Program and information processing system

The system addresses the lack of mechanisms to prevent unsuitable gameplay by using a computer program to control the game environment, making it disadvantageous for the user in unsuitable real-world conditions, thus enhancing user safety and experience.

JP7671908B1Active Publication Date: 2025-05-02COLOPL
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Patent Information

Application Number
JP2024176962
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-10-09
Publication Date
2025-05-02
Estimated Expiration
2043-11-16

AI Technical Summary

Technical Problem

There is no sufficient mechanism in existing systems to prevent gameplay in situations that are not suitable for the user in the real world.

Method used

The system uses a computer program to control the game environment by making it disadvantageous for the user when certain conditions in the real world are met, such as unfavorable weather or terrain.

Benefits of technology

This approach effectively suppresses gameplay in unsuitable situations, enhancing user safety and experience by ensuring gameplay only occurs in favorable conditions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suppress playing a game in a situation unsuitable for playing the game. [Solution] The program causes the computer to function as a control means that reduces the profits a user obtains in a game when the situation surrounding the user in the real world satisfies certain conditions, compared to when the certain conditions are not met.
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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 the location of a user in the real world are known (see, for example, Patent Document 1). In addition, not only this type of game, but games are played by users who exist in the real world, and the situations in the real world in which a user finds himself may include situations that are suitable for playing a game and situations that are not suitable for playing a game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-069858 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the past, there has been insufficient consideration given to taking some kind of measures through system control when the situation surrounding the user in the real world is not suitable for playing a game.

[0005] The present invention aims to make it possible to prevent playing of a game in a situation that is not suitable for playing the game. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, When the situation surrounding the user in the real world satisfies a predetermined condition, the control means controls the game playing environment to be less favorable for the user than when the predetermined condition is not satisfied. Programs are offered. [Effects of the Invention]

[0007] According to the present invention, it is possible to suppress playing of a game in a situation that is not suitable for playing the game. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Figure 3] FIG. 10 is a diagram showing an example of a game screen, illustrating control of an unfavorable playing environment. [Figure 4] FIG. 10 is a diagram illustrating an example of a condition setting screen. [Figure 5] FIG. 10 is a diagram illustrating an example of a control content setting screen. [Figure 6] FIG. 10 is a diagram showing an example of a screen related to various notifications. [Figure 7] 10 is a flowchart illustrating an example of control in an adverse environment. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[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 of 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 CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while 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, for example, be a game executed on a browser launched on 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 may 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 by a storage device such as a flash memory or an HDD (Hard Disk Drive). 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 and the like 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 which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[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 by 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 into the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by 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 USB (Universal Serial Bus) 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 touchpad. The display unit 18 displays images. 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 that combines 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 serving as the input unit 17 may be of a capacitive type or a resistive 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, or an image sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[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 to provide each terminal device 10 with various data and programs necessary to realize the game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user account to the server 20 based on a user operation, and the server 20 may create and store an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 references 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] Game information is information common between accounts. Game information includes, for example, information for defining various virtual spaces. A virtual space is, for example, a space in which various objects, such as objects of a character (hereinafter referred to as a "player character") used by a user (in other words, controllable by a user), are placed. Game information includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones placed in the virtual space, and the placement position, size, color, and shape of non-player character (NPC) objects. Game information also includes, for example, setting values ​​of various NPC parameters. Hereinafter, a character object placed in a virtual space may be simply referred to as a "character."

[0035] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be said to be value possessed by the user in the virtual space. Examples of such value (in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency that can be used in the game and crypto assets.

[0036] 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 includes a transmission / reception unit 211, a game control unit 212, and a reality information acquisition unit 213, for example.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the game control unit 212. Furthermore, the transmitting / receiving 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 control unit 212.

[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.

[0039] The game control unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program in response to a request from the terminal device 10 or the like.

[0040] The game control unit 212 defines the virtual space based on information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on object setting information included in the game information. The game control unit 212 also controls the objects in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0041] Furthermore, the game control unit 212 places the player character in the virtual space based on the information transmitted from the terminal device 10. Furthermore, the game control unit 212 performs various determination processes related to the progress of the game based on the information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various determination processes based on information input by the user to the terminal device 10.

[0042] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the game control unit 212 executes synchronization processing to support the multiplay function. The game control unit 212 also 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 control unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each terminal device 10. By executing synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.

[0043] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.

[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a game program, game information, and user information. The game program is a program for realizing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0045] The control unit 110 executes a game program stored in the storage unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, a display control unit 114, and a position information acquisition unit 116.

[0046] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., 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 form of input operation.

[0047] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .

[0048] In this embodiment, a change in position information (to be described later) caused by a user moving in the real world can also be considered as one form of an input operation.

[0049] The transmitting / receiving unit 112 transmits or receives various data. For example, the transmitting / receiving unit 112 transmits game information or user information, or a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving 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 terminal device 10 participating in multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.

[0050] Furthermore, the transmitting / receiving unit 112 transmits to the server 20 operation information relating to the input operation accepted by the operation accepting unit 111, and information from the user such as position information, which will be described later.

[0051] The game control unit 113 executes various processes related to the progress of the game. The game control unit 113 identifies the user's instruction content based on the user's input operation detected by the operation reception unit 111. Furthermore, the game control unit 113 executes various determination processes related to the progress of the game based on the identified instruction content, etc. Furthermore, the game control unit 113 progresses the game while communicating with the server 20 based on the results of the determination processes, etc.

[0052] The game control unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game control unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera within the virtual space. The game control unit 113 instructs the display control unit 114 to generate an image depicting the field of view defined by the virtual camera and the objects located in this field of view. In other words, the game control unit 113 instructs the display control unit 114 to display an image corresponding to the progress of the game on the display unit 18.

[0053] The position and orientation of the virtual camera can be determined appropriately for each virtual space. For example, the game control unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, tree, or stone. Examples of dynamic objects include a player character and an NPC that operates based on a game program. NPCs include so-called enemy characters, etc.

[0054] The display control unit 114 displays images relating to the game on the display unit 18. A specific example will be described below.

[0055] The display control unit 114 generates an image depicting the area of ​​the field of view of the virtual camera defined by the game control unit 113 in the virtual space and the objects present in that area, and causes the image to be displayed on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0056] The control unit 110 of the terminal device 10 may arrange objects in the virtual space based on object data sent from the server 20, information indicating the positions of various objects in the virtual space, and the like, and display a predetermined area of ​​the virtual space on the display unit 18. The control unit 210 of the server 20 may also arrange objects in the virtual space and control the virtual camera, generate an image to be displayed on the display unit 18, and transmit it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to control of objects based on information from the user, control of the virtual camera, generation of an image to be displayed on the display unit 18, and the like may be performed by the server 20 or the terminal device 10.

[0057] The location information acquisition unit 116 acquires location information indicating the location of the user in the real world. The location information may indicate the location of the user in the real world identified by an account or the like. Various methods for acquiring location information have been known, and any known method may be used. For example, the location information acquisition unit 116 may acquire the location information using a GPS sensor provided in the terminal device 10 in which the user is logged in to an account. The location information acquisition unit 116 may acquire location information acquired in a device used by the user, such as various devices (e.g., smart devices) that link with the terminal device 10 (e.g., a smartphone) (e.g., link via the user's account or link via wireless communication), as location information indicating the location of the user who is logged in to the account from the terminal device 10. The location information acquisition unit 116 may acquire the location information using, for example, Wi-Fi or Bluetooth (e.g., based on communication between the terminal device 10 and a Wi-Fi access point). The location information acquisition unit 116 may be provided in, for example, the control unit 210 of the server 20.

