Program and information processing system
Patent Information
- Application Number
- JP2024176963
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-10-09
- Publication Date
- 2025-03-26
- Estimated Expiration
- 2043-12-13
AI Technical Summary
【0007】 本発明によれば、サービスの興趣性を向上させることができる。
Smart Images

Figure 0007651771000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and an information processing system. [Background technology]
[0002] 2. Description of the Related Art Conventionally, games that utilize position information indicating a user's position in real space (in other words, the real world) are known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-069858 Summary of the Invention [Problem to be solved by the invention]
[0004] Meanwhile, in services such as games, there is a demand for improving the entertainment value.
[0005] An object of the present invention is to improve the interest of a service. [Means for solving the problem]
[0006] According to one embodiment shown in the present disclosure, Computer, In a service that utilizes location information indicating a user's location in real space, the device functions as a change means for changing the size of a range in which the user, determined based on the location information, can use a predetermined object in the service, based on the user being in a real space location corresponding to a specific event. The program is provided. Effect of the Invention
[0007] According to the present invention, it is possible to improve the interest of a service. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Diagram 3] FIG. 13 is a diagram showing an example of a game screen. [Figure 4] FIG. 13 is a diagram for explaining an event that goes around multiple checkpoints. [Diagram 5] FIG. 11 is a diagram for explaining a change in the size of the available range for a specific event. [Figure 6] 11 is a diagram for explaining a change in the size of the usable range according to the number of specific objects. FIG. [Figure 7] 11 is a diagram for explaining a change in the size of the usable range according to the moving speed of a user. FIG. [Figure 8] FIG. 13 is a diagram for explaining a change in the size of the available range in response to the display of an advertisement. [Figure 9] FIG. 13 is a diagram for explaining operations related to sharing an item, showing an example of a screen displaying a list of items that can be shared with other users. [Figure 10] FIG. 13 is a diagram for explaining an operation for receiving a shared item, showing an example of a screen displaying a list of items that can be shared. [Figure 11] FIG. 13 is a diagram for explaining operations related to the use of an event item, showing an example of a screen displaying a list of event items owned by a user. [Figure 12] 11 is a diagram illustrating an example of a change in a virtual space according to an item sharing status. FIG. [Figure 13] 11 is a diagram illustrating an example of a change in a virtual space according to an item sharing status. FIG. [Figure 14] 13 is a flowchart illustrating an example of a process for expanding an available range. [Figure 15] 13 is a flowchart showing an example of a process related to the occurrence of an event by the use of an item. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. In addition, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.
[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it in the memory 22. The processor 21 executes the loaded program.
[0014] The memory 22 is a main storage device. The memory 22 is composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores the programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.
[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser launched in the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured with a storage device such as a flash memory or a hard disk drive (HDD), etc. The storage 23 stores various data related to the game.
[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 etc. via the network.
[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.
[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other via a communication bus.
[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it in the memory 12. The processor 11 executes the loaded program.
[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.
[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured with a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.
[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.
[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.
[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 may be of a capacitive type or a resistive film type, or may be of another type.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a magnetic sensor, a GPS sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, an image sensor, etc.), an operation stick, a camera, a microphone, etc. The display unit 18 may be, for example, a projector, etc.
[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function of providing each of the terminal devices 10 with various data and programs required to realize a game, a function of collecting and managing data related to the game from each of the terminal devices 10, and a function of performing synchronization processing between the multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user account to the server 20 based on a user's operation, and the server 20 may create and store an account for each user based on the received information.
[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.
[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 refers to when executing the game program.
[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side, in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.
[0034] The game information is information common between accounts. The game information includes, for example, information for defining various virtual spaces. The virtual space is, for example, a space in which various objects such as objects of a character (hereinafter referred to as a "player character") used by a user (in other words, operable by a user) are arranged. The game information includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones arranged in the virtual space, and the arrangement position, size, color, and shape of objects of non-player characters (NPCs). The game information also includes, for example, setting values of various parameters of NPCs. Hereinafter, the object of a character arranged in a virtual space may be simply referred to as a "character".
[0035] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be said to be value owned by the user in the virtual space. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency that can be used in the game and cryptocurrency.
[0036] The control unit 210 controls various processes relating to the game by executing a game program stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211 and a game control unit 212.
[0037] The transmitting / receiving unit 211 transmits or receives various data. For example, the transmitting / receiving unit 211 receives requests to transmit various data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the game control unit 212. In addition, the transmitting / receiving unit 211 transmits various data and programs including instructions for synchronization, and the like, to each terminal device 10 in accordance with the control of the game control unit 212.
[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.
[0039] The game control unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in a game program in response to a request from the terminal device 10 or the like.
[0040] The game control unit 212 defines the virtual space based on information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on setting information of the objects included in the game information. The game control unit 212 also controls the objects in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform a predetermined action.
[0041] Furthermore, the game control unit 212 places the player character in the virtual space based on the information transmitted from the terminal device 10. Furthermore, the game control unit 212 performs various determination processes related to the progress of the game based on the information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various determination processes based on information input from the user to the terminal device 10.
[0042] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the game control unit 212 executes synchronization processing to support the multiplay function. Furthermore, the game control unit 212 issues a command to the transmission / reception unit 211 to instruct transmission of game information or user information. For example, when the server 20 transmits information to a plurality of terminal devices 10, the game control unit 212 transmits information to each terminal device 10 simultaneously, thereby synchronizing the game proceeding among the terminal devices 10. By executing synchronization processing, it becomes possible to simultaneously reflect an event in the game resulting from an operation input in one terminal device 10 in the other terminal devices 10.
[0043] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.
[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program, game information, and user information. The game program is a program for implementing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.
[0045] The control unit 110 executes a game program stored in the storage unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, a display control unit 114, and a position information acquisition unit 116.
[0046] The operation reception unit 111 receives an operation (hereinafter, also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the types of input operations include various operations using fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one aspect of the input operation.
[0047] Here, the operation reception unit 111 can also receive an input operation performed using an operation device connected via the input / output IF 15 in the same manner as an input operation to the input unit 17 .
[0048] In this embodiment, a user's movement in real space to change position information (described later) can also be regarded as one aspect of an input operation.
[0049] The transmission / reception unit 112 transmits or receives various data. For example, the transmission / reception unit 112 transmits game information or user information, or a synchronization request for supporting the multiplay function to the server 20. The transmission / reception unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each of the terminal devices 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of the data, data for specifying the time of synchronization, and the like.
[0050] Furthermore, the transmitting / receiving unit 112 transmits to the server 20 operation information relating to the input operation accepted by the operation accepting unit 111, and information from the user such as position information, which will be described later.
[0051] The game control unit 113 executes various processes related to the progress of the game. The game control unit 113 identifies the user's instruction content based on the user's input operation detected by the operation reception unit 111. The game control unit 113 also executes various determination processes related to the progress of the game based on the identified instruction content, etc. The game control unit 113 also progresses the game while communicating with the server 20 based on the result of the determination process, etc.
[0052] The game control unit 113 defines a virtual camera for designating an area of the virtual space to be presented to the user. The game control unit 113 arranges the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game control unit 113 instructs the display control unit 114 to generate an image depicting the viewing area defined by the virtual camera and the objects arranged in the viewing area. In other words, the game control unit 113 instructs the display control unit 114 to display an image according to the progress of the game on the display unit 18.
[0053] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game control unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located in the center of the viewing area in a specific orientation. At that time, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, tree, or stone. Examples of dynamic objects include a player character and an NPC that operates based on a game program. The NPC includes so-called enemy characters, etc.
[0054] The display control unit 114 displays images relating to the game on the display unit 18. A specific example will be described below.
[0055] The display control unit 114 generates an image that depicts the area of the field of view of the virtual camera defined by the game control unit 113 in the virtual space and objects present in that area, and displays the image on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.
[0056] The control unit 110 of the terminal device 10 may arrange objects in the virtual space based on data of the objects sent from the server 20 and information indicating the positions of various objects in the virtual space, and may display a predetermined area of the virtual space on the display unit 18. The control unit 210 of the server 20 may arrange objects in the virtual space and control the virtual camera, generate an image to be displayed on the display unit 18, and transmit the image to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to control of objects based on information from the user, control of the virtual camera, generation of an image to be displayed on the display unit 18, etc. may be performed by the server 20 or the terminal device 10.
[0057] The location information acquisition unit 116 acquires location information indicating the location of the user in real space (in other words, the user's current location). The location information may be information indicating the location of the user in real space specified by an account or the like. Various methods have been conventionally known as a method for acquiring location information, and a known method may be used. For example, the location information acquisition unit 116 may acquire location information using a GPS sensor provided in the terminal device 10 in which the user has logged in to the account. In addition, the location information acquisition unit 116 may acquire location information acquired in a device used by the user, such as various devices (e.g., smart devices) that cooperate with the terminal device 10 (e.g., smartphone) (e.g., cooperation via the user's account or cooperation by wireless communication, etc.), as location information indicating the location of the user who has logged in to the account from the terminal device 10. In addition, the location information acquisition unit 116 may acquire location information using, for example, Wi-Fi, Bluetooth, or the like (e.g., based on communication between the terminal device 10 and a Wi-Fi access point). Moreover, the location information acquisition unit 116 may be provided in the control unit 210 of the server 20, for example.
[0058] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each device, such as the terminal device 10 and the server 20, may have at least a part of the functions of the other devices. Furthermore, each device, such as the terminal device 10 and the server 20, may not be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 may not be realized by a plurality of devices connected via a network.
[0059] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each device, such as the terminal device 10 and the server 20, may have at least a part of the functions of the other devices. Furthermore, each device, such as the terminal device 10 and the server 20, may not be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 may not be realized by a plurality of devices connected via a network.
[0060] <Processing according to this embodiment> Next, the process according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes the game program stored in the information processing system 1 to perform each process according to this embodiment. However, at least a part of the processes according to this embodiment performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a part of the processes according to this embodiment performed by the processor 21 may be executed by a processor other than the processor 21. For example, a part or all of the processes performed by one of the game control unit 113 and the game control unit 212 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.
