Program and information processing system

The system enhances game engagement by enabling users to replay events associated with specific real-space positions after paying a fee, addressing the need to increase user interest in location-based games.

JP7671912B1Active Publication Date: 2025-05-02COLOPL
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Patent Information

Application Number
JP2024217226
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-12-12
Publication Date
2025-05-02
Estimated Expiration
2043-12-28

AI Technical Summary

Technical Problem

There is a need to enhance user engagement and interest in games that utilize location information, as existing technologies do not effectively provide mechanisms to replay or revive events associated with specific positions in real space.

Method used

A computer-based system that allows users to replay or revive specific events in a game by paying a fee, after these events have been cleared, using location information to determine event availability and pricing based on the user's current position.

Benefits of technology

This solution improves user engagement by allowing users to replay interesting events, thereby increasing game interest and promoting service usage, while also maintaining the value of these events by requiring a fee for replay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the interest of a game. [Solution] The program causes a computer to function as a replay control means that executes control to revive a specific event associated with a specific location in real space in a game that uses location information indicating the user's location in real space, so that the specific event associated with a specific location can be revived and replayed in response to payment of a fee by the user after the event associated with the specific location is cleared, and a strengthening means that makes the strength of an enemy character when the specific event is revived and played stronger than the strength of the enemy character in play before the revival.
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Description

[Technical field]

[0001] The present invention relates to a program and an information processing system. [Background technology]

[0002] 2. Description of the Related Art Conventionally, games that utilize position information indicating a user's position in real space (in other words, the real world) are known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

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

[0004] Meanwhile, in the case of services such as games, there is a demand to promote usage.

[0005] An object of the present invention is to improve the entertainment value of a game. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, In a service that uses location information indicating a user's location in real space, after a specific event associated with a specific location in real space is cleared, the device functions as a replay control means that executes control to make the specific event playable again in response to payment of a fee by the user. The program is provided. Effect of the Invention

[0007] According to the present invention, the entertainment value of the game can be improved. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Diagram 3] FIG. 13 is a diagram showing an example of a game screen. [Figure 4] FIG. 13 is a diagram showing an example of a flow in which a reviveable event is cleared and revived. [Diagram 5] FIG. 13 is a diagram showing an example of a screen that provides information about reviving a reviveable event. [Figure 6] FIG. 13 is a diagram showing an example of a screen displaying a list of cleared events that can be revived. [Figure 7] 13 is a diagram for explaining determination of a price for reviving a reviveable event depending on a user's current location. FIG. [Figure 8] FIG. 13 is a diagram for explaining restrictions on revival of a reviveable event. [Figure 9] 13 is a diagram illustrating the provision of a benefit according to the number of times a reviveable event is revived. FIG. [Figure 10] FIG. 13 is a diagram showing an example of a screen that is displayed when a multiplayable event is revived. [Figure 11] 13 shows an example of a screen displaying a list of revivable events that have been cleared by other users. [Figure 12] 13 is a flowchart illustrating an example of a process related to revival of a reviveable event. [Figure 13] 13 is a flowchart showing an example of a process for reviving an event available for multiplay. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it in the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores the programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser launched in the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured with a storage device such as a flash memory or a hard disk drive (HDD), etc. The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 etc. via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other via a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it in the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured with a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 may be of a capacitive type or a resistive film type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a magnetic sensor, a GPS sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, an image sensor, etc.), an operation stick, a camera, a microphone, etc. The display unit 18 may be, for example, a projector, etc.

[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function of providing each of the terminal devices 10 with various data and programs required to realize a game, a function of collecting and managing data related to the game from each of the terminal devices 10, and a function of performing synchronization processing between the multiple terminal devices 10.

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

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

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 refers to when executing the game program.

[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side, in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.

[0034] The game information is information common between accounts. The game information includes, for example, information for defining various virtual spaces. The virtual space is, for example, a space in which various objects such as objects of a character (hereinafter referred to as a "player character") used by a user (in other words, operable by a user) are arranged. The game information includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones arranged in the virtual space, and the arrangement position, size, color, and shape of objects of non-player characters (NPCs). The game information also includes, for example, setting values ​​of various parameters of NPCs. Hereinafter, the object of a character arranged in a virtual space may be simply referred to as a "character".

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

[0036] The control unit 210 controls various processes relating to the game by executing a game program stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211 and a game control unit 212.