[0058] 2 are merely examples. Each device, such as the terminal device 10 and the server 20, may have at least some of the functions of the other devices. Furthermore, each device, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, but may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be realized by multiple devices connected via a network.

[0059] 2 are merely examples. Each device, such as the terminal device 10 and the server 20, may have at least some of the functions of the other devices. Furthermore, each device, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, but may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be realized by multiple devices connected via a network.

[0060] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. Note that in this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing each processing according to this embodiment by executing a game program stored in the information processing system 1. However, at least a portion of the processing according to this embodiment performed by the processor 11 may be performed by a processor other than the processor 11. Furthermore, at least a portion of the processing according to this embodiment performed by the processor 21 may be performed by a processor other than the processor 21. For example, some or all of the processing performed by one of the game control unit 113 and the game control unit 212 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0061] The configuration according to this embodiment can be applied, for example, to a location-based game in which a user's real-world position is linked to a user's position in a virtual space. The following describes an example in which the configuration according to this embodiment is applied to such a location-based game.

[0062] 3, the game control unit 212 places the player character 30 corresponding to the user operating the terminal device 10 at a position in the virtual space corresponding to the user's position in the real world (in other words, the position indicated by the position information). Then, the game control unit 212 moves the player character 30 in the virtual space in conjunction with the user's movement in the real world.

[0063] That is, in this embodiment, the game control unit 212 moves the player character 30 of the user in the virtual space based on the user's position information as information from the user. Note that the game control unit 212 may also move the player character 30 of the user in the virtual space based on operation information as information from the user regarding an input operation to the input unit 17 (for example, an operation of moving a finger in any direction while touching the touch screen 16 (i.e., a drag operation)).

[0064] The virtual space of this embodiment is a virtual space that reflects at least a part of the real world. In other words, the virtual space of this embodiment is a virtual space that is generated using map information of the real space. For example, in the virtual space of this embodiment, objects corresponding to roads that actually exist in the real space (e.g., road object 31) are placed at positions that correspond to the positions of the roads in the real space.

[0065] In games such as location-based games, a plurality of objects (hereinafter referred to as "event objects 33") associated with predetermined events (in other words, phenomena) are placed in a virtual space, and it is known that an event corresponding to a specific event object 33 occurs when the user approaches the specific event object 33 (for example, by approaching the specific event object 33 and then performing an operation (for example, a touch operation) on the specific event object 33 displayed on the display unit 18). Here, in a location-based game, approaching the specific event object 33 placed in the virtual space can be said to mean approaching the specific event object 33 in the virtual space, or visiting a position in the real world corresponding to the position in the virtual space where the specific event object 33 is placed (in other words, approaching the specific event object 33 in the real world). When an event object 33 for which a specific event occurs is placed in the virtual space, the game control unit 212 generates a specific event corresponding to the event object 33 based on the user visiting a position in the real world corresponding to the position in the virtual space where the event object 33 is placed. The location in the virtual space where the event object 33 is placed can also be said to be the location where a predetermined event is set.

[0066] The event objects 33 include, for example, item spots corresponding to an event of obtaining an item and recovery spots corresponding to an event of recovering a predetermined parameter related to the user (e.g., the stamina of the user's player character). The event objects 33 also include enemy character objects corresponding to an event of fighting an enemy character and spots corresponding to an event that constitutes part of the game story. The game control unit 212 provides the user with an item corresponding to a specific item spot based on the user visiting a position in the real world that corresponds to a position in the virtual space where the specific item spot is located. The game control unit 212 also recovers a predetermined parameter related to the user (in other words, brings the predetermined parameter closer to a specified value) based on the user visiting a position in the real world that corresponds to a position in the virtual space where the specific recovery spot is set. The game control unit 212 also initiates a battle with a specific enemy character based on the user visiting a position in the real world that corresponds to a position in the virtual space where the object of the specific enemy character is located. The event associated with the event object 33 may be an event that can be played in multiplayer (in other words, by at least two or more players). In other words, an event that progresses through multiplay (for example, an event in which users cooperate with other users to fight enemy characters (a so-called raid battle)) may be started by approaching an event object 33 that corresponds to an event that can progress through multiplay. The appearance of the event object 33 is not particularly limited, and may be the shape of an item, a building, a character, or a predetermined symbol. The event associated with the event object 33 may progress and end automatically without user operation, or may progress through user operation (for example, an event that progresses by operating a player character 30, etc.).

[0067] In this embodiment, a user's operation (e.g., a touch operation) on an event object 33 located within a predetermined range X from the player character 30 in the virtual space is valid. When the user moves the player character 30 so that the event object 33 for which an event is to be generated is located within the predetermined range X from the player character 30 and performs an operation on the event object 33, the game control unit 212 generates an event corresponding to the operated event object 33. That is, in this embodiment, an event corresponding to a specific event object 33 can be generated by the user visiting a position in the real world corresponding to the position where a specific event object 33 is located in the virtual space (specifically, by visiting the position and performing a predetermined operation (e.g., a touch operation on the specific event object 33)). The display control unit 114 displays a display indicating the predetermined range X (a circle in FIG. 3 ) on the display unit 18, allowing the user to recognize the predetermined range X.

[0068] In this embodiment, the player character 30 is placed in a position in the virtual space corresponding to the user's position in the real world and displayed on the display unit 18. However, the player character 30 may not be placed in that position in the virtual space (in other words, the player character 30 may not be displayed on the screen illustrated in FIG. 3). Even in such a configuration, an event may be generated based on a user's operation on an event object 33 located within a predetermined range X from a position in the virtual space corresponding to the user's position in the real world. Similarly, in a game that can be played in first-person display, such as a game that can be switched from a third-person display that displays the player character 30 to a first-person display in which the player character 30 is barely displayed, a predetermined range X in which operation is possible may be set for each person.

[0069] The game control unit 212 may be capable of switching, based on a user's operation, between a manual mode in which an event is generated based on an operation (e.g., a touch operation) performed on an event object 33 when the player approaches the event object 33, and an automatic mode in which an event corresponding to the event object 33 is generated automatically (in other words, without requiring a touch operation, etc.) when the player approaches the event object 33. That is, in the automatic mode, an event corresponding to a specific event object 33 may be generated automatically when the specific event object 33 is positioned within a predetermined range X from the player character 30. Note that, regardless of whether the manual mode or the automatic mode is set, some event objects 33 may be present for which an event corresponding to the event object 33 is generated automatically when the player approaches the event object 33. Even when the automatic mode is set, an event may be generated based on an operation (e.g., a touch operation) performed on the event object 33.

[0070] The reality information acquisition unit 213 acquires real-world information related to the user (hereinafter referred to as "real-world information") based on the location information indicating the location of the user acquired by the location information acquisition unit 116. In other words, the reality information acquisition unit 213 acquires reality information as information related to the situation surrounding the user in the real world (in other words, the environment).