[0061] The configuration according to the present embodiment can be applied to, for example, a location-based game in which a user's location in real space is linked to a location in a virtual space. In the following, an example in which the configuration according to the present embodiment is applied to such a location-based game will be described.
[0062] 3, the game control unit 212 places the player character 30 corresponding to the user operating the terminal device 10 at a position in the virtual space corresponding to the user's position in the real space (in other words, the position indicated by the position information). Then, the game control unit 212 moves the player character 30 in the virtual space in conjunction with the movement of the user in the real space.
[0063] That is, in this embodiment, the game control unit 212 moves the player character 30 of the user in the virtual space based on the user's position information as information from the user. Note that the game control unit 212 may move the player character 30 of the user in the virtual space based on operation information regarding an input operation to the input unit 17 (for example, an operation of moving a finger in any direction while touching the touch screen 16 (i.e., a drag operation)) as information from the user.
[0064] The virtual space of this embodiment is a virtual space in which at least a part of the real space is reflected. In other words, the virtual space of this embodiment is a virtual space generated using map information of the real space. For example, in the virtual space of this embodiment, an object corresponding to a road that actually exists in the real space (e.g., a road object 31) is arranged at a position corresponding to the position of the road in the real space.
[0065] In a game such as a position information game, a plurality of objects (hereinafter referred to as "in-game objects 33") associated with a predetermined event (in other words, an event or effect) are arranged in a virtual space, and it is known that an event corresponding to the specific in-game object 33 occurs when the user approaches the in-game object 33 (for example, by approaching and then performing an operation (for example, a touch operation) on the in-game object 33 displayed on the display unit 18). Here, in a position information game, approaching a specific in-game object 33 arranged in a virtual space can be said to be approaching the specific in-game object 33 in the virtual space, and can also be said to be visiting a position in the real space corresponding to the position in the virtual space where the specific in-game object 33 is arranged (in other words, approaching the specific in-game object 33 in the real space). When an in-game object 33 with which a specific event occurs is arranged in a virtual space, the game control unit 212 generates a specific event corresponding to the in-game object 33 based on the user visiting a position in the real space corresponding to the position in the virtual space where the in-game object 33 is arranged. The location in the virtual space where the in-game object 33 is placed can also be said to be a location where a predetermined event is set.
[0066] The in-game objects 33 include, for example, an item spot 33a corresponding to an event of obtaining an item, and a recovery spot 33b corresponding to an event of recovery of a predetermined parameter related to the user (for example, the physical strength of the user's player character). The in-game objects 33 also include an enemy object 33c corresponding to an event of fighting an enemy character, and a spot corresponding to an event constituting a part of the story of the game. The game control unit 212 grants the user an item corresponding to the specific item spot 33a based on the user visiting in the real space a position corresponding to the position in the virtual space where the specific item spot 33a is located. The game control unit 212 also recovers a predetermined parameter related to the user (in other words, brings the predetermined parameter closer to a specified value) based on the user visiting in the real space a position corresponding to the position in the virtual space where the specific recovery spot 33b is set. The game control unit 212 also starts a battle with a specific enemy character based on the user visiting in the real space a position corresponding to the position in the virtual space where an enemy object 33c related to the specific enemy character is located. Incidentally, the event associated with the in-game object 33 may be an event that can be progressed by multiplay (in other words, played by at least two or more people). In other words, an event that is progressed by multiplay (for example, an event in which other users cooperate with each other to fight against an enemy character (so-called raid battle)) may be started by approaching the in-game object 33 that corresponds to an event that can be progressed by multiplay. Incidentally, the appearance of the in-game object 33 is not particularly limited, and may be the shape of an item, the shape of a building, the shape of a character, or a predetermined symbol. Incidentally, the event associated with the in-game object 33 may be one that is automatically progressed and ended without the user's operation, or may be one that is progressed through the user's operation (for example, one that is progressed by operating the player character 30, etc.).
[0067] In this embodiment, a user's operation (e.g., a touch operation) on an in-game object 33 located within a predetermined range X (in other words, an operable range, hereinafter referred to as "available range X") from the player character 30 in the virtual space is valid. When the user moves the player character 30 so that the in-game object 33 that the user wants to use (in other words) to cause a corresponding event to be generated is located within the available range X, and performs an operation on the in-game object 33, the game control unit 212 generates an event corresponding to the operated in-game object 33. That is, in this embodiment, when the user visits a position in the real space corresponding to a position where a specific in-game object 33 is located in the virtual space (specifically, by visiting and performing a predetermined operation (e.g., a touch operation on the specific in-game object 33)), an event corresponding to the specific in-game object 33 can be generated. In other words, the user can use the in-game object 33 that exists within the available range X. In other words, the game control unit 212 determines whether or not an in-game object 33 is located within the usable range X, and controls the in-game object 33 located within the usable range X so that it can be used. Note that being usable here means that it is possible to cause an event set in the in-game object to occur, etc.
[0068] The available range X may be, for example, a circular range of a predetermined size centered on the player character 30 (in other words, the user's position). The shape of the available range X is not limited to a circle, nor is it limited to a range centered on the player character 30. The available range X can also be said to be a range available to the user in the virtual space (in other words, in the entire virtual space). The available range X is determined according to the user's position in the real space (in other words, based on the user's position information), and varies according to the user's position in the real space. The display control unit 114 causes the display unit 18 to display a display indicating the available range X (a circular display in FIG. 3), making the available range X recognizable to the user.
[0069] In this embodiment, the player character 30 is placed at a position in the virtual space corresponding to the user's position in the real space and displayed on the display unit 18, but the player character 30 may not be placed at the position in the virtual space (in other words, the player character 30 is not displayed on the screen illustrated in FIG. 3). Even in such a configuration, an event corresponding to the in-game object 33 located within the usable range X determined according to the user's position in the real space may be generated based on the user's operation on the in-game object 33. Similarly, even in a game that can be progressed in a first-person display, such as a game that can be switched from a third-person display that displays the player character 30 to a first-person display in which the player character 30 is hardly displayed, a usable range X in which an operation can be performed may be set for each person.
[0070] The game control unit 212 may be capable of switching between a manual mode, in which a corresponding event is generated based on an operation (e.g., a touch operation) performed on the in-game object 33 when the user approaches the in-game object 33, and an automatic mode, in which an event corresponding to the in-game object 33 that the user approaches is generated automatically (in other words, without the need for a touch operation or the like) when the user approaches the in-game object 33. That is, in the automatic mode, the game control unit 212 may automatically generate an event corresponding to a specific in-game object 33 when the specific in-game object 33 is located within the usable range X. Note that, among the in-game objects 33, there may be an in-game object 33 for which an event corresponding to the in-game object 33 is automatically generated by approaching the in-game object 33 (in other words, by being located within the usable range X), regardless of whether the manual mode or the automatic mode is set. Also, even when the automatic mode is set, it may be possible to generate an event based on an operation (e.g., a touch operation) on the in-game object 33. Switching between the manual mode and the automatic mode may be performed automatically based on the establishment of a predetermined condition (for example, triggered by the start of a predetermined event).
[0071] In a game in which the real space and the virtual space are associated with each other, such as a location-based game, each point in the real space corresponds to each point in the virtual space. Therefore, making a predetermined setting for a specific point in the virtual space can be said to be making a predetermined setting for a specific point in the real space. Making a predetermined setting for a specific point in the real space can be said to be making a predetermined setting for a specific point in the virtual space. That is, for example, placing a specific in-game object 33 at a specific point in the virtual space can be said to be placing the in-game object 33 at the corresponding specific point in the real space. Also, for example, setting a specific range in the virtual space as a range related to a predetermined control can be said to be setting a specific range in the corresponding real space as a range related to a predetermined control. The setting may be performed by the operator of the game or by the user.
[0072] <Changes in the size of the available range> The following describes the control of changing the size of the available range X. Note that the information processing system 1 (in other words, the game program) can adopt one or more of the conditions related to the change in the size of the available range X, which are exemplified below. In addition, when adopting multiple conditions, the size of the available range X may be changed based on the satisfaction of one of the multiple conditions, or the size of the available range X may be changed based on the satisfaction of multiple (for example, all) of the multiple conditions.
[0073] (Changes in the size of the availability range for a specific event) In games that use location information, a specific event may be held at a specific location in real space. The specific location may be, for example, a specific facility such as an amusement park, a stadium, a shop, or a park. The specific location may be, for example, a specific area such as Shibuya, Asakusa, or Kyoto. The specific location may be, for example, a location corresponding to a specific route (in other words, a road). That is, when the specific event is an event that follows a specific route in real space, the specific location may be an area corresponding to the specific route. Hereinafter, the specific location (in other words, an area corresponding to the specific event) is also referred to as an "event venue."
[0074] Furthermore, an area corresponding to the event venue in real space is registered as an event area in the storage unit 220. For example, when a specific amusement park in real space serves as the event venue, an area corresponding to the specific amusement park in real space is set as an event area, and information indicating the range of the event area is stored in the storage unit 220. The event area may be set by the operator of the game or by the user.
[0075] The game control unit 212 can determine whether or not the user is in the event venue. For example, the game control unit 212 determines whether or not the user is in the event venue based on the user's position information. For example, the game control unit 212 determines whether or not the user is in the event venue by determining whether or not the user's position (in other words, the position of the player character 30) indicated by the position information is within a range set as an event area. Note that a device capable of detecting entry into and exit from the venue may be provided in the event venue, and the game control unit 212 may determine that the user is in the event venue based on a signal transmitted from the device when the user enters the venue. Also, the game control unit 212 may determine that the user is outside the event venue based on a signal transmitted from the device when the user exits the venue.
