Program and information processing system
By detecting users' movement in the real world and generating events based on predetermined positional relationships, the system enhances user engagement in location-based games.
Patent Information
- Application Number
- JP2024086043
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-28
- Publication Date
- 2025-05-02
- Estimated Expiration
- 2043-08-04
AI Technical Summary
Existing location-based games struggle to maintain user engagement by failing to effectively link user movement status with the interest of the service.
A system where users' movement in the real world is detected, and based on maintaining a predetermined positional relationship, events are generated within a service to enhance user engagement.
This approach improves user engagement by creating events that are relevant to the users' movement situations, thereby increasing interest in the service.
Smart Images

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Figure 0007671902000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and an information processing system. [Background technology]
[0002] Conventionally, games that utilize location information indicating a user's location in the real world are known (see, for example, Patent Document 1). In addition, as this type of game, a game that allows multiplayer is known. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2022-17737 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in this type of game or other service, there is a problem in that there is little correlation between the user's movement status and the interest of the service.
[0005] The present invention aims to provide a technique capable of improving interest according to the moving situation. [Means for solving the problem]
[0006] According to one embodiment shown in the present disclosure, The processor, and functioning as an event control means for generating a predetermined event within a predetermined service for at least one of a first user and a second user, based on the fact that a first user and a second user whose movement in the real world is detected have moved while maintaining a predetermined positional relationship for a predetermined period in the real world. The program is provided. Effect of the Invention
[0007] According to the present invention, it is possible to improve interest according to the moving situation. [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 display screen related to registration of a relationship between users. [Figure 4] FIG. 13 is a diagram showing a specific example of an event. [Diagram 5] 11A to 11C are diagrams illustrating examples of display screens when various events occur. [Figure 6] FIG. 2 is a diagram for explaining objects placed on a virtual map. [Figure 7] 13 is a flowchart illustrating an example of a process for registering a relationship between users. [Figure 8] 11 is a flowchart showing an example of a process related to the occurrence of an event caused by a plurality of users moving together; [Figure 9] 13 is a flowchart showing an example of a process related to occurrence of an event due to a reunion. [Figure 10] 13 is a flowchart showing an example of a process related to the occurrence of an event due to a breakup. 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.), WiFi (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 for each game. 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's 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 (interface) 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") that can be operated 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] An example of a virtual space is a space where an event takes place (in other words, occurs). Examples of a space where an event takes place are a game space where an event related to the progress of a game takes place (for example, a character or the like is moved to progress the game), a live space where various live performances such as live music events take place, and a space where users can interact with each other. An example of an object in a virtual space is game media used in a game. Examples of game media are characters, items, and objects used in a game played in the game space (for example, a ball in a ball game).
[0036] User information is information managed for each game account. User information includes, for example, information about a player character, information about owned assets, and information indicating the progress of a game. Examples of owned assets include currency and items in a virtual space. In other words, owned assets can be said to be value owned by a user in a virtual space (in other words, value associated with a user). An example of such value (in other words, value in a virtual space) is electronic currency. Examples of electronic currency include in-game currency that can be used in a game and cryptocurrency.
[0037] The control unit 210 controls various processes related to the game by executing a game program stored in the storage unit 220. The control unit 210 has a transmission / reception unit 211, a game progression unit 212, and a relationship setting unit 213, for example.
[0038] The transmission / reception unit 211 transmits and receives various types of data. For example, the transmission / reception unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subject to synchronization processing, and the like from each terminal device 10, and passes them to the game progression unit 212. Furthermore, the transmission / reception unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the game progression unit 212.
[0039] 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.
[0040] The game progression unit 212 provides a game to the terminal device 10 by executing calculations described in the game program in response to requests from the terminal device 10, etc.
[0041] Furthermore, when the game progression unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be the subject of synchronization processing from the terminal device 10 via the transmission / reception unit 211, it executes synchronization processing to support the multiplay function. Furthermore, the game progression unit 212 issues a command to the transmission / reception unit 211 to instruct the transmission / reception unit 211 to transmit game information or user information. For example, when the server 20 transmits information to multiple terminal devices 10, the game progression unit 212 synchronizes the game progressing between the terminal devices 10 by simultaneously transmitting information to each terminal device 10. By executing synchronization processing, it becomes possible to simultaneously reflect an event in the game resulting from an operation input on one terminal device 10 on the other terminal devices 10.
[0042] 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.
[0043] 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.
[0044] The control unit 110 executes a game program stored in the memory 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 progression unit 113, and a display control unit 114.
[0045] 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.
[0046] 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 .
[0047] 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.
[0048] The transmitting / receiving unit 112 transmits operation information related to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information related to an operation input by another user in another terminal device 10.
[0049] The game progression unit 113 executes various processes related to the progression of the game. A specific example will be explained below.
[0050] The game progression unit 113 defines a virtual space based on information for defining the virtual space, which is included in the game information. The game progression unit 113 places objects in the virtual space based on setting information for the objects, which is included in the game information. The game progression unit 113 controls the objects placed in the virtual space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.
[0051] The game progression unit 113 defines a virtual camera for specifying an area of the virtual space to be presented to the user. The game progression unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects placed in this field of view.
[0052] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game progression 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 field of view in a specific orientation. At that time, the game progression 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 player characters that act based on the operation of each user and NPCs that act based on a game program. NPCs include so-called enemy characters, etc.
[0053] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, a virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information and user information according to the progress of the game.
[0054] The display control unit 114 causes the display unit 18 to display an image. 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 progression unit 113 in the virtual space and objects present in that area, and displays it 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 functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each of the terminal device 10 and the server 20 may have at least a part of the functions of the other device. Each of the devices 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. The information processing system 1 may be configured by, for example, 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.
[0057] <Processing according to this embodiment> Next, the processing 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 processing according to this embodiment. However, at least a part of the processing according to this embodiment that is performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a part of the processing according to this embodiment that is performed by the processor 21 may be executed by a processor other than the processor 21. For example, a part or all of the processing performed by one of the game progression unit 113 and the game progression 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.
[0058] In the game of this embodiment, the game progression unit 113 may move a character in a virtual space based on position information indicating the user's position in the real world as information from the user. Specifically, for example, the game progression unit 113 may move a player character in a virtual space based on user position information acquired by the input unit 17 (for example, a GPS sensor). As an example, the configuration according to this embodiment can be applied to a position information game in which the user's position in the real world is linked to the position in the virtual space. Below, an example will be described in which the configuration according to this embodiment is applied to such a position information game.
[0059] The game progression unit 212 acquires position information of multiple users including a first user and a second user. The game progression unit 212 detects the movement of each user in the real world based on the position information of each user (in other words, a change in the position information). The game progression unit 212 detects the positional relationship between users in the real world (for example, the positional relationship between a first user and a second user) based on the position information of each user. In other words, the game progression unit 212 detects the distance between users in the real world based on the position information of each user. Note that "detecting the distance" may be, for example, calculating a specific numerical value such as meters, or may be determining whether or not another user is within a predetermined range from a certain user. Furthermore, the "position information" here may be coordinate information indicating the user's position on the earth, or may be information indicating a spot where the user is located. For example, the game progression unit 212 may receive (in other words, acquire) position information acquired by a GPS sensor included in the terminal device 10 from the terminal device 10 as position information indicating the position of the owner of the terminal device 10. Furthermore, for example, when determining whether the positional relationship between users is a predetermined positional relationship, the game progression unit 212 may determine whether the users are in the same spot.
[0060] The positional relationship (in other words, the distance) between users may be detected based on, for example, short-distance wireless communication (for example, infrared communication, Bluetooth communication, or WiFi communication) between the terminal devices 10 owned by each user. Specifically, the control unit 110 of the terminal device 10 may determine whether or not a terminal device 10 of another specific user is nearby by infrared communication or Bluetooth communication, thereby determining whether or not the specific user is within a predetermined range. Alternatively, the control unit 110 of the terminal device 10 may determine whether or not other users are within a predetermined range by detecting other terminal devices 10 connected to the same network device.
[0061] Note that various methods have been conventionally known as a method for acquiring user position information and a method for detecting the positional relationship between users, and any of the publicly known methods can be used.
[0062] In this embodiment, the positional relationship between users in the real world can also be referred to as the positional relationship between the terminal devices 10 of the users. In addition, the positional relationship between users in the real world can also be referred to as the positional relationship between users in the virtual world (in other words, on a virtual map).
[0063] In this embodiment, the game progression unit 212 detects the positional relationship (in other words, the distance) between users, but the game progression unit 212 may detect the positional relationship between users who have a specific relationship (a specific relationship described below has been registered), while not detecting the positional relationship with users who do not have a specific relationship. In other words, if the positional relationship between all users registered with the service were to be continually detected with all other users, there is a risk that the load and communication volume on the game progression unit 212 would become excessive. To avoid this, the game progression unit 212 may only detect the positional relationship between users who have a specific relationship.
[0064] In this embodiment, the game progression unit 212 generates a predetermined event in a predetermined service (for example, a game) for the user. Examples of the event include an event in which the user plays against a predetermined opponent, or an event in which a user cooperates alone or with multiple users to achieve a predetermined goal. Specifically, examples of the event include an event in which a user cooperates alone or with multiple users to win against a predetermined opponent (here, an "opponent" may be another user or may be an NPC. Also, an enemy character in a so-called quest is included in the opponent.), or an event in which the user aims to reach a predetermined destination or obtain a predetermined object. In other words, the event includes a battle against a predetermined opponent, a so-called quest, a raid battle, and the like. In addition, the event in this embodiment may be an event that can be progressed by multiplay (in other words, played by at least two or more people).
[0065] An example of an event is an event in which a reward is given to a target user (in other words, a user who generates an event). Here, the "event in which a reward is given" may be an event in which a reward is simply given when a condition for the event is satisfied, or an event in which a reward is given when a specific condition is satisfied in the event (for example, when a match is won). An example of a reward is a predetermined item, electronic currency, or predetermined points as a value in a virtual space (in other words, a value in a game). The predetermined points may be points that contribute to an increase in the rank of the user, or points that can be exchanged for a predetermined item, electronic currency, or a predetermined object in the real world in the virtual space. The rank can be a parameter that indicates the user's proficiency, or a parameter that indicates the relative positioning between users. The rank includes what is called a level in a general game.
[0066] Specific examples of events and rewards will be described later.
[0067] Also, "generating an event for a user" can be said to provide the event to the user. For example, when a predetermined event is generated for a first user, various displays related to the predetermined event are displayed on the terminal device 10 of the first user. Also, when the predetermined event is an event that the user can play by operating his / her own player character (for example, a battle event or a quest in a game), when the predetermined event is generated for the first user, the first user can operate his / her own player character via his / her own terminal device 10 to progress through the event.
[0068] The method of progressing an event may be the same as that of a conventional game. For example, the game progression unit 113 may move a player character based on an input operation by a user while an event is in progress. Specifically, the game progression unit 113 may move the player character within a virtual space or cause the player character to perform an action related to an attack on an opponent based on an input operation by a user. Note that an event may be progressed automatically without the intervention of a user operation.
[0069] (Events occur when moving together) The game progression unit 212 generates a predetermined event (hereinafter also referred to as a "first specific event") within a predetermined service for at least one of the first user and the second user, based on the first user and the second user moving while maintaining a predetermined positional relationship in the real world. Specifically, the game progression unit 212 generates a first specific event for at least one of the first user and the second user, based on the first user and the second user, whose movement in the real world is detected, moving while maintaining a predetermined positional relationship in the real world for a predetermined period of time.