[0071] The real-world information may be, for example, weather information for the location where the user is located. The weather information may be, for example, information about the weather, such as "sunny," "rain," "cloudy," or "snow." Specifically, the weather information may be information about the weather, such as "heavy rain" or "heavy snow." The weather information may also be information about the temperature, such as "high temperature (e.g., midsummer day)" or "low temperature (e.g., midwinter day)" (in other words, "what temperature is it?"). The weather information may also be information about weather warnings and advisories, such as "dense fog." The weather information may also be information about air pollution, such as information about the occurrence of yellow sand or photochemical smog. The weather information may also be information about the state of the sea or river, such as floods, tsunamis, or rough waves (in other words, information about flood damage).

[0072] Furthermore, the reality information may be, for example, information relating to an earthquake forecast for the location where the user is located.

[0073] Furthermore, the reality information may be, for example, information about the topography of the location where the user is located, or information about the condition of the ground. Information about the topography may be, for example, information indicating that the location is "near a cliff," "a steep slope," "in the mountains," or "an unpaved road," etc. Information about the ground condition may be, for example, information indicating that the location is "an icy road," "a minefield," etc.

[0074] Furthermore, the reality information may be, for example, information about a crime occurring in the location where the user is located. The crime-related information may be, for example, information indicating that a specific crime has occurred in the area, or information indicating that a suspicious person has been spotted (in other words, information about the precursors to a crime), etc.

[0075] Furthermore, the reality information may be, for example, information about the risk of traffic accidents in the location where the user is located. The information about the risk of traffic accidents may be, for example, information indicating that the location is an accident-prone area, information indicating that the road is poorly visible, information indicating that the road is heavy traffic and has no guardrails, etc.

[0076] Furthermore, the reality information may be, for example, information regarding the outbreak of an infectious disease in the location where the user is located.

[0077] Furthermore, the reality information may be, for example, information about restrictions on going out issued by a public institution. The information about restrictions on going out may be, for example, information about a curfew issued by the government.

[0078] Furthermore, the reality information may be information relating to the current time period. In other words, the reality information may be information indicating that the current time period in which the user is about to play is late at night, early in the morning, or a time period in which the user is at school. In other words, information relating to the current time may be used as reality information.

[0079] The reality information acquisition unit 213 may, for example, access a website that publishes desired reality information or a predetermined server that stores reality information, and acquire reality information corresponding to the location information. That is, for example, when acquiring weather information as reality information, the reality information acquisition unit 213 may access a website that publishes weather information or a predetermined server that stores weather information, and acquire weather information corresponding to the location information. Furthermore, reality information corresponding to the location information, such as topographical information of each region, may be stored in the storage unit 220, and the reality information acquisition unit 213 may acquire the reality information corresponding to the location information from the storage unit 220. Furthermore, the reality information acquisition unit 213 may acquire, as reality information, information detected using various sensors built into a predetermined device such as the terminal device 10 (for example, temperature information detected by a temperature sensor).

[0080] In this embodiment, the reality information acquisition unit 213 can acquire reality information based on the location information acquired by the location information acquisition unit 116, but it may also acquire reality information without being based on the location information acquired by the location information acquisition unit 116.

[0081] When the situation surrounding the user in the real world satisfies a predetermined condition (hereinafter also referred to as an "unfavorable control condition"), the game control unit 212 controls the game play environment to be more unfavorable for the user than when the predetermined condition is not satisfied. In other words, when the situation surrounding the user in the real world satisfies a predetermined condition, the game control unit 212 generates an effect that is unfavorable for the user. In this embodiment, the predetermined condition is set so that the user's play environment becomes unfavorable under circumstances in which it is desired to restrict the user's game play. This makes it possible to restrict the user's game play in circumstances in which the predetermined condition is satisfied. It is also possible to induce the user to play the game in circumstances in which the predetermined condition is not satisfied.

[0082] For example, when the situation surrounding the user indicated by the real-world information satisfies a condition that makes it unsuitable for the user to move, the game control unit 212 controls the game play environment to be more unfavorable for the user than when the condition is not satisfied. Here, "unsuitable for movement" includes, for example, a situation in which the risk associated with movement is higher than when it is suitable for movement, or a situation in which the user should not move due to some rule. In other words, "unsuitable for movement" includes a situation in which the probability of the user being involved in an accident or incident is relatively high. In other words, when the situation surrounding the user indicated by the real-world information is a second situation in which the risk associated with the user's movement is higher than a first situation (for example, the probability of the user being involved in an accident or incident is higher than the first situation), the game control unit 212 can control the game play environment to be more unfavorable for the user than when it is the first situation.

[0083] For example, when the weather conditions are unsuitable for the user's movement, the game control unit 212 may control the game play environment to be less favorable for the user than when the weather conditions are suitable for the user's movement. For example, when the weather information as real-world information indicates that the weather is unsuitable for movement, such as "high temperature (e.g., midsummer day)," "low temperature (e.g., midwinter day)," or "heavy rain or snow," or that such weather is forecast, the game control unit 212 determines that the weather conditions are unsuitable for the user's movement and controls the game play environment to be less favorable for the user.

[0084] Furthermore, for example, when the terrain (or ground conditions) of the location where the user is located is unsuitable for user movement, the game control unit 212 may control the game play environment to be less favorable for the user than when the terrain is suitable for user movement. For example, when information regarding the terrain as real-world information indicates that the location where the user is located is unsuitable for user movement, such as "near a cliff," "a steep slope," "in the mountains," or "an unpaved road," the game control unit 212 controls the game play environment to be less favorable for the user. In other words, when the probability of the user getting into an accident is relatively high, the game control unit 212 may control the game play environment to be less favorable for the user than when the probability of the user getting into an accident is relatively low.

[0085] Furthermore, for example, when the probability that the user will be a victim of a crime is relatively high, the game control unit 212 may control the game play environment to be less favorable for the user than when the probability that the user will be a victim of a crime is relatively low. For example, when real-world information about crimes in the location where the user is located indicates that a specific crime has occurred in that location or that a suspicious person has been spotted, the game control unit 113 determines that the probability that the user will be a victim of a crime is relatively high and that the location is not suitable for the user's movement, and controls the game play environment to be less favorable for the user.

[0086] Furthermore, for example, when the probability of the user being involved in a traffic accident is relatively high, the game control unit 212 may control the game play environment to be less favorable for the user than when the probability of the user being involved in a traffic accident is relatively low. For example, when information regarding the risk of traffic accidents in the location where the user is located as real-world information indicates that the location is an accident-prone area, that the road is poorly visible, or that the road is heavy traffic and has no guardrails, the game control unit 212 determines that the probability of the user being involved in a traffic accident is relatively high and that the location is not suitable for the user's travel, and controls the game play environment to be less favorable for the user.

[0087] Furthermore, for example, when the current time period is a specific time period, the game control unit 212 may control the game play environment to be less favorable for the user than when the current time period is not a specific time period. For example, when the information regarding the current time period as real-world information indicates that it is late at night or that the user is at school, the game control unit 212 controls the game play environment to be less favorable for the user.