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

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

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

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

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

[0042] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the game control unit 212 executes synchronization processing to support the multiplay function. Furthermore, the game control unit 212 issues a command to the transmission / reception unit 211 to instruct transmission of game information or user information. For example, when the server 20 transmits information to a plurality of terminal devices 10, the game control unit 212 transmits information to each terminal device 10 simultaneously, thereby synchronizing the game proceeding among the terminal devices 10. By executing synchronization processing, it becomes possible to simultaneously reflect an event in the game resulting from an operation input in one terminal device 10 in the other terminal devices 10.

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

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

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

[0046] The operation reception unit 111 receives an operation (hereinafter, also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the types of input operations include various operations using fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one aspect of the input operation.

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

[0048] In this embodiment, a user's movement in real space to change position information (described later) can also be regarded as one aspect of an input operation.

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

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

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

[0052] The game control unit 113 defines a virtual camera for designating an area of ​​the virtual space to be presented to the user. The game control unit 113 arranges the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game control unit 113 instructs the display control unit 114 to generate an image depicting the viewing area defined by the virtual camera and the objects arranged in the viewing area. In other words, the game control unit 113 instructs the display control unit 114 to display an image according to the progress of the game on the display unit 18.

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

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

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

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

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

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

[0059] <Processing according to this embodiment> Next, the process according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes the game program stored in the information processing system 1 to perform each process according to this embodiment. However, at least a part of the processes according to this embodiment performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a part of the processes according to this embodiment performed by the processor 21 may be executed by a processor other than the processor 21. For example, a part or all of the processes performed by one of the game control unit 113 and the game control unit 212 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0060] The configuration according to the present embodiment can be applied to, for example, a location-based game in which a user's location in real space is linked to a location in a virtual space. In the following, an example in which the configuration according to the present embodiment is applied to such a location-based game will be described.

[0061] 3, the game control unit 212 places the player character 30 corresponding to the user operating the terminal device 10 at a position in the virtual space corresponding to the user's position in the real space (in other words, the position indicated by the position information). Then, the game control unit 212 moves the player character 30 in the virtual space in conjunction with the movement of the user in the real space.

[0062] That is, in this embodiment, the game control unit 212 moves the player character 30 of the user in the virtual space based on the user's position information as information from the user. Note that the game control unit 212 may move the player character 30 of the user in the virtual space based on operation information regarding an input operation to the input unit 17 (for example, an operation of moving a finger in any direction while touching the touch screen 16 (i.e., a swipe operation)) as information from the user.

[0063] The virtual space of this embodiment is a virtual space in which at least a part of the real space is reflected. In other words, the virtual space of this embodiment is a virtual space generated using map information of the real space. For example, in the virtual space of this embodiment, an object corresponding to a road that actually exists in the real space (e.g., a road object 31) is arranged at a position corresponding to the position of the road in the real space.

[0064] In a game such as a position information game, a plurality of objects (hereinafter referred to as "event objects 33") associated with a predetermined event (in other words, an effect or phenomenon) are arranged in a virtual space, and it is known that an event corresponding to the specific event object 33 occurs when the user approaches the event object 33 (for example, by approaching and then performing an operation (for example, a touch operation) on the event object 33 displayed on the display unit 18). Here, in a position information game, approaching a specific event object 33 arranged in a virtual space can be said to be approaching the specific event object 33 in the virtual space, and can also be said to be visiting a position in the real space corresponding to the position in the virtual space where the specific event object 33 is arranged (in other words, approaching the specific event object 33 in the real space). When an event object 33 where a specific event occurs is arranged in a 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 space corresponding to the position in the virtual space where the event object 33 is arranged. The location in the virtual space where the event object 33 is placed can also be said to be the location where a specific event is set.

[0065] The event object 33 includes, for example, an item spot 33a corresponding to an event of obtaining an item, and a recovery spot 33b corresponding to an event of recovering a predetermined parameter related to the user (for example, the physical strength of the player character 30). The event object 33 also includes an enemy object 33c corresponding to an event of fighting an enemy character, and a spot corresponding to an event constituting a part of the story of the game. The game control unit 212 gives the user an item corresponding to the specific item spot 33a based on the user visiting in the real space a position corresponding to the position in the virtual space where the specific item spot 33a is arranged. The game control unit 212 also recovers a predetermined parameter related to the user (in other words, brings the predetermined parameter closer to a specified value) based on the user visiting in the real space a position corresponding to the position in the virtual space where the specific recovery spot 33b is set. The game control unit 212 also starts a battle with a specific enemy character based on the user visiting in the real space a position corresponding to the position in the virtual space where an enemy object 33c related to the specific enemy character is arranged. The event associated with the event object 33 may be an event that can be progressed by multiplay (in other words, played by at least two or more people). In other words, an event that is progressed by multiplay (for example, an event in which other users cooperate with each other to fight against enemy characters (so-called raid battle)) may be started by approaching the event object 33 corresponding to an event that can be progressed by 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 be one that is automatically progressed and ended without the user's operation, or may be one that is progressed through the user's operation (for example, one that is progressed by operating the player character 30, etc.).