[0076] The game control unit 212 changes the size of the range in which the user can use the in-game object 33, which is determined based on the position information, based on the user being in a location in real space corresponding to a specific event. In other words, the game control unit 212 changes the size of the available range X, based on the fact that the condition that the user is in a location in real space corresponding to a specific event is satisfied. Specifically, the game control unit 212 may reduce the available range X when the user is inside the event venue, compared to when the user is outside the event venue. Furthermore, the game control unit 212 may increase the available range X when the user is inside the event venue, compared to when the user is outside the event venue.
[0077] Here, for example, the specific event is an event in which the user goes around a plurality of checkpoints P set in an event venue as shown in FIG. 4. In the specific event illustrated in FIG. 4, five checkpoints P, namely, checkpoints P1 to P5, are set, and the user goes around the checkpoints P1 to P5 in the order of the numbers attached thereto. The checkpoints P may be a predetermined in-game object 33 arranged in a virtual space. In this case, the user can progress through the event by actually moving around the event venue so that the predetermined in-game object 33 as the checkpoint P is located within the usable range X, and performing a touch operation on the predetermined in-game object 33. In other words, the user can progress through the event by actually moving around the event venue so that the checkpoint P is located within the usable range X. In such a case, if the size of the usable range X is too large compared to the size of the event venue, the user can go around the plurality of checkpoints P without moving much, which reduces the interest of the event. Therefore, as shown in FIG. 5, by reducing the usable range X for users in the event venue (in other words, participants in the event), the users are encouraged to walk toward the checkpoint P, and the interest of the event can be improved. In FIG. 5, the size of the usable range X before reduction (for example, when the user is outside the venue) is indicated by a two-dot chain line. Also, by reducing the usable range X, the interest of the event can be improved not only for events in which multiple checkpoints are visited, but also for events that use a large number of enemy objects 33c and item spots 33a as in-game objects 33 (for example, an event in which multiple enemy characters are defeated in the event venue, or an event in which multiple item spots 33a are visited in the event venue).
[0078] Furthermore, for example, if a particular event is held in a vast event venue, if the size of the available range X is normal (in other words, standard size), the burden on users to move around may be too great. Also, for example, if a particular event is an event with a large number of participants, if the size of the available range X is normal, users may be too crowded at the position of a particular in-game object 33. Thus, depending on the nature of the event, the interest of the event can be improved by expanding the available range X.
[0079] Furthermore, the game control unit 212 may restrict the use of in-game objects 33 (hereinafter referred to as "event-related objects") related to a specific event by a user whose information indicating that the user is a participant in a specific event (hereinafter referred to as "participant information") is not stored in a specific storage unit (e.g., storage unit 120 or storage unit 220). In other words, in this embodiment, a "participant" may refer to a user whose participant information is stored in a specific storage unit, and a "non-participant" may refer to a user whose participant information is not stored in a specific storage unit.
[0080] The participant information may be, for example, information indicating that a specific two-dimensional code (e.g., a QR code (registered trademark)) related to participation in the event has been read by the terminal device 10 (in other words, using a game application) when the specific event is an event in which the participant participates by reading the specific two-dimensional code. The participant information may be, for example, information indicating that the participant has the right to participate in the event when the specific event is an event in which the participant participates by purchasing a right to participate in the event (e.g., a specific ticket (including electronic tickets)). The participant information may be, for example, information indicating that the participant has the right to participate in the event when the specific event is an event in which the participant participates by performing a specific operation related to participation in the event (e.g., a specific button operation to express participation in the event) on the terminal device 10 (in other words, a game application).
[0081] Furthermore, the restriction on the use of the event-related object may be as follows. That is, the restriction may be, for example, a control to prohibit non-participants from using the event-related object available to the participants. Specifically, the game control unit 212 may perform control to invalidate an operation by a non-participant on the event-related object displayed on the terminal device 10 of the non-participant (in other words, even if a touch operation is performed on the event-related object, an event corresponding to the event-related object is not generated). Furthermore, the game control unit 212 may perform control to prevent the event-related object displayed on the terminal device 10 of the participant from being displayed on the terminal device 10 of the non-participant. Furthermore, the game control unit 212 may change the shape of the usable range X of the non-participant to disable the use of the event-related object by the non-participant. Specifically, for example, when the usable range X of the non-participant has a part overlapping with the event area, the game control unit 212 may perform control to exclude the part overlapping with the event area from the usable range X. That is, for example, when the event venue is a specific amusement park, the available range X that is usually displayed as a circle may be displayed as a carved-out shape along the perimeter of the specific amusement park on the terminal device 10 of a non-participant.
[0082] Furthermore, the game control unit 212 may start a specific event based on the user visiting a location where an in-game object 33 related to the start of a specific event (hereinafter referred to as a "start object") is located within the usable range X. For example, the game control unit 212 may start a specific event based on the user visiting a location where the start object is located within the usable range X and performing an operation on the start object. For example, the game control unit 212 may automatically start a specific event when the user visits a location where the start object is located within the usable range X. In other words, the game control unit 212 may start a specific event based on the user visiting a location in real space that is set as the start point of the specific event.
[0083] The start object is a type of event-related object, and may be located within a range in the virtual space that corresponds to the event venue (in other words, within the event area).
[0084] The control by the game control unit 212 to start a specific event may be a control to release a restriction on the use of a specific event-related object different from the starting object. Specifically, the game control unit 212 may make a specific event-related object appear for a user based on the user's visit to a place where the starting object is located within the usable range X (in other words, the game control unit 212 may change the state of the specific event-related object from not being displayed to being displayed on the terminal device 10 of the user). In other words, the control to start a specific event may be a control to enable the appearance of a specific event-related object. In addition, the game control unit 212 may invalidate an operation by a user regarding a specific event-related object that is presented to the user (displayed on the terminal device 10 of the user) before the user visits a place where the starting object is located within the usable range X until the user visits the place, and may enable an operation by the user based on the user's visit to the place. In other words, the control to start a specific event may be a control to enable an operation on a specific event-related object.
[0085] Furthermore, in a particular event, when a destination to which the user is heading is set, the game control unit 212 may change the size of the available range X so as to guide the user toward the destination. In other words, the game control unit 212 may change the size of the available range X depending on whether or not the user is heading toward the destination. The destination may be, for example, each checkpoint P in an event that goes around a plurality of checkpoints P (in other words, a plurality of event-related objects). For example, the game control unit 212 may change the size of the available range X so as to guide the user toward a second event-related object (e.g., the next checkpoint P) associated with a first event-related object (e.g., the passed checkpoint P). Specifically, the game control unit 212 may change the size of the available range X depending on whether or not the user is off a route toward the destination (e.g., a route from the first event-related object to the second event-related object). In other words, the game control unit 212 may change the size of the available range X based on whether or not a predetermined condition regarding the route toward the destination is satisfied. More specifically, when the user is not off the route, the game control unit 212 may enlarge or reduce the usable range X compared to when the user is off the route. Here, for either the case where the user is not off the route or the case where the user is off the route, the size of the usable range X may be a normal size (in other words, a standard size) in which no control related to the change in size is performed. Whether the user is off the route may be determined based on information indicating a range on a map corresponding to the route, which is registered in advance in the storage unit 220 (for example, by determining whether the user is off the route). Whether the user is off the route may be determined based on the user's moving direction (in other words, the direction the user is heading) based on the user's position information or the like, and based on the relationship between the user's moving direction and the location of the destination (for example, whether the user's moving direction is toward the destination). In other words, the route may specify a path to be taken, for example, as shown by the dashed arrow in FIG. 4, or may specify an order to follow a plurality of checkpoints P without specifying a path to be taken.
[0086] The game control unit 212 may change the size of the available range X even when the user continues to move without straying from the route to the destination (in other words, toward the destination). For example, points at which the available range X is reduced or expanded are set on the route, and the game control unit 212 may change the size of the available range X based on the user's approach to such points. Such points may be points where a predetermined in-game object 33 is located.
[0087] Furthermore, the game control unit 212 may perform control so that the size of the available range X is gradually enlarged (or gradually reduced) when the user continues to move along the route. Specifically, for example, a plurality of checkpoints P may be set on the route, and the game control unit 212 may enlarge (or reduce) the available range X each time the user passes through a checkpoint P. Alternatively, when the user moves without deviating from the route, the game control unit 212 may gradually enlarge (or reduce) the available range X in response to the passage of a predetermined period of time or the movement of a predetermined distance.
[0088] A plurality of routes may be set within a predetermined range in real space (in other words, within a specific area, for example, within one event venue). For example, a plurality of routes may be set for a specific event. In other words, the specific event may include an event following a first route and an event following a second route. In other words, a plurality of events including an event following a first route and an event following a second route may be set within a predetermined range in real space. In addition, the first route and the second route may partially overlap. In such a case, the game control unit 212 may change at least one of the size of the available range X and the color of the display indicating the available range X depending on which route of the multiple routes the user is following. That is, for example, the game control unit 212 may change at least one of the size of the available range X and the color of the display indicating the available range X between the case where the user is following the first route and the case where the user is following the second route. For example, the game control unit 212 may vary the amount of change from the standard size of the available range X depending on which of the multiple routes the user is taking. Also, for example, a corresponding color is set for each route, and the game control unit 212 may display the available range X in a color corresponding to the route being taken depending on which of the multiple routes the user is taking.
[0089] Here, which route the user is following may be determined, for example, as follows. For example, the game control unit 212 may determine which route the user is following by determining which route the user's current position corresponds to among the multiple routes (for example, whether or not the user is on a specific route, or whether the user is not away from the specific route by a predetermined distance or more). In this case, the game control unit 212 may determine that the specific route is being followed when it is confirmed that the user's current position has been at a position corresponding to the specific route for a predetermined period or more or a predetermined distance or more. Also, the user may be able to select and set which route to follow by himself / herself, and the game control unit 212 may determine that the route selected by the user is the route the user is following. Specifically, the user may be able to select and set which route to follow among the multiple routes from a predetermined setting screen on the user's own terminal device 10. Also, the sections between the checkpoints P in an event in which the user goes around multiple checkpoints P may correspond to each of the multiple routes. That is, for example, a route from a first checkpoint P1 to a second checkpoint P2 may be defined as a first route, and a route from the second checkpoint P2 to a third checkpoint P3 may be defined as a second route. In this case, the game control unit 212 may determine which of the multiple routes is being followed by determining the checkpoint P that has been passed. Note that the multiple routes may have at least one of the start point and the end point that are the same, or both may be different. That is, for example, the first route and the second route may be different routes that go from the same point to the same point.