[0070] In other words, the game progression unit 212 generates a first specific event in a predetermined service for at least one of the first user and the second user based on the fact that the positional relationship in the real world between the first user and the second user who are moving in the real world has been a predetermined positional relationship for a predetermined period of time. In other words, the game progression unit 212 generates a first specific event in the service for at least one of the first user and the second user when the first user and the second user move (for example, travel) together in the real world. That is, the game progression unit 212 generates the first specific event when a condition for the occurrence of the first specific event is satisfied, and the condition for the occurrence of the first specific event is satisfied, for example, when the positional relationship in the real world between the first user and the second user has been a predetermined positional relationship for a predetermined period of time. In addition, the condition for the occurrence of the first specific event may include a condition that the first user and the second user have moved while maintaining a predetermined positional relationship.
[0071] Specifically, when a first user and a second user moving in the real world maintain a predetermined distance from each other for a predetermined period of time (specifically, when they are not separated by a predetermined distance or more), the game progression unit 212 generates a first specific event in the service for at least one of the first user and the second user. Note that, here, "maintaining a predetermined distance for a predetermined period of time" may be deemed to be a case where the first user and the second user do not maintain the predetermined distance for a time less than a certain time during the predetermined period of time, as a case where the first user and the second user have maintained the predetermined distance for a predetermined period of time. Specifically, for example, even when the first user and the second user travel together and temporarily take separate actions (for example, when only one user goes to the bathroom or when the two users go to different tourist spots), a determination may be made as to whether or not the predetermined distance has been maintained for a predetermined period of time so that the first user and the second user are determined to be traveling together. In other words, the game progression unit 212 may make a determination while ignoring individual actions over a short period of time in the process of determining whether or not the occurrence condition of the first specific event is satisfied.
[0072] Furthermore, "over a predetermined period of time" may mean acting together for a predetermined period of time or more, or acting together while traveling from a first location to a second location, etc.
[0073] Here, the game progression unit 212 may generate a first specific event whose content corresponds to at least one of the length of the period during which a predetermined positional relationship is maintained or the distance between the first user and the second user during the period. Specifically, for example, when the length of the period is equal to or greater than a threshold, the game progression unit 212 may generate a first specific event whose content is more advantageous to the user for whom the event is generated, compared to when the length of the period is less than the threshold. Also, for example, the game progression unit 212 may generate a first specific event whose content is more advantageous to the user for whom the event is generated, the closer the distance between the first user and the second user during the period. In other words, the game progression unit 212 may generate a first specific event whose content is more advantageous to the first user and the second user the longer the first user and the second user move together (for example, travel) in the real world. Also, the game progression unit 212 may generate a first specific event whose content is more advantageous to the first user and the second user the closer the first user and the second user move (for example, travel) in the real world. It should be noted that with respect to an event, "more advantageous to the user" includes, for example, when a larger amount of reward is awarded or when the quality of the reward is higher (for example, when a rarer item is awarded).
[0074] Here, the "distance between the first user and the second user in a predetermined period" may be, for example, an average value of the interval between the first user and the second user in the predetermined period, or may be the distance when the first user and the second user are closest to each other in the predetermined period. In addition, in calculating the distance between the first user and the second user in a predetermined period, the calculation may be performed while ignoring (in other words, excluding) cases where the first user and the second user are temporarily separated or close to each other for a period of time that is less than a certain period of time.
[0075] Furthermore, the game progression unit 212 may generate a first specific event whose content corresponds to a distance on a map traveled by the first user and the second user while maintaining a predetermined positional relationship in the real world. Specifically, for example, when the length of the distance is equal to or greater than a threshold, the game progression unit 212 may generate a first specific event whose content is more advantageous for the user for whom the event is to be generated, compared to when the length of the distance is less than the threshold. Here, the "distance on the map" may be, for example, the total distance traveled by the first user and the second user together, or may be the distance between the two furthest points visited by the first user and the second user during the period when they traveled together.
[0076] The movement of the first user and the second user related to the occurrence of the first specific event may be a movement to a destination set on the service. For example, in the present embodiment, the terminal device 10 may receive an input operation in which the user sets the destination of his / her movement (for example, a travel destination, etc.). The game progression unit 212 may, for example, acquire information indicating the destination set by the first user, determine whether the first user acted together with the second user in the process of moving to the destination (in other words, whether they have been in a predetermined positional relationship for a predetermined period of time), and generate the first specific event when it is determined that the first user acted together. In this case, the game progression unit 212 may generate the first specific event after the first user (and the second user) arrives at the destination, or may generate the first specific event while the first user (and the second user) is moving to the destination. In this case, the game progression unit 212 may generate the first specific event on the condition that the second user also sets the same destination as the first user. In addition, the configuration in which a first specific event occurs due to movement between a first user and a second user without setting a destination may be a configuration in which it is not possible to set a destination on the service in the first place, or a configuration in which it is possible to set a destination but the first specific event may occur due to movement without setting a destination.
[0077] Note that the occurrence condition of the first specific event may include a condition related to the moving distance of the user. Specifically, for example, the game progression unit 212 may be configured to cause the first specific event to occur when the moving distance of the first user (and the second user) is equal to or greater than a predetermined distance, and may not cause the first specific event to occur when the moving distance is less than the predetermined distance. In other words, the game progression unit 212 may cause the first specific event to occur when the distance on the map traveled by the first user and the second user while maintaining a predetermined positional relationship is equal to or greater than a predetermined distance.
[0078] The occurrence condition of the first specific event may also include a condition related to the user's movement speed. Specifically, for example, the game progression unit 212 may not cause the first specific event to occur if the movement speed of the first user (and the second user) is equal to or greater than a predetermined speed. Also, for example, the game progression unit 212 may not cause the first specific event to occur if the movement speed of the first user (and the second user) is less than a predetermined speed.
[0079] The game progression unit 212 may determine whether or not a single user possesses multiple terminal devices 10 and is cheating by using each of the multiple terminal devices 10 as the terminal devices 10 of different users. In other words, the game progression unit 212 may determine whether or not one user is cheating by acting as a first user and a second user. If it is determined that cheating is occurring, the game progression unit 212 may control so that a first specific event does not occur. In other words, if it is determined that cheating is occurring, the game progression unit 212 may, for example, not cause the first specific event to occur even if the positional relationship in the real world between the first user and the second user remains a predetermined positional relationship for a predetermined period of time (i.e., even if the first specific event would normally occur in the situation). For example, the game progression unit 212 may determine that cheating is occurring when the terminal device 10 of the first user and the terminal device 10 of the second user are constantly located close to each other (in other words, within a specific distance) for a predetermined period of time and there is no change in the distance between the terminal devices 10. That is, normally, when different users move together, there should be some variation in distance, and if there is no variation in distance, it may be determined that fraud is occurring.
[0080] In this embodiment, the first user and the second user may be users who have a specific relationship registered within the service. In this embodiment, the relationships between users that can be registered include "parent-child relationship," "married couple relationship," "sibling relationship," "best friend relationship," and "lover relationship." In the following, a relationship between users who has not registered a specific relationship is referred to as a "stray relationship." A method for registering a relationship will be described later.
[0081] The game progression unit 212 may vary at least one of the length of time for which a specified positional relationship required between the first user and the second user is maintained as a condition for the occurrence of a specific event (in other words, the length of time required for the occurrence of a specific event) or the specified positional relationship (in other words, the positional relationship required for the occurrence of a specific event), depending on the relationship between the first user and the second user.
[0082] For example, the game progression unit 212 may set the length of the period related to the occurrence condition of a specific event longer when the first user and the second user are in a "lover relationship" than when they are in a "parent-child relationship", "married couple relationship", "sibling relationship", "best friend relationship", or "stray relationship". Furthermore, the game progression unit 212 may set the distance between the first user and the second user related to the occurrence condition of a specific event shorter when the first user and the second user are in a "lover relationship" than when they are in a "parent-child relationship", "married couple relationship", "sibling relationship", "best friend relationship", or "stray relationship". Specifically, for example, the game progression unit 212 may cause the first specific event to occur only if the first user and the second user travel together for a longer period of time when the first user and the second user are in a "lover relationship" than when they are in another specific relationship. Furthermore, the game progression unit 212 may cause the first specific event to occur only if the first user and the second user travel closely together when the first user and the second user are in a "lover relationship" than when they are in another specific relationship.
[0083] Furthermore, when a condition for generating a specific event is satisfied, the game progression unit 212 may generate an event whose content corresponds to the relationship between the first user and the second user. That is, the game progression unit 212 may determine which of a plurality of types of events to execute according to the relationship between the users. An "event whose content corresponds to the relationship" includes, for example, a case where an opponent in a battle event is an enemy character that corresponds to the relationship, a case where a performance during an event has content that corresponds to the relationship, a case where a goal to be achieved during an event has content that corresponds to the relationship, a case where a reward (e.g., an item, etc.) obtained in an event has content that corresponds to the relationship, and the like.
[0084] Specifically, for example, when a condition for the occurrence of a first specific event is satisfied, the game progression unit 212 may generate a first specific event specific to a parent-child relationship if the relationship between the first user and the second user is a "parent-child relationship," and may generate a first specific event specific to a best friend relationship if the relationship between the first user and the second user is a "best friend relationship."
[0085] Furthermore, for example, when the conditions for the occurrence of a first specific event are satisfied, if the relationship between the first user and the second user is a "random relationship", the game progression unit 212 may display an application screen on the terminal device 10 of at least one of the first user and the second user for making a friend registration application or a follow application (in other words, an application for building a relationship), as described below.
[0086] Furthermore, for example, the game progression unit 212 may determine the type or amount of reward to be awarded in an event depending on the relationship between users.
[0087] As described above, the game progression unit 212 may detect that multiple users have traveled together in the real world, and may generate an event for at least some of the multiple users based on the fact that the multiple users have traveled together. At this time, the game progression unit 212 may change the event that occurs according to the course of the multiple users' travel (in other words, movement). Specifically, for example, the game progression unit 212 may change the content of the event that occurs according to what kind of relationship the users had with each other, how long they acted together, how far they traveled together, what the distance between the users was, what kind of transportation they used, etc.
[0088] In addition, detection of whether or not multiple users have traveled together does not have to be performed by continuously observing changes in location information during travel. For example, when determining whether or not a first user and a second user have traveled together, it is possible to detect that both users have traveled by comparing the location information of the departure point with the location information of the arrival point, and to detect that they were together by confirming that the terminal device 10 of the first user and the terminal device 10 of the second user were located within a predetermined range between the time when the location information of the departure point was acquired and the time when the location information of the arrival point was acquired (for example, confirming that short-range wireless communication was performed between both terminal devices 10 during that period, etc.).
[0089] (Registering relationships between users) Here, the registration of relationships between users will be described.
[0090] Each user may be able to select a user to register a specific relationship from among his / her friends or users he / she follows. In other words, the user to register the specific relationship may be selected from among users who already have a predetermined relationship (for example, a "friend relationship" or a "following relationship"). In other words, the user to whom the specific relationship is registered may be a user who has a special relationship (for example, a user with a high degree of intimacy) among users who have a predetermined relationship. In other words, in the game of this embodiment, as the relationship between users, it may be possible to register a close user as a subcategory (for example, a user who is in a "parent-child relationship", a "married couple relationship", a "sibling relationship", a "best friend relationship", a "lover relationship", etc.) from among users who have a predetermined relationship as a major category. Note that the "friend relationship" or "following relationship" and the "parent-child relationship", "married couple relationship", "sibling relationship", "best friend relationship", and "lover relationship" may not be a relationship between a major category and a minor category, but may be a parallel relationship, etc. Note that in this embodiment, the "stray relationship" may refer to a relationship in which no close user is registered, or may refer to a relationship in which even a "friend relationship" or a "following relationship" is not registered. The relationships between users are stored in the storage unit 220, for example.
[0091] In addition, the friends and following can be the same as those in conventional games and SNS (Social Networking Service). In the game of this embodiment, each user may be able to register other users as friends. In addition, each user may be able to follow other users. For example, when a first user applies for friend registration to a second user and the second user accepts the application, the relationship setting unit 213 may register the first user and the second user as friends. In addition, when a first user applies for follow to a second user, the relationship setting unit 213 may register the first user as a follower of the second user. In addition, each application and its acceptance can be executed by each user performing a predetermined input operation on his / her own terminal device 10.