[0088] In addition, the game control unit 212 may control the game playing environment to be less favorable for the user in situations where the risk of travel is relatively high (in other words, a second situation in which the risk is higher than the first situation), such as when the user has a relatively high probability of contracting an infectious disease or when the government has issued a curfew, compared to situations where the risk of travel is relatively low (in other words, a first situation in which the risk is lower than the second situation).

[0089] In this way, when it is determined based on reality information that it is not suitable for the user to move (for example, the risk associated with the movement is high), the game control unit 212 may control the game playing environment to be unfavorable for the user.

[0090] In this way, when the situation surrounding the user in the real world satisfies a predetermined condition, the game control unit 212 controls the game play environment to be less favorable for the user than when the predetermined condition is not satisfied, but such control by the game control unit 212 does not have to be one that suppresses game play in situations that are not suitable for movement or one that encourages game play in situations that are suitable for movement. For example, when the current time zone is a specific time zone, the game control unit 212 may control the game play environment to be less favorable for the user than when the current time zone is not a specific time zone, but such control can be used as control to suppress game play in a predetermined situation regardless of whether movement is occurring or control to encourage game play in an appropriate situation.

[0091] Next, the control of an unfavorable environment will be explained with reference to Figure 3. Note that Figure 3(a) shows the play environment under normal circumstances (in other words, a state in which no control of an unfavorable environment is being performed), and Figure 3(b) shows the play environment controlled to be an unfavorable environment.

[0092] The control of the unfavorable environment may be a control to reduce the number of predetermined event objects 33a. The game control unit 212 may control the unfavorable environment by reducing the number of predetermined event objects 33a, thereby making it less likely that an event corresponding to the predetermined event object 33a (e.g., an event in which a predetermined item is given to the user or an event in which a predetermined parameter related to the user is recovered) will occur (in other words, the probability of occurrence may be reduced). In other words, the game control unit 212 may control the unfavorable environment by reducing the number of predetermined event objects 33a associated with an event advantageous to the user, thereby making it less likely that the predetermined event advantageous to the user will occur. In other words, an unfavorable environment may be an environment in which the use of a predetermined spot is more restricted than usual, or an environment in which a particular event is less likely to occur. In this embodiment, "less likely to occur" includes a case in which the probability of occurrence is 0%. In this embodiment, "reducing the probability" or "increasing the probability" includes a case in which the lower probability is 0%.

[0093] Furthermore, the control of the unfavorable environment may be control that reduces the probability of acquiring a predetermined item. Here, the predetermined item may be an item that an enemy character drops when the enemy character is defeated. In other words, the control of the unfavorable environment may be control that reduces the probability of acquiring a predetermined item that can be acquired from an enemy character. Furthermore, the game control unit 212 may reduce the probability of acquiring a predetermined item by reducing the number of event objects 33 that can acquire the predetermined item.

[0094] Furthermore, the control of an adverse environment may be control of the occurrence of a predetermined event that is disadvantageous to the user. For example, the game control unit 212 may perform control to place an event object 33 (hereinafter referred to as a "disadvantageous object 33b") that will cause a predetermined event that is disadvantageous to the user in the virtual space. Here, the disadvantageous object 33b that is placed in the adverse environment control may be an event object 33 of a type that is not placed under normal circumstances, or an event object 33 of a type that is placed under normal circumstances but whose number increases under the control of an adverse environment. Furthermore, the disadvantageous object 33b may be an object that automatically causes an event that is disadvantageous to the user to occur when the user approaches the disadvantageous object 33b (for example, automatically regardless of whether the game is set to manual mode or automatic mode). In other words, the game control unit 212 may control an adverse environment by increasing the probability of the occurrence of a predetermined event that is disadvantageous to the user. In other words, an adverse environment may be an environment in which a predetermined event that is disadvantageous to the user is more likely to occur than under normal circumstances. Furthermore, a predetermined event that is disadvantageous to the user may be, for example, an event that puts the user's player character 30 into a predetermined abnormal state (for example, an event such as the player character 30 being poisoned), or an event that changes (for example, decreases) a predetermined parameter related to the user.

[0095] Furthermore, the control of the adverse environment may be control that changes (e.g., decreases) a predetermined parameter related to the user. For example, the game control unit 212 may change the player character 30's attack power, defense power, stamina (in other words, hit points), speed, evasion rate against enemy attacks, recovery power (e.g., the time required to recover from damage received from an enemy, in other words, the amount of recovery per unit time), waiting time for a predetermined action (e.g., the waiting time from when a predetermined action is performed until the predetermined action can be performed again, or the stiffness time before or after performing a predetermined action, etc.). Furthermore, the control of the adverse environment may be control that restricts the use of skills available to the player character 30 (e.g., control that reduces the types of skills available or control that reduces the number of times they can be used, etc.). In other words, the control of the adverse environment may be control that decreases the ability of a predetermined object related to the user.

[0096] Furthermore, the control of the unfavorable environment may be control to make the enemy character stronger. That is, the unfavorable environment may be an environment in which the enemy character is stronger than usual. Here, the control to make the enemy character stronger may be, for example, control to change a parameter related to the strength of the enemy character, or control to change the type of enemy character that appears in a battle with an enemy character that occurs based on approaching the event object 33.

[0097] Furthermore, the control of the adverse environment may be a control to reduce a predetermined benefit obtained by progressing through the game. Here, reducing the benefit includes reducing the benefit to zero. Specifically, in a game, it is known that a predetermined experience value related to an increase in the level of the player character 30, in-game currency, or a predetermined item is awarded upon a predetermined trigger (for example, by defeating an enemy character or clearing an event). As the control of the adverse environment, the game control unit 212 may perform a control to reduce a predetermined benefit awarded to the user upon a predetermined trigger. In other words, the adverse environment may be an environment in which the benefit awarded upon a predetermined trigger is reduced compared to normal.

[0098] The control of an unfavorable environment may also be control that changes the operability of the game. Here, the control that changes the operability of the game may be control that reduces the range X in which operations on the event object 33 are effective. As described above, in this embodiment, user operations (e.g., touch operations) on event objects 33 located within a predetermined range X from the player character 30 are effective, and operations on event objects 33 located outside the predetermined range X are invalid. The control of an unfavorable environment may also be control that reduces the range X in which such operations are effective. In other words, the control of an unfavorable environment may be control that tightens the conditions regarding the positional relationship between the event object 33 and the player character 30 (in other words, the user) in order to generate an event corresponding to the event object 33. The control that changes the operability of the game may also be control that changes the content of the user's operation (e.g., the type of operation, the number of operations, etc.) required to generate a predetermined event in the game (e.g., required to apply a predetermined action to a predetermined object such as an enemy character or an item (e.g., to attack or acquire)). Furthermore, the control that changes the operability of the game may be control that disables a specific operation required to cause a predetermined event to occur in the game. Furthermore, the control that changes the operability of the game may be control that disables the use of some (e.g., manual mode) of multiple modes related to game operation (specifically, the aforementioned manual mode and automatic mode, etc.) and limits the modes that the user can use to some other modes (e.g., automatic mode). In other words, the unfavorable environment may be an environment in which operability is worse than usual.