[0066] In this embodiment, a user's operation (e.g., touch operation) on an event object 33 located within a predetermined range (in other words, an operable range, hereinafter referred to as "available range X") from the player character 30 in the virtual space is valid. When the user moves the player character 30 so that the event object 33 for which the user wants to generate a corresponding event (in other words, the event object 33 that the user wants to use) is located within the available range X 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 space corresponding to the position where a specific event object 33 is located in the virtual space (specifically, by visiting and performing a predetermined operation (e.g., a touch operation on the specific event object 33)). In other words, the user can use the event object 33 that exists within the available range X. In other words, the game control unit 212 determines whether the event object 33 is located within the usable range X, and controls the event object 33 located within the usable range X so that it can be used. Note that being usable here means that it is possible to cause an event set in the event object to occur, etc.

[0067] The available range X may be, for example, a circular range of a predetermined size centered on the player character 30 (in other words, the user's position). The shape of the available range X is not limited to a circle, nor is it limited to a range centered on the player character 30. The available range X can also be said to be a range available to the user in the virtual space (in other words, in the entire virtual space). The available range X is determined according to the user's position in the real space (in other words, based on the user's position information), and varies according to the user's position in the real space. The display control unit 114 causes the display unit 18 to display a display indicating the available range X (a circular display in FIG. 3), making the available range X recognizable to the user.

[0068] In this embodiment, the player character 30 is placed at a position in the virtual space corresponding to the user's position in the real space and displayed on the display unit 18, but the player character 30 may not be placed at the position in the virtual space (in other words, the player character 30 is not displayed on the screen illustrated in FIG. 3). Even in such a configuration, an event corresponding to the event object 33 may be generated based on a user's operation on the event object 33 located within the usable range X determined according to the user's position in the real space. Similarly, even in a game that can be progressed in a first-person display, such as a game in which the third-person display displaying the player character 30 can be switched to a first-person display in which the player character 30 is hardly displayed, a usable range X in which an operation can be performed may be set for each person.

[0069] The game control unit 212 may be capable of switching between a manual mode, in which an event is generated based on an operation (e.g., a touch operation) performed on the event object 33 when the game progresses, and an automatic mode, in which an event corresponding to the event object 33 is generated automatically (in other words, without the need for a touch operation or the like) when the game progresses, based on a user's operation. That is, in the automatic mode, when a specific event object 33 is located within the available range X, the game control unit 212 may automatically generate an event corresponding to the specific event object 33. It should be noted that, regardless of whether the manual mode or the automatic mode is set, there may be an event object 33 that automatically generates an event corresponding to the event object 33 when the game progresses, based on an operation (e.g., a touch operation) performed on the event object 33. It should be noted that the manual mode and the automatic mode may be switched automatically based on the establishment of a specific condition (for example, triggered by the start of a specific event).

[0070] In a game in which the real space and the virtual space are associated with each other, such as a location information game, each point in the real space corresponds to each point in the virtual space. In other words, the correspondence between each point in the real space and each point in the virtual space is stored in the storage unit 220. For this reason, making a predetermined setting for a specific point in the virtual space can be said to be making a predetermined setting for a specific point in the real space. Making a predetermined setting for a specific point in the real space can be said to be making a predetermined setting for a specific point in the virtual space. That is, for example, placing a specific event object 33 at a specific point in the virtual space can be said to be placing the event object 33 at the corresponding specific point in the real space. Also, for example, setting a specific range in the virtual space as a range related to a specific control can be said to be setting a specific range in the corresponding real space as a range related to a specific control. The setting may be performed by the operator of the game or may be performed by the user.

[0071] (Event revival) In the game of this embodiment, the game control unit 212 performs control to make a specific event that is associated with a specific event object 33 playable again after the user clears the specific event that is associated with the specific event object 33. Specifically, after the user clears the specific event that is associated with the specific event object 33, the game control unit 212 performs control to make the specific event playable again in response to the user's payment of a fee. The specific event object 33 may be an enemy object 33c that is associated with a specific event, namely, a battle with a specific enemy character. In addition, the specific event object 33 may be an object other than the enemy object 33c, and the specific event may not be an event in which a battle with an enemy character is performed. Note that making the specific event playable again can also be said to revive the specific event. Hereinafter, the specific event is referred to as a "revivable event", and the event object 33 that is associated with the reviveable event is referred to as a "special object 33d".