[0092] The registration of a specific relationship will be described with reference to Fig. 3. Fig. 3 shows an example of a screen display when user A (Mr. A) registers a relationship with user B (Mr. B). Figs. 3(a), 3(b) and 3(d) show displays displayed on the terminal device 10 of user A, and Fig. 3(c) shows a display displayed on the terminal device 10 of user B. Moreover, Fig. 3(a) shows the display before the relationship between user A and user B is registered, and Fig. 3(d) shows the display after the relationship between user A and user B is registered.
[0093] Regarding the registration of a specific relationship, the display control unit 114 of the terminal device 10 of each user may display a list of users (e.g., friends) having a specific relationship with the user on the display unit 18 based on a specific input operation by the user, as shown in Fig. 3(a). In addition, the display control unit 114 may display a UI related to the registration of a specific relationship within the service on the display unit 18 together with the list of friends.
[0094] The UI for registering a specific relationship includes, for example, a user selection button 51 as a UI for accepting an operation of selecting a partner for registering (in other words, building or setting) a specific relationship, and a relationship selection UI 52 as a UI for accepting an operation of selecting which type of relationship among a plurality of types of specific relationships is to be registered. An operation (for example, a touch operation) on the user selection button 51 may be accepted as an operation of selecting a partner for registering a specific relationship from among users displayed in the friend list. Also, an operation (for example, a touch operation) on the relationship selection UI 52 may be accepted as an operation of selecting which type of relationship is to be registered with the user selected as the partner for registering a specific relationship. Here, the relationship selection UI 52 may display, for example, a list of selectable relationships, from which a relationship to be registered can be selected (for example, selected by a touch operation or the like).
[0095] In this embodiment, when the user selection button 51 is operated, the relationship selection UI 52 is displayed. However, the user selection button 51 and the relationship selection UI 52 may be displayed on one screen.
[0096] The operation on the user selection button 51 and the relationship selection UI 52 can be said to be an operation for setting an attribute (in other words, a relationship with the other party) of the operator (in other words, one user, user A in this case) with respect to the other party (in other words, the other user, user B in this case). For example, if the operator is the parent of the other party in the real world, and performs an operation to set himself / herself as the parent of the other party in the user selection button 51 and the relationship selection UI 52, the operator's attribute with respect to the other party is set as "parent."
[0097] Here, when the operator selects a partner with whom to register a specific relationship and selects the type of relationship to register, the partner's attribute with respect to the operator may be automatically registered. For example, when the operator performs an operation to register himself / herself as the partner's parent in the user selection button 51 and the relationship selection UI 52, the operator's attribute with respect to the partner may be registered as "parent," and the partner's attribute with respect to the operator may be automatically registered as "child" (in other words, without requiring an operation from the partner).
[0098] The registration of the attribute "parent" and the attribute "child" can also be said to be the registration of a "parent-child relationship."
[0099] Furthermore, the registration of a specific relationship may require the consent of the other party. In other words, a specific relationship may be registered when one user makes an application for registration of a specific relationship to another user and the other user performs an operation to accept the application.
[0100] Specifically, for example, a first user may select a second user as a partner with whom to register a specific relationship by operating a user selection button 51 on his / her own terminal device 10 (see FIG. 3(a)), and select a type of relationship to register by operating a relationship selection UI 52 (see FIG. 3(b)), whereby a request for relationship registration may be sent to the terminal device 10 of the second user. Then, when the request is sent, the display control unit 114 of the terminal device 10 of the second user may display on the display unit 18 a screen (hereinafter referred to as an "approval screen 53") that prompts a response to the request for relationship registration from the first user, as shown in FIG. 3(c).
[0101] The consent screen 53 may display, for example, the user name of the first user, the type of relationship that the first user is trying to register, and the like. The consent screen 53 may also display an consent operation UI 54 as a UI for selecting whether or not to accept the application from the first user. Then, the relationship between the first user and the second user may be registered by the second user performing an operation to accept the application in the consent operation UI 54. Specifically, for example, the attribute of user A with respect to user B may be set to "parent" and the attribute of user B with respect to user A may be set to "child" by performing an operation to make an application for registration of being the parent of user B (in other words, registration of a parent-child relationship with user B) and user B performs an operation to accept the application. Also, for example, when user A performs an operation to apply for registration as the parent of user B (in other words, without waiting for consent from user B), user A's attribute with respect to user B may be set to "parent," and when user B performs an operation to accept the application, user B's attribute with respect to user A may be set to "child." In this way, by requesting consent for the registration of a relationship, it is possible to prevent the relationship from being registered without permission.
[0102] In addition, a state may exist in which a relationship between one user and another user is registered, but a relationship between the other user and the one user is not registered. For example, a parent-child relationship between a first user and a second user is registered, but a parent-child relationship between the second user and the first user is not registered. That is, in this embodiment, a specific event occurs when a first user and a second user who have a specific relationship registered perform a specific action, but "a first user and a second user who have a specific relationship registered" may mean users who have a specific relationship registered from at least one user's perspective, and may not necessarily mean users who have a specific relationship registered from either user's perspective.
[0103] In addition, even if one user registers an attribute for another user and the other user does not register an attribute for the one user, the one user may treat it as a specific relationship being registered, or may treat it as a specific relationship being registered by both users registering attributes for the other user. For example, in a case where a first user sets its own attribute for a second user as "parent" (in other words, the second user is registered as a user in a "parent-child relationship") and the second user does not set its attribute for the first user as "child" (in other words, the first user is not registered as a user in a "parent-child relationship"), the first user may be treated as having a "parent-child relationship" with the second user, or may be treated as not having been established. In addition, a configuration may be used in which an attribute (in other words, a relationship) for one user is registered for the other user, but an attribute (in other words, a relationship) for the other user is not registered for the one user.
[0104] In addition, in the friend list, as shown in FIG. 3(a) and FIG. 3(d), a display 56 indicating the type of relationship registered for each friend may be displayed. In other words, the display control unit 114 may be capable of displaying on the display unit 18 a list of a plurality of users with which a specific relationship with the user is registered, such that the type of relationship registered for each user can be identified. Here, the display 56 indicating the type of relationship registered can be said to be a display indicating the user's attribute with respect to each user, or a display indicating the attribute of each user with respect to the user. Here, for example, when the attribute of user A with respect to user B is set to "parent", in the friend list of user A, as shown in FIG. 3(d), "parent" may be displayed at the location corresponding to user B, or "child" may be displayed. Regardless of which display form is adopted, user A can identify his / her attribute with respect to user B (in other words, the relationship with the second user). In addition, when a new relationship is registered, a display indicating that the relationship has been newly registered (for example, the display "New" in FIG. 3(d)) may be displayed together with a display 56 indicating the type of the registered relationship.
[0105] For example, the display control unit 114 of the terminal device 10 of the second user may display the attributes of the first user with respect to the second user or the attributes of the second user with respect to the first user on the display unit 18 (for example, in a location corresponding to the first user in the friend list of the second user) based on the first user registering his / her attribute with respect to the second user. In other words, the display control unit 114 of the terminal device 10 of the second user may display the relationship with the first user on the display unit 18 (for example, in a location corresponding to the first user in the friend list of the second user) based on the first user registering the relationship with the second user.
[0106] In addition, a limit may be set on the number of users who can register a specific relationship. This limit may vary according to the number of users who have a specific relationship registered with the user, or may be a fixed value that is not related to the number of users who have a specific relationship registered with the user. For example, the limit may be set to a range that does not exceed the number of the user's friends or the number of users who are followed (or followed by the user), or may be set to a predetermined percentage (e.g., 10%) of the number of the user's friends or the number of users who are followed (or followed by the user). With this configuration, the target of registering a specific relationship can be limited to close people who act together in the real world from among people who have become friends. In addition, the limit may be set for each type of specific relationship. Specifically, for example, an upper limit number may be set for each of the number of users who can be registered as the user's "parent", the number of users who can be registered as the user's "lover", the number of users who can be registered as the user's "best friend", etc. (e.g., a different upper limit number for each).
[0107] Although the specific relationship is described here as being of multiple types, the specific relationship may be of one type. For example, it may be possible to register one's "buddy" as a person with whom one has a specific relationship (for example, as a user with whom one acts or meets in the real world).
[0108] In addition, when a user performs an operation related to the registration of a specific relationship (for example, an operation on the user selection button 51 and the relationship selection UI 52, or an operation on the consent operation UI 54, in other words, an operation requesting registration), the relationship setting unit 213 may perform a process of confirming the authenticity of the relationship to be registered, and register the relationship based on the result of the process. Here, the process of confirming the authenticity may be performed by referring to profile information (for example, age, date of birth, place of residence (for example, region or specific coordinates on a map), etc.) registered in the service by at least one of the users who are the targets of the relationship registration (for example, input by the user), or may be performed by referring to location information indicating the location in the real world of at least one of the users who are the targets of the relationship registration. Specifically, for example, when a first user performs an operation to register himself / herself as a "parent" of a second user, the relationship setting unit 213 may determine whether or not to permit the registration as a "parent" by referring to profile information indicating the age of the first user. Also, for example, when the first user performs an operation to register a "lover relationship" with the second user, the relationship setting unit 213 may refer to the location information of the first user and the second user, determine whether or not the first user and the second user regularly spend a predetermined time or more in close proximity, and determine whether or not to permit the registration of the "lover relationship". Also, for example, when the first user performs an operation to register a "parent-child relationship" with the second user, the relationship setting unit 213 may refer to the location information of the first user and the second user or profile information indicating the place of residence of the first user and the second user, determine whether or not the first user and the second user live together, and determine whether or not to permit the registration of the "parent-child relationship". Then, when the relationship setting unit 213 determines not to permit the registration, the relationship may not be registered. With such a configuration, it is possible to prevent an event occurrence opportunity being obtained by false relationship registration, and an unfair reward being acquired.
[0109] The relationship between users may be automatically registered without any operation by either user. That is, the relationship setting unit 213 may automatically determine the relationship between users according to a predetermined rule. Specifically, for example, the relationship setting unit 213 may detect that the home positions registered as profile information of a first user and a second user are the same or similar, or detect that the first user and the second user are likely to live together based on the position information, and may automatically register the "parent-child relationship" between the first user and the second user when it is determined that the first user and the second user are in a "parent-child relationship" based on the detected information and the age information registered as the profile information.
[0110] In this embodiment, the specific relationship registered on the service as a relationship between users is assumed to correspond to a relationship in the real world. Specifically, it is assumed that a "parent-child relationship" between an actual parent and child in the real world is registered. However, the specific relationship does not have to correspond to a relationship in the real world.
[0111] (Variation 1: Occurrence of an event due to a reunion) Instead of or in addition to the occurrence of an event caused by users moving together as described above, the game progression unit 212 may cause an event to occur when users meet again. For example, the game progression unit 212 may cause a specific event (hereinafter also referred to as a "second specific event") in a predetermined service for at least one of the first user and the second user, based on the fact that the positional relationship between the first user and the second user in the real world changes from the first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than the first positional relationship, and the second positional relationship continues for a specific period of time. Furthermore, the second specific event may occur at the point in time when the second positional relationship is reached (in other words, without the need for the second positional relationship to continue for a specific period of time).
[0112] Specifically, the game progression unit 212 generates a second specific event when the first user and the second user who were located apart in the real world (in other words, in a first positional relationship) become closer to each other and are now located close to each other (in other words, in a second positional relationship) and this state continues for a specific period of time. In other words, the game progression unit 212 generates a second specific event within the service for at least one of the first user and the second user when the first user and the second user meet in the real world.
