Program and system
The system addresses the challenge of building user relationships in location information games by searching for and notifying suitable users to participate in events together, enhancing event participation and gaming experience.
Patent Information
- Application Number
- JP2024019150
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-13
- Publication Date
- 2025-04-28
- Estimated Expiration
- 2043-06-23
AI Technical Summary
Existing location information games face challenges in building appropriate relationships between users, making it difficult for users to smoothly participate in events.
A program and system that search for a second user in a position satisfying specific conditions relative to an event occurrence position, and provide notification for building a relationship, allowing users to participate in events together.
Enables the construction of predetermined relationships between users, facilitating their participation in events and improving the overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program and a system. [Background technology]
[0002] 2. Description of the Related Art In recent years, game systems have become known that enable a user to play a game that utilizes location information indicating the user's location (hereinafter, referred to as a location information game).
[0003] According to such a game system, a user can play the game by, for example, moving through real space (i.e., changing the user's position in real space) and participating in various events occurring in various places (positions).
[0004] Incidentally, in the above-mentioned location information game, for example, it is considered that a user can build a certain relationship with other users and participate in an event, but it may be difficult to build an appropriate relationship with the other users. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent No. 7216178 Summary of the Invention [Problem to be solved by the invention]
[0006] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide a program and a system that enable a user to build a predetermined relationship with another user. [Means for solving the problem]
[0007] According to one aspect of the present invention, a computer includes a search unit for searching for a second user who is in a position that satisfies a second condition for a location where an event that the first user can participate in occurs when the position of the first user satisfies a first condition for the location where the event occurs; The above event In the past Participation Have you ever done it? In response to the request, a determination means is provided for determining whether or not to issue a notification to build a relationship with the first user, and a program is provided for causing the determination means to function as a notification means for issuing the notification to the second user when it is determined that the notification should be issued. Building a relationship with the first user includes matching with the first user. Effect of the Invention
[0008] The present invention makes it possible to build a predetermined relationship with other users. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a diagram showing an example of a hardware configuration of a user terminal. [Diagram 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 4] FIG. 2 is a diagram showing an example of a functional configuration of a user terminal. [Diagram 5] FIG. 2 is a diagram showing an example of a functional configuration of a server device. [Figure 6] 11 is a flowchart showing an example of a processing procedure of a game system. [Figure 7] FIG. 4 is a diagram for specifically explaining the operation of the game system. [Figure 8] FIG. 4 is a diagram for specifically explaining the operation of the game system. [Figure 9] FIG. 4 is a diagram for specifically explaining the operation of the game system. [Figure 10] FIG. 4 is a diagram for specifically explaining the operation of the game system. [Figure 11] 10 is a flowchart showing an example of a processing procedure of a game system according to a second embodiment. [Figure 12] FIG. 2 shows an example of an item shared by a first and second user. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. (First embodiment) Fig. 1 shows an example of the configuration of a game system according to embodiment 1. The game system 1 shown in Fig. 1 is configured to enable users to play a game online, for example, and includes a plurality of user terminals 10 and a server device 20.
[0011] Each of the multiple user terminals 10 is, for example, a portable electronic device used by a user. In this embodiment, it is assumed that each of the multiple user terminals 10 is, for example, a smartphone, but the user terminal 10 may be another portable electronic device such as a tablet terminal.
[0012] The server device 20 is communicably connected to a plurality of user terminals 10 via a network 30 such as the Internet.
[0013] Fig. 2 shows an example of a hardware configuration of the user terminal 10 shown in Fig. 1. Here, with reference to Fig. 2, a hardware configuration in the case where the user terminal 10 is a smartphone will be described.
[0014] As shown in FIG. 2, the user terminal 10 includes a non-volatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.
[0015] Various programs are stored in the non-volatile memory 11. The various programs stored in the non-volatile memory 11 include, for example, an operating system (OS) and various application programs that run on the user terminal 10.
[0016] The CPU 12 is a processor for controlling the operation of various components in the user terminal 10, and executes various programs stored in the non-volatile memory 11, for example. The CPU 12 may be a single processor, or may be composed of multiple processors. The various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 to the main memory 13 and executed by the CPU 12, and the programs (application programs) executed by the CPU 12 include a game program 13A for operating as a user terminal in the game system 1.
[0017] The wireless communication device 14 is a device for performing wireless communication with an external device (eg, a server device 20, etc.).
[0018] The display 15 is a display device for displaying, for example, various screens related to a game played by a user.
[0019] The touch panel 16 is an input device that detects the position touched by the user's fingertip or the like, and is disposed, for example, superimposed on the front surface of the display 15.
[0020] The display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect (accept) various operations performed by the user on the screen.
[0021] Fig. 3 shows an example of a hardware configuration of the server device 20 shown in Fig. 1. As shown in Fig. 3, the server device 20 includes a non-volatile memory 21, a CPU 22, a main memory 23, a wireless communication device 24, and the like.
[0022] The non-volatile memory 21 stores various programs. The various programs stored in the non-volatile memory 21 include, for example, an operating system (OS) and various application programs that run on the server device 20.
[0023] The CPU 22 is a processor for controlling the operation of various components in the server device 20, and executes various programs stored in the non-volatile memory 21, for example. The CPU 22 may be a single processor, or may be composed of multiple processors. The various programs stored in the non-volatile memory 21 are loaded from the non-volatile memory 21 to the main memory 23 and executed by the CPU 22, and the programs (application programs) executed by the CPU 22 include a game program 23A for operating as a server device in the game system 1.
[0024] The wireless communication device 24 is a device for performing wireless communication with external devices (eg, a plurality of user terminals 10, etc.).
[0025] The following describes the functional configuration of the game system 1 according to this embodiment. The game system 1 according to this embodiment has a function that allows users to play a game by, for example, operating multiple user terminals 10 and a server device 20 in cooperation with each other.
[0026] Here, an overview of a game that a user can play in this embodiment will be described. The game system 1 according to this embodiment provides a game play environment in which a location information game using location information indicating the user's location can be played. In a location information game, a user can participate in events occurring in various places by moving in a virtual space related to information related to the movement in the real space, for example, by moving in a real space. Note that in this embodiment, an event is assumed to be an event in which a user battles an enemy character (hereinafter, referred to as a battle event), but may be another type of event (including a quest, item acquisition, etc.).
[0027] In the above-mentioned location information game, multiple users can participate in the same event to play a multi-play game. Multi-play means that multiple users cooperate to play a game. Multi-play can be performed, for example, when users who are in the same location are matched with each other and a predetermined relationship is established between the users.
