moving, but also normal events that start while the player is moving. Alternatively, the essential or normal events that start while the player is moving may be saved in the terminal 10 instead of in the memory 24 on the server 20.

[0077] Furthermore, the game may be configured so that the player is not deemed to have arrived at their destination until all required events stored in memory 24 or terminal 10 have been completed. For example, items obtainable at a destination may not be obtainable simply by the player arriving at the destination, but only after all required events stored in memory 24 or terminal 10 have been completed.

[0078] [Additional Notes] The contents of the embodiments of this disclosure are listed below. [assignment] The aim is to improve the service.

[0079] [Solution] (Item 1) On the computer, In games that reflect the player's location information in real space, A program that sets events in the game that take place between the player's current location and the destination, based on at least one of the distance from the player's current location to the destination and the time required for that distance. This configuration allows for events to be set up so that, for example, all events to be played are completed before the player reaches their destination, thereby improving engagement. This is particularly effective in story-driven games.

[0080] (Item 2) If the game is interrupted before the player reaches the destination, the played event is recorded. The program described in item 1, wherein if the player resumes the game, any events that were scheduled to be played before the interruption but were not played are set again. This configuration ensures that even if the game is interrupted before reaching the destination, the events that should be played can be reliably completed after the game resumes.

[0081] (Item 3) If the game is interrupted while the player is playing an event, the event is divided into multiple parts, and the parts of the event that have been played are recorded. The program described in item 1, wherein if the aforementioned player resumes the game, the parts of the event from the unplayed part onward are reset. With this configuration, even if the game is interrupted during an event, the entire event can be played after the game resumes.

[0082] (Item 4) A program described in one of items 1 to 3, which automatically saves the content of the events played by the aforementioned player. This configuration allows players to revisit events they have already played.

[0083] (Item 5) The player's progress is determined based on at least one of the player's direction of travel, the player's speed, the distance from the player's current position to the destination, and the time required to reach the destination. A program described in one of items 1 through 4, which resets the event according to the progress of the aforementioned player. This configuration allows for more appropriate event settings that take into account the player's movement progress.

[0084] (Item 6) A program according to any one of items 1 to 5, which can accept a location selected by the player that satisfies predetermined conditions as the destination. This configuration allows for the incorporation of player preferences. Furthermore, by setting a condition that the time required to reach the destination must be longer than the total time of the events to be played, it is possible to prevent situations where players are unable to complete the events before reaching the designated destination.

[0085] (Item 7) A program according to any one of items 1 to 6, which records events that occur during the player's movement, among events set based on at least one of the distance to the destination and the time required. This configuration allows players to play an event later, even if they are unable to play it at the time due to being on the move. This prevents players from using their devices while walking, a practice known as "walking while using a smartphone."

[0086] Furthermore, the solutions constructed in the above program may be adapted to the fields of devices, systems, methods, and media as appropriate.

[0087] Furthermore, each operation performed by the control unit 22 in the server 20 of the above embodiment may be performed by one processor or by multiple processors. For example, some or all of the operations performed by the control unit 22 may be performed by the terminal 10 shown in Figure 1.

[0088] Furthermore, the embodiments described above are merely illustrative examples to facilitate understanding of the present invention and are not intended to limit its interpretation. The present invention can be modified, improved, or have parts of its embodiments deleted without departing from its spirit, and it goes without saying that the present invention includes equivalents thereof. In addition, any publicly known technical configurations not described herein may be adopted as appropriate. Although the present invention has been described using games as an example herein, it can be applied to applications other than games. For example, it may be applied as appropriate to applications such as fitness, training, education, advertising, traffic guidance, distribution, and editing. [Explanation of Symbols]

[0089] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progress unit, 32: Event setting unit, 33: Read unit, 41: Program, 42: Game information, 43: User information, 51: Player object

Claims

1. On the computer, In games that reflect the player's location information in real space, A program that sets events in the game that take place between the player's current location and the destination, based on at least one of the distance from the player's current location to the destination and the time required for that distance.

2. If the game is interrupted before the player reaches the destination, the played event is recorded. The program according to claim 1, wherein when the player resumes the game, any events that were scheduled to be played before the interruption but were not played are set again.

3. If the game is interrupted while the player is playing an event, the event is divided into multiple parts, and the parts of the event that have been played are recorded. The program according to claim 1, wherein when the player resumes the game, the parts of the event from the unplayed part onward are set again.

4. The program according to claim 1, wherein the content of the event played by the aforementioned player is automatically saved.

5. The player's progress is determined based on at least one of the player's direction of travel, the player's speed, the distance from the player's current position to the destination, and the time required to reach the destination. The program according to claim 1, wherein the event is reset according to the progress of the player.

6. The program according to claim 1, wherein a location selected by the player that satisfies predetermined conditions can be accepted as the destination.

7. The program according to claim 1, wherein events set based on at least one of the distance to the destination and the time required, which are initiated while the player is moving, are recorded.

8. An information processing system comprising one or more information processing devices, In games that reflect the player's location information in real space, An information processing system that sets events in the game that take place between the player's current location and the destination, based on at least one of the distance from the player's current location to the destination and the time required for that distance.

Citation Information

Patent Citations

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