[0090] In addition, in a specific event, the user may be able to select whether to proceed with the event with the available range X set to a first size (in other words, to proceed with the available range X expanded) or to proceed with the event with a second size smaller than the first size (in other words, to proceed without expanding the available range X). Specifically, the user may be able to set the size of the available range X during the progress of the specific event from a predetermined setting screen in the user's terminal device 10. The game control unit 212 accepts an operation related to the setting by the user, and proceeds with the specific event with the available range X set to the size selected by the user (for example, the standard size or a size expanded from the standard size). In such a configuration, the game control unit 212 may grant a predetermined reward (i.e., a reward for playing with the available range X set to the second size rather than the first size) to a user who plays the specific event with the available range X set to the second size at a predetermined opportunity (for example, when a predetermined goal in the specific event is achieved, for example, when the specific event is cleared). The reward is not particularly limited, and may be, for example, a predetermined item, in-game currency, predetermined points, electronic information exchangeable for a predetermined item in real space, etc. Note that giving an item or the like to a user (in other words, allowing the user to acquire the item or the like) can also be said to mean storing the item or the like in a predetermined storage unit (for example, the storage unit 220) by linking it to the user's account as an item or the like owned by the user.
[0091] (Change in size of available range depending on number of given objects) The game control unit 212 may change the size of the available range X according to the number of specific in-game objects 33 in the available range X. In other words, the game control unit 212 may expand (or reduce) the available range X based on the number of specific in-game objects 33 in the available range X satisfying a predetermined condition. For example, the game control unit 212 may expand (or reduce) the available range X based on a decrease in the number of specific in-game objects 33 in the available range X. In other words, in a game in which events (e.g., events corresponding to each in-game object 33) existing within a predetermined range from the player character 30 can be progressed, the game control unit 212 may change the size of the available range X based on the number of progressable events within a predetermined range satisfying a predetermined condition.
[0092] The specific in-game object 33 may include, for example, only one type of object among various objects such as an item spot 33a, an enemy object 33c, or an event-related object, or may include multiple types of objects.
[0093] For example, as shown in Fig. 6, the game control unit 212 may expand the usable range X (for example, change from the state shown in Fig. 6(a) to the state shown in Fig. 6(b)) based on the fact that the number of enemy objects 33c in the usable range X has reached a predetermined number (for example, "0"). Here, "the number of enemy objects 33c has reached a predetermined number" may mean, for example, a case in which an event is generated for the enemy objects 33c present in the usable range X (in other words, by utilizing the enemy objects 33c in the usable range X) and the number of enemy objects 33c in the usable range X is reduced.
[0094] (Change in size of usable range according to amount of movement) The game control unit 212 may change the size of the available range X according to the amount of movement of the user in the real space. In other words, the game control unit 212 may expand (or reduce) the available range X based on the amount of movement of the user in the real space satisfying a predetermined condition. For example, the game control unit 212 may expand (or reduce) the available range X based on the amount of movement of the user exceeding a predetermined amount.
[0095] For example, the game control unit 212 may expand the available range X based on the amount of movement of the user within a predetermined period (for example, one day) exceeding a predetermined amount (for example, a predetermined number of steps or a predetermined distance). That is, the game control unit 212 may increase the size of the available range X when the amount of movement of the user is a second amount (for example, 10,000 steps or more) compared to when the amount of movement of the user is a first amount (for example, less than 10,000 steps). Furthermore, the game control unit 212 may increase the size of the available range X when the amount of movement of the user is a third amount (for example, 20,000 steps or more) compared to when the amount of movement of the user is a second amount (for example, 10,000 steps or more, but less than 20,000 steps).
[0096] (Change in size of usable range according to movement speed) The game control unit 212 may change the size of the available range X according to the moving speed of the user in the real space. In other words, the game control unit 212 may expand (or reduce) the available range X based on the fact that the moving speed of the user in the real space satisfies a predetermined condition. For example, the game control unit 212 may expand (or reduce) the available range X based on the fact that the moving speed of the user falls below a predetermined speed. Also, for example, the game control unit 212 may reduce (or expand) the available range X based on the fact that the moving speed of the user exceeds a predetermined speed.
[0097] For example, as shown in FIG. 7(a), the size of the available range X when the user moves at a reference speed (for example, between 3 km / h and 6 km / h) is set to a standard size (in other words, normal size). In this case, when the user moves at a speed lower than the reference speed (for example, less than 3 km / h), the game control unit 212 may expand the size of the available range X to be larger than the standard size as shown in FIG. 7(b). Also, when the user moves at a speed higher than the reference speed (for example, more than 6 km / h), the game control unit 212 may reduce the size of the available range X to be smaller than the standard size as shown in FIG. 7(c). Note that the game control unit 212 may increase the amount of change in size depending on the degree of deviation from the reference speed. That is, for example, the game control unit 212 may gradually reduce the size of the available range X as the user's moving speed increases.
[0098] In addition, in games that utilize position information indicating the user's position, methods for determining the user's movement speed are publicly known, and the movement speed can be determined using a publicly known method.
[0099] (Changes in the size of the available area depending on the display of advertisements) 8, the game control unit 212 may change the size of the available range X depending on whether or not the advertisement 40 is displayed on a predetermined screen used by the user (specifically, the display unit 18 of the user's terminal device 10). In other words, the game control unit 212 may expand (or reduce) the available range X based on the satisfaction of a predetermined condition related to the display of the advertisement 40. For example, the game control unit 212 may expand the available range X based on the fact that the advertisement 40 is displayed on a predetermined screen used by the user.
[0100] Specifically, the control unit 110 of the user's terminal device 10 accepts a user's operation on a predetermined setting screen related to a setting of whether or not to display the advertisement 40. The game control unit 212 sets whether or not to display the advertisement 40 based on the operation. Then, when the setting is made to display the advertisement 40, the game control unit 212 displays the advertisement 40 on a screen (in other words, a play screen) on which the player character 30 moving in the virtual space in conjunction with the user's movement in the real space is displayed. In other words, when the setting is made to display the advertisement 40, the advertisement 40 is presented to the user during the game play. On the other hand, when the setting is made to not display the advertisement 40, the game control unit 212 does not display the advertisement 40 on a screen (in other words, a play screen) on which the player character 30 moving in the virtual space in conjunction with the user's movement in the real space is displayed. In other words, when the setting is made to not display the advertisement 40, the advertisement 40 is not presented to the user during the game play.
[0101] When the advertisement 40 is not displayed on the play screen (in other words, when the setting is set not to display the advertisement 40), the game control unit 212 sets the size of the available range X to the standard size (in other words, the normal size) as shown in Fig. 8(a). Also, when the advertisement 40 is displayed on the play screen (in other words, when the setting is set to display the advertisement 40), the game control unit 212 expands the size of the available range X from the standard size as shown in Fig. 8(b).
[0102] Note that the advertisement 40 does not have to be displayed according to the settings on the setting screen. For example, an object related to the start of displaying the advertisement 40 may be prepared as the in-game object 33. Then, the game control unit 212 may instruct the terminal device 10 to display the advertisement 40 based on a user's operation on the object, and the control unit 110 of the terminal device 10 may display the advertisement 40 on the display unit 18 (in other words, the play screen) based on the instruction. Then, the game control unit 212 may expand the usable range X based on the display of the advertisement 40.
[0103] Note that, although the case where the usable range X is expanded while the advertisement 40 is being displayed has been described here, the game control unit 212 may be configured to expand the usable range X after the advertisement 40 is displayed as a reward for the user viewing the advertisement 40.
[0104] (The size of the available range changes depending on the state of the object used) The game control unit 212 may change the size of the usable range X according to the state of an object used by the user in the game. In other words, the game control unit 212 may expand (or reduce) the usable range X based on the satisfaction of a predetermined condition related to the object used by the user. Here, the object used by the user may be, for example, a predetermined character (e.g., the player character 30 or a companion of the player character 30, etc.) or a predetermined item (e.g., an item equipped to the player character 30, etc.).
[0105] For example, the game control unit 212 may change the size of the available range X depending on the state of a predetermined parameter related to an object used by the user. For example, the size of the available range X is set to a standard size when the predetermined parameter of the player character 30 does not exceed a predetermined standard (for example, the stamina is not full) and does not fall below the predetermined standard (for example, the stamina is not less than a predetermined value). In this case, the game control unit 212 may expand the size of the available range X to be larger than the standard size when the predetermined parameter of the player character 30 exceeds the predetermined standard (in other words, when it is equal to or greater than a predetermined value, for example, when the stamina is full). Also, the game control unit 212 may reduce the size of the available range X to be smaller than the standard size when the predetermined parameter of the player character 30 falls below the predetermined standard (in other words, when it is less than a predetermined value).
[0106] Also, for example, the game control unit 212 may change the size of the usable range X depending on whether or not the object used by the user is in an abnormal state. Specifically, when the player character 30 is in a predetermined abnormal state (for example, a so-called poisoned state), the game control unit 212 may reduce the usable range X compared to when the player character 30 is not in the predetermined abnormal state.
[0107] (Changes in size of usable range depending on terrain) The game control unit 212 may change the size of the available range X according to information on the topography of the place where the user is located in real space (hereinafter referred to as "topography information"). In other words, the game control unit 212 may expand (or reduce) the available range X based on the fact that a predetermined condition on the topography of the place where the user is located is satisfied.