[0028] However, a user who reaches the location where an event occurs (hereinafter referred to as the event occurrence location) must wait until they have established a predetermined relationship with other users, and may not be able to participate in the event smoothly.
[0029] Therefore, the game system 1 according to this embodiment provides a useful mechanism for building a predetermined relationship with the above-mentioned other users.
[0030] 4 shows an example of a functional configuration of the user terminal 10. As shown in FIG. 4, the user terminal 10 includes a display processing unit 101, a control unit 102, an operation receiving unit 103, and a storage unit 104.
[0031] 4 are functional units that are realized by, for example, a CPU 12 (a computer of the user terminal 10) included in the user terminal 10 executing the above-mentioned game program 13A (i.e., software). This game program 13A may be downloaded to the user terminal 10 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.
[0032] 4 is realized by the non-volatile memory 11 shown in FIG. 2 or another storage device (not shown).
[0033] The display processing unit 101 displays on the display 15, for example, a screen (hereinafter referred to as a map screen) including a map of the real space in which the user using the user terminal 10 moves. Note that, in the map screen displayed by the display processing unit 101, for example, a character of the user (a character used by the user in a game) is placed at the user's position, and an object indicating an event (occurrence) is placed at the occurrence position of an event in which the user can participate. Note that the occurrence position of an event may have a limited occurrence time, or may move and displace. Examples of the occurrence position that may be displaced include one that moves and displaces in real time, and one that moves and displaces at regular time intervals.
[0034] In this embodiment, the user's position (or the position information indicating the position) is acquired, for example, using a GPS (Global Positioning System) installed in the user terminal 10, and the display processing unit 101 updates the position (location) of the user's character placed on the map screen based on the user's position, which changes in accordance with the user's movement.
[0035] Here, in the location-based game of this embodiment, when a user moves to the location where an event is occurring (i.e., the user's character placed on the map screen displayed by the display processing unit 101 moves to the location of an object), the user can participate in the event.
[0036] The control unit 102 executes control so as to have the user participate in the event and to progress the event in which the user has participated, based on the above-mentioned location of the user and the location where the event has occurred.
[0037] The operation reception unit 103 receives user operations (instructions) for playing a location information game. When the user terminal 10 is a smartphone as described above, the operations received by the operation reception unit 103 include operations of touching a fingertip to the touch panel 16 (touch screen display) of the user terminal 10 (for example, a tap operation, a drag operation, a flick operation, a swipe operation, etc.).
[0038] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user who can play the location information game, and the game data is data (information) common to the accounts and is referred to when executing the above-mentioned game program 13A. Specifically, the game data includes, for example, data for defining a game play environment and setting data related to the location information game. On the other hand, the user data is data related to the user that is managed for each user's account. Specifically, the user data stored in the storage unit 104 included in the user terminal 10 (i.e., user data related to the user who uses the user terminal 10) includes, for example, data indicating the game progress of the user in the location information game and various points and items acquired by the user in the location information game.
[0039] 5 shows an example of a functional configuration of the server device 20. As shown in FIG. 5, the server device 20 includes a storage unit 201, a data management unit 202, and a control unit 203.
[0040] The storage unit 201 shown in FIG. 5 is realized by the non-volatile memory 21 shown in FIG. 3 or another storage device (not shown).
[0041] 5 are functional units that are realized, for example, by a CPU 22 (a computer of the server device 20) included in the server device 20 executing the above-mentioned game program 23A (i.e., software). This game program 23A may be downloaded to the server device 20 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.
[0042] The storage unit 201 stores game data similar to the game data stored in the storage unit 104 included in the above-mentioned user terminal 10. The storage unit 201 also stores user data for each user (i.e., a user to whom an account has been issued) who has been pre-registered in the game system 1 (server device 20).
[0043] The data management unit 202 manages the game data and user data stored in the storage unit 201. Specifically, the data management unit 202 executes processes such as addition, update, and deletion of the game data and user data.
[0044] The game data and user data managed by the data management unit 202 are transmitted from the data management unit 202 (server device 20) to each of the multiple user terminals 10 and stored in the storage unit 104 included in the user terminal 10. In this case, the game data is transmitted in common to the multiple user terminals 10, but the user data is transmitted only to the user terminal 10 used by the user corresponding to the user data.
[0045] Here, the data management unit 202 has been described as managing game data and user data, but the data management unit 202 further manages (location information indicating) the locations of each of a plurality of users playing the location information game. The data management unit 202 also manages the locations at which the above-mentioned events occur.
[0046] The control unit 203 executes various processes for providing a game play environment for playing a position information game (i.e., for enabling a user to play a position information game). Specifically, the control unit 203 executes at least a part of a process for a plurality of users to build a predetermined relationship, for example.
[0047] Furthermore, the control unit 203 executes processing for implementing multiplay in an event (for example, a battle event) that occurs in the position information game described above.
[0048] Here, for example, assume that user X1 and user X2 are playing a multi-play game. In this case, a game screen for playing a multi-play game (hereinafter, referred to as a multi-play screen) is displayed on the user terminal 10 used by user X1, and user X1 can play a multi-play game with user X2 by controlling the character of user X1 on the multi-play screen. Similarly, a multi-play screen is displayed on the user terminal 10 used by user X2, and user X2 can play a multi-play game with user X1 by controlling the character of user X2 on the multi-play screen.
[0049] In order to realize such a multiplay, it is necessary that the operations of user X2 are reflected on the multiplay screen displayed on the user terminal 10 used by user X1, and the operations of user X1 are reflected on the multiplay screen displayed on the user terminal 10 used by user X2.
[0050] Therefore, when user X1 and user X2 play multiplayer as described above, the control unit 203 executes a process of receiving an operation of user X1 from the user terminal 10 used by user X1 and transmitting the operation to the user terminal 10 used by user X2. Similarly, the control unit 203 executes a process of receiving an operation of user X2 from the user terminal 10 used by user X2 and transmitting the operation to the user terminal 10 used by user X1.
[0051] According to this, control for progressing the multiplay based on the operations of the users X1 and X2 is executed on both the user terminals 10 used by the users X1 and X2, and a multiplay screen reflecting the operations of both the users X1 and X2 can be displayed on both the user terminals 10 used by the users X1 and X2. In other words, in the game system 1 according to this embodiment, the game play content caused by the operation of the user X2 is reproduced (synchronized) on the multiplay screen of the user terminal 10 used by the user X1, and the game play content caused by the operation of the user X1 is reproduced (synchronized) on the multiplay screen of the user terminal 10 used by the user X2, thereby realizing a multiplay in real time using the user terminals 10 of the users X1 and X2.