[0072] The reviveable event can be said to be an event associated with a specific position in real space. Information indicating the real space position associated with the reviveable event (in other words, the position of the special object 33d) is stored in the storage unit 220, and the game control unit 212 can specify the real space position associated with the reviveable event based on the information. Note that the real space position associated with the reviveable event does not have to be the position where the event object 33 is located.

[0073] An example of a flow in which a resurrectable event is cleared and resurrected will be described with reference to FIG.

[0074] The game control unit 212 starts the revive-enabling event based on the user moving in the real space and visiting a place where the special object 33d is located within the usable range X (in other words, a place where the revive-enabling event is set) (see FIG. 4(a)). Specifically, the game control unit 212 starts the revive-enabling event based on the user performing an operation on the special object 33d in a state where the special object 33d is located within the usable range X. In other words, the game control unit 212 starts the revive-enabling event associated with a specific position in the real space based on the user approaching within a predetermined range from the specific position.

[0075] The game control unit 212 may be capable of starting a reviveable event associated with a specific special object 33d based on a predetermined operation by the user after the user visits a place where the specific special object 33d is located within the usable range X and then moves to a place where the specific special object 33d is located outside the usable range X. Specifically, the user may be capable of reserving a reviveable event associated with a specific position in real space as an event to be played later by visiting a place corresponding to the specific position and performing a predetermined operation. For example, the game control unit 212 registers the reviveable event corresponding to the special object 33d in the storage unit 220 as an event reserved by the user (in other words, an event that can be played later) based on a predetermined operation by the user (e.g., an operation on the special object 33d, etc.) in a state where the special object 33d is located within the usable range X. Then, the game control unit 212 starts the event reserved by the user based on a predetermined operation by the user (e.g., an operation of selecting an event to start playing on a screen displaying a list of reserved events). A fee may be required for reserving an event. In this embodiment, the "compensation" is not particularly limited and may include various compensations described later, but may be, for example, a predetermined item, in-game currency, predetermined points, a predetermined parameter related to the user (for example, the physical strength of the player character 30), etc. If compensation is required, the game control unit 212 may reduce the value owned by the user by the amount of the compensation when reserving the event (in other words, registering it as an event that can be played later) (for example, may reduce the value of a predetermined item owned by the user by "1").

[0076] Further, the game control unit 212 advances the started reviveable event based on a predetermined operation by the user (see FIG. 4(b)). The method of advancing the event is not particularly limited and may be the same as that of conventional games. For example, the game control unit 212 may move the player character 30 based on an input operation by the user (for example, a swipe operation, a tap operation, or an operation on a predetermined UI displayed on the display unit 18) during the progress of the reviveable event. Specifically, the game control unit 212 may cause the player character 30 to attack the enemy character 36 or move the player character 30 in the virtual space based on the input operation by the user. That is, there have been various conventional games in which the player character 30 and the enemy character 36 fight each other, and the reviveable event may be an event in which the player character 30 is operated to fight the enemy character 36 as in a known game. However, the reviveable event does not have to be an event in which the player character 30 is operated to progress. As an example, the reviveable event may be an event that progresses by operating an object other than the player character 30, such as a puzzle game. Note that the reviveable event may progress automatically without the intervention of a user operation.

[0077] A clearing condition is set for the revival-enabling event. When the set clearing condition is satisfied, the game control unit 212 determines that the revival-enabling event has been cleared and ends the revival-enabling event (see FIG. 4(c)). The clearing condition may be, for example, a victory over a specific opponent, obtaining a specific object, or reaching a specific destination. In other words, an opponent to be defeated, an object to be obtained, a destination to be reached, or the like may be set for the revival-enabling event. Note that the "opponent" here may be an enemy character (in other words, an NPC), or another user, or the like. Note that the "destination" here may be, for example, a point in the virtual space to which the player character 30 should be reached, or a point in the real space to which the user should be moved in the real space and reach. Note that, in the case where the player character 30 moves in accordance with the position information of the user in the revival-enabling event, the destination may be a point in the virtual space to which the player character 30 should be reached, and a point in the real space to which the user should be moved in the real space and reach.