[0099] Furthermore, the control of an unfavorable environment may be control that imposes a predetermined change that is disadvantageous to the user on a function that assists the user in playing the game. For example, in games such as location-based games, as described above, it is known that when the player character 30 is moved so that an event object 33, in which an event is desired to occur, is positioned within a predetermined range X from the player character 30 and an operation is performed on the event object 33, an event corresponding to the operated event object 33 occurs. It is also known that in such games, when a predetermined condition is satisfied, an event corresponding to the event object 33 occurs without the user having to move the player character 30 and perform an operation on the event object 33. For example, when a predetermined event object 33 is within a predetermined range from the player character 30 (note that the predetermined range may be the same as or different from the range X), the game control unit 212 directs a predetermined character 35 that is an ally of the player character 30 (in other words, a predetermined object related to the player character 30 (for example, owned by the user)) toward the predetermined event object 33 (for example, automatically without requiring a user operation or based on a user operation), and generates an event corresponding to the predetermined event object 33. Specifically, the game control unit 212 directs the predetermined character 35 toward an item spot that is the predetermined event object 33 to acquire an item, or directs the predetermined character 35 toward an object that is associated with an event in which the predetermined event object 33 fights an enemy character, and causes the predetermined character 35 to fight the enemy character. Control of an unfavorable environment may be control that reduces the range in which such a predetermined character 35 (in other words, a predetermined object related to the player character 30) reacts to a predetermined event object 33 (for example, the range in which the predetermined character 35 can move toward the predetermined event object 33 and cause an event).Furthermore, the control of the adverse environment may be control that makes such a predetermined character 35 unresponsive to a predetermined event object 33 (for example, control that makes it impossible to move the predetermined character 35 toward the predetermined event object 33). Furthermore, the control of the adverse environment may be control that lengthens the time required for such a predetermined character 35 to move toward the predetermined event object 33 and complete the event. In other words, the control of the adverse environment may be control that reduces the function of a predetermined object 35 that assists the user in playing the game.

[0100] Furthermore, the control of the unfavorable environment may be a control that restricts the use of some of the game functions. For example, in the game of this embodiment, there are parts in which the user actually moves in the real world to play (in other words, parts in which various events occur by moving the player character 30 in a virtual space), and parts that can be played without moving in the real world. Parts that can be played without moving in the real world include, for example, parts in which the user selects items to equip the player character 30, and parts in which the user executes events that can be executed without moving in the real world (for example, mini-games, in other words, events that are different from events that occur when the user approaches the event object 33). The control of the unfavorable environment may be a control that restricts the play of some of these multiple types of parts, specifically, parts in which the user actually moves in the real world to play. Specifically, as a control for an unfavorable environment, the game control unit 212 may prohibit the user from playing parts in which the user actually moves and plays in the real world by controlling the player character 30 not to move based on the user's position information, controlling the event object 33 not to appear in the virtual space, or disabling button operations related to starting play for parts in which play is restricted.

[0101] As a control for an adverse environment, one of the controls exemplified here may be executed, or multiple controls may be executed.

[0102] (Changes in adverse control conditions) As described above, when the situation surrounding the user indicated by the real-world information satisfies a predetermined condition (in other words, an unfavorable control condition), the game control unit 212 controls the game playing environment to be more unfavorable for the user than when the predetermined condition is not satisfied, but the predetermined condition may be variable.

[0103] For example, the game control unit 212 may change the disadvantageous control conditions according to the user's attributes. Specifically, the game control unit 212 may change the disadvantageous control conditions according to the user's age, gender, occupation, physique, place of residence, hometown, etc. Note that the user's attributes, such as age, gender, occupation, physique, place of residence, or hometown, may be registered in advance by the user and stored as user information in a predetermined storage unit. That is, for example, when a situation surrounding a user in the real world is a specific situation, the risk may not be very high depending on the user's attributes. Therefore, if the user has a specific attribute, the game control unit 212 may not control the environment to be disadvantageous in the specific situation, while if the user does not have the specific attribute, the game control unit 212 may control the environment to be disadvantageous in the specific situation. Specifically, if real-world information indicates that the situation surrounding the user is "late at night," the game control unit 212 may change the disadvantageous control conditions so that the play environment is controlled to be disadvantageous if the user is a minor, and the play environment is not controlled to be disadvantageous if the user is an adult.

[0104] Furthermore, for example, the game control unit 212 may change the disadvantageous control conditions according to the user's behavioral history. Specifically, first, the game control unit 212 may store, as user information, information indicating places the user has visited (in other words, walked through) as part of the user's behavioral history in a predetermined storage unit. Then, when the situation surrounding the user in the real world is a specific situation, the game control unit 212 may not control the environment to be disadvantageous if the user's current location is included in a place the user has visited (for example, a place the user has visited once, a place the user has visited a predetermined number of times, or a place the user visits with a predetermined frequency), but may control the environment to be disadvantageous in the specific situation if the user's current location is not included in a place the user has visited. Alternatively, the game control unit 212 may store, as user information, information indicating a time period during which the user is playing the game as part of the user's behavioral history in the storage unit 220. Then, when the situation surrounding the user is "late at night," if the number of times or total time that the user played the game during the late night hours as indicated by the behavioral history exceeds a predetermined threshold, the game control unit 212 may not control the environment to be unfavorable, but may control the environment to be unfavorable if the predetermined threshold is not exceeded.

[0105] Furthermore, for example, the game control unit 212 may change the disadvantageous control condition depending on at least one of the attributes and the number of other users playing together with the user. In other words, the game control unit 212 may change the disadvantageous control condition depending on the combination of users playing together.

[0106] For example, the game control unit 212 may control the play environment of the first user to be unfavorable in a specific situation when the first user who does not have a specific attribute (e.g., an adult attribute) is playing alone (in other words, not playing a multiplayer game) or when playing a multiplayer game with other users who do not have the specific attribute, but may not control the play environment of the first user to be unfavorable in the specific situation when the first user who does not have the specific attribute is playing a multiplayer game with a second user who has the specific attribute. Alternatively, the game control unit 212 may control the play environment of the first user to be unfavorable in a specific situation when the first user who does not have the specific attribute (e.g., an adult attribute) is playing alone or when playing a multiplayer game with other users who do not have a special attribute (e.g., the first user's parent attribute), but may not control the play environment of the first user to be unfavorable in the specific situation when playing a multiplayer game with a second user who has the special attribute. In addition, such special attributes (for example, information such as whether a user is the parent or child of another user) may be registered in advance by the user, similar to the user's age, gender, etc., and stored in a designated storage unit as user information.

[0107] Furthermore, the game control unit 212 may control the play environment of the first user to be unfavorable in a specific situation when the first user is playing alone or when a multiplayer game is being played with fewer than a predetermined number of players, but may not control the play environment of the first user to be unfavorable in a specific situation when a multiplayer game is being played with more than a predetermined number of players. In such a configuration, whether or not to control the play environment to be unfavorable may be determined based on the number of users participating in the multiplayer game, regardless of the attributes of each user, or whether or not to control the play environment to be unfavorable may be determined taking into account the attributes of each user. In other words, for example, the predetermined number may change depending on the attributes of each user participating in the multiplayer game.