[0052] The game system 1 according to the present embodiment provides a game play environment for a user to play a location information game, and this "provision of the game play environment" is realized by a game program (i.e., the game program 13A executed in the above-mentioned multiple user terminals 10 and the game program 23A executed in the server device 20) that operates in the game system 1. However, the game program according to the present embodiment may be a part of the above-mentioned game programs 13A and 23A.
[0053] In addition, in the game system 1 according to this embodiment, for example, the server device 20 may have at least some of the functions of the multiple user terminals 10, or the multiple user terminals 10 may have at least some of the functions of the server device 20. Furthermore, the game system 1 may include devices other than the multiple user terminals 10 and the server device 20. That is, the game program according to this embodiment (game programs 13A and 23A) may be executed in the multiple user terminals 10, the server device 20, or other devices.
[0054] An example of a processing procedure of the game system 1 according to this embodiment will be described below with reference to the flowchart of FIG.
[0055] In the location information game of this embodiment, multiple users can play multiplayer games at an event, but in order to play multiplayer games, it is necessary to match the multiple users and build a predetermined relationship as described above. Therefore, the game system 1 according to this embodiment operates to support the building of a predetermined relationship between multiple users when playing multiplayer games at an event, for example, based on the user's location and the event's occurrence location.
[0056] Here, it is assumed that a user (hereinafter referred to as a first user) using one user terminal 10 (hereinafter referred to as a first user terminal 10) among the multiple user terminals 10 plays a location information game.
[0057] In this case, the game program 13A is started in the first user terminal 10, and a map screen including a map of real space is displayed on (the display 15 of) the first user terminal 10. In this manner, on the map screen displayed on the first user terminal 10, the character of the first user is placed at the position of the first user as described above, and an object indicating an event in which the first user can participate is placed at the occurrence position of the event.
[0058] When a first user who plays a location-based game participates in an event, the first user moves through real space while checking the position where the first user's character is placed and the positions of objects on a map screen.
[0059] The game system 1 acquires the position of the first user moving in the real space as described above (step S1).
[0060] The position (position information indicating) of the first user can be acquired, for example, by using a GPS mounted on the first user terminal 10, but may be acquired by other methods.
[0061] The position of the character of the first user arranged on the map screen displayed on the first user terminal 10 is updated based on the position of the first user acquired in step S1.
[0062] When the process of step S1 is executed, the game system 1 acquires the occurrence position of an event managed, for example, in the server device 20 (data management unit 202) (step S2). Note that, when multiple events occur in the location information game, for example, the occurrence position of the event near the position of the first user acquired in step S1 is acquired in step S2.
[0063] Next, the game system 1 determines whether or not the position of the first user acquired in step S1 satisfies a first condition for the event occurrence position acquired in step S2 (step S3). Note that the first condition is, for example, predetermined in the game system 1. A specific example of the first condition will be described later.
[0064] If it is determined that the first condition is not satisfied (NO in step S3), the process returns to step S1 and is repeated.
[0065] Here, when a user other than the first user is playing a position information game, the positions of the other users are managed, for example, in the server device 20 (data management unit 202).
[0066] Therefore, when it is determined that the first condition is satisfied (YES in step S3), the game system 1 acquires the positions of other users managed in the server device 20, and searches for a user (hereinafter, referred to as a second user) who is in a position that satisfies the second condition (step S4). Note that the second condition is, for example, predetermined in the game system 1. A specific example of the second condition will be described later.
[0067] When the process of step S4 is executed, the game system 1 notifies the second user found in step S4 to build a relationship with the first user (step S5). Note that the notification in step S5 is sent, for example, via the user terminal 10 used by the second user (hereinafter referred to as the second user terminal 10), and includes, for example, a notification encouraging the second user to participate in an event together with the first user and play multiplayer in the event (hereinafter referred to as an event participation notification).
[0068] In the above description, it is assumed that the second user is found in step S4. However, if the second user is not found in step S2, the process returns to step S1 and is repeated.
[0069] 6, it is assumed that the processes of steps S1 to S5 are mainly executed by the server device 20 (control unit 203), but at least a part of the processes of steps S1 to S5 may be executed on the user terminal 10 side (for example, the control unit 102, etc.) In other words, the processes shown in FIG. 6 may be executed by at least the game system 1 as a whole.
[0070] The operation of the game system 1 according to this embodiment will be specifically described below. Fig. 7 shows an example of a map screen 400 displayed on the first user terminal 10. Although shown diagrammatically in Fig. 7, the map screen 400 has the character 10a of the first user and an object 20a indicating an event arranged thereon.
[0071] Here, it is assumed that the map screen 400 shown in Fig. 7 is updated to the map screen 400 shown in Fig. 8 as a result of the first user moving in the real space. In this case, the game system 1 determines whether or not the position of the character 10a of the first user (i.e., the position of the first user) satisfies a first condition for the position of the object 20a (i.e., the position where the event occurs).
[0072] In this embodiment, the first condition includes, for example, that the position of the first user's character 10a and the position of the object 20a are in a predetermined positional relationship (hereinafter, referred to as the first positional relationship). Specifically, as shown in FIG. 8, for example, when the first user's character 10a is within a predetermined range 20b from the object 20a, the game system 1 determines that the position of the first user's character 10a and the position of the object 20a are in the first positional relationship (that is, the first condition is satisfied). On the other hand, when the first user's character 10a is not within the predetermined range 20b from the object 20a, the game system 1 determines that the position of the first user's character 10a and the position of the object 20a are not in the first positional relationship (that is, the first condition is not satisfied). In the example shown in FIG. 8, the predetermined range 20b is a circular range centered on (the position of) the object 20a, and is, for example, predetermined in the game system 1 (the server device 20, etc.).
[0073] Next, the game system 1 searches for a second user who is in a position that satisfies a second condition. In this embodiment, the second condition includes, for example, that the position of the second user and the position of the object 20a are in a predetermined positional relationship (hereinafter, referred to as a second positional relationship).
[0074] Here, Fig. 9 shows an example of a map screen 500 displayed on the second user terminal 10 used by the second user. According to the example shown in Fig. 9, the character 10b of the second user is within a predetermined range 20c from the object 20a. In this case, the game system 1 searches for a second user who is in a second positional relationship with the position of the object 20a (i.e., who satisfies the second condition). Note that the predetermined range 20c in the example shown in Fig. 9 is a circular range that is wider than the range 20b shown in Fig. 8 and has the object 20a (position) at its center, and is determined in advance in, for example, the game system 1 (the server device 20, etc.).