[0108] The game control unit 212 acquires topographical information of the location where the user is located based on the location information indicating the user's location acquired by the location information acquisition unit 116. The topographical information may be, for example, information indicating that the road is a "flat road," a "downhill," an "uphill," a "steep slope," an "unpaved road," or a "muddy road." The game control unit 212 may, for example, access a predetermined server that stores topographical information of the location indicated by the location information, a public website, or the like, and acquire the topographical information of the location where the user is located. In addition, for example, topographical information of each region may be stored in the storage unit 220, and the game control unit 212 may acquire the topographical information of the location where the user is located from the storage unit 220.
[0109] Moreover, the game control unit 212 changes the size of the usable range X according to the acquired terrain information. For example, when the terrain information indicates that the user is on a flat road, the game control unit 212 sets the size of the usable range X to a standard size. When the terrain information indicates that the user is on a downhill road, the game control unit 212 increases the size of the usable range X to a size larger than the standard size. When the terrain information indicates that the user is on an uphill road, the game control unit 212 reduces the size of the usable range X to a size smaller than the standard size. When the terrain information indicates that the user is on an unpaved road or a muddy road, the game control unit 212 reduces the size of the usable range X to a size smaller than the standard size. Whether the user is on an uphill road or a downhill road can be specified by determining the moving direction of the user based on the position information or the like. In other words, the game control unit 212 may change the size of the usable range X according to the moving direction of the user.
[0110] (Changes in the size of the usable area depending on the facility) The game control unit 212 may change the size of the available range X according to information about facilities at the location where the user is located in real space (hereinafter referred to as "facility information"). In other words, the game control unit 212 may expand (or reduce) the available range X based on the fact that a predetermined condition related to the facility at the location where the user is located is satisfied.
[0111] The game control unit 212 acquires facility information of the location where the user is located based on the location information indicating the user's location acquired by the location information acquisition unit 116. The facility information may be, for example, information indicating that the location is within a specific facility, information indicating that the location is a public road, information indicating that the location is private property, or information indicating that the location is a residential area. The game control unit 212 may, for example, access a predetermined server that stores facility information of the location indicated by the location information, a public website, or the like, and acquire the facility information of the location where the user is located. In addition, for example, facility information of each region may be stored in the storage unit 220, and the game control unit 212 may acquire the facility information of the location where the user is located from the storage unit 220.
[0112] Furthermore, the game control unit 212 changes the size of the available range X according to the acquired facility information. For example, when the facility information indicates that the user is on a public road, the game control unit 212 sets the size of the available range X to a standard size. When the facility information indicates that the user is in a specific facility (for example, a large public facility such as a park), the game control unit 212 increases the size of the available range X from the standard size. When the facility information indicates that the user is in a private property or a residential area, the game control unit 212 reduces the size of the available range X from the standard size. When the facility information indicates that the user is in a specific facility (for example, a large public facility such as a park), the game control unit 212 may reduce the size of the available range X from the standard size. When the facility information indicates that the user is in a private property, the game control unit 212 may increase the size of the available range X from the standard size.
[0113] The size of the available range X, which has changed based on the satisfaction of a predetermined condition, returns to its original size at a predetermined trigger. For example, it may return to its original size when the predetermined condition is no longer satisfied. Also, for example, it may return to its original size when a predetermined period of time has passed since the size changed. Also, for example, it may return to its original size at a predetermined specific timing (for example, a specific time every day).
[0114] The control related to the change in the size of the usable range X can also be expressed as follows. That is, in a game using information on a real position, the game control unit 212 changes the range in which the user can operate in the space of the game (in other words, the usable range X) according to one or both of the information of the game associated with the user's current position and the user's state. Here, the information associated with the user's current position can be, for example, information on whether the user is in an event venue, information on whether the user is moving along a route, information on whether the number of specific in-game objects 33 (e.g., enemy objects 33c) around the user's current position has reached a predetermined number, information on the topography of the location where the user is located, information on the facilities of the location where the user is located, etc. Also, the user's state can be whether the user is a participant of a specific event, whether the user's movement amount exceeds a predetermined amount, whether the user's movement speed is higher (or lower) than a reference speed, whether an advertisement is being viewed (in other words, whether it is being displayed), etc.
[0115] <Event occurrence based on item usage> In the game of this embodiment, there are items (hereinafter referred to as "event items") that can cause a specific event in the game (hereinafter referred to as "special event") when used. When a user possesses an event item, the user can use the event item he or she possesses to cause a special event. Note that the event item may be an item that is consumed (in other words, it disappears) when used, or an item that is not consumed (in other words, it can be used again to cause a special event to occur again).
[0116] Event items can be shared (in other words, shared) with other users. A user can select an event item to share with other users from among a plurality of event items that the user owns. An event item selected as an event item to share can be received by other users, and is shared between the other users who receive the event item.
[0117] An example of an operation related to sharing will be described. Based on a predetermined operation by the user, the display control unit 114 causes the display unit 18 to display an item selection screen 50 illustrated in Fig. 9. The item selection screen 50 displays a list of event items owned by the user (in other words, event items that can be shared with other users).
[0118] Furthermore, the operation receiving unit 111 receives an operation for making an event item available for sharing with other users (in other words, an operation related to soliciting users who will receive the shared event item). Specifically, the operation receiving unit 111 receives an operation for selecting an event item to be shared from among the event items displayed on the item selection screen 50 (for example, a touch operation on a specific displayed event item and a touch operation on the execute button 51 displayed on the item selection screen 50) as an operation for making the selected event item available for sharing with other users.
[0119] When an operation to select an event item to be shared is performed, the game control unit 212 makes the selected event item available for sharing with other users, and controls the selected event item to be displayed on a receiving screen 55 exemplified in FIG. 10 on the terminal device 10 of the other user. The receiving screen 55 is a screen that the display control unit 114 of the terminal device 10 of the user displays on the display unit 18 based on a predetermined operation by a user (in other words, the other user) who wishes to receive a shared event item. The receiving screen 55 displays a list of event items that can be shared. In other words, the receiving screen 55 displays a list of event items that are owned by other users and that have been made available for sharing by an operation to make the event items available for sharing by the user who owns the event items.
[0120] In addition, the operation receiving unit 111 receives an operation of selecting an event item to be shared from among the event items displayed on the receiving screen 55 (for example, a touch operation on the receiving button 56 provided corresponding to each event item displayed in a list) as an operation of receiving a share of the selected event item.
[0121] When an operation to select an event item to be shared is performed, the game control unit 212 allows the user who performed the operation to acquire the selected event item. Specifically, the game control unit 212 stores the selected event item in the storage unit 220 as an event item owned by the user, and makes it available for use by the user. As a result, the specific event item becomes available for use by both the user who made it available for sharing and the user who performed the operation to receive the sharing, and is shared between these users.
[0122] In addition, the receiving screen 55 displays, for each event item displayed in a list, the user name of the user who owns the event item (in other words, the user who is recruiting users to receive the share), the name of the event item, and an indication of the sharing status. The indication of the sharing status may be an indication of the superiority or inferiority of the sharing status. In the example shown in FIG. 10, the better the sharing status of an event item (for example, an event item with a large number of shares or an event item shared in a wide area (for example, an event item shared in a large number of areas)), the more stars are displayed as an indication of the sharing status. The sharing status will be described in detail later. The indication of the sharing status of each event item may be displayed on the item selection screen 50 or the item list screen 60 described later in addition to or instead of the receiving screen 55 (see FIG. 11).
[0123] In this embodiment, a user can share an event item shared by another user with another user, but the event item shared by another user may not be shared with another user. In this embodiment, a user can share (in other words, pass) a specific event item that he or she owns with multiple users, but a user may be able to share one event item with only one other user. In this case, one event item can be shared by multiple users by being shared from user to user in turn.
[0124] Note that a method of acquiring an event item other than by receiving a share (for example, a method by which a first user acquires an event item) is not particularly limited. For example, the game control unit 212 may generate an event item based on a predetermined operation by the user, and allow the user to acquire the generated event item. For example, the game control unit 212 may allow the user to acquire an event item based on the passage of a predetermined time from a predetermined point in time (for example, the timing of a predetermined operation to instruct the generation of an event item). In addition, the game control unit 212 may allow the user to acquire an event item as a reward when the user achieves a predetermined goal in the game. In addition, the game control unit 212 may allow the user to acquire an event item by exchanging (including a case where an event item is generated by consuming a predetermined item) with a value owned by the user (for example, an in-game currency, a predetermined point, a predetermined item, etc.) (Note that, even when a share is received, the event item may be acquired by exchanging with a value owned by the user). The achievement of a predetermined goal may be, for example, a victory over a predetermined opponent (an opponent may be another user or a non-player character. Also, enemy characters are included in opponents), reaching a predetermined destination, obtaining a predetermined object, traveling a predetermined distance or a predetermined number of steps by the user, etc. In other words, the achievement of a predetermined goal may be clearing a predetermined event (for example, a predetermined quest).
[0125] Additionally, the event items may include event items that can be shared with other users and event items that cannot be shared.
[0126] The game control unit 212 manages the sharing status of the event items. For example, the game control unit 212 manages how many users are sharing (in other words, owning) a specific event item. In other words, the game control unit 212 performs control to store the number of users sharing each event item in the storage unit 220. For example, the game control unit 212 performs control to increase the stored value indicating the number of users who have acquired the specific event item by "1" every time any of the users using the game receives a share of the specific event item. In addition, the game control unit 212 performs management regarding the region in which the specific event item is shared. In other words, the game control unit 212 performs control to store information regarding the region in which each event item is shared in the storage unit 220. Specifically, the game control unit 212 stores information indicating which user in which region owns (in other words, shares) each event item in the storage unit 220. For example, the game control unit 212 may check which user in which region has acquired the specific event item each time any of the users using the game receives a share of a specific event item, and may store information indicating which user in which region has acquired the specific event item in the storage unit 220. The information may indicate, for example, which user in the 47 prefectures has shared the specific event item, or which user in which country has shared the specific event item. That is, for example, when the specific event item is owned by a user in Tokyo and a user in Osaka, the information may indicate that the specific event item has been shared in two prefectures (in other words, two regions) out of the 47 prefectures. Note that the region of each user may be a region related to each user, and may be, for example, one that each user registers by themselves (for example, one that registers as the location of their home or their hometown, etc.), or may be one that is automatically determined, such as the location where each user was located when they acquired the event item.