[0108] In this case, when the disadvantageous control condition is changed according to at least one of the attributes or the number of other users playing with the user, the "other users playing together" may refer to other users within a predetermined range (in other words, within a predetermined distance). For example, in a configuration in which the play environment of a first user is controlled to be disadvantageous in a specific situation when the first user is playing alone, but the play environment of the first user is not controlled to be disadvantageous in the specific situation when the first user is playing multiplayer with a second user, the "first and second users playing multiplayer" may refer to the first and second users playing multiplayer and located within a predetermined range in the real world. In this case, a requirement for playing multiplayer may be that the first and second users are located within a predetermined range. Although multiplayer play itself is possible even if the first and second users are not located within the predetermined range, a condition for changing the disadvantageous control condition may be that the first and second users are located within the predetermined range. In other words, the game control unit 212 may change the disadvantageous control condition depending on at least one of the attributes and the number of other users near the user.

[0109] Note that whether or not the first user and the second user are located within a predetermined range in the real world (in other words, the positional relationship between the first user and the second user) may be detected based on, for example, the position information of each user. For example, the game control unit 212 detects whether or not the first user and the second user are located within a predetermined range based on the position information of the first user and the position information of the second user. Also, whether or not the first user and the second user are located within a predetermined range in the real world (in other words, the positional relationship between the first user and the second user) may be detected based on, for example, short-range wireless communication between the terminal devices 10 owned by each user. For example, the control unit 110 of the terminal device 10 of the first user may determine whether or not the terminal device 10 of the second user is nearby by infrared communication or Bluetooth communication, thereby determining whether or not the first user and the second user are located within a predetermined range. Alternatively, the control unit 110 of the terminal device 10 of the first user may determine whether or not the first user and the second user are located within a predetermined range by detecting the terminal device 10 of the second user connected to the same network device. Note that various methods have been conventionally known as a method for detecting the positional relationship between users, and any known method can be used.

[0110] Furthermore, for example, the game control unit 212 may determine an adverse control condition based on an operation of a predetermined user. That is, for example, when the situation surrounding a first user in the real world satisfies an adverse control condition and the game play environment of the first user is controlled to be an environment disadvantageous to the first user, the game control unit 212 may determine the adverse control condition based on an operation of the first user himself or a second user different from the first user. In other words, another user may be able to set the account of the first user. The second user may be, for example, a user who has a predetermined attribute related to the first user (e.g., an attribute of being a parent of the first user). Furthermore, when the second user sets an adverse control condition for the first user, the second user may perform the operation related to the setting of the condition on the terminal device 10 of the first user, or may perform the operation on the terminal device 10 of the second user (in other words, using the account of the second user linked to the account of the first user).

[0111] An example of a condition setting screen 50 as a screen related to setting of disadvantageous control conditions is shown in Fig. 4. The condition setting screen 50 is displayed on a terminal device 10 (for example, the terminal device 10 of the first user or the second user) that performs an operation related to setting of disadvantageous control conditions.

[0112] On the condition setting screen 50, an adverse control condition may be set by selecting a condition to be set as an adverse control condition from among a plurality of candidates. For example, the operation accepting unit 111 may accept, as an operation related to setting an adverse control condition, an operation to select a condition to be set as an adverse control condition from among a plurality of candidates displayed on the condition setting screen 50 and an operation on the execute button 52 displayed on the condition setting screen 50. Then, when an operation related to setting an adverse control condition is performed, the game control unit 212 may set the selected condition as an adverse control condition. Note that while FIG. 4 illustrates an example of a screen display in which control of an adverse environment is executed when any one of the selected conditions is met, an adverse control condition may be set so that control of an adverse environment is executed when multiple of the selected conditions are met.

[0113] Furthermore, the game control unit 212 may determine the control of an adverse environment to be executed when an adverse control condition is satisfied (specifically, the content of the control, in other words, the adverse effect to be generated when an adverse control condition is satisfied) based on an operation by the first user or the second user. FIG. 5 shows an example of a control content setting screen 55 as a screen related to setting the control of an adverse environment. The control content setting screen 55 is displayed on a terminal device 10 (for example, the terminal device 10 of the first user or the second user) that performs an operation related to setting the control to be executed when an adverse control condition is satisfied.

[0114] The control content setting screen 55 may be configured to allow the user to set a control to be executed when an adverse control condition is satisfied by selecting a control to be executed when an adverse control condition is satisfied from among a plurality of candidates. For example, the operation accepting unit 111 may accept an operation to select a control to be executed when an adverse control condition is satisfied from among a plurality of candidates displayed on the control content setting screen 55, and an operation on the execute button 57 displayed on the control content setting screen 55, as an operation related to setting the control to be executed when an adverse control condition is satisfied. Then, when an operation related to setting the control is performed, the game control unit 212 may set the selected control as the control to be executed when an adverse control condition is satisfied.

[0115] (Occurrence of beneficial effects) The game control unit 212 may also generate an effect advantageous to the user based on a change in the situation surrounding the user in the real world from a state satisfying an adverse control condition to a state not satisfying the adverse control condition. That is, after the situation surrounding the user in the real world satisfies the adverse control condition and the game play environment is controlled to an environment disadvantageous to the user, when the situation surrounding the user in the real world no longer satisfies the adverse control condition, the game control unit 212 may control the game play environment to an environment advantageous to the user. Note that an advantageous environment here refers to an environment that is more advantageous than normal (in other words, a state in which the environment is neither controlled to an adverse environment nor controlled to an advantageous environment). Note that the game control unit 212 may generate an advantageous effect for a predetermined period of time (in other words, continue the advantageous environment for a predetermined period of time) and, after the predetermined period has elapsed, return to the normal environment. Note that the advantageous effect does not have to be an effect that continues for a predetermined period of time.

[0116] The advantageous effect may be an effect of increasing the number of predetermined event objects 33. The game control unit 212 may perform control to increase the number of predetermined event objects 33 based on a change in the situation surrounding the user in the real world from a state that satisfies an adverse control condition to a state that does not satisfy the adverse control condition, thereby making it easier for an event corresponding to the predetermined event object 33 (for example, an event in which a predetermined item is given to the user, an event in which a predetermined parameter related to the user is recovered, etc.) to occur (in other words, increasing the occurrence probability). In other words, an advantageous environment may be an environment in which it is easier to use a predetermined spot than usual, or an environment in which a specific event is more likely to occur.

[0117] The advantageous effect may be control that increases the probability of acquiring a predetermined item. Here, the predetermined item may be an item dropped by an enemy character when the enemy character is defeated. In other words, the advantageous effect may be control that increases the probability of acquiring a predetermined item that can be acquired from an enemy character. The game control unit 212 may also increase the probability of acquiring the predetermined item by increasing the number of event objects 33 that can acquire the predetermined item.

[0118] The advantageous effect may be an effect that increases the probability of a predetermined event that is advantageous to the user occurring, i.e., an advantageous environment may be an environment in which the probability of a predetermined event that is advantageous to the user occurring is higher than usual.

[0119] The advantageous effect may also change (e.g., improve) a predetermined parameter associated with the user. In other words, the advantageous effect may improve the capabilities of a predetermined object associated with the user. That is, the advantageous environment may be an environment in which the capabilities of a predetermined object associated with the user are improved compared to normal.

[0120] The advantageous effect may also be one that weakens enemy characters, i.e., an advantageous environment may be an environment in which enemy characters are weaker than usual.