[0075] Here, the range 20b shown in Fig. 8 and the range 20c shown in Fig. 9 have been described as being circular ranges, but the shape and size of the ranges may be changed as appropriate. Also, the range 20c shown in Fig. 9 has been described as being a range with the object 20a (the location where the event occurs) as the reference (center), but instead of the range 20c, for example, a range 10c with the character 10a of the first user (the position of the first user) as the reference as shown in Fig. 10 may be used to search for a second user.
[0076] When a second user who is in a position that satisfies the second condition as described above is found, the game system 1 notifies the second user of the event participation via, for example, the second user terminal 10. When the event participation notification is sent, the second user may be forced to participate in the event, or an option of whether or not to participate in the event may be displayed on the second user terminal 10.
[0077] As described above, in this embodiment, when the location of a first user satisfies a first condition for the location of an event in which the first user can participate (the location where the event occurs), a search is made for a second user who is in a location that satisfies a second condition, and a notification is sent to the searched second user to build a relationship with the first user.
[0078] In this embodiment, the first condition includes that the position of the first user and the position where the event occurs are in a predetermined first positional relationship, and the second condition includes that the position of the second user and the position where the event occurs are in a predetermined second positional relationship.
[0079] In this embodiment, the above-described configuration makes it possible to easily build a predetermined relationship with another user.
[0080] Specifically, in this embodiment, for example, when a first user (or their character) is within a predetermined range of the location where an event occurs (the location of an object indicating the event), a search is made for a second user who is within a predetermined range of the location where the event occurs (or the location of the first user), and an event participation notification (a notification encouraging the second user to participate in the event and play multiplayer with the first user) can be sent to the second user, thereby enabling the first user to smoothly participate in the event and play multiplayer with the second user who is in the vicinity of the location where the event occurs (i.e., reducing the waiting time for multiplayer play).
[0081] Furthermore, in this embodiment, by using not only the user's location but also the location where the event occurs, it is possible to search for second users who are presumed to be highly likely to participate in the event (play multiplayer games) (i.e., to avoid notifying users who have no intention of participating in the event).
[0082] In addition, the first user's position, the second user's position, and the event occurrence position described in this embodiment are assumed to be real space positions or virtual space positions related to real space positions, but the first user's position, the second user's position, and the event occurrence position may be expressed in absolute position coordinates using latitude and longitude, or may be expressed in relative position coordinates based on a predetermined position. Furthermore, the first user's position, the second user's position, and the event occurrence position may be positions defined on a map based on, for example, the Mercator projection or the Mollweide projection, or may be positions based on other coordinate systems.
[0083] In addition, in this embodiment, it is assumed that the positions of the first and second users are acquired using, for example, GPS, but the positions of the first and second users may be positions identified based on a specific building or object, or may be positions detected by various sensors (infrared sensor, LiDAR, etc.). Furthermore, the positions of the first and second users may be positions identified based on the communication range and communication strength of the first user terminal 10 and the second user terminal 10, or the positions of base stations connected to the first user terminal 10 and the second user terminal 10, etc.
[0084] In addition, the position of the first user, the position of the second user, and the occurrence position of the event in this embodiment may be information on the displacement of position coordinates in a virtual space that realizes a game or a metaverse, etc. In this case, the virtual space may be constructed across, for example, multiple games or metaverses.
[0085] Furthermore, in the present embodiment, for example, a second user who is in a second positional relationship with the event occurrence position or the first user position (i.e., who is within a predetermined range based on the event occurrence position or the first user position) is searched for, but the present embodiment may be configured to search for a second user who is likely to participate in the event together with the first user. Specifically, in a location information game, the same (or the same type) event may occur at various locations, and even if a user is far from the first user (i.e., even if the location is different), if the user is in the vicinity of the location where the same event occurs, it can be said that the user is likely to participate in the event. That is, in the present embodiment, when the location of the first user and the location where the event occurs are in a first positional relationship, a second user who is in a second positional relationship with another location where the same (or the same type) event occurs as the event may be searched for. That is, in the present embodiment, for example, when the first user approaches the occurrence position of a predetermined event (i.e., the character of the first user performs an operation on a predetermined object), the second user who is in the predetermined position may be made to participate in an event associated with the object. According to such a configuration, even if there are no other users around a first user, it is possible to notify a second user who is likely to participate in the event together with the first user.
[0086] Furthermore, in this embodiment, the second condition for searching for a second user has been described as including a condition that the location of the second user and the location where the event occurs, etc., are in a second locational relationship; however, from the viewpoint of searching for a second user who is likely to participate in the above-mentioned event, there may be another condition for searching for the second user (hereinafter referred to as a third condition).
[0087] Specifically, the third condition may include, for example, that the moving direction of the second user acquired based on the change in the position of the second user is similar to the moving direction of the first user acquired based on the change in the position of the first user. According to such a third condition, for example, it is possible to search for a second user who moves toward the event occurrence position like the first user. Note that the third condition may include that the moving direction of the second user is a direction approaching the position of the first user or the event occurrence position. Note that a user who has passed the event occurrence position while searching and identifying the second user may be excluded from the notification target. Of course, since being in the vicinity means that there is a possibility that the user will return, there may be a setting to keep the user as a notification target.
[0088] The third condition may also include, for example, that the moving speed of the second user acquired based on a change in the position of the second user is less than a predetermined value. According to such a third condition, it is possible to avoid sending a notification to a user who is passing by the event in a hurry (i.e., a user who is unlikely to participate in the event). The moving speed of the second user may be acquired using, for example, an acceleration sensor mounted on the second user terminal 10.
[0089] Furthermore, in the case where it is possible to set a mode in the location information game in which operations during an event are automatically performed, such as an auto-response mode, the third condition may include that the second user is not a user who participates in the event in a predetermined mode such as the auto-response mode. When the auto-response mode is set, there is a possibility that appropriate operations will not be performed during the event, and therefore, according to such a third condition, it is possible to avoid sending a notification to a user who participates in the event in the auto-response mode.
[0090] Furthermore, in the present embodiment, a second user who is in a second positional relationship with the event occurrence position or the like is searched for, but the second positional relationship may be dynamically changed.