[0113] In other words, the game progression unit 212 generates a second specific event when the occurrence condition of the second specific event is satisfied. The occurrence condition of the second specific event is satisfied, for example, when the positional relationship between the first user and the second user changes from a first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than the first positional relationship, and the second positional relationship continues for a specific period of time.
[0114] The occurrence condition of the second specific event may include a condition that information indicating that the first user and the second user already know each other (hereinafter, also referred to as "acquaintance information") is stored in a predetermined storage unit (e.g., storage unit 220). In other words, the second specific event may be an event that occurs based on the first user and the second user meeting again.
[0115] When the position information of the first user and the second user indicates that the two are currently meeting, the game progression unit 212 may store in the storage unit 220 acquaintance information indicating that the two have already met. In other words, the acquaintance information may be stored in the storage unit 220 based on the fact that the positional relationship between the first user and the second user in the real world has become a third positional relationship in which the distance between the first user and the second user is closer than the first positional relationship (in other words, when the third positional relationship is reached before the first positional relationship is reached). In further other words, the game progression unit 212 may generate a second specific event for at least one of the first user and the second user based on the fact that the positional relationship between the first user and the second user has changed from the third positional relationship to the first positional relationship, and from the first positional relationship to the second positional relationship. Here, the second positional relationship and the third positional relationship may be the same positional relationship.
[0116] Furthermore, registration information of a specific relationship such as a "parent-child relationship," a "best friend relationship," or a "lover relationship" may function as acquaintance information. In other words, the game progression unit 212 may generate a second specific event for at least one of the first user and the second user based on the change in the positional relationship between a first user and a second user having a specific relationship from a first positional relationship to a second positional relationship.
[0117] The occurrence condition of the second specific event may include a condition that the users meet according to a schedule set on the service (for example, at least one of a reunion location and a date). For example, in the present embodiment, the terminal device 10 may receive an input operation in which the user sets a location where the user plans to meet another user as the user's own schedule. Then, the game progression unit 212 may, for example, acquire information indicating a location where the first user plans to meet the second user as a schedule set by the first user, determine whether the first user meets the second user at the scheduled location as scheduled (in other words, whether the positional relationship with the second user becomes the second positional relationship as scheduled), and generate the second specific event when it is determined that the first user meets the second user as scheduled. In this case, the game progression unit 212 may generate the second specific event on the condition that the second user also sets a schedule similar to that of the first user (for example, the first user and the second user set a similar location as a location where they plan to meet each other). The game progression unit 212 may be capable of generating a second specific event when the first user and the second user meet without setting up a meeting schedule on the service. In this case, it may be impossible to set up a meeting schedule with other users on the service in the first place, and the second specific event may occur when the first user and the second user meet in a state where a meeting schedule is possible but no meeting schedule has been set up. In a configuration in which the second specific event occurs when the first user and the second user meet without setting up a meeting schedule, the second specific event occurs due to a chance reunion, and the reunion can be presented as a touching one, for example.
[0118] Here, the game progression unit 212 may generate a second specific event whose content corresponds to at least one of the period during which the first positional relationship continued or the distance between the first user and the second user before the positional relationship between the first user and the second user becomes the second positional relationship. Specifically, for example, when the length of the period is equal to or greater than a threshold, the game progression unit 212 may generate a second specific event whose content is more advantageous to the user for whom the event is generated, compared to when the length of the period is less than the threshold. Also, for example, the game progression unit 212 may generate a second specific event whose content is more advantageous to the user for whom the event is generated, the longer the distance. In other words, the game progression unit 212 may generate a second specific event that is more advantageous to the first user or the second user, the longer the period during which the first user and the second user are separated in the real world. Also, the game progression unit 212 may generate a second specific event that is more advantageous to the first user or the second user, the longer the distance between the first user and the second user in the real world.
[0119] Here, the "distance between the first user and the second user" may be, for example, the average distance between the first user and the second user over a specified period of time, or the distance when the first user and the second user were the furthest apart over the specified period of time.
[0120] Furthermore, the game progression unit 212 may change the content of the second specific event according to the number of times that the second specific event has occurred as a result of the positional relationship between the first user and the second user changing from the first positional relationship to the second positional relationship. That is, the game progression unit 212 may generate a second specific event whose content corresponds to the number of times that the first user and the second user have met (hereinafter also referred to as the "number of reunions"). For example, the game progression unit 212 may generate a second specific event whose content is more advantageous for the user who is the target of the event occurrence as the number of times that the first user and the second user have met increases. Specifically, when the number of reunions is N (N is a natural number equal to or greater than "2", here "5" as an example), the game progression unit 212 may generate a second specific event that is more advantageous for the first user or the second user than a second specific event that occurs when the number of reunions is M (M is a natural number smaller than N, here "1" as an example).
[0121] Furthermore, the second positional relationship may have a plurality of stages according to the distance between the first user and the second user, and the game progression unit 212 may generate a second specific event having content according to the stage depending on which of the plurality of stages the positional relationship between the first user and the second user is in. For example, the game progression unit 212 may generate a second specific event having content that is more advantageous to the user who is the target of the event as the distance between the first user and the second user becomes closer.
[0122] Note that the occurrence condition for the second specific event may include a condition related to the movement speed of the user. Specifically, for example, the game progression unit 212 may not cause the second specific event to occur if the movement speed of the first user (and the second user) during the time when the positional relationship between the first user and the second user changes from the first positional relationship to the second positional relationship is equal to or greater than a predetermined speed. Also, for example, the game progression unit 212 may not cause the second specific event to occur if the movement speed of the first user (and the second user) during the time when the positional relationship between the first user and the second user changes from the first positional relationship to the second positional relationship is less than a predetermined speed.
[0123] Note that the condition for the second specific event to occur may include a condition that the first user and the second user gradually get closer to each other. In other words, the game progression unit 212 may determine whether the first user and the second user are gradually getting closer to each other, and may cause the second specific event to occur when it is determined that the first user and the second user are gradually getting closer to each other.
[0124] In addition, when there is an intermediate positional relationship between the first positional relationship and the second positional relationship (for example, when the distance between the first user and the second user becomes closer and the first positional relationship changes to the second positional relationship through the intermediate positional relationship), the occurrence condition of the second specific event may include a condition that the period during which the intermediate positional relationship exists is within a predetermined period. In other words, when the first user and the second user, who are far apart in the first positional relationship, gradually become closer over a long period of time to the second positional relationship, the second specific event may not occur.
[0125] In addition, the occurrence condition of the second specific event may include a condition that a condition for the occurrence of a third specific event described below is satisfied between the first user and the second user, and after the third specific event occurs, the positional relationship between the first user and the second user changes from a first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than the first positional relationship.
[0126] (Variation 2: Events occurring due to separation) The game progression unit 212 may generate an event when users separate from each other, instead of or in addition to the generation of an event when users move together or when users meet again as described above. For example, the game progression unit 212 may generate a specific event (hereinafter also referred to as a "third specific event") in a specific service for at least one of the first user and the second user, based on the fact that the first user and the second user stay within a specific range (hereinafter referred to as a "specific range") for a specific period of time in the real world and the second user leaves the specific range. Here, the "specific range" may be, for example, a specific range centered on the first user. In other words, a location corresponding to the specific range in the real world (in other words, on a map) may change with the movement of the first user. In other words, "leaving the specific range" may mean moving away from the first user. Furthermore, the "specific range" may be a specific area on a map (for example, "Shibuya" or "Shinjuku"), etc.
[0127] The game progression unit 212 generates a third specific event when the first user and the second user who were close to each other in the real world become farther apart. In other words, the game progression unit 212 generates a third specific event within the service for at least one of the first user and the second user as a result of the first user and the second user becoming separated in the real world.
[0128] In other words, the game progression unit 212 causes a third specific event to occur when the occurrence condition of the third specific event is satisfied, and the occurrence condition of the third specific event is satisfied, for example, when the first user and the second user stay within a specific range for a specific period of time and then the second user leaves the specific range.
[0129] Here, the game progression unit 212 may generate a third specific event whose content depends on the length of the period during which the first user and the second user stayed within the specific range. Specifically, for example, when the length of the period is equal to or greater than a threshold, the game progression unit 212 may generate a third specific event whose content is more advantageous to the user for whom the event is to occur, compared to when the length of the period is less than the threshold. In other words, the game progression unit 212 may generate a third specific event whose content is more advantageous to the user for whom the event is to occur, the longer the period during which the first user and the second user stayed together in the real world.
[0130] Furthermore, the game progression unit 212 may generate a third specific event when the second user moves a predetermined distance or more away from a state when the first user and the second user were located within the specific range. Specifically, the game progression unit 212 may generate a third specific event when the second user moves away from the specific range a predetermined distance or more. Furthermore, in a configuration in which the specific range changes in accordance with the movement of the first user, the game progression unit 212 may generate a third specific event when the second user moves away from a point where the first user met by a predetermined distance or more. Here, the game progression unit 212 may not generate the third specific event when the second user moves away from the specific range but does not move away by the predetermined distance or more.
[0131] Furthermore, the game progression unit 212 may generate a third specific event whose content corresponds to the distance the second user has moved from a state in which the first user and the second user were located within a specific range. Specifically, for example, the game progression unit 212 may generate a third specific event whose content is more advantageous to the first user or the second user the farther the second user is from the specific range. In other words, the game progression unit 212 may generate a third specific event whose content is more advantageous to the first user or the second user the farther the distance between the first user and the second user is.
[0132] Note that the condition for the third specific event to occur may include a condition that the second user gradually moves away from the specific range. In other words, the game progression unit 212 may determine whether or not the second user is gradually moving away from the specific range, and may cause the third specific event to occur when it is determined that the second user is gradually moving away.
[0133] Furthermore, the conditions for the occurrence of the third specific event may include a condition that the first user remains in a specific range. In other words, the game progression unit 212 may not cause the third specific event to occur if not only the second user but also the first user leaves the specific range.
[0134] Furthermore, in this modified example, "separation" or "separation" may mean starting to live apart. In this case, when the game progression unit 212 detects that the second user of the first user and the second user, whose information indicating that they lived together (hereinafter referred to as "symbiosis information") is stored in a predetermined storage unit (e.g., the storage unit 220), has started to live apart, the game progression unit 212 may determine that the occurrence condition of the third event is satisfied and may cause a third specific event to occur. In other words, "the first user and the second user stay within a specific range" may also include the first user and the second user living in a specific place or living in a specific region.
[0135] Here, when the game progression unit 212 detects from the position information of the first user and the second user that they are likely to have been living in the same house (or in the same area, etc.) for a predetermined period of time, it may store symbiosis information indicating that the two users have been living together in the storage unit 220. Furthermore, when the positions of the homes registered in the service are the same or similar, the game progression unit 212 may use the information on the registered position of the home as the symbiosis information. In other words, the "first user and second user whose symbiosis information is stored" may be the first user and second user whose registered position of the home is the same, etc.
[0136] In addition, the detection that the second user has started living away may be performed, for example, by detecting that a new home location has been registered. In addition, the detection that the second user has started living away may be performed by detecting, from the location information of the second user, that the second user has left his / her previous living range (for example, a living range detected by location information, or a registered home location, etc.) for a predetermined period of time (for example, multiple days).
[0137] In other words, the game progression unit 212 causes the third specific event to occur when a condition for the third specific event is satisfied, and the condition for the third specific event to occur may include a condition that the first user and the second user start living apart. In other words, the condition for the third specific event to occur may include a condition that the second user leaves the specific range and a predetermined period of time has passed.
[0138] As in the case of the first specific event, the game progression unit 212 may vary the length of each period or the positional relationship (for example, how long or how far apart the period or distance must be) required for the second and third specific events to occur, depending on the relationship between users.
[0139] Furthermore, similar to when a condition for the occurrence of a first specific event is satisfied, when a condition for the occurrence of a second specific event or a condition for the occurrence of a third specific event is satisfied, the game progression unit 212 may also cause an event whose content corresponds to the relationship between the first user and the second user. That is, multiple types of events may be prepared as the second specific event and the third specific event, and the game progression unit 212 may determine which of the multiple types of events to execute depending on the relationship between the users.