[0078] Furthermore, the game control unit 212 grants a reward to a user who has cleared a reviveable event. The reward is not particularly limited, and may be, for example, a predetermined item, in-game currency, or predetermined points. Note that "granting (in other words, allowing the user to obtain)" a reward can also be understood as linking the reward item to the user's account as an item owned by the user and storing it in a predetermined storage unit (for example, the storage unit 220).

[0079] Furthermore, when a reviveable event is cleared, the game control unit 212 instructs the terminal device 10 to display a result screen 50 that displays the result of the cleared reviveable event. Based on this instruction, the display control unit 114 of the terminal device 10 causes the display unit 18 to display the result screen 50 (see FIG. 4(d)). The result screen 50 may display an evaluation of the user's play in the cleared reviveable event, the time required to clear it, and the like. The result screen 50 may also display a reward that will be granted to the user for clearing the event.

[0080] After the reviveable event is cleared, the control unit 110 of the user's terminal device 10 accepts an operation (hereinafter referred to as a "revival operation") by the user to revive the reviveable event (in other words, to make it possible to play again). The game control unit 212 revives the reviveable event based on the revival operation.

[0081] The game control unit 212 also requests the user to pay a price for reviving the reviveable event. In this embodiment, a revival item is prepared as an item for reviving the reviveable event. When a revival operation is performed, the game control unit 212 makes the user pay the revival price and revives the reviveable event. Specifically, the game control unit 212 revives the reviveable event and reduces the value owned by the user by the price (for example, reduces the revived item owned by the user by "1"). In other words, the game control unit 212 may execute a control to reduce a predetermined item, in-game currency, or predetermined points owned by the user, or a predetermined parameter related to the user, as a control to make the user pay a price when the reviveable event is revived. That is, in this embodiment, "payment" includes consuming (in other words, reducing) something owned by the user (for example, a predetermined item, in-game currency, or predetermined points, or a predetermined parameter related to the user) in place of some control (for example, revival of the reviveable event). And the "price" can thus be something consumed in exchange for some control.

[0082] Furthermore, when the control unit 110 of the terminal device 10 receives a revival operation, it provides the user with a guide to reviving the revivable event. For example, the control unit 110 causes the display unit 18 to display a guide display 60 that provides guidance about revival in a situation where the revival of the revivable event is possible. The guide about revival can also be said to be a notification that the revival of the revivable event is possible. The notification need only be one that allows the user to recognize that the cleared revivable event can be revived.

[0083] In this embodiment, as shown in Fig. 4 or 5, the notification display 60 displays a character string such as "Revive the event" or "Would you like to revive the event?" to notify the user that a reviveable event can be revived. The notification display 60 can also be said to be a display for confirming whether or not to revive the reviveable event.

[0084] The guidance display 60 may also include an indication of the compensation required for reviving the reviveable event. The indication of the compensation may be, for example, an indication showing the content of the compensation (e.g., what is required as compensation or the amount of compensation required) or an indication showing the amount of compensation possessed by the user (e.g., the number of revival items possessed). In other words, the provision of information regarding the compensation provides a guide as to the compensation required for reviving the reviveable event.

[0085] The guidance display 60 may be displayed on the result screen 50 as shown in FIG. 4(d). In other words, the control unit 110 may display the result screen 50 when the reviveable event is cleared, and may provide the user with guidance on the revival of the cleared reviveable event on the result screen 50. In other words, when the reviveable event is cleared (in other words, at the timing when the reviveable event is cleared), the control unit 110 may provide the user who cleared the reviveable event with guidance on making the cleared reviveable event playable again. That is, the guidance on the revival of the reviveable event may be provided when the reviveable event is cleared. Note that the guidance provided when the reviveable event is cleared may be provided simultaneously with the display of the result screen 50 (in other words, during the result screen 50), or may be provided after or before the display of the result screen 50. That is, the guidance display 60 may be displayed after the display of the result screen 50 is terminated.

[0086] Also, the notification regarding the revival of the reviveable event may be given at a predetermined period other than the timing when the reviveable event is cleared, in addition to or instead of the timing. For example, the control unit 110 may display a guidance display 60 on a predetermined play screen while the user is playing the game, as shown in FIG. 5. As an example, the predetermined play screen may be a screen (hereinafter referred to as a "field screen 52") on which the player character 30 is displayed moving in the virtual space in accordance with the user's movement in the real space (in other words, a change in position information) as shown in FIG. 5(a). The control unit 110 may display the guidance display 60 in a predetermined area of ​​the field screen 52. In other words, the control unit 110 may notify the user that the reviveable event is possible in a situation where the user is moving the player character 30 to play the game. As an example, the predetermined play screen may be a screen displaying a map 54 of the virtual space, as shown in FIG. 5(b). The map 54 can be said to be a map that displays a wider range of the virtual space than the range displayed on the field screen 52. The map 54 may display a display indicating the user's current location 55 and the usable range X. The control unit 110 may display a guidance display 60 in a predetermined area of ​​the screen on which the map 54 is displayed.