[0091] Specifically, the second positional relationship may be changed based on, for example, the density of other users around the location of the first user or the location where the event occurs. With this configuration, it is possible to narrow the range in which to search for the second user in a place where the density of other users is high, such as an urban area, and to widen the range in which to search for the second user in a place where the density of other users is low, such as a non-urban area. The density of other users is calculated based on the locations of multiple users managed in the server device 20 (data management unit 202).
[0092] The second positional relationship may be changed according to the environment around the location of the first user or the location where the event occurs. With this configuration, the search range is limited according to, for example, the topography, so that the processing load of the game system 1 can be reduced.
[0093] Furthermore, the second positional relationship may be changed according to, for example, the content of the event (for example, the difficulty level, etc.) Also, the second positional relationship (i.e., the range in which the second user is searched for) may be changed according to, for example, the time period.
[0094] In this embodiment, it has been described that an event participation notification is sent to the second user, but the event participation notification may be, for example, a notification to force the second user to participate in the event, or a notification that allows the second user to choose whether or not to participate in the event.
[0095] In addition, in this embodiment, the notification given to the second user may be something other than the event participation notification (i.e., a notification about an event) described above. Specifically, the notification given to the second user may be a notification indicating that the first user has applied to the second user for a friend (predetermined relationship) (hereinafter, referred to as a friend application notification), or a notification indicating that the first user has followed the second user (hereinafter, referred to as a follow completion notification).
[0096] Here, a friend request notification and a follow completion notification have been described as examples of notifications other than an event participation notification, but in this embodiment, the notification sent to the second user may be, for example, a notification regarding the first user or an event.
[0097] According to the above-mentioned event participation notification, the first and second users can participate in the event and play multiplayer (i.e., create a party for the event), but the party relationship will be terminated when the event (multiplayer) ends and the distance between the first and second users (or the distance between the first or second user and the location where the event occurs) becomes equal to or greater than a predetermined value (i.e., when the first or second condition is no longer met).
[0098] Also, depending on the type of event, it is possible that conditions are set such that only users who are registered as friends can participate in the event and play multiplayer games. In this case, the first and second users are registered as friends in response to the friend request notification described above (i.e., a friend relationship is established between the first and second users), and the first and second users can play multiplayer games in the event. However, such a friend relationship between the first and second users may be cancelled when the event (multiplayer game) ends and the distance between the first and second users (or the distance between the first or second user and the location where the event occurs) becomes equal to or greater than a predetermined value, as described above. Generally, there is an upper limit set on the number of other users who can be registered as friends (number of registered friends). According to this configuration, it is possible to automatically cancel friends who are temporarily registered to participate in the event, as described above, and to avoid a situation where there is a shortage of free spaces for the friends.
[0099] Even if the event ends, if the distance between the first and second users does not become equal to or greater than a predetermined value (i.e., the state in which the first and second conditions are satisfied is maintained), the relationship between the first and second users may not be terminated and the users may be able to participate in the event again.
[0100] Furthermore, if the event in this embodiment is a battle event, the battle event (the battle held in the event) may start in a state in which the characters of the first and second users are placed in the game space in which the battle takes place. In this case, it is considered that the character of the first user is placed in the game space according to the position of the first user, and the character of the second user is placed in the game space according to the position of the second user. However, in this embodiment, for example, it is assumed that the second user is located relatively farther from the event occurrence position than the first user, so that it may be difficult for the second user to battle at the start of the event. For this reason, when the event starts as described above, the character of the first user may be placed according to the position of the first user, but the character of the second user may be placed according to a position different from the position of the second user (for example, a position closer to the event occurrence position than the position of the second user). With this configuration, even if the second user is located relatively far from the event occurrence position, it is possible to smoothly progress through the event (for example, participate in the battle event). Note that the placement of the second user may be determined (changed) according to, for example, the parameters of the character of the first user or the parameters of the character of the second user. Furthermore, the position of the first user's character may be changed.
[0101] Here, in the present embodiment, the second user who is in a position that satisfies the second condition is searched for, but if there are many users around the position of the first user or the event occurrence position, multiple second users may be searched for. In the present embodiment, when multiple second users are searched for when sending the friend request notification, the second user to be notified may be determined from the multiple second users according to the number of registered friends, and the notification may be given priority to the determined second user. According to this, it is possible to give priority to the friend request notification to a second user who has a small number of registered friends (i.e., many free spaces for friends), and therefore it is possible to reduce the possibility that the friend request will be rejected because the number of registered friends has reached the upper limit. The number of registered friends may be managed, for example, in the user data described above.
[0102] In addition, in this embodiment, for example, a configuration may be adopted in which it is determined whether or not to notify the second user (hereinafter, referred to as notification on or off) depending on the contents of the event. Specifically, for example, when the difficulty level of an event preset in game data or the like is low and the first user does not need to play multiplay, it may be determined that notification is turned off. Also, for example, it may be determined that notification is turned off in the case of a specific type of event that is preset.
[0103] Furthermore, it may be determined whether to turn on or off the notification based on the user data related to the second user retrieved as described above. Specifically, it may be determined to turn on the notification when the level (strength) of the second user is higher than that of the first user. It is also possible to determine to turn on the notification when the level of the second user is lower than that of the first user, or to determine to turn on the notification when the level of the second user is about the same as that of the first user.
[0104] Moreover, the above-mentioned notification can be turned on or off by, for example, the first user. In this case, for example, the number of other users around the first user's position or the event occurrence position may be presented to the first user (displayed on the first user terminal 10). With such a configuration, the first user can determine whether to turn the notification on or off depending on the number of other users.
[0105] Here, it has been described that the on or off of notifications is determined primarily based on the perspective of the first user, but notifications (acceptance of notifications) for a second user may also be controlled based on the perspective of the second user, for example.
[0106] Specifically, the notification to the second user may be controlled depending on, for example, whether the second user has participated in the event in the past. With such a configuration, for example, if the second user has already participated in the event (has cleared the event), the second user (second user terminal 10) can be configured not to accept (i.e., reject) the notification.
[0107] Furthermore, the notification to the second user may be controlled depending on whether or not the second user has registered a reward to be obtained by participating in the event. With this configuration, it becomes possible for the second user to receive the notification only if the second user can obtain a reward that has been registered in advance.
[0108] Furthermore, the notification to the second user may be controlled depending on whether or not the second user has been notified in the past. With such a configuration, it is possible to prevent a second user who has already received a notification from receiving the notification from the second user from receiving the notification from the second user.
[0109] In order to control the above-mentioned notifications to the second user, the second user's participation in past events, the rewards registered by the second user, and the history of notifications to the second user may be managed, for example, in user data related to the second user.