[0140] (Example of an event) Next, specific examples of various events will be described with reference to FIG.
[0141] The game progression unit 212 may generate a "family trip" event as a first specific event for at least one of the first user and the second user based on the first user and the second user, who are registered in a "parent-child relationship," moving (in other words, moving a predetermined distance) from the same location (e.g., home) to a distant location (e.g., a travel destination) while maintaining a predetermined positional relationship for a predetermined period of time. The condition for generating the "family trip" event may further include a condition of spending a predetermined period of time (e.g., one day or more) at the travel destination. Note that a "day trip" event may be prepared separately from the "family trip" event, and in this case, the condition for generating the "day trip" event may not include a condition of spending a predetermined period of time (e.g., one day or more) at the travel destination.
[0142] In the "Family Trip" event, the game progression unit 212 may provide at least one of the first user and the second user with a reward according to the region of the travel destination. The reward may be, for example, a local item that reflects the characteristics of the travel destination. In addition, when a plurality of users (e.g., a family) including the first user and the second user move from a same point (e.g., a home) to a distant place (e.g., a travel destination) while maintaining a predetermined positional relationship, and a "Family Trip" event occurs, the more the number of the plurality of users (in other words, the number of family members traveling together) is, the more advantageous the "Family Trip" event for the first user and the second user may be. In addition, in the case of an overnight trip (in other words, a "Family Trip" event), the reward may be higher (for example, the amount of reward may be larger or the quality of the reward may be higher) than in the case of a day trip (in other words, a "Day Trip" event).
[0143] Furthermore, the game progression unit 212 may generate a "friend travel" event as a first specific event for at least one of the first user and the second user based on the first user and the second user who are registered as having a "best friend relationship" moving a predetermined distance (in other words, traveling) while maintaining a predetermined positional relationship for a predetermined period of time. Since a trip with a friend is generally easier to plan than a family trip, the moving distance required for the "friend travel" event to occur may be longer than the moving distance required for the "family travel" event to occur. In other words, the "friend travel" event may have stricter conditions set for the moving distance than the "family travel" event. On the other hand, the "friend travel" event may have looser conditions set for the positional relationship that must be maintained than the "family travel" event. For example, the "family travel" event may require the distance between users to be maintained within 100 m, while the "friend travel" event may require the distance between users to be maintained within 200 m. The "Friend Travel" event may occur, for example, when not only the first user and the second user, but also a third user who is registered as a "best friend" with the first user and the second user, move a predetermined distance from a predetermined point (in other words, travel) while maintaining a predetermined positional relationship for a predetermined period of time. In other words, the occurrence of the "Friend Travel" event may require three or more users who have a predetermined number of "best friend relationships" to travel together.
[0144] The "Friend Travel" event may be, for example, a battle event in which users who are "best friends" traveling together cooperate to battle against a specific enemy character. In addition, in a game in which so-called raid battles are prepared as events in which "wild" users cooperate to battle against enemy characters, the battle event as the "Friend Travel" event may be an event in which "wild" users cannot participate and only "best friends" users traveling together battle against a specific enemy character. In addition, the "Friend Travel" event may be an event in which the specific enemy character appears at an accommodation facility or the like at the travel destination (in other words, when the user is at a specific location at the travel destination). The specific enemy character may appear when a predetermined condition is met at the travel destination. In addition, the enemy character may be a character specific to the "Friend Travel" event (for example, a character that does not appear or has an extremely low probability of appearing except when the "Friend Travel" event occurs). In addition, in a battle event as the "Friend Travel" event, an enemy character with a strength corresponding to the number of users traveling together may appear. When a match is won, the game progression unit 212 awards a reward to the users who participated in the match.
[0145] Furthermore, the game progression unit 212 may generate a "lover trip" event as a first specific event for at least one of the first user and the second user, based on the first user and the second user who are registered as being in a "lover relationship" or a "couple relationship" moving a predetermined distance (in other words, traveling) while maintaining a predetermined positional relationship for a predetermined period of time. The "lover trip" event may have stricter conditions set for the positional relationship that must be maintained, compared to the "family trip" event and the "friend trip" event. For example, the "family trip" event may be generated by maintaining the distance between the users within 100 m, whereas the "lover trip" event may be generated by maintaining the distance between the users within 50 m.
[0146] In the "lover trip" event, the game progression unit 212 may give the first user and the second user an item indicating that they have traveled together as a couple. Also, for example, in a game in which each user can own their own character (e.g., a monster that they raise themselves), the "lover trip" event may be an event in which a child is born between a monster owned by the first user and a monster owned by the second user (in other words, an event in which a new character can be acquired). Also, the "lover trip" event may be an event that occurs when a specific place related to a "lover relationship" in the real world (e.g., a matchmaking shrine) is visited during the trip. Also, the "lover trip" event may be a battle event in which a specific enemy character appears. Also, the battle event as the "lover trip" event may be an event in which users in a "wild relationship" cannot participate and only users in a "lover relationship" who are traveling together battle against a specific enemy character, unlike a so-called raid battle. The specific enemy character may be a character specific to the "Lovers' Journey" event (for example, a character that does not appear or has an extremely low probability of appearing except when the "Lovers' Journey" event occurs). If the match is won, the game progression unit 212 grants a reward to the user who participated in the match.
[0147] Furthermore, the game progression unit 212 may generate a "chance encounter" event as a first specific event for at least one of the first user and the second user based on the first and second users having a "random relationship" moving while maintaining a predetermined positional relationship for a predetermined period of time. In other words, the game progression unit 212 may generate a "chance encounter" event based on the first and second users moving in the same direction for a predetermined period of time. Here, whether or not they are moving in the same direction may be determined, for example, by the game progression unit 212 determining whether or not the first and second users whose movements are detected are within a predetermined range for a predetermined period of time. Note that the game progression unit 212 for the first and second users may also detect the respective moving directions and determine whether or not they are moving in the same direction based on the detected moving directions.
[0148] The occurrence condition of the "chance encounter" event may include a condition that the moving speed of the first user and the second user is equal to or less than a predetermined speed. In other words, for example, a case where the first user and the second user happen to be on the same train is unlikely to be perceived as a fateful encounter, so the "chance encounter" event may not occur in such a case.
[0149] For a "chance encounter" event, the game progression unit 212 may cause at least one of the terminal devices 10 of the first user and the second user to display an application screen for making a friend registration application or a follow application (in other words, an application for building a relationship) to the other. Furthermore, for a "chance encounter" event, the game progression unit 212 may cause at least one of the terminal devices 10 of the first user and the second user to display a profile of the other. Here, the profile may include information such as the name of the user in the virtual space and various statuses. In other words, the game progression unit 212 may introduce the other user to one of the first user and the second user who satisfies the occurrence condition of the "chance encounter" event, and recommend building a relationship (for example, friend registration).
[0150] Furthermore, the game progression unit 212 may generate a "homecoming" event as a second specific event for at least one of the first user and the second user based on the fact that the positional relationship between the first user and the second user registered in the "parent-child relationship" has changed from the first positional relationship to a second positional relationship in which the first user (e.g., possessing the "parent" attribute) and the second user (e.g., possessing the "child" attribute) are closer than in the first positional relationship. The occurrence condition of the "homecoming" event may include a condition that the second positional relationship continues for a specific period of time. The occurrence condition of the "homecoming" event may also include a condition that the positional relationship between the first user and the second user becomes the second positional relationship in the place where the first user lives.
[0151] In a "homecoming" event, the game progression unit 212 may grant a predetermined reward to at least one of the first user and the second user. Furthermore, for a "homecoming" event, the game progression unit 212 may provide a higher reward the longer the period during which the first user and the second user did not meet. Furthermore, for a "homecoming" event, the game progression unit 212 may provide a higher reward the more frequently the second user goes to meet the first user (in other words, the more frequently the second user returns home).
[0152] Furthermore, the game progression unit 212 may generate a "touching reunion" event as a second specific event for at least one of the first user and the second user, based on the fact that the positional relationship between the first user and the second user, who are registered as "best friends", has changed from the first positional relationship to a second positional relationship in which the first user and the second user are closer than the first positional relationship. The occurrence condition of the "touching reunion" event may include a condition that the second positional relationship continues for a specific period of time. Here, the specific period during which the second positional relationship should continue, which is necessary for the occurrence of the "touching reunion" event, may be shorter than the specific period of time required for the occurrence of the "homecoming" event. Note that the "touching reunion" event may occur, for example, when not only the first user and the second user, but also a third user, who is registered as "best friends" with the first user and the second user, has the second positional relationship. In other words, the occurrence of the "touching reunion" event may require a reunion of users who have a predetermined number of "best friends", three or more.
[0153] For the "emotional reunion" event, the game progression unit 212 may generate an event according to the number of people gathered. The "emotional reunion" event may be, for example, a battle event in which the gathered users with "best friend relationships" cooperate with each other to battle against a specific enemy character. Furthermore, unlike so-called raid battles, the battle event as the "emotional reunion" event may be an event in which "wild" users cannot participate and only the gathered users with "best friend relationships" battle against a specific enemy character. The specific enemy character may be a character specific to the "emotional reunion" event (for example, a character that does not appear or has an extremely low probability of appearing except when the "emotional reunion" event occurs). Furthermore, in the battle event as the "emotional reunion" event, an enemy character with a strength according to the number of people gathered may appear. Furthermore, for the "emotional reunion" event, the game progression unit 212 may provide a higher reward the longer the period in which the first user and the second user did not meet. Furthermore, for the "emotional reunion" event, the game progression unit 212 may provide a higher reward the more frequently the second user meets the first user.
[0154] Furthermore, the game progression unit 212 may generate an "emotional reunion from a long distance" event as a second specific event for at least one of the first user and the second user, based on the fact that the positional relationship between the first user and the second user registered as a "lover relationship" or a "couple relationship" has changed from a first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than the first positional relationship. In other words, the game progression unit 212 may generate an "emotional reunion from a long distance" event, based on the fact that the first user and the second user registered as a "lover relationship" have changed from a state where they are apart by a predetermined distance or more to a state where they are located within a predetermined range. Furthermore, the condition for generating the "emotional reunion from a long distance" event may include a condition that the second positional relationship continues for a specific period of time.
[0155] The occurrence condition of the "emotional reunion from a long distance" event may include a condition that the first user and the second user meet at a specific place in the real world (in other words, a second positional relationship is formed). The specific place may be, for example, a place in the real world corresponding to a specific place (e.g., a place where a home is registered or a specific spot) in the virtual world (in other words, on a virtual map).
[0156] In addition, the conditions for the occurrence of the "emotional reunion from a long distance" event may include a condition that the first user and the second user meet (in other words, have a second locational relationship) during a specific time period (e.g., during the night).
[0157] Also, for example, in a game in which each user can own his / her own character (e.g., a monster raised by the user), the "touching reunion from a long distance" event may be an event in which a child is born between a monster owned by a first user and a monster owned by a second user. Specifically, the game progression unit 212 may generate an event in which a child is born between a monster owned by a first user and a monster owned by a second user when the number of times that the positional relationship between the first user and the second user changes from a first positional relationship to a second positional relationship in which the distance between the first user and the second user is closer than the first positional relationship reaches a predetermined number of times. In other words, the "touching reunion from a long distance" event may be one in which a new character (e.g., a character in an egg state) is given to at least one of the first user and the second user. Here, an egg-state character will be described. Conventionally, as a game in which a character such as a monster can be raised, a game in which a monster can be raised from an egg state and the egg can be hatched by satisfying a predetermined condition is known. In this type of game, an egg may be given to a user in the "touching reunion from a long distance" event.