[0087] When a user is provided with a guide about the revival of a reviveable event, the reviveable event revives by performing a predetermined operation in response to the guide. For example, the control unit 110 may display a revive button 62 as a UI for accepting a revival operation and a reject button 63 as a UI for accepting an operation to reject the revival, together with the guide display 60, on the result screen 50 or a predetermined play screen. The guide display 60 may also serve as these UIs. The control unit 110 may then accept an operation on the revival button 62 as a revival operation (in other words, a predetermined operation in response to the guide), and the game control unit 212 may revive the reviveable event based on the revival operation. That is, when the reviveable event is cleared (in other words, at the timing when the reviveable event is cleared), the control unit 110 accepts an operation by the user who cleared the reviveable event to make the cleared reviveable event playable again. The control unit 110 may also accept an operation on the reject button 63 as an operation to reject the revival, and erase the guide display 60 from the screen based on the operation. If an operation to reject the revival is performed, the game control unit 212 does not revive the reviveable event.

[0088] 5(a), the control unit 110 may display a revival button 62 on the display unit 18 based on an operation on a guidance display 60 (for example, a touch operation on a display of "Would you like to revive the event?" as the guidance display 60 displayed on a predetermined play screen). That is, the control unit 110 may accept an operation on the guidance display 60 and an operation on the revival button 62 as a revival operation. In other words, in a situation in which the user is playing a game by moving the player character 30, the control unit 110 may accept an operation by a user who has cleared a reviveable event to make the cleared reviveable event playable again.

[0089] As shown in FIG. 6, the control unit 110 may be capable of displaying a list 65 of cleared resurrectable events on the display unit 18. For example, the control unit 110 displays a list 65 of resurrectable events cleared by the user on the display unit 18 based on a predetermined operation by the user (for example, an operation on a predetermined icon displayed on a predetermined play screen, etc.). When the user clears a resurrectable event, the game control unit 212 adds the cleared event to the resurrectable events to be displayed in the list 65 (in other words, registers the cleared event in the storage unit 220 as a resurrectable event to be displayed in the list 65). The control unit 110 also accepts, as a resurrection operation, a user operation to select a specific resurrectable event from among multiple resurrectable events displayed in the list 65. The list 65 can also be said to be a list of currently resurrectable events. The list 65 includes multiple resurrectable events cleared by the user in the past (for example, within a predetermined period). In this manner, when it is possible to revive multiple reviveable events that have been cleared in the past, the guidance display 60 displayed on a specified play screen may provide guidance regarding the revival of the last (in other words, most recently) cleared reviveable event.

[0090] The resurrectable event that is resurrected by the resurrection operation may be started immediately, or may be started based on a predetermined operation by the user after the resurrection. That is, for example, a resurrection operation (for example, an operation on the resurrection button 62) may be accepted as an operation for starting the resurrection-enabled event, and the game control unit 212 may start the resurrection-enabled event based on the resurrection operation. Also, for example, the game control unit 212 may erase the special object 33d for which the corresponding resurrection-enabled event has been cleared from the virtual space, and make the erased special object 33d appear again based on the resurrection operation. Then, the game control unit 212 may start the resurrection-enabled event based on an operation on the resurrected special object 33d. For example, the game control unit 212 may start the resurrection-enabled event based on the user moving in the real space and visiting a place where the resurrected special object 33d is located within the usable range X (in other words, a place where the resurrection-enabled event is set). That is, when a reviveable event is revived and played again, the game control unit 212 may start the reviveable event on the condition that the special object 33d corresponding to the revived reviveable event is located within the usable range X. Also, for example, the terminal device 10 may be capable of displaying a list of revived reviveable events. Then, the game control unit 212 may add the revived reviveable event to the reviveable events to be displayed in the list (in other words, the game control unit 212 may register the revived reviveable event in the storage unit 220 as the reviveable event to be displayed in the list). Then, the control unit 110 of the terminal device 10 may accept a user's operation of selecting a specific reviveable event from among the multiple reviveable events displayed in the list as an operation to start the selected reviveable event. Then, the game control unit 212 may start the selected reviveable event based on the operation.That is, in this embodiment, the game control unit 212 performs control to make the target reviveable event playable again based on the revival operation, and this control may be, for example, control to start the target reviveable event based on the revival operation, control to make a special object 33d related to the target reviveable event appear based on the revival operation, or control to add the target reviveable event to a predetermined list (for example, a list from which the user can select an event to start playing) based on the revival operation.