[0110] In the location information game, a user can participate in an event by consuming a value (for example, a ticket, a point, or a coin) given to the user. In this case, the game system 1 may be configured to permit the first user to participate in the event by consuming the first value of the first user, and permit the second user to participate in the event by consuming the second value of the second user. The second value consumed by the second user to participate in the event is different from the first value consumed by the first user to participate in the event. With this configuration, for example, instead of the second user participating in the event in response to the event participation notification, it is possible to reduce the value consumed by the second user to participate in the event (that is, to reduce the burden on the second user to participate in the event). Here, it is assumed that the second value consumed by the second user is lower than the first value consumed by the first user, but it is also possible to make the first value consumed by the first user lower than the second value consumed by the second user.
[0111] Similarly, in a location information game, a user can obtain a reward in response to participation in an event (for example, clearing an event). In this case, the game system 1 may be configured to grant a first reward to a first user in response to the first user's participation in an event, and grant a second reward to a second user in response to the second user's participation in the event. The second reward granted to the second user is different from the first reward granted to the first user. With this configuration, for example, instead of the second user participating in an event in response to the above-mentioned event participation notification, it is possible to increase the reward of the second user granted in response to participation in the event. Here, it is assumed that the second reward granted to the second user is greater than the first reward granted to the first user, but it is also possible to make the first reward granted to the first user greater than the second reward granted to the second user. Furthermore, the type of reward (for example, rarity, etc.) may be different between the first reward and the second reward.
[0112] In this embodiment, a plurality of users including a first user and a second user are described as playing a location information game, but this embodiment can be applied to any purpose such as sending a notification to build a relationship with another user who is in a specific place (location) for a common purpose. Specifically, this embodiment can be applied to a case where matching with another user is performed for a specific purpose, or a friend request or following is performed on an SNS or the like.
[0113] Second embodiment Next, a second embodiment will be described. This embodiment differs from the first embodiment in that, for example, when a first user and a second user are in a predetermined positional relationship, an item owned by a first user and an item owned by a second user are shared by the first and second users in a location information game.
[0114] In this embodiment, detailed description of the same parts as in the first embodiment will be omitted, and the description will be focused on the parts different from the first embodiment. Also, since the configuration of the game system according to this embodiment is the same as in the first embodiment, the description will be given with reference to Figures 1 to 5 as appropriate.
[0115] An example of a processing procedure of the game system 1 according to this embodiment will be described below with reference to the flowchart of FIG.
[0116] First, for example, when a first user using the first user terminal 10 plays a location information game, the game program 13A is started in the first user terminal 10, and a map screen including a map of the real space is displayed on the first user terminal 10 (the display 15 provided therein). In this case, the first user moves through the real space while checking the position, etc., of the first user's character on the map screen.
[0117] When the first user moves in the real space in this manner, the game system 1 acquires the position of the first user (step S11). Note that the position of the first user can be acquired by using, for example, a GPS mounted on the first user terminal 10 as described in the first embodiment above, but may be acquired by other methods.
[0118] On the other hand, for example, when a second user using the second user terminal 10 plays a position information game, the game program 13A is started in the second user terminal 10, and a map screen including a map of the real space is displayed on the second user terminal 10 (the display 15 provided therein). In this case, the second user moves through the real space while checking the position, etc., of the second user's character on the map screen.
[0119] When the second user moves in the real space in this manner, the game system 1 acquires the position of the second user (step S12). Note that the position of the second user can be acquired by using, for example, a GPS mounted on the second user terminal 10 as described in the first embodiment, but may be acquired by other methods.
[0120] Here, in this embodiment, the game system 1 determines whether the first user and the second user are in a predetermined positional relationship based on the position of the first user obtained in step S1 and the position of the second user obtained in step S2 (step S3).
[0121] In this embodiment, the predetermined positional relationship includes, for example, that the distance between the position of the first user and the position of the second user is equal to or less than a predetermined value. In this case, for example, when the first user moves to point A and the second user also moves to point A, it is determined that the first user and the second user are in the predetermined positional relationship.
[0122] When it is determined that the first user and the second user are in a predetermined positional relationship (YES in step S13), the game system 1 sets the first item owned by the first user and the second item owned by the second user as items that can be shared by the first and second users (step S14). Note that the first item owned by the first user is managed, for example, in user data related to the first user, and the second item owned by the second user is managed, for example, in user data related to the second user. The first and second items set in step S14 are shared by the first and second users, for example, in an event in which the first and second users participate (for example, a battle event, etc.).
[0123] On the other hand, if it is determined that the first user and the second user are not in the predetermined positional relationship (NO in step S13), the process of step S14 described above is not executed.
[0124] 11, it is assumed that the processes of steps S11 to S14 are mainly executed by the server device 20 (control unit 203), but at least a part of the processes of steps S11 to S14 may be executed on the user terminal 10 side (for example, the control unit 102, etc.) In other words, the processes shown in FIG. 11 may be executed by at least the game system 1 as a whole.
[0125] Here, FIG. 12 shows an example of an item shared between the first and second users as described above.
[0126] In the example shown in Fig. 12, for example, the first user owns recovery items X (10 items), and the second user owns attack power-up items Y (8 items). When the recovery items X owned by the first user and the attack power-up items Y owned by the second user are set in step S14 shown in Fig. 11, the first user can consume (use) the attack power-up items Y, and the second user can consume (use) the recovery items X.
[0127] In the example shown in FIG. 12, for example, the first user owns a copper sword and a steel spear, and the second user owns a wooden spear and a copper shield. The copper sword, the steel spear, the wooden spear, and the copper shield are items called equipment, and can be equipped (used) to strengthen the user's character. It is assumed that the first user is equipped (using) the copper sword, and the second user is equipped (using) the wooden spear. When the copper sword and the steel spear owned by the first user and the wooden spear and the copper shield owned by the second user are set in step S14 shown in FIG. 11, the first user can equip the copper shield that the second user does not have equipped, and the second user can equip the steel spear that the first user does not have equipped.
[0128] Here, items that can be shared between the first and second users have been described, but in this embodiment, skills such as magic or techniques may also be shared between the first and second users.
[0129] In the example shown in FIG. 12, it is shown that a first user (character) has mastered recovery magic G and attack magic Z, and a second user (character) has mastered attack technique C. Note that recovery magic G can be used by consuming 5 points for using skills (hereinafter referred to as skill points), attack magic Z can be used by consuming 10 skill points, and attack technique C can be used by consuming 15 skill points. When the recovery magic G and attack magic Z mastered by the first user and the attack technique C mastered by the second user are set in step S14 shown in FIG. 11, the first user will be able to use attack technique C, and the second user will be able to use recovery magic G and attack magic Z.