[0158] Furthermore, the game progression unit 212 may generate a "Departure Day" event as a third specific event for at least one of the first user and the second user, based on the fact that the second user, of the first user and the second user whose coexistence information is registered, has left a specific range (specifically, has started living apart). For example, the game progression unit 212 may generate a "Departure Day" event as a third specific event for at least one of the first user and the second user, based on the fact that the second user, of the first user (e.g., possessing a "parent" attribute) and the second user (e.g., possessing a "child" attribute) whose "parent-child relationship" is registered, has started living apart. Furthermore, the condition for generating the "Departure Day" event may include a condition that a predetermined period of time has elapsed since the users started living apart.
[0159] In the "Departure Day" event, the game progression unit 212 may send a predetermined item to the second user. The predetermined item may be, for example, an item such as a letter from a parent, or may be a local item that reflects the characteristics of the place where the family lived (for example, the place set as the home). Here, the item may be sent automatically by the game progression unit 212, or may be sent based on the operation of the first user. When the item is sent based on the operation of the first user, for example, when the game progression unit 212 determines the occurrence of the "Departure Day" event, it causes the terminal device 10 of the first user to display a screen for inputting the text of the letter. Next, when the first user performs an input operation to input the text of the letter and send the letter to the second user, the game progression unit 212 sends the letter from the first user to the second user and displays it on the terminal device 10 of the second user. That is, in this example, the "Departure Day" event is an event for the first user to send a letter to the second user, and is an event for the second user to receive a letter from the first user. Such an event can be said to be an event in which an item is sent from one user to another user.
[0160] Furthermore, the game progression unit 212 may generate a "Harmonious Family" event for at least one of the first user and the second user based on the first user and the second user who are registered as having a "marital relationship" being near their home for a predetermined time or more in a day (for example, both of them are located within a predetermined range and near their home). Furthermore, the "Harmonious Family" event may be an event that continues as long as the state in which the first user and the second user are near their home for a predetermined time or more in a day continues. Furthermore, the condition for generating the "Harmonious Family" event may include a condition that the ages of the first user and the second user are at least a predetermined age (for example, 20 years old or older).
[0161] Regarding the "Harmonious Family" event, the game progression unit 212 may increase the growth rate of a child monster born between a monster owned by a first user and a monster owned by a second user, compared to a case in which the "Harmonious Family" event is not occurring. Note that in such a game, the child monster may be a character owned by either the first user or the second user, or may be a character owned jointly by both users.
[0162] Note that the events shown here are merely examples. The conditions for an event to occur, the contents of the event, etc. can be freely changed or combined.
[0163] For example, the relationship between users as the occurrence condition of each event may be different from the above. Also, a part of the occurrence condition of the first specific event, the second specific event, or the third specific event may be used as the occurrence condition of another specific event.
[0164] In addition, the rewards obtained in each event may be different from those described above. Specifically, the rewards obtained in each event may be values in the virtual space other than the various items exemplified above, specifically, a predetermined item, character, electronic currency, or predetermined points. In addition, the rewards obtained in each event may be titles, etc. A title can be said to be a title in the virtual space, and may be, for example, a title of "Harmonious Family" that can be acquired by a user who has generated a "Harmonious Family" event, a title of "filial piety" that can be acquired by a user who has generated a "Homecoming" event a predetermined number of times, a title of "Home-loving Man" that can be acquired by a user who has generated a "Homecoming" event a predetermined number of times, or a title of "Best Friend's Bodyguard" that can be acquired when defeating an enemy character in a "Friend's Trip" event. In addition, the rewards obtained in each event may be related to a change in the parameters of a character owned by the user (for example, a player character operated by the user when executing a battle event or quest in a game, a monster raised by the player, etc.). A character parameter may be, for example, an attack power, a defense power, a speed, or a stamina value as a parameter related to the strength of the character, a parameter indicating the intimacy between the character and the user, or a parameter that changes the character's appearance when increased to a predetermined value (for example, a parameter related to the so-called evolution or birth of a character (for example, a character in an egg state hatching)). In addition, a reward related to a change in a character's parameter may be, for example, a reward that changes the value of the parameter by a predetermined amount (for example, adding a predetermined additional value) or a reward that changes the rate of change (for example, increasing the rate at which the parameter increases).
[0165] Note that an event does not necessarily have to bring a positive effect to a user, and may also have a negative effect. For example, the game progression unit 212 may generate a "suspicious behavior" event when it detects that one of the first user and the second user registered as a "couple relationship" or a "lover relationship" returns to their home after spending a predetermined time in a specific time zone (e.g., late night hours) at a place other than their home for a predetermined number of days or more within a predetermined period of time. In the "suspicious behavior" event, the game progression unit 212 may slow down the growth rate of a child monster born between a monster owned by the first user and a monster owned by the second user, compared to when the "suspicious behavior" event does not occur. In the "suspicious behavior" event, the game progression unit 212 may also cancel a predetermined relationship between the users (e.g., a "couple relationship", a "lover relationship", or a "friend relationship"). Specifically, when the game progression unit 212 detects that one of a first user and a second user who are registered as a "marital relationship" or a "romantic relationship" has spent a predetermined amount of time outside their home during a specific time period (e.g., late night hours) and then returned home a predetermined number of days or more within a predetermined period of time, the game progression unit 212 may terminate the predetermined relationship between the users (e.g., a "marital relationship", "romantic relationship", or "friend relationship").
[0166] The content of the event may also change depending on the user's travel speed, etc. For example, a "family trip" event, a "friend trip" event, or a "lover trip" event occurs when users travel together (in other words, travel), and the reward obtained in the event may change depending on the speed of travel together (for example, depending on whether they traveled on foot, by running, by bullet train, etc., in other words, depending on the means of travel).
[0167] Fig. 5 shows an example of a screen displayed on the display unit 18 of the terminal device 10 during various events. Fig. 5(a) shows an example of a screen displayed on the display unit 18 during execution of a game, in which a player character 61 corresponding to a user operating the terminal device 10 moves in a virtual space (in other words, on a virtual map reflecting at least a part of the real world) in conjunction with the movement of the user in the real world. Fig. 5(b), Fig. 5(c), and Fig. 5(d) show examples of screens displayed on the display unit 18 when a specific event occurs.
[0168] As shown in FIG. 5(b) to FIG. 5(d), when the occurrence condition of a specific event is satisfied, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a display related to the specific event whose occurrence condition is satisfied. For example, when the occurrence condition of a specific event is satisfied while the screen shown in FIG. 5(a) is being displayed, the display control unit 114 may cause a pop-up display of the display related to the specific event whose occurrence condition is satisfied. Also, as shown in FIG. 5(b) to FIG. 5(d), when a specific event occurs, the display control unit 114 may cause the display unit 18 to display a display that allows the user to recognize the behavior related to which user has satisfied the occurrence condition of the specific event. Specifically, the display control unit 114 may cause the display unit 18 to display the user name of the user related to the establishment of the occurrence condition. Also, the display control unit 114 may cause the display unit 18 to display a display that allows the user to recognize the behavior by which the occurrence condition of the specific event has been satisfied.
[0169] FIG. 5(b) is an example of a screen displayed on the display unit 18 of the terminal device 10 of the user A when the occurrence condition of the "lover trip" event is satisfied for the user A and the user C who have a "friend relationship" and a "lover relationship". As shown in FIG. 5(b), when the first specific event occurs, the display control unit 114 may pop up a display related to the first specific event. Also, when the first specific event occurs, the display control unit 114 may display on the display unit 18 the user name of the user (here, user C) who also satisfies the occurrence condition of the first specific event, and a display indicating the relationship with the user. Also, when the first specific event occurs, the display control unit 114 may display on the display unit 18 the distance that the user A and the user C acted together (in other words, the distance they moved while maintaining a predetermined positional relationship). Also, when the first specific event occurs, the display control unit 114 may display on the display unit 18 the reward to be granted. For example, in the "Lovers Journey" event, when a child is born between a monster owned by a first user and a monster owned by a second user, the display control unit 114 may cause the display unit 18 to display information indicating the birth of a child and the type of monster that was born.
[0170] FIG. 5(c) is an example of a screen displayed on the display unit 18 of the terminal device 10 of the user A when the occurrence condition of the "emotional reunion" event is satisfied for the user A and the user D who have a "friend relationship" and a "best friend relationship". As shown in FIG. 5(c), when the second specific event occurs, the display control unit 114 may pop up a display related to the second specific event. When the second specific event occurs, the display control unit 114 may display on the display unit 18 the user name of the user (here, user D) who also satisfies the occurrence condition of the second specific event, and a display indicating the relationship with the user. When the second specific event occurs, the display control unit 114 may display on the display unit 18 the number of times the user A and the user D have reunited. When the second specific event occurs, the display control unit 114 may display on the display unit 18 a display indicating that a battle with a specific enemy character will start.
[0171] FIG. 5(d) is an example of a screen displayed on the display unit 18 of the terminal device 10 of user A when the occurrence condition of the "Departure Day" event is satisfied for user A (possessing the "child" attribute) and user B (possessing the "parent" attribute) who have a "friend relationship" and a "parent-child relationship". As shown in FIG. 5(d), when the third specific event occurs, the display control unit 114 may pop up a display related to the third specific event. Also, when the third specific event occurs, the display control unit 114 may display on the display unit 18 a user name of a user (here, user B) related to the establishment of the occurrence condition of the third specific event and a display indicating a relationship with the user. Also, when the third specific event occurs, the display control unit 114 may display on the display unit 18 a display indicating a period of time that has elapsed since the user left the user. Also, when the third specific event occurs, the display unit 18 may display a display indicating that an item (for example, a letter) has arrived from the user.
[0172] (Variation 3: Occurrence of an event based on the placement of an object in a virtual space) In this embodiment, the game progression unit 212 may be capable of placing a predetermined object corresponding to each user on a virtual map (in other words, a virtual map or virtual world) that reflects at least a part of the real world. Furthermore, in the above description, an event has been described as occurring based on the movement of a user, but instead of or in addition to the occurrence of such an event, the game progression unit 212 may cause a specific event to occur based on the placement of a predetermined object at a predetermined position on the virtual map. Note that the event that occurs in this modified example may be an event similar to the first specific event, second specific event, third specific event, or the like exemplified above, or may be a different event.
[0173] The game progression unit 212 may be capable of setting a home as a predetermined object on a virtual map that reflects the real world, for example. The predetermined object is not limited to a home, and may be a predetermined item or the like. The predetermined object, such as a home, may also be referred to as an "installed object." The point on the virtual map where the home is installed as an installed object (in other words, the position in the real world that corresponds to the point) may also be referred to as the registered position of the home on the service.
[0174] Furthermore, the points on the virtual map where the game progression unit 212 can place an installation object corresponding to a certain user may be limited to a range corresponding to the activity range of the certain user in the real world. Specifically, for example, the points on the virtual map where the first user's home can be placed may be limited to points corresponding to a place in the real world where the first user has been, a place in the real world where the first user is currently located, a place in the real world where the first user has stayed for a predetermined time or more (for example, continuously or cumulatively), or a place in the real world where the first user visits a predetermined number of times or more or with a predetermined frequency. In other words, the points in the virtual space where the first user's home can be placed may be limited to points corresponding to a place where the game progression unit 212 can infer that the first user actually lives there.
[0175] The game progression unit 212 recognizes the point on the virtual map that corresponds to the point where the user is currently located in the real world as the user's current position on the virtual map. Note that in this respect, it is the same as conventional location-based games.
[0176] The game progression unit 212 may generate a specific event in a predetermined service for at least one of the first user and the second user based on a specific positional relationship between a point on the virtual map where a first object corresponding to the first user is placed and a point on the virtual map where a second object corresponding to the second user is placed (for example, when they are located within a predetermined range, specifically, for example, when they are located nearby). Specifically, for example, as shown in FIG. 6, the game progression unit 212 may generate a specific event in a predetermined service for at least one of the first user and the second user when a point on the virtual space where a home 71 of the first user is placed and a point on the virtual space where a home 72 of the second user is placed are located within a predetermined range (for example, when they are nearby). Here, the game progression unit 212 may generate a specific event for users other than the first user and the second user, and in this case, it may be arranged not to generate a specific event for the first user and the second user, or it may be arranged to generate a specific event for the first user and the second user as well.