[0091] The reviveable event associated with a specific position in the real space may be an event that revives naturally after a predetermined period of time has elapsed if the user does not perform a revive operation. That is, the game control unit 212 may erase a special object 33d placed at a specific position from the virtual space when a specific reviveable event associated with the special object 33d is cleared, and may place the special object 33d again at the specific position (or another position) after a predetermined period of time has elapsed. In this case, the user can play the specific reviveable event associated with the special object 33d again by approaching the special object 33d that has been placed again after the predetermined period of time has elapsed. In such a configuration, the control of reviving a reviveable event in response to payment of a fee can also be said to be control of shortening (for example, reducing to zero) the time until the reviveable event is revived.

[0092] The game control unit 212 may vary the conditions for allowing a specific reviveable event to be played again depending on the relationship between the user's current location indicated by location information indicating the user's location in real space and a real space location associated with the specific reviveable event (for example, the location where the special object 33d related to the specific reviveable event is located, in other words, the location where the reviveable event is set).

[0093] For example, the game control unit 212 may change the price for revival of a reviveable event depending on the relationship between the user's current location and the location where the reviveable event is set. For example, the game control unit 212 may set a higher price for revival the farther the distance between the user's current location and the location where the reviveable event is set. In other words, the game control unit 212 may set a lower price for revival the closer the distance between the user's current location and the location where the reviveable event is set. Here, "higher price" includes cases where the amount of price (e.g., the number of revive items consumed, etc.) is large, cases where a more valuable item is required as price, etc.

[0094] That is, for example, the game control unit 212 determines the price for reviving the reviveable event according to the relationship between the user's current location and the location where the reviveable event is set. Furthermore, the control unit 110 of the terminal device 10 provides the user with information about the price based on the determination. Specifically, when the price is higher than normal (in other words, higher than a standard), the control unit 110 may notify the user that the price is higher than normal. In the example shown in FIG. 7, the character string "Since the event to be revived is far away, twice as many items as normal are required" notifies the user that the price has changed (specifically, that it is higher than normal) and the reason for it.

[0095] Furthermore, the game control unit 212 may change whether or not the reviveable event can be revived, depending on the relationship between the user's current location and the location where the reviveable event is set. For example, the game control unit 212 may restrict the revival of the reviveable event (in other words, may make revival impossible) when the distance between the user's current location and the location where the reviveable event is set is a predetermined distance or more. Then, when the game control unit 212 restricts the revival of the reviveable event based on the distance between the user's current location and the location where the reviveable event is set being a predetermined distance or more, the game control unit 212 may release the restriction on the revival of the reviveable event (in other words, may make revival possible) based on the distance between the user's current location and the location where the reviveable event is set becoming less than the predetermined distance.

[0096] In a state where the revival of a reviveable event is restricted, the control unit 110 of the terminal device 10 may notify the user of a method for lifting the restriction on revival. For example, in the example shown in FIG. 8, the lifting method is notified to the user by a character string saying "Please approach the reviveable area". In addition, in a state where the revival of a reviveable event is restricted, the control unit 110 may display a display for assisting in lifting the restriction on the display unit 18. The display for assisting in lifting the restriction may notify the user of at least one of a point to which the user should go (in other words, a position associated with the reviveable event to be revived), a direction to which the user should go, and a distance to which the user should move in order to lift the restriction. The display for assisting in lifting the restriction may be a display of a character string or a display of a predetermined object. The predetermined object may be an object (a pillar of light 70 in FIG. 8) located at the position of the reviveable event for which revival is restricted, an object indicating the direction to which the user should go (an arrow 71 in FIG. 8), or the like. Furthermore, the form of the predetermined object (for example, the color or shape of the arrow 71 or the like) may change depending on the distance that needs to be moved before revival becomes possible, thereby notifying the user of the distance.

[0097] It should be noted that it may be possible to revive a reviveable event and play the revived reviveable event regardless of the distance between the user's current location and the location where the reviveable event is set.