[0130] That is, in this embodiment, it is assumed that not only items owned by a user but also predetermined items related to the user can be shared. Note that the predetermined items related to the user are a concept including skills and the like other than the above-mentioned items, but the predetermined items may include various points that the user can consume.
[0131] As described above, in this embodiment, when it is determined that the first user and the second user are in a predetermined positional relationship, the first and second users share items (first and second items) owned by the first and second users. In this embodiment, such a configuration allows the first and second users to share items owned by them to progress in an event such as a battle, which makes it possible to promote multiplay (cooperation) with other users (players).
[0132] In this embodiment, the items shared by the first and second users may be all items owned by the first and second users, or may be a portion of the items owned by the first and second users. In other words, the items shared by the first and second users may be all items owned by the first and second users, excluding a portion of the items. The items excluded from the items shared by the first and second users may be preset in the game system 1, or may be specified by the first and second users.
[0133] Furthermore, in this embodiment, the items shared by the first and second users may be dynamically changed according to, for example, the positional relationship between the first and second users described above.
[0134] Specifically, for example, the number of items shared by the first and second users may differ depending on the distance between the location of the first user and the location of the second user. With this configuration, for example, the closer the location of the first user and the second user is, the more items that can be shared can be increased.
[0135] Furthermore, for example, the parameters (strength, level, rarity, etc.) of an item shared by the first and second users may differ depending on the distance between the location of the first user and the location of the second user. With this configuration, for example, the closer the location of the first user and the second user is, the more likely it is that the first user and the second user will share an item with a higher parameter.
[0136] Furthermore, for example, the number of times an item shared by a first and second user can be consumed (used) may differ depending on the distance between the location of the first user and the location of the second user. With this configuration, for example, the closer the location of the first user and the second user is, the more the number of times the shared item can be consumed can be increased.
[0137] In this embodiment, when the first user and the second user are in a predetermined positional relationship, items owned by the first and second users are shared by the first and second users, and the items can be used (consumed) in events such as the battle event described in the first embodiment above.
[0138] In this case, the predetermined positional relationship in this embodiment may be a positional relationship between the first user, the second user, and the event. Also, the items shared by the first and second users may be dynamically changed according to, for example, the type of event in which the first and second users participate.
[0139] Furthermore, for example, if a first user consumes an item owned by a second user in an event, the consumption of the item by the first user may be invalidated after the event ends. Specifically, for example, if the first user consumes three of the eight attack power-up items Y owned by the second user shown in FIG. 12 in an event and the second user consumes five of the eight attack power-up items Y in the event, the number of attack power-up items Y owned by the second user after the event ends can be set to three (i.e., the consumption of the three attack power-up items Y by the first user is invalidated).
[0140] Similarly, for example, if a second user consumes an item owned by a first user in an event, the consumption of the item by the second user may be invalidated after the event ends. For example, if the second user consumes seven of the ten recovery items X owned by the first user shown in FIG. 12 in the event and the first user consumes three of the items in the event, the number of recovery items X owned by the first user after the event ends can be seven (i.e., the consumption of the seven recovery items X by the second user is invalidated).
[0141] Also, for example, if a character of a first user is equipped with an item (equipment) owned by a second user during an event, the equipment of the character of the first user during the event may be configured to be returned to the equipment before participating in the event after the event ends. For example, if the character of the first user is equipped with a copper shield owned by the second user shown in Fig. 12 during an event, the copper shield equipped by the character of the first user can be removed after the event ends (i.e., the copper shield can be returned to the second user).
[0142] Similarly, if a character of a second user is equipped with an item (equipment) owned by a first user in an event, the equipment of the character of the second user in the event may be configured to be returned to the equipment before participating in the event after the event ends. For example, if a character of a second user is equipped with a steel spear owned by a first user shown in FIG. 12 in an event, the steel spear equipped by the character of the second user can be removed after the event ends (i.e., the steel spear can be returned to the first user). In this case, the character of the second user is equipped with a wooden spear owned by the second user (i.e., the equipment is returned to the equipment before participating in the event).
[0143] This embodiment may be realized as a configuration combined with at least a part of the first embodiment described above. Also, a part of this embodiment may be combined with the first embodiment described above.
[0144] The present invention is not limited to the above-described embodiment, and can be embodied by modifying the components without departing from the gist of the invention in the implementation stage. In addition, various inventions can be formed by appropriately combining the multiple components disclosed in the above-described embodiment. For example, some components may be deleted from all the components shown in the embodiment. Furthermore, components from different embodiments may be appropriately combined.