[0127] The game control unit 212 generates a special event based on a predetermined operation by a user who owns an event item, and provides the special event to the user. The special event is an event that aims to achieve a predetermined goal, and in this embodiment, it is an event in which a destination is set. The destination may be specified by the user, or may be set automatically. Specifically, for example, an operation to specify a point to be the destination on a map of the virtual space displayed on the display unit 18 may be performed, so that the specified point is set as the destination (see FIG. 11).
[0128] In this embodiment, the special event ends (in other words, is cleared) upon arrival at the destination. Here, "upon arrival at the destination" may mean ending simply by arriving at the destination, or ending by arriving at the destination and defeating a specified enemy character, etc. In other words, the goal to be achieved in the special event may be reaching the destination itself, or may be a goal to be achieved at the destination, etc.
[0129] An example of an operation related to the use of an event item will be described. The display control unit 114 displays an item list screen 60, as exemplified in Fig. 11, on the display unit 18 based on a predetermined operation by the user. The item list screen 60 displays a list of event items owned by the user.
[0130] Furthermore, the operation receiving unit 111 receives an operation related to starting a special event. Specifically, the operation receiving unit 111 receives an operation of selecting an event item to be used from among the event items displayed on the item list screen 60 (for example, a touch operation on an event start button 61 provided corresponding to each event item displayed in the list) as an operation of starting a special event using the selected event item.
[0131] The game control unit 212 starts a special event corresponding to the selected event item based on an operation of selecting an event item to be used. Furthermore, when starting the special event, the game control unit 212 requests the specification of a destination for the special event.
[0132] The display control unit 114 displays the destination designation screen 64 as a screen related to the designation of the destination on the display unit 18 based on a request for designation of a destination by the game control unit 212 (in other words, based on an operation of selecting an event item to be used by the user). In addition, the operation acceptance unit 111 accepts an operation related to the designation of a destination on the destination designation screen 64. Specifically, the operation acceptance unit 111 accepts an operation of designating a specific point on the map of the virtual space displayed on the destination designation screen 64 as an operation of designating a destination. The operation of designating a specific point on the map of the virtual space may be, for example, an operation of selecting a specific candidate point from among a plurality of candidate points 66 displayed on the destination designation screen 64, or an operation of aligning a cursor (not shown) displayed on the destination designation screen 64 to a specific point. In other words, the user may be able to designate a destination from among a plurality of candidates, or may be able to designate an arbitrary point in the real space as a destination.
[0133] When an operation for designating a destination is performed, the game control unit 212 sets the designated specific point (in other words, a point in the real space corresponding to the designated specific point on the map of the virtual space) as the destination of the special event. In other words, the game control unit 212 generates a special event whose destination is the designated specific point.
[0134] The game control unit 212 generates an advantageous effect for the user in response to a sharing status of the event item used for a special event that is generated (in other words, started) by using the event item. For example, the game control unit 212 generates an advantageous effect for the user based on a predetermined parameter related to sharing of the event item used satisfying a predetermined condition. Specifically, the game control unit 212 may generate an advantageous effect for the user based on the number of shares of the event item used (in other words, the number of users sharing) exceeding a predetermined number. In addition, the game control unit 212 may generate an advantageous effect for the user based on the number of regions in which the event item used is shared exceeding a predetermined number (in other words, the range of the region in which the event item is shared exceeds a predetermined range). Here, the game control unit 212 may generate a more advantageous effect the more the predetermined parameter deviates from a reference value (for example, an initial value) (for example, as the number of shares of the event item used or the number of regions in which the event item is shared increases).
[0135] For example, the game control unit 212 may change the virtual space in which a special event takes place depending on the sharing status of an event item.
[0136] Specifically, the game control unit 212 may change the configuration of the virtual space in which the special event takes place, depending on the sharing status of the event item. Specifically, the game control unit 212 may change at least one of the following as the change in the configuration of the virtual space: the placement of enemies in the virtual space (e.g., placement positions or the number of placed enemies), the type of enemies that appear, the placement of items (e.g., placement positions or the number of placed items), the type of items that appear, or the topography of the virtual space. Here, the placement of enemies may be the placement of enemy objects 33c. Furthermore, the placement of items may be the placement of item spots 33a. In other words, the game control unit 212 may change the placement of specific in-game objects 33 or the type of in-game objects 33 that are placed, as the change in the configuration of the virtual space.
[0137] In other words, the advantageous effect that is generated depending on the sharing status may be one that changes the configuration of the virtual space in a direction that is advantageous to the user.
[0138] The change in the configuration of the virtual space in an advantageous direction may be a change that makes it easier to encounter a predetermined enemy. In other words, the game control unit 212 may change the virtual space in which the special event is held to a virtual space in which it is easier to encounter a predetermined enemy, depending on the sharing status of the event item. Specifically, the change in the configuration of the virtual space in an advantageous direction may be a change that increases the number of predetermined enemies placed in the direction of the destination (in other words, between the user's current position and the destination). Also, the change in the configuration of the virtual space in an advantageous direction may be a change that increases the number of predetermined enemies placed around the user's current position. Also, the change in the configuration of the virtual space in an advantageous direction may be a change that increases the probability that a predetermined enemy will appear in a special event. In this embodiment, "increased probability (or high probability)" includes a case where the lower probability (in other words, the reference probability) is 0%. In other words, the change in the configuration of the virtual space in an advantageous direction may be a change in the type of enemy that will appear in a special event. Here, the predetermined enemy may be, for example, an enemy that can be encountered in a special event and that provides a relatively large benefit. Furthermore, an enemy that provides a relatively large benefit may be, for example, an enemy that provides a lot of experience points (in other words, a certain parameter related to strengthening the player character 30) when defeated, an enemy that provides a lot of in-game value when defeated, or an enemy that has a high probability of providing a specific item when defeated.
[0139] For example, as shown in FIG. 12, when the sharing situation of the event item to be used is the second situation (for example, when the number of shares exceeds a predetermined number (the situation shown in FIG. 12(b))), the game control unit 212 may increase the number of predetermined enemies (in other words, in-game objects 33 related to the predetermined enemies) placed in the direction of the destination (in other words, between the user's current position 80 and the destination 81) compared to when the sharing situation is the first situation (for example, when the number of shares is equal to or less than a predetermined number (the situation shown in FIG. 12(a))). Note that in FIG. 12, the enemies (in other words, in-game objects 33) that increase when the sharing situation changes from the first situation to the second situation are represented by white figures.
[0140] Note that enemies may be placed in the virtual space at the start of a special event, or as appropriate during the progress of the special event (for example, enemies appearing around the user as the user moves). That is, for example, increasing the number of predetermined enemies placed in the direction of the destination may mean increasing the number of predetermined enemies placed between the user and the destination at the start of a special event, or making it easier for predetermined enemies to appear between the user and the destination during the progress of a special event.
[0141] Also, for example, as shown in FIG. 13, when the sharing situation of the event item to be used is the second situation (for example, when the number of shares is greater than the first situation), the game control unit 212 may control so that a second type of enemy (enemy character J in FIG. 13) that does not appear when the sharing situation is the first situation appears in the special event. Also, when the sharing situation of the event item to be used is the third situation (for example, when the number of shares is greater than the second situation), the game control unit 212 may control so that a third type of enemy (enemy character K in FIG. 13) that does not appear when the sharing situation is the first situation or the second situation appears in the special event. Note that the second type of enemy may be an enemy related to the first type of enemy (enemy character C in FIG. 13) that appears when the sharing situation is the first situation. Also, the third type of enemy may be an enemy related to the second type of enemy. Specifically, the second type of enemy may be a higher-ranked enemy or a derived enemy of the first type of enemy. The third type of enemy may be a higher-ranked enemy or a derived enemy of the second type of enemy. In other words, the first type of enemy, the second type of enemy, and the third type of enemy may be enemies of the same system or type. The second type of enemy may provide a greater benefit than the first type of enemy, and the third type of enemy may provide a greater benefit than the second type of enemy. The first type of enemy may not appear when the sharing situation is the second situation and the third situation. The second type of enemy may not appear when the sharing situation is the first situation and the third situation. The third type of enemy may not appear when the sharing situation is the first situation and the second situation. That is, when the sharing situation is the second situation, the first type of enemy that appears in the first situation may be replaced with the second type of enemy that provides a greater benefit than the first type of enemy. Also, when the sharing situation is the third situation, the second type of enemy appearing in the second situation may be replaced with a third type of enemy that provides a greater benefit than the second type of enemy. In other words, when the sharing situation is the second situation, the probability of encountering the second type of enemy may be higher than when the sharing situation is the first situation.Furthermore, when the sharing situation is the third situation, the probability of encountering the third type of enemy may be higher than when the sharing situation is the second situation.
[0142] Furthermore, the game control unit 212 may change a predetermined parameter related to an object used by the user in a special event that occurs due to the use of an event item, depending on the sharing status of the event item. Specifically, the game control unit 212 may change a parameter related to the strength of the player character 30 (e.g., attack power, defense power, physical strength, magic power, speed, etc.) as a change in the predetermined parameter. In other words, the game control unit 212 may apply a buff to an object used by the user in a special event that occurs due to the use of an event item, depending on the sharing status of the event item. The game control unit 212 may change the virtual space in which the special event takes place to a virtual space with a different buff applied to the object used by the user, depending on the sharing status of the event item.