[0177] Here, the specific event that occurs based on the first object and the second object being in a specific positional relationship may be, for example, an event that promotes interaction between the first user and the second user. The specific event may be an event in which one of the first user and the second user sends an item such as a letter to the other. The specific event may also be an event in which the first user and the second user cooperate to achieve a predetermined goal.
[0178] Furthermore, the game progression unit 212 may generate a specific event in a predetermined service for at least one of the first user and the second user, based on the first user moving the first object from a state in which the positional relationship between a point on the virtual map where a first object corresponding to the first user is placed and a point on the virtual map where a second object corresponding to the second user is placed was in a specific positional relationship. Specifically, the game progression unit 212 may generate a specific event when a state in which the home of the first user and the home of the second user are located close to each other (in other words, a state in which they are in a specific positional relationship) continues for a predetermined period of time, and thereafter, the home of the first user moves away from the home of the second user (in other words, when the first user moves). The specific event may be an event in which a letter is sent from one of the first user and the second user to the other. The specific event may be an event different from an event that occurs based on the specific positional relationship between the home of the first user and the home of the second user when the positional relationship between the home of the first user and the home of the second user is in a specific positional relationship (specifically, when they are located close to each other).
[0179] Furthermore, for an area on the virtual map where a predetermined number or more of installed objects are installed, the game progression unit 212 may cause a specific event to occur for users who are within the area. In other words, the game progression unit 212 may control the occurrence of a specific event based on the installation status (e.g., the number, the density, etc.) of the installed objects on the virtual map. The specific event may be, for example, an event in which a reward is given to users who are within the area. Furthermore, the specific event may be a special battle event that is different from a normal battle event.
[0180] Furthermore, the game progression unit 212 may relatively (in other words, compared to areas where a predetermined number or more of installed objects are not installed) increase the appearance probability of spots (in other words, facilities, etc.) where a specific event occurs for areas on the virtual map where a predetermined number or more of installed objects are installed. The spots may be, for example, spots where a raid battle occurs as a specific event. In other words, the game progression unit 212 may control the placement on the virtual map (in other words, occurrence) of spots where a specific event occurs based on the installation status (for example, the number, density, etc.) of installed objects on the virtual map.
[0181] Furthermore, when an installation object corresponding to a specific user is installed in a predetermined area in the virtual space, the game progression unit 212 may generate a specific event in a predetermined service for at least one of the specific user and the user who has the installation object installed in the predetermined area. For example, when an installation object corresponding to a first user is installed in an area where a predetermined number or more of installation objects are installed, the game progression unit 212 may generate a specific event for the first user. Furthermore, for example, when an installation object corresponding to a second user is installed in a predetermined area in the virtual space including the installation object corresponding to the first user, the game progression unit 212 may generate a specific event in a predetermined service for at least one of the first user and the second user. Specifically, when the home of the second user is installed near the home of the first user, an event may occur in which a reward is given to the second user (in other words, an event indicating that another user has moved in). Note that the reward may be, for example, an item sent from the first user to the second user. Furthermore, when the home of the second user is installed near the home of the first user, an event may occur in which a reward is given to the first user (in other words, an event indicating that another user has moved in). The reward may be, for example, an item sent from the second user to the first user.
[0182] In addition, the game progression unit 212 may cause a specific event to occur for a user who has placed an installation object on a virtual map, when that user is within a predetermined range of the installation object that the user placed.
[0183] The game progression unit 212 may also cause a specific event to occur based on the number of installed objects installed within a predetermined range on the virtual map. In other words, the game progression unit 212 may cause a specific event to occur based on the fact that multiple installed objects have been installed within a predetermined range on the virtual map. The game progression unit 212 may also change the content of the event that occurs depending on the number of installed objects installed within a predetermined range on the virtual map.
[0184] In this modified example, the game progression unit 212 generates a specific event based on an installation object being installed at a predetermined position on the virtual map, but the specific event may be generated only for the user who installed the installation object, may be generated only for users other than the user who installed the installation object, or may be generated for both the user who installed the installation object and other users. For example, in a configuration in which the game progression unit 212 generates a specific event based on multiple installation objects being installed within a predetermined range on the virtual map, the game progression unit 212 may be able to generate the specific event for a user who has not installed an installation object within the predetermined range (the user who has visited a position in the real world corresponding to the predetermined range). Furthermore, in this configuration, the game progression unit 212 may be able to generate the specific event for a user who has installed an installation object within the predetermined range (the user who has visited a position in the real world corresponding to the predetermined range).
[0185] Furthermore, the game progression unit 212 may generate a specific event based on the fact that an installation object is installed at a predetermined position on the virtual map, but the specific event may occur only when the user who installed the installation object at the predetermined position is within a predetermined range from the installation object. For example, in a configuration in which a specific event is generated for at least one of the first user and the second user when a position on the virtual map at which a first object corresponding to the first user is installed and a position on the virtual map at which a second object corresponding to the second user is installed have a specific positional relationship, the game progression unit 212 may generate a specific event on the condition that the first user is located within a predetermined range from the first object. In this case, the game progression unit 212 may further generate a specific event on the condition that the second user is located within a predetermined range from the second object.
[0186] (Processing related to the occurrence of an event) An example of a process for registering a relationship between users will be described with reference to the flowchart shown in FIG.
[0187] First, the control unit 110 of the terminal device 10 of the first user accepts an operation by the first user to select a person with whom to register a specific relationship (step S100). Specifically, the display control unit 114 of the terminal device 10 of the first user causes the display unit 18 to display a list of the first user's friends and a user selection button 51 for accepting an operation to select a person with whom to register a specific relationship, based on a predetermined input operation by the first user while playing a game.
[0188] Next, the control unit 110 of the terminal device 10 of the first user accepts an operation to select the type of relationship to be registered with the other party selected by the first user (step S101). Specifically, the display control unit 114 of the terminal device 10 of the first user causes the display unit 18 to display a relationship selection UI 52 that accepts an operation to select which type of relationship to register as the relationship with the selected other party, based on an input operation by the first user to the user selection button 51.
[0189] Next, the transmitting / receiving unit 112 of the terminal device 10 of the first user transmits a request for registering a relationship to the server 20 based on an operation by the first user on the relationship selection UI 52 (in other words, an operation for selecting a partner with whom a relationship is to be registered and an operation for selecting a type of relationship to be registered) (step S102). Specifically, the transmitting / receiving unit 112 transmits a request to the server 20 for registering a type of relationship selected by the first user with a partner selected by the first user. Here, the description is given assuming that the first user selects the second user as a partner with whom a relationship is to be registered and selects "parent-child relationship" with the attribute of the first user as "parent" as the type of relationship to be registered.
[0190] Next, based on the request for relationship registration transmitted from the terminal device 10 of the first user, the relationship setting unit 213 of the server 20 notifies the terminal device 10 of the second user selected by the first user that there has been a request for relationship registration from the first user (step S103). Specifically, the relationship setting unit 213 transmits to the terminal device 10 of the second user information indicating the user who has requested the relationship registration and information indicating the type of relationship for which registration has been requested.
[0191] Next, the control unit 110 of the terminal device 10 of the second user prompts the second user to respond to the request for relationship registration from the first user based on the notification from the server 20 (step S104). Specifically, the display control unit 114 of the terminal device 10 of the second user causes the display unit 18 to display an acceptance screen 53 for confirming whether or not to accept the request for relationship registration from the first user. That is, the terminal device 10 of the second user causes the display unit 18 to display an acceptance screen 53 for confirming whether or not to accept the application for relationship registration based on the application from the first user. Here, the acceptance screen 53 displays a display informing the user (here, the first user) who has requested the relationship registration and the type of the relationship requested to be registered (here, "parent-child relationship"). In addition, the acceptance screen 53 displays an acceptance operation UI 54 as a UI for selecting whether or not to accept the application from the first user.
[0192] Next, the transmitter / receiver unit 112 of the terminal device 10 of the second user transmits a response to the request for relationship registration from the first user, specifically information indicating whether or not to accept the application for relationship registration, to the server 20 based on the second user's operation on the approval operation UI 54 (in other words, an operation to select whether or not to accept the application) (step S105).
[0193] Next, the relationship setting unit 213 of the server 20 registers the relationship between the first user and the second user in response to the response sent from the terminal device 10 of the second user (step S106). Specifically, for example, when the second user performs an operation to accept the application, the relationship setting unit 213 registers the relationship requested by the first user. Here, the relationship setting unit 213 registers, for example, a "parent-child relationship" in which the attribute of the first user is set as "parent" and the attribute of the second user is set as "child" as the relationship between the first user and the second user. On the other hand, for example, when the second user performs an operation to reject the application, the relationship setting unit 213 does not register the relationship requested by the first user. That is, the relationship setting unit 213 registers the relationship between the first user and the second user based on the operation related to the application for registration of the relationship with the second user by the first user and the operation by the second user to accept the application. As described above, the relationship setting unit 213 may register the relationship between the first user and the second user based only on a request from the first user, without requiring approval from the second user.
[0194] Next, an example of processing related to the occurrence of an event due to multiple users moving together will be described with reference to the flowchart shown in Fig. 8. Note that the game progression unit 212 periodically acquires position information indicating the position of each user from the terminal device 10 of each user, and recognizes the position of each user based on the position information.
[0195] First, the game progression unit 212 determines whether a first user and a second user who are registered to have a specific relationship (e.g., a "parent-child relationship") have moved in the real world while maintaining a predetermined positional relationship for a predetermined period of time (step S200). Whether the first user and the second user have a predetermined positional relationship, whether the predetermined positional relationship is being maintained, whether the first user and the second user have moved, etc. can be determined by a known method. For example, the game progression unit 212 may determine whether the predetermined positional relationship has been established by detecting whether the second user is within a predetermined range from the first user. Also, for example, the game progression unit 212 may determine whether the predetermined positional relationship has been maintained for a predetermined period of time by measuring the period during which the second user is within a predetermined range from the first user. Also, for example, the game progression unit 212 may determine whether the first user and the second user have moved by determining whether there is a change in coordinate information indicating the positions of the first user and the second user.
[0196] If the first user and the second user move while maintaining a predetermined positional relationship for a predetermined period of time (YES in step S200), the game progression unit 212 generates a first specific event (e.g., a “Family Trip” event) for the first user and the second user (step S201).
[0197] Next, an example of a process related to the occurrence of an event due to a reunion will be described with reference to the flowchart shown in FIG.
[0198] First, when the game progression unit 212 determines that the positional relationship between the first user and the second user, whose acquaintance information is stored in the storage unit 220, is the first positional relationship, it stores information indicating that the positional relationship between the first user and the second user has become the first positional relationship in the storage unit 220 (Step S300). That is, based on the positional relationship between the first user and the second user becoming the first positional relationship, the game progression unit 212 stores information indicating that the positional relationship between the first user and the second user has become the first positional relationship in the storage unit 220.
[0199] Next, the game progression unit 212 starts measuring the period during which the positional relationship is the second positional relationship, based on the fact that the positional relationship between the first user and the second user, in which information indicating that the positional relationship between them has become the first positional relationship is stored in the storage unit 220, has become the second positional relationship in which the distance between the first user and the second user is closer than the first positional relationship (step S301). Note that the measurement of the period stops when the positional relationship between the first user and the second user is no longer the second positional relationship. Also, in a case where the positional relationship between the first user and the second user is no longer the second positional relationship, when the positional relationship between the first user and the second user becomes the second positional relationship again, the measurement of the period may be resumed from a continuation of the time when the positional relationship was the second positional relationship last time, or the measurement of the period may be restarted from the beginning.