[0121] The advantageous effect may also be control that increases a predetermined benefit obtained as the game progresses. The game control unit 212 may perform control to increase a predetermined benefit granted to the user at a predetermined opportunity based on a change in the situation surrounding the user in the real world from a state that satisfies an adverse control condition to a state that does not satisfy the adverse control condition. In other words, the advantageous environment may be an environment in which the benefit granted at a predetermined opportunity is increased compared to normal.

[0122] The advantageous effect may also be one that changes the operability of the game. For example, the game control unit 212 may perform control to expand the range X in which operations on the event object 33 are valid, based on a change in the situation surrounding the user in the real world from a state that satisfies an adverse control condition to a state that does not satisfy the adverse control condition. In other words, the advantageous environment may be an environment in which operability is improved compared to normal times.

[0123] The advantageous effect may also be a predetermined change that is advantageous to the user in terms of a function that assists the user in playing the game. For example, the advantageous effect may be an effect that improves the function of a predetermined object 35 that assists the user in playing the game.

[0124] (Notification to users) When the disadvantageous control condition is satisfied and control of the disadvantageous environment is to be performed, the game control unit 212 notifies the terminal device 10 of the execution of control of the disadvantageous environment. Then, based on the notification, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a notification screen 60 notifying the user of the execution of control of the disadvantageous environment, as shown in FIG. 6(a).

[0125] Furthermore, when the control of the disadvantageous environment is to be terminated based on a change from a state satisfying an adverse control condition to a state not satisfying the adverse control condition, the game control unit 212 notifies the terminal device 10 of the termination of the control of the disadvantageous environment. Then, based on the notification, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a notification screen 62 notifying the user of the termination of the control of the disadvantageous environment, as shown in FIG. 6(b). Note that, when an effect advantageous to the user occurs based on a change from a state satisfying an adverse control condition to a state not satisfying the adverse control condition, the display control unit 114 may cause the display unit 18 to display a notification screen (not shown) notifying the user of the occurrence of the advantageous effect.

[0126] Various notifications to the user may be given by a predetermined display on the display unit 18 as described above, or may be given by sound, vibration, or by sending an email to the user.

[0127] (Controlling adverse environments) Next, an example of control for an adverse environment will be described with reference to the flowchart shown in FIG.

[0128] First, the position information acquisition unit 116 acquires position information indicating the user's current position in the real world (step S101).

[0129] Next, the game control unit 212 places the event object 33 in the virtual space based on the acquired position information (step S102). For example, the game control unit 212 places the event object 33 in the vicinity of the position of the player character 30 specified based on the position information.

[0130] Next, the control unit 110 of the terminal device 10 causes the display unit 18 to display an image of the virtual space in which the game control unit 212 has placed the event object 33 based on the position information (step S103).

[0131] Next, the control unit 110 of the terminal device 10 accepts an operation on the event object 33 displayed on the display unit 18 (step S104). In this embodiment, the control unit 110 accepts, as a valid operation, an operation (for example, a touch operation) on the event object 33 located within a predetermined range X from the player character 30 as shown in FIG.

[0132] Next, when a valid operation is performed on the event object 33 (in other words, an operation on the event object 33 within the predetermined range X), the game control unit 212 generates an event corresponding to the operated event object 33 (step S105).

[0133] Control of an adverse environment may be executed, for example, as follows. That is, for example, when the control of an adverse environment is control related to an increase or decrease in the number of event objects 33, the game control unit 212 may determine the event objects 33 to be placed in the virtual space (e.g., the type, position, number, etc. of the event objects 33 to be placed) based on real-world information in the processing of step S102, and when the situation surrounding the user indicated by the real-world information satisfies an adverse control condition, decrease (or increase) the number of predetermined event objects 33 (e.g., recovery spots, etc.) to be placed compared to when the adverse control condition is not satisfied. Note that such control of changing the number of predetermined event objects 33 in the virtual space displayed on the display unit 18 may be executed by the control unit 110.

[0134] Furthermore, for example, when the control of an unfavorable environment is control related to a change in a predetermined parameter (e.g., a predetermined parameter related to the user or a predetermined parameter of an enemy character), the game control unit 212 may determine whether to change the predetermined parameter in a direction unfavorable to the user based on reality information, and when the situation surrounding the user indicated by the reality information satisfies an unfavorable control condition, may change the predetermined parameter to be more unfavorable to the user than when the unfavorable control condition is not satisfied. Specifically, for example, information on various parameters related to the strength of characters (e.g., various parameters related to the strength of the player character 30 and various parameters related to the strength of an enemy character) is stored in the storage unit 220, and when the game control unit 212 starts a battle with an enemy character based on the user's operation on an event object, the game control unit 212 starts the battle based on the information stored in the storage unit 220. When starting a battle, the game control unit 212 may determine, based on real-world information, what a predetermined parameter related to the strength of a character should be set to (specifically, which of the parameters stored in the storage unit 220 to use, or how much to reduce the value of the stored parameter, etc.), thereby controlling the predetermined parameter to correspond to the real-world information. Note that such control of changing the predetermined parameter may be executed by the control unit 110.

[0135] Furthermore, for example, when the control of an adverse environment is a control that changes the operability of the game, the game control unit 212 may determine the size of the range X in which operations on the event object 33 are effective based on reality information, and may change the size of the range X so that it is more disadvantageous to the user when the situation surrounding the user indicated by the reality information satisfies an adverse control condition than when the adverse control condition is not satisfied. Furthermore, the game control unit 212 may determine the content of the user's operation (e.g., the type of operation, the number of operations, etc.) required to cause a predetermined event (e.g., required to impart a predetermined action to a predetermined object such as an enemy character or an item) based on reality information, and may control the operability to be worse when the situation surrounding the user indicated by the reality information satisfies the adverse control condition than when the adverse control condition is not satisfied. Furthermore, the game control unit 212 may determine the operation mode or restrictions on mode selection based on reality information, and may control the operability to be worse when the situation surrounding the user indicated by the reality information satisfies the adverse control condition than when the adverse control condition is not satisfied. Furthermore, the adverse control may be changed depending on the state of the person displayed for the player character. That is, as an example, the extent of change in the size of the range X in which the operation is valid may be controlled to differ between the first-person display and the third-person display. Note that such control for changing the operability may be executed by the control unit 110.

[0136] Note that the specific processing for controlling an unfavorable environment is not limited to the example shown in this embodiment. That is, the determination of objects to be placed in a virtual space (in other words, objects to be presented to the user), the determination of predetermined parameters, and changes in the operability of a game based on predetermined information can be realized using various known methods, and any method may be used. In other words, the generation of an effect that is unfavorable to the user when certain conditions are met is also performed in known games, and the control of an unfavorable environment can be realized using a method similar to the control that generates such an unfavorable effect.

[0137] As described above, in this embodiment, the game control unit 212 changes the game play environment when the situation surrounding the user in the real world satisfies a predetermined condition. However, such a change in the play environment does not have to be to control the play environment to be unfavorable to the user. In other words, the "control of an unfavorable environment" in this embodiment can be interpreted as "control to change the play environment." For example, in this embodiment, when a predetermined condition is satisfied, control to worsen the game play may be performed as control to change the operability of the game. However, when a predetermined condition is satisfied, control to improve the operability of the game may also be performed. That is, for example, when the situation surrounding the user indicated by real-world information satisfies a condition unfavorable to the user's movement, rather than restricting the user's game play by worsening the operability, the operability may be changed to enable operations suitable for situations unsuitable for movement. For example, when a condition unfavorable to the user's movement is satisfied, the user's operation required to trigger a predetermined event may be simplified. This configuration also enables gameplay suited to real-world situations.