[0143] In other words, the advantageous effect generated according to the sharing situation may be one that strengthens the object used by the user. For example, when the sharing situation of the event item used is the second situation (for example, when the number of shares exceeds a predetermined number), the game control unit 212 may make the player character 30 stronger (for example, may increase a predetermined parameter of the player character 30) compared to when the sharing situation is the first situation (for example, when the number of shares is equal to or less than a predetermined number). In other words, when the sharing situation of the event item used is the second situation, the game control unit 212 may make the virtual space a virtual space in which a buff advantageous to the user is applied (for example, the increase in a predetermined parameter is greater) compared to when the sharing situation is the first situation.
[0144] Furthermore, the game control unit 212 may change the probability of acquiring a predetermined item in a special event that occurs by using an event item, depending on the sharing status of the event item. In other words, the game control unit 212 may change the virtual space in which the special event takes place to one in which the probability of acquiring a predetermined item is different, depending on the sharing status of the event item.
[0145] In other words, the advantageous effect generated according to the sharing situation may be one that increases the probability of acquiring a predetermined item. For example, when the sharing situation of the event item to be used is the second situation (for example, when the number of shares exceeds a predetermined number), the game control unit 212 may increase the probability of acquiring a predetermined item when a predetermined enemy character is defeated (in other words, the probability that a predetermined enemy character drops a predetermined item) compared to when the sharing situation is the first situation (for example, when the number of shares is equal to or less than a predetermined number). Also, for example, when the sharing situation of the event item to be used is the second situation, the game control unit 212 may increase the number of item spots 33a where a predetermined item can be acquired compared to when the sharing situation is the first situation. In other words, when the sharing situation of the event item to be used is the second situation, the game control unit 212 may create a virtual space in which the probability of acquiring a predetermined item when a predetermined enemy character is defeated is higher, or a virtual space in which the number of predetermined item spots 33a is larger, compared to when the sharing situation is the first situation.
[0146] Furthermore, the game control unit 212 may change the behavior of enemies in a special event that occurs due to the use of an event item, depending on the sharing status of the event item. In other words, the game control unit 212 may change the virtual space in which the special event takes place to one in which the enemy behaves differently, depending on the sharing status of the event item.
[0147] In other words, the advantageous effect generated according to the sharing situation may change the behavior of a specific object in a direction advantageous to the user. For example, the game control unit 212 moves a specific in-game object 33 (e.g., enemy object 33c) in the virtual space during the execution of a special event. In this case, the game control unit 212 may control the enemy object 33c to move toward the player character 30 (in other words, to behave closer to the player character 30) when the sharing situation of the event item to be used is the second situation (e.g., when the number of shares exceeds a predetermined number) compared to when the sharing situation is the first situation (e.g., when the number of shares is equal to or less than the predetermined number).
[0148] Furthermore, the game control unit 212 may change the type of object (for example, enemy (including bosses, etc.), item, etc.) that appears in a special event that occurs due to the use of an event item, depending on the sharing status of the event item.
[0149] Furthermore, the game control unit 212 may change the size of the usable range X for a special event that occurs as a result of the use of an event item, depending on the sharing status of the event item.
[0150] In other words, the advantageous effect generated according to the sharing situation may change the usable range X in a direction advantageous to the user. For example, the game control unit 212 may expand the usable range X when the sharing situation of the event item to be used is the second situation (e.g., when the number of shares exceeds a predetermined number) compared to when the sharing situation is the first situation (e.g., when the number of shares is equal to or less than the predetermined number).
[0151] Note that, here, a case has been described in which a specific change occurs in a special event according to the sharing status of an event item, and an advantageous effect is brought about to the user, but various changes in the special event according to the sharing status do not have to bring about an advantageous effect to the user. For example, as described above, the game control unit 212 can change the configuration of the virtual space according to the sharing status, but there may be no superiority or inferiority between the configuration of the virtual space when the sharing status is a first status (e.g., when the number of shares is equal to or less than a specific number) and the configuration of the virtual space when the sharing status is a second status (e.g., when the number of shares exceeds a specific number).
[0152] In this embodiment, the user who shared (in other words, handed over) the event item to another user and the other user who received the shared item each own the event item and can use it freely. It can also be said that the user who shared the event item with another user and the other user who received the shared item each occupy 100% of the event item. However, a parameter indicating the occupancy rate may be set for the event item. The parameter may indicate the share of each user (or the group to which each user belongs) for each event item. That is, for example, when a specific event item is shared by a first user, a second user, and a third user, the occupancy rate of the specific event item may be set such that the first user's occupancy rate is 50%, the second user's occupancy rate is 30%, and the first user's occupancy rate is 20%. Also, for example, in the case where a specific event item is shared by a plurality of users in a first group (e.g., users in Tokyo) and a plurality of users in a second group (e.g., users in Osaka), the share of the specific event item may be set such that the share of the first group is 70% and the share of the second group is 30% (for example, the share of the group may be higher as the number of users belonging to a group who own the event item increases). Then, the game control unit 212 may cause the above-mentioned predetermined change (in other words, advantageous effect) for the special event according to the sharing status of the event item according to the share status (e.g., share) of the event item. The game control unit 212 may cause an advantageous effect to the user based on the share of the event item to be used (specifically, the share of the user himself or the group to which the user belongs) exceeding a predetermined value.
[0153] An event item may not be shared (in other words, handed over) to other users until a special event that occurs using the event item is played (for example, cleared), and may be shared with other users by playing the event item. In such a case, the number of shares may correspond to the number of times the special event is played. That is, in this embodiment, the game control unit 212 gives a predetermined change to the special event according to the sharing status of the event item, but this can also be said to give a predetermined change to the special event according to the number of times the special event has been played. Here, in this embodiment, the number of times played is the total number of times played by multiple users. Note that the game control unit 212 may give a predetermined change (in other words, the various changes described above) to a specific event (for example, a specific special event) according to the number of times the specific event has been played by a specific user (in other words, one user). That is, for example, the configuration of the virtual space in which a specific user (or another user (for example, a user who has received a share from the specific user)) plays the specific event may be changed according to the number of times the specific user has played the specific event. In carrying out these controls, the game control unit 212 may count the number of times that a user has played a specific event (specifically, the total number of times played by one user or the total number of times played by multiple users). Specifically, the game control unit 212 may increment a stored value indicating the number of times that specific event has been played, stored in the storage unit 220, by "1" each time a user plays the specific event. Then, based on the stored value, the game control unit 212 may impose a predetermined change on the specific event according to the number of times it has been played. Note that the specific event to which a predetermined change is imparted according to the number of times it has been played does not have to be an event that occurs as a result of the use of an event item.
[0154] <Processing flow> Next, an example of a process for expanding the available range X will be described with reference to the flowchart shown in FIG.
[0155] First, the position information acquisition unit 116 acquires position information indicating the user's current position in real space (step S101).
[0156] Next, the game control unit 212 determines whether or not the user's current location is within the event venue (step S102). Specifically, the game control unit 212 determines whether or not the user's current location indicated by the acquired location information is within a range set as the event area.
[0157] If the user's current location is within the event venue (YES in step S102), the game control unit 212 changes the size of the available range X (step S103). For example, the game control unit 212 reduces the size of the available range X to a size that corresponds to a specific event being held within the event venue.
[0158] If the user's current location is not within the event venue (NO in step S102), the game control unit 212 does not change the size of the usable range X (step S104).
[0159] Next, an example of a process related to the occurrence of a special event based on the use of an event item will be described with reference to the flowchart shown in FIG.
[0160] First, the control unit 110 of the user's terminal device 10 accepts an operation by the user relating to the use of an event item (in other words, an operation relating to the start of a special event) (step S201).
[0161] Next, when an operation related to the use of an event item is performed, the game control unit 212 determines whether or not the sharing status of the event item used satisfies a predetermined condition (step S202). For example, the game control unit 212 determines whether or not the number of shares of the event item used satisfies a predetermined condition (specifically, whether or not it exceeds a predetermined number) based on information indicating the sharing status of the event item used (here, information indicating the number of shares) stored in the storage unit 220.
[0162] When the sharing situation satisfies a predetermined condition (YES in step S202), the game control unit 212 generates an advantageous effect for the user with respect to a special event that occurs as a result of use of the event item (step S203).
[0163] If the sharing situation does not satisfy the predetermined condition (NO in step S202), the game control unit 212 does not cause an advantageous effect for the user to occur in a special event that occurs as a result of use of the event item (step S204).
[0164] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the gist of the present invention. The configuration of this embodiment may be applied to a game that uses information about the user's position in real space. The configuration of this embodiment may also be applied to a game that links virtual space with real space, such as the position information game described in this embodiment, or a game that uses a photographed image of real space. The game that uses a photographed image of real space may be applied to a game in which a superimposed image in which a virtual object (e.g., an object in virtual space such as a player character) is superimposed on a photographed image of real space (in other words, a game that uses augmented reality), or a game in which a photographed image of real space has a predetermined effect on a virtual space (e.g., a game in which parameters of an object in virtual space are changed based on a photographed image, or a shape of an object in virtual space is deformed). In other words, the control unit 110 of the terminal device 10 may be capable of acquiring a photographed image taken by a predetermined camera such as a camera built into the terminal device 10, or generating a superimposed image in which a virtual object is superimposed on the photographed image. The configuration of this embodiment may also be applied to games other than games that link virtual space and real space. The configuration of this embodiment may also be applied to games other than games that use information about the user's position in real space. The configuration of this embodiment may also be applied to services (in other words, applications) other than games. For example, it may be applied to a walking app, a running app, a pedometer app, or the like.
[0165] Within the scope of the present invention, it is possible to freely combine each component, modify any component, replace any component, omit any component, or add other components. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes described in this specification may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.
[0166] <Additional Notes> The configuration of this embodiment may be used, for example, to improve the interest of a service. The matters described in the above embodiment may also be described as follows.
[0167] (Appendix 1-1) Computer, In a service that utilizes location information indicating a user's location in real space, the device functions as a change means (e.g., a game control unit 212) that changes the size of a range (e.g., an available range X) in which the user can use a predetermined object during the service, the range being determined based on the location information, based on the user being in a real space location corresponding to a specific event. program. According to such a configuration, the size of the range in which a user can use a specific object during a service can be changed to a size appropriate for a specific event, thereby making the service more interesting.