[0145] The contents of this disclosure are as follows: <1> Computer, a search means for searching for a second user who is in a position that satisfies a second condition when the position of a first user satisfies a first condition for a position where an event in which the first user can participate occurs; A notification means for notifying the second user to build a relationship with the first user. A program that functions as a <2> The position of the first user, the position where the event occurs, and the position of the second user include positions in real space or positions in virtual space. <1> The program described. <3> the first condition includes that a location of the first user and a location where the event occurs are in a predetermined first positional relationship; <1> The program described. <4> the second condition includes that a position of the second user and a position of the first user, a position where the event occurs, or another position where an event identical to the event occurs are in a predetermined second positional relationship; <1> The program described. <5> Further, a third condition for searching the second user is included, and the third condition includes that a moving direction of the second user is similar to a moving direction of the first user. <4> The program described. <6> Further, a third condition for searching for the second user is included, and the third condition includes that a moving direction of the second user is a direction approaching a position of the first user or a position where the event occurs. <1> The program described. <7> Further, a third condition for searching for the second user is included, and the third condition includes that a moving speed of the second user is less than a predetermined value. <1> The program described. <8> Further, a third condition for searching for the second user is included, and the third condition includes that the second user is not a user who will participate in the event in a predetermined mode. <1> The program described. <9> The second positional relationship is changed based on a density of other users around the position of the first user or a position where the event occurs. <4> The program described. <10> The second positional relationship is changed depending on the location of the first user or the surrounding environment of the location where the event occurs. <4> The program described. <11> The second positional relationship is changed depending on the content of the event. <4> The program described. <12> The notification means notifies the second user to select whether or not to participate in the event. <1> The program described. <13> The notification means performs a notification regarding the first user or the event. <1> The program described. <14> The relationship with the first user is terminated when the first condition or the second condition is no longer satisfied after a notification to establish a relationship with the first user is given. <1> The program described. <15> When the first and second users participate in an event, the event is started in a state in which characters of the first and second users are placed in a game space; The character of the first user is positioned according to a position of the first user; The character of the second user is positioned according to a position different from the position of the second user. <1> The program described. <16> When a plurality of second users are searched for by the search means, the notification means determines a second user to which the notification is to be sent from among the plurality of second users in accordance with the number of users that each of the plurality of second users can register as a predetermined relationship. <1> The program described. <17> the notification means determines whether or not to issue the notification depending on the content of the event. <1> The program described. <18> The notification means determines whether or not to issue the notification based on user data related to the second user. <1> The program described. <19> The computer is further configured to function as a presentation means for presenting to the first user the number of other users in the vicinity of the location of the first user or the location where the event occurs. <1> The program described. <20> The notification to the second user is controlled depending on whether or not the second user has participated in the event in the past. <1> The program described. <21> The notification to the second user is controlled depending on whether or not the second user has registered a reward to be obtained by participating in the event. <1> The program described. <22> The notification to be given to the second user is controlled depending on whether the notification has been given to the second user in the past. <1> The program described. <23> causing the computer to function as a control means for permitting the first user to participate in the event by consuming a first value granted to the first user, and permitting the second user to participate in the event by consuming a second value granted to the second user; The second value is different from the first value. <1> The program described. <24> causing the computer to function as a control means for granting a first reward to the first user in response to the first user's participation in the event, and granting a second reward to the second user in response to the second user's participation in the event; The second remuneration is different from the first remuneration. <1> The program described. <25> a search means for searching for a second user who is in a position that satisfies a second condition when the position of a first user satisfies a first condition for a position where an event in which the first user can participate occurs; A notification means for notifying the second user to build a relationship with the first user; A system comprising: <26> When a location of a first user satisfies a first condition for a location where an event in which the first user can participate occurs, searching for a second user who is in a location that satisfies a second condition; Providing a notification to the second user to build a relationship with the first user; A method comprising the steps of: <27> Computer, A determination means for determining whether the first user and the second user are in a predetermined positional relationship; a control means for causing the first and second users to share a first item owned by the first user and a second item owned by the second user when it is determined that the first user and the second user are in a predetermined positional relationship; A program that functions as a <28> the number of the first and second items varies depending on the distance between the location of the first user and the location of the second user; <27> The program described. <29> The parameters of the first and second items vary depending on the distance between the location of the first user and the location of the second user. <27> The program described. <30> The number of times the first and second items are consumed varies depending on the distance between the location of the first user and the location of the second user. <27> The program described. <31> the first and second items are consumed at an event in which the first and second users participate; The control means disables consumption of the second item by the first user at the event after the event ends, and disables consumption of the first item by the second user at the event. <27> The program described. <32> the first and second items are equipped by characters of the first and second users in an event in which the first and second users participate; The control means, after the event ends, restores the equipment of the character of the first user in the event to the equipment before participating in the event, and restores the equipment of the character of the second user in the event to the equipment before participating in the event. <27> The program described. <33> Computer, A determination means for determining whether the first user and the second user are in a predetermined positional relationship; a control means for causing a first item related to the first user and a second item related to the second user to be shared by the first and second users when it is determined that the first user and the second user are in a predetermined positional relationship; A program that functions as a [Explanation of symbols]
[0146] 1...game system, 10...user terminal, 11...non-volatile memory, 12...CPU, 13...main memory, 13A...game program, 14...wireless communication device, 15...display, 16...touch panel, 20...server device, 21...non-volatile memory, 22...CPU, 23...main memory, 23A...game program, 24...wireless communication device, 101...display processing unit, 102...control unit, 103...operation reception unit, 104...storage unit, 201...storage unit, 202...data management unit, 203...control unit.
Claims
1. Computer, a search means for searching for a second user who is in a position that satisfies a second condition for a position where an event in which the first user can participate occurs, when the position of the first user satisfies a first condition for a position where the event occurs; a determination means for determining whether or not to issue a notification for building a relationship with the first user depending on whether or not the second user has previously participated in the event; a notification means for notifying the second user when it is determined that the notification should be given; Functioning as a Building a relationship with the first user includes matching with the first user. program.
2. Computer, a search means for searching for a second user who is in a position that satisfies a second condition for a position where an event in which the first user can participate occurs, when the position of the first user satisfies a first condition for a position where the event occurs; a determination means for determining whether or not to provide a notification for building a relationship with the first user depending on whether or not a reward previously registered by the second user can be obtained by participating in the event; a notification means for notifying the second user when it is determined that the notification should be given; Functioning as a Building a relationship with the first user includes matching with the first user. program.
3. Computer, a search means for searching for a second user who is in a position that satisfies a second condition for a position where an event in which the first user can participate occurs, when the position of the first user satisfies a first condition for a position where the event occurs; a determination means for determining whether or not to issue a notification for building a relationship with the first user depending on whether or not the notification has been issued to the second user in the past; a notification means for notifying the second user when it is determined that the notification should be given; Functioning as a Building a relationship with the first user includes matching with the first user. program.
4. a search means for searching for a second user who is in a position that satisfies a second condition for a location where an event in which the first user can participate occurs, when the position of the first user satisfies a first condition for a location where the event occurs; a determination means for determining whether or not to issue a notification for building a relationship with the first user depending on whether or not the second user has previously participated in the event; a notification means for notifying the second user when it is determined that the notification should be given; Equipped with Building a relationship with the first user includes matching with the first user. system.
5. a search means for searching for a second user who is in a position that satisfies a second condition for a location where an event in which the first user can participate occurs, when the position of the first user satisfies a first condition for a location where the event occurs; a determination means for determining whether or not to provide a notification for building a relationship with the first user depending on whether or not a reward previously registered by the second user can be obtained by participating in the event; a notification means for notifying the second user when it is determined that the notification should be given; Equipped with Building a relationship with the first user includes matching with the first user. system.
6. a search means for searching for a second user who is in a position that satisfies a second condition for a location where an event in which the first user can participate occurs, when the position of the first user satisfies a first condition for a location where the event occurs; a determination means for determining whether or not to issue a notification to build a relationship with the first user, depending on whether or not the notification has been issued to the second user in the past; a notification means for notifying the second user when it is determined that the notification should be given; Equipped with Building a relationship with the first user includes matching with the first user. system.
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