[0138] The present invention is not limited to the above-described embodiment and can be modified in various ways without departing from the spirit and scope of the present invention. The configuration of this embodiment may be applied to games that link a virtual space with the real world, such as the location-based game described in this embodiment or games that use captured images of the real world. Games that use captured images of the real world may include, for example, games that can display superimposed images in which virtual objects (e.g., virtual space objects such as player characters) are superimposed on captured images of the real world (in other words, games that use augmented reality), or games in which captured images of the real world have a predetermined effect on the virtual space (e.g., games in which parameters of objects in the virtual space are changed or the shape of objects in the virtual space is deformed based on the captured images). In other words, the control unit 110 of the terminal device 10 may be capable of acquiring captured images captured by a predetermined camera, such as a camera built into the terminal device 10, and generating superimposed images in which virtual objects are superimposed on the captured images. The configuration of this embodiment may also be applied to games other than games that link a virtual space with the real world. In other words, the configuration of this embodiment may be applied to games other than games that use location information indicating the user's location in the real world. Also, the configuration of this embodiment may be applied to services (in other words, applications) other than games.

[0139] Within the scope of the present invention, the components can be freely combined, any component can be modified, any component can be replaced, any component can be omitted, or other components can be added. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes described in this specification may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0140] <Additional Notes> The configuration of this embodiment may be used, for example, to provide a play experience that is tailored to the situation the user is in. The matters described in the above embodiment may also be written as follows:

[0141] (Appendix 1) Computer, When the situation surrounding the user in the real world satisfies a predetermined condition, the control unit (e.g., the game control unit 212) functions as a control unit that controls the game playing environment to be less favorable for the user than when the predetermined condition is not satisfied. program. With this configuration, when the situation surrounding the user in the real world satisfies certain conditions, the game playing environment can be controlled to be unfavorable to the user, thereby suppressing game play in situations that satisfy the certain conditions.

[0142] (Appendix 2) When the situation surrounding the user satisfies a condition that is unsuitable for the user's movement, the control means controls the game playing environment to be less favorable for the user than when the condition is not satisfied. The program described in Appendix 1. With this configuration, if the situation surrounding the user in the real world meets conditions that are unsuitable for the user's movement, the game playing environment can be controlled to be unfavorable for the user, thereby suppressing game play in situations that are unsuitable for movement.

[0143] (Appendix 3) When the weather conditions are unsuitable for the user's movement, the control means controls the game playing environment to be less favorable for the user than when the weather conditions are suitable for the user's movement. The program described in Appendix 1. According to this configuration, the game playing environment can be controlled to be unfavorable for the user depending on the weather conditions, so that game play in weather conditions that are unsuitable for travel can be suppressed.

[0144] (Appendix 4) When the terrain of the place where the user is located in the real world is not suitable for the user's movement, the control means controls the game playing environment to be less favorable for the user than when the terrain is suitable for the user's movement. The program described in Appendix 1. With this configuration, when the user is in a terrain environment that is not suitable for movement, the game playing environment can be controlled to be an environment that is unfavorable to the user, thereby making it possible to suppress game play in terrain environments that are not suitable for movement.

[0145] (Appendix 5) When the current time period surrounding the user is a specific time period, the control means controls the game playing environment to be less favorable for the user than when the current time period is not the specific time period. The program described in Appendix 1. According to this configuration, when the current time period is a specific time period, the game playing environment can be controlled to be unfavorable to the user, thereby making it possible to suppress game play during the specific time period.

[0146] (Appendix 6) When the situation surrounding the user is a second situation in which the degree of danger related to the movement of the user is higher than the first situation, the control means controls the game playing environment to be less favorable for the user than in the first situation. The program described in Appendix 1. With this configuration, in a highly dangerous situation, the game playing environment can be controlled to be unfavorable to the user, thereby making it possible to suppress game play in dangerous situations.

[0147] (Appendix 7) The control means changes the predetermined condition in accordance with the attribute of the user. The program described in Appendix 1. With this configuration, the conditions for controlling the playing environment to an unfavorable environment can be changed according to the user's attributes, so that whether the situation is unsuitable for gameplay can be determined according to the user's attributes, and gameplay in situations unsuitable for gameplay can be suppressed.

[0148] (Appendix 8) The control means changes the predetermined condition in accordance with the behavior history of the user. The program described in Appendix 1. With this configuration, the conditions for controlling the playing environment to an unfavorable environment can be changed according to the user's behavioral history, so that whether or not the situation is unsuitable for gameplay can be determined according to the user's behavioral history, and gameplay in situations unsuitable for gameplay can be suppressed.

[0149] (Appendix 9) The control means changes the predetermined condition depending on at least one of the attributes and the number of other users playing together with the user. The program described in Appendix 1. With this configuration, the conditions for controlling the playing environment to an unfavorable environment can be changed depending on the attributes and number of other users playing with the user, so that whether the situation is unsuitable for game play can be determined depending on the attributes and number of other users playing together, and game play in a situation unsuitable for game play can be suppressed.

[0150] (Appendix 10) Computer, The device functions as an effect generating means (for example, the game control unit 212) that generates an effect advantageous to the user based on a change in the situation surrounding the user from a state in which the predetermined condition is satisfied to a state in which the predetermined condition is not satisfied. The program described in Appendix 1. With this configuration, advantageous effects can be generated based on the situation where the conditions for controlling the play environment to an unfavorable environment are no longer met, thereby encouraging game play in a situation that is suitable for game play.

[0151] (Appendix 11) Computer, The game control unit 212 functions as an operability control unit that changes the operability of the game depending on the situation surrounding the user in the real world. program. With this configuration, it is possible to change the operability in accordance with the situation in the real world, and to enable gameplay that is suited to the situation in the real world.

[0152] The problem-solving means constituted by the above-mentioned program can be appropriately diverted to an apparatus, system, method, medium, etc. [Explanation of symbols]

[0153] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 110 Control unit, 111 Operation acceptance unit, 112 Transmission / reception unit, 113 Game control unit, 114 Display control unit, 116 Position information acquisition unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 213 Reality information acquisition unit, 220 Memory unit

Claims

1. Computer, in a game that is progressed using location information indicating a user's location in the real world, when a situation surrounding the user in the real world, which situation changes according to the user's location indicated by the location information, satisfies a predetermined condition, the control means functions as a control means that reduces the profit obtained by the user in the game compared to when the predetermined condition is not satisfied; The control means changes the predetermined condition according to attributes related to the user's age, sex, occupation, physique, place of residence, or place of origin. program.

2. A game that is progressed using location information indicating a user's location in the real world, comprising: a control means that, when a situation surrounding the user in the real world, which situation changes according to the user's location indicated by the location information, satisfies a predetermined condition, reduces the profit that the user can obtain in the game compared to when the predetermined condition is not satisfied; The control means changes the predetermined condition according to attributes related to the user's age, sex, occupation, physique, place of residence, or place of origin. Information processing system.

Citation Information

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