[0168] (Appendix 1-2) Computer, For the user for whom information indicating that he or she is a participant of the specific event is not stored in a predetermined storage unit, the device functions as a restriction unit (e.g., a game control unit 212) that restricts the use of an object related to the specific event by the user during the service. The program described in Appendix 1-1. According to this configuration, it is possible to restrict the use of objects related to a specific event by non-participants in the specific event, and therefore it is possible to distinguish between participants and non-participants in the specific event.
[0169] (Appendix 1-3) Computer, The device functions as an event control means (e.g., the game control unit 212) for starting the specific event based on the user's visit to a location within the range where an object related to the start of the specific event is located. The program described in Appendix 1-1. With this configuration, it is possible to specify the user's position at the start of a particular event.
[0170] (Appendix 1-4) the specific event includes an event that follows a first path and an event that follows a second path; The change means changes at least one of the size of the range and the color of the display indicating the range between when the user is following the first route and when the user is following the second route. The program described in Appendix 1-1. According to such a configuration, it is possible for the user to recognize which route is being taken based on the size and color of the range, and it is possible to make the range appropriate for each route.
[0171] (Appendix 1-5) The changing means is Expanding the range based on the number of specific objects within the range satisfying a predetermined condition. The program described in Appendix 1-1. According to such a configuration, for example, when the number of specific objects within the range satisfies a predetermined condition, it is possible to change the size of the range so that a specific object outside the range is positioned within the range. Therefore, for example, for a specific object outside the range, instead of having the user move to position it within the range, it is possible to have the user play such that the object is positioned within the range by changing the size of the range, thereby improving the interest of the service.
[0172] (Appendix 1-6) The changing means is The range is expanded based on the fact that the amount of movement of the user in real space satisfies a predetermined condition. The program described in Appendix 1-1. According to such a configuration, it is possible to provide a benefit to the user according to the amount of movement of the user, and also to encourage the user to move.
[0173] (Appendix 1-7) The changing means is The size of the range is changed according to the moving speed of the user in real space. The program described in Appendix 1-1. According to this configuration, it is possible to give the user benefits according to the user's moving speed, and to encourage playing at a safe speed.
[0174] (Appendix 1-8) The changing means is The range is expanded based on the fact that an advertisement is displayed on a predetermined screen (for example, the display unit 18) used by the user. The program described in Appendix 1-1. According to this configuration, it is possible to provide the user with benefits by viewing the advertisement.
[0175] (Appendix 1-9) The changing means is The size of the range is changed according to the state of an object used by the user in the service. The program described in Appendix 1-1. According to this configuration, the play situation and the size of the range can be linked, thereby making it possible to enhance the user's immersive feeling in the service.
[0176] (Appendix 1-10) The changing means is The size of the range is changed according to information about the topography of the place where the user is located in real space. The program described in Appendix 1-1. According to this configuration, the actual situation of the user can be linked to the size of the range, thereby enhancing the user's immersive feeling in the service.
[0177] (Appendix 1-11) The changing means is The size of the range is changed according to information about facilities at a location where the user is located in real space. The program described in Appendix 1-1. With this configuration, it is possible to prevent users from gathering or entering places that are not suitable for using the service, such as private property or residential areas.
[0178] (Appendix 2-1) Computer, For a specific event that occurs due to the use of an item, the control unit (e.g., the game control unit 212) functions as a control means for generating an advantageous effect for the user depending on the sharing status of the item used. program. According to this configuration, it is possible to provide a beneficial effect to the user for a specific event that occurs as a result of the use of an item, depending on the sharing status of the item. This makes it possible to encourage users to share the item. In addition, it is possible to change the user's experience obtained by using the item depending on the sharing status, thereby improving the interest of the service.
[0179] (Appendix 2-2) Computer, With regard to a specific event that occurs due to the use of an item, the control means (e.g., the game control unit 212) functions as a control means for changing the configuration of the virtual space in which the specific event takes place, depending on the sharing status of the item used. program. According to this configuration, the configuration of the virtual space in which a specific event occurs as a result of the use of an item can be changed depending on the sharing status of the item. This can encourage users to share the item. In addition, the experience that the user gets from using the item can be changed depending on the sharing status, which can increase the interest of the service.
[0180] (Appendix 2-3) The control means changes a predetermined parameter related to an object used by a user according to a sharing status of the item used. The program described in Appendix 2-1 or Appendix 2-2. According to such a configuration, it is possible to increase a predetermined parameter related to an object used by a user depending on the sharing status of the item. Therefore, it is possible to encourage users to share the item. In addition, it is possible to change the experience that a user gets by using the item depending on the sharing status, thereby improving the interest of the service.
[0181] (Appendix 2-4) The control means changes the probability of acquiring a predetermined item in the specific event according to a sharing status of the item to be used. The program described in Appendix 2-1 or Appendix 2-2. According to this configuration, the probability of acquiring a given item can be changed according to the sharing status of the item. This can encourage users to share the item. In addition, the experience that the user gets from using the item can be changed according to the sharing status, which can increase the interest of the service.
[0182] (Appendix 2-5) The control means changes a behavior of a predetermined object in the specific event according to a sharing status of the item to be used. The program described in Appendix 2-1 or Appendix 2-2. According to this configuration, the behavior of a predetermined object can be changed according to the sharing status of the item. This can encourage users to share the item. In addition, the experience that a user gets from using the item can be changed according to the sharing status, which can increase the interest of the service.
[0183] (Appendix 2-6) The control means changes the type of object that appears in the specific event according to a sharing status of the item to be used. The program described in Appendix 2-1 or Appendix 2-2. According to this configuration, the type of object that appears in a specific event that occurs as a result of using an item can be changed according to the sharing status of the item. This can encourage users to share the item. In addition, the experience that the user gets from using the item can be changed according to the sharing status, which can increase the interest of the service.
[0184] (Appendix 2-7) The control means changes the size of a range (e.g., available range X) in which a user in the specific event can use a predetermined object being serviced, depending on a sharing status of the item to be used. The program described in Appendix 2-1 or Appendix 2-2. According to this configuration, the size of the range in which a user can use a specific object during the service can be changed according to the sharing status of the item. This makes it possible to encourage users to share the item. In addition, the experience that a user gets from using the item can be changed according to the sharing status, making the service more interesting.
[0185] In addition, the problem-solving means constituted by the above-mentioned program (for example, each configuration described in the appendix) can be appropriately diverted to an apparatus, system, method, medium, etc. [Explanation of symbols]
[0186] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game control unit, 114 Display control unit, 116 Position information acquisition unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 220 Memory unit, X Available range
Claims
1. Computer, With regard to a specific event that occurs as a result of the use of an item that a user can acquire in a game, the control means changes the configuration of a virtual space in which the specific event takes place according to the sharing status of the item that is used. program.
2. The control means changes the probability of acquiring a predetermined item in the specific event according to a sharing status of the item to be used. The program according to claim 1.
3. The control means changes a behavior of a predetermined object in the specific event according to a sharing status of the item to be used. The program according to claim 1.
4. The control means changes the type of object that appears in the specific event according to a sharing status of the item to be used. The program according to claim 1.
5. The control means changes a size of an available range in the specific event according to a sharing status of the item to be used, the game uses location information indicating a user's location in real space; The available range is a range in the virtual space in which a user can use a predetermined object arranged in the virtual space, and is determined according to the position information of the user. The program according to claim 1.
6. A computer comprising: With regard to a specific event that occurs as a result of the use of an item that a user can acquire in the game, the control means is caused to generate an advantageous effect for the user who used the item according to a sharing status of the item; The control means changes the probability of acquiring a predetermined item in the specific event according to a sharing status of the item to be used. program.
7. A computer comprising: With regard to a specific event that occurs as a result of the use of an item that a user can acquire in the game, the control means is caused to generate an advantageous effect for the user who used the item according to a sharing status of the item; The control means changes a behavior of a predetermined object in the specific event according to a sharing status of the item to be used. program.
8. A computer comprising: With regard to a specific event that occurs as a result of the use of an item that a user can acquire in the game, the control means is caused to generate an advantageous effect for the user who used the item according to a sharing status of the item; The control means changes the type of object that appears in the specific event according to a sharing status of the item to be used. program.
9. A computer comprising: With regard to a specific event that occurs as a result of the use of an item that a user can acquire in the game, the control means is caused to generate an advantageous effect for the user who used the item according to a sharing status of the item; The control means changes a size of an available range in the specific event according to a sharing status of the item to be used, the game uses location information indicating a user's location in real space; The available range is a range in the virtual space in which a user can use a predetermined object arranged in the virtual space, and is determined according to the position information of the user. program.
10. A control means for changing the configuration of a virtual space in which a specific event occurs when a user uses an item that can be acquired in a game, in accordance with the sharing status of the item used. Information processing system.
11. A game system comprising: a control means for generating an advantageous effect for a user who uses an item that can be acquired by a user in a game in response to a sharing status of the item; The control means changes the probability of acquiring a predetermined item in the specific event according to a sharing status of the item to be used. Information processing system.
12. A game system comprising: a control means for generating an advantageous effect for a user who uses an item that can be acquired by a user in a game in response to a sharing status of the item; The control means changes a behavior of a predetermined object in the specific event according to a sharing status of the item to be used. Information processing system.
13. A game system comprising: a control means for generating an advantageous effect for a user who uses an item that can be acquired by a user in a game in response to a sharing status of the item; The control means changes the type of object that appears in the specific event according to a sharing status of the item to be used. Information processing system.
14. A game system comprising: a control means for generating an advantageous effect for a user who uses an item that can be acquired by a user in a game in response to a sharing status of the item; The control means changes a size of an available range in the specific event according to a sharing status of the item to be used, the game uses location information indicating a user's location in real space; The available range is a range in the virtual space in which a user can use a predetermined object arranged in the virtual space, and is determined according to the position information of the user. Information processing system.
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