[0200] Next, the game progression unit 212 generates a second specific event for the first user and the second user based on the period during which the positional relationship between the first user and the second user is the second positional relationship reaching a specific period (step S302).
[0201] If information indicating that the positional relationship between the first user and the second user has become the first positional relationship is not stored in the storage unit 220, even if the positional relationship between the first user and the second user has become the second positional relationship, no period is measured and no second specific event occurs. The information may be erased, for example, at the timing when the second specific event occurs, the timing when the second specific event ends, or the timing when the positional relationship between the first user and the second user is no longer the second positional relationship after the occurrence of the second specific event.
[0202] Next, an example of a process related to the occurrence of an event due to a breakup will be described with reference to the flowchart shown in FIG.
[0203] First, the game progression unit 212 determines whether or not the first user and the second user have stayed within a specific range for a specific period of time (Step S400).
[0204] If the first user and the second user have stayed within a specific range for a specific period of time (YES in step S400), the game progression unit 212 determines whether or not the second user has left the specific range (step S401).
[0205] If the second user leaves the specific range (YES in step S401), the game progression unit 212 causes a third specific event to occur for the first user and the second user (step S402).
[0206] According to the configuration of this embodiment, it is possible to motivate family, friends, and lovers to use services such as games, and to promote the spread of the service. Also, according to the configuration of this embodiment, it is possible to create an opportunity for multiple people to travel in the real world, or for users to reunite with each other. Also, according to the configuration of this embodiment, it is possible to make the services and events provided by the configuration of this embodiment one of the memories of travel, reunions, and farewells.
[0207] In this embodiment, it may be configured so that it is not possible to confirm the location of other users (for example, other users who have a specific relationship with the user) on a map (for example, the above-mentioned virtual map) displayed on the terminal device 10. Specifically, for example, regardless of whether the other users are near the user, the location of the other users may not be displayed on the map. Also, for example, when the other users are near the user, the location of the other users may be displayed on the map, but when the other users are in a location away from the user, the location of the other users may not be displayed on the map. According to such a configuration, for example, in a configuration in which an event occurs when users reunite, it is possible to suppress intentional reunions, and to produce the occurrence of an event due to a chance reunion. Note that "cannot be confirmed on a map (in other words, not shown on a map)" may mean that the map itself showing the location of the user and the location of other users is not displayed in the first place, or the map itself may be displayed but the current location of the target user is not displayed on the map.
[0208] 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 according to the present embodiment may be used for other than games using location information indicating the user's location in the real world. For example, it may be used for a pedometer app or a running app. Specifically, for example, a reward related to a predetermined point or the like may be given to the first user and the second user based on the fact that the first user and the second user have moved together for a predetermined period or a predetermined distance. In this case, the terminal device 10 of each user in which the app is installed may determine whether the terminal device 10 is located close to each other by short-range wireless communication while the movement is being measured (for example, while the number of steps in the pedometer app is being updated), and may thereby determine whether the users have moved together for a predetermined period or a predetermined distance. The present invention may also be applied to cases such as a change in location information due to the movement of a character operated by a user in a virtual space such as the metaverse. In other words, in this embodiment, the position in the real world, the change in the position in the real world, the movement in the real world, or the positional relationship between users in the real world may be read as being in a virtual space such as a metaverse. Within the scope of the invention, the components of the present invention can be freely combined, any components can be modified, or any components can be omitted. In addition, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. In addition, some processes such as various determination processes shown in the flowchart may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.
[0209] <Additional Notes> The matters described in the above embodiment can also be described as follows.
[0210] (Appendix 1) The processor, The device functions as an event control unit (e.g., a game progression unit 212) that generates a predetermined event within a predetermined service for at least one of a first user and a second user, whose movement in the real world is detected, based on the movement of the first user and the second user while maintaining a predetermined positional relationship for a predetermined period in the real world. program. According to such a configuration, an event can be generated according to the movement process in the real world of the first user and the second user, so that interest according to the movement situation can be improved.
[0211] (Appendix 2) The event control means generates the predetermined event having content corresponding to at least one of a length of a period during which the predetermined positional relationship is maintained or a distance between the first user and the second user during a period during which the predetermined positional relationship is maintained. 2. The program described in Appendix 1. According to this configuration, the content of the event can be changed according to the length of time during which the first user and the second user maintain a predetermined positional relationship, or the distance between the users during that time. Therefore, the content of the event can be changed according to the difference in the user's movement process, thereby improving the interest of the service.
[0212] (Appendix 3) When the length of the period during which the predetermined positional relationship is maintained is equal to or greater than a threshold, the event control means generates the predetermined event having contents that are more advantageous to a user for whom the event is to be generated, compared to when the length of the period during which the predetermined positional relationship is maintained is less than the threshold. 2. The program described in Appendix 2. According to such a configuration, for example, the longer the period during which a first user and a second user maintain a specified positional relationship, the more advantageous events are provided, thereby increasing the joy of maintaining a specified positional relationship in the real world and improving the interest of the service.
[0213] (Appendix 4) The event control means generates the predetermined event with contents more advantageous to a user for whom the event is to be generated, the closer the distance between the first user and the second user during the period in which the predetermined positional relationship is maintained. 4. The program according to claim 2 or 3. According to such a configuration, for example, the closer the distance between the first user and the second user, the more advantageous events are provided, which encourages the users to act in closer proximity to each other in the real world and contributes to improving the intimacy between users.
[0214] (Appendix 5) The processor further comprises: functioning as a relationship setting means (e.g., a relationship setting unit 213) for setting relationships between users; At least one of a length of a period during which the predetermined positional relationship is maintained as a condition required for the occurrence of the predetermined event or the predetermined positional relationship varies depending on a relationship between the first user and the second user. 2. The program described in Appendix 1. According to this configuration, the conditions required for the occurrence of an event can be determined according to the relationship between users, thereby making the service more interesting.
[0215] (Appendix 6) The processor further comprises: functioning as a relationship setting means (e.g., a relationship setting unit 213) for setting relationships between users; The event control means generates the predetermined event having content corresponding to a relationship between the first user and the second user. 2. The program described in Appendix 1. According to such a configuration, the content of the event that occurs can be made to correspond to the relationship between users, thereby making the service more interesting.
[0216] (Appendix 7) The event control means generates a specific event within the predetermined service for at least one of the first user and the second user, based on a change in a positional relationship between the first user and the second user in the real world from a first positional relationship to a second positional relationship in which the first user and the second user are closer to each other than in the first positional relationship, and the second positional relationship continues for a specific period of time. 2. The program described in Appendix 1. According to such a configuration, it is possible to generate an event based on the first user and the second user meeting in the real world.
[0217] (Appendix 8) The event control means generates a specific event within the predetermined service for at least one of the first user and the second user, based on a change in a positional relationship in the real world between the first user and the second user, in which information indicating that the first user and the second user already know each other is stored in a predetermined storage unit, from a first positional relationship to a second positional relationship in which the first user and the second user are closer to each other than in the first positional relationship. 2. The program described in Appendix 1. According to such a configuration, it is possible to generate an event based on the first user and the second user meeting again in the real world.
[0218] (Appendix 9) The event control means generates the specific event having content corresponding to at least one of a period during which the first positional relationship continues or a distance between the first user and the second user before the positional relationship between the first user and the second user becomes the second positional relationship. 10. The program according to claim 7 or 8. According to such a configuration, the content of the event can be changed depending on the period or distance that the first user and the second user were apart, thereby making it possible to improve the interest of the service.
[0219] (Appendix 10) The event control means generates the specific event having a content corresponding to the number of times the specific event has occurred when a positional relationship between the first user and the second user changes from the first positional relationship to the second positional relationship. 10. The program according to claim 7 or 8. According to such a configuration, the content of the event can be changed depending on the number of times the first user and the second user have met, thereby making the service more interesting.
[0220] (Appendix 11) The event control means generates a specific event within the specified service for at least one of the first user and the second user, based on the fact that the first user and the second user have stayed within a specified range for a specific period of time in the real world and then the second user has left the specified range. 2. The program described in Appendix 1. According to such a configuration, it is possible to generate an event based on the fact that the first user and the second user have separated in the real world.
[0221] (Appendix 12) The event control means generates the specific event having content corresponding to a length of time during which the first user and the second user stayed within the predetermined range. 12. The program according to claim 11. According to such a configuration, the content of the event can be changed depending on the period during which the first user and the second user were together, thereby making the service more interesting.
[0222] (Appendix 13) The event control means generates the specific event when the second user moves a predetermined distance or more away from a state in which the first user and the second user are located within the predetermined range. 12. The program according to claim 11. According to this configuration, it is possible to set an event that occurs when the second user moves farther than a predetermined distance.
[0223] (Appendix 14) The specific event is an event in which a predetermined item is sent from one of the first user and the second user to the other. 12. The program according to claim 11. According to such a configuration, an event can be set up in which a specific item is sent from one user to another based on the users having separated in the real world, which can contribute to improving the intimacy between the users.
[0224] (Appendix 15) The processor further comprises: functioning as an object control means (e.g., the game progression unit 212) capable of placing predetermined objects corresponding to each user on a virtual map that reflects at least a portion of the real world; The event control means generates a specific event within the predetermined service for at least one of the first user and the second user, based on a specific positional relationship between a point on the map where a first object corresponding to the first user is placed and a point on the map where a second object corresponding to the second user is placed. 2. The program described in Appendix 1. According to this configuration, it is possible to realize the occurrence of an event according to the positional relationship of an object corresponding to a user.
[0225] (Appendix 16) The point on the map where the object control means can place the first object corresponding to the first user is limited to a range corresponding to the action range of the first user in the real world. 16. The program according to claim 15. With this configuration, the relationship between the real world and the world within the service can be strengthened, making the service more interesting.
[0226] (Appendix 17) The game progress unit 212 includes an event control unit that generates a predetermined event in a predetermined service for at least one of a first user and a second user, whose movements in the real world are detected, based on the movement of the first user and the second user while maintaining a predetermined positional relationship for a predetermined period in the real world. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved.
[0227] (Appendix 18) The processor, The device functions as an event control unit (e.g., the game progression unit 212) that generates a predetermined event within a predetermined service for at least one of a first user and a second user, based on the fact that the first user and a second user have been within a predetermined range in the real world for a predetermined period of time or more. program. With such a configuration, an event can be generated based on, for example, a first user and a second user moving together in the real world while maintaining a predetermined distance between them, a first user and a second user who were in separate locations reuniting and a predetermined period of time having passed, or a first user and a second user who have spent a predetermined period of time together breaking up. [Explanation of symbols]
[0228] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progression unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Game progression unit, 213 Relationship setting unit, 220 Storage unit
Claims
1. The processor, an event control means for generating a predetermined event within a predetermined service for at least one of a first user and a second user, whose movement in the real world is detected, based on the first user and the second user moving while maintaining a predetermined positional relationship that is determined to be moving together in the real world for a predetermined period of time; functioning as a relationship setting means for setting a relationship between users to a relationship selected by a user from a plurality of types of relationships; At least one of a length of a period during which the predetermined positional relationship is maintained as a condition required for the occurrence of the predetermined event or the predetermined positional relationship varies depending on a relationship between the first user and the second user. program.
2. an event control means for generating a predetermined event within a predetermined service for at least one of a first user and a second user, whose movement in the real world is detected, based on the first user and the second user moving while maintaining a predetermined positional relationship that is determined to be moving together in the real world for a predetermined period of time; a relationship setting means for setting a relationship between users to a relationship selected by a user from a plurality of types of relationships; At least one of a length of a period during which the predetermined positional relationship is maintained as a condition required for the occurrence of the predetermined event or the predetermined positional relationship varies depending on a relationship between the first user and the second user. Information processing system.
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