[0098] The game control unit 212 may also limit the number of times a reviveable event can be revived. The limit may be a limit to the number of times a reviveable event can be revived within a predetermined period. Specifically, an upper limit may be specified for each reviveable event within a predetermined period. In this case, when the number of times a specific reviveable event has been revived within a predetermined period reaches the upper limit, the game control unit 212 controls the specific reviveable event to a state where revive is temporarily disabled, and controls the event to a state where revive is possible again after the predetermined period has elapsed. Also, an upper limit may be specified for the total number of times a reviveable event can be revived within a predetermined period. In this case, when the total number of times a reviveable event has been revived within a predetermined period reaches the upper limit, the game control unit 212 controls the multiple types of reviveable events to a state where revive is temporarily disabled, and controls the event to a state where revive is possible again after the predetermined period has elapsed. Also, an upper limit may be specified for the number of times a reviveable event can be revived without a time limit. In this case, when the number of times a particular reviveable event has been revived reaches an upper limit, the game control unit 212 controls the particular reviveable event to a state in which revival is permanently impossible.

[0099] Furthermore, the game control unit 212 may limit the period during which a reviveable event can be revived. Specifically, a period during which a reviveable event can be revived may be specified for each reviveable event. For example, the game control unit 212 may control a specific reviveable event so that revive is not possible after a predetermined period has elapsed from a reference time. Here, the reference time may be, for example, the timing when the specific reviveable event is cleared, the timing when the special object 33d related to the specific reviveable event is placed in the virtual space before being cleared, or the timing when the specific reviveable event is implemented in an application and becomes playable by each user.

[0100] That is, the game control unit 212 may manage the period during which a specific cleared resurrectable event can be revived. The game control unit 212 may extend the period in response to payment of a consideration. For example, the control unit 110 of the terminal device 10 may accept a user's operation of selecting a specific resurrectable event from among a plurality of resurrectable events displayed in the list 65 of cleared resurrectable events (see FIG. 6) as an operation of selecting a resurrectable event for which the resurrectable period is to be extended, and the game control unit 212 may extend the resurrectable period of the selected resurrectable event based on the operation. In addition, the game control unit 212 may reduce the value owned by the user by the amount of the consideration when extending the resurrectable period (for example, may reduce a predetermined item owned by the user by "1"). The consideration for the extension of the resurrectable period may be an item different from the item requested as the consideration for resurrection. The consideration for the extension of the resurrectable period may be set to the same type of consideration as the consideration for resurrection but in a smaller amount than the consideration for resurrection.

[0101] Furthermore, the game control unit 212 may change the price of revival for a revival-possible event depending on the number of times revival has occurred. For example, the game control unit 212 may increase the price of revival as the number of times revival has occurred increases.

[0102] The game control unit 212 may change the reward for a specific reviveable event according to the number of times the user revives the specific reviveable event (in other words, the number of times the specific reviveable event has been played). For example, the game control unit 212 may increase the reward when the user revives and plays the specific reviveable event (specifically, the first play after reviving or the play after reviving a predetermined number of times) compared to the reward when the user plays the specific reviveable event for the first time. Furthermore, the game control unit 212 may increase the reward obtained when the user plays the specific reviveable event as the number of times the user revives the specific reviveable event increases. Here, a high reward includes a large amount of reward, a high quality item given as a reward, and a reward given in addition to the reward given when the reward is low. Furthermore, a high reward includes a case where an item that is not given when the reward is low (for example, an item that is rarer than the item given when the reward is low) is given. Furthermore, an item that is specially given according to the number of times the specific reviveable event has been revived (in other words, an item given as a bonus according to the number of times) may be set for the specific reviveable event. In other words, for the specific reviveable event, a correspondence between the number of revivals and the reward to be granted may be registered in the storage unit 220. Specifically, for example, a first special item may be set as the reward to be granted when the number of revivals is a first number, and a second special item may be set as the reward to be granted when the number of revivals is a second number. Then, the game control unit 212 may grant, as the reward, a specific item set in correspondence with the number of revivals.

[0103] The guidance display 60 may include an indication regarding a reward for a reviveable event, as shown in Fig. 9. The indication regarding the reward may, for example, indicate the content of the reward (e.g., what is given as a reward or the amount of the reward). The indication regarding the reward may also indicate an item that is specially given depending on the number of revivals (e.g., the above-mentioned first special item or second special item, etc.). The guidance display 60 may also include an indication of the cumulative number of times the target reviveable event has been revived, etc.

[0104] Furthermore, the game control unit 212 may increase the probability of acquiring a specific item in a specific reviveable event according to the number of times the user revives a specific reviveable event (in other words, the number of times the specific reviveable event has been played). For example, the game control unit 212 may increase the probability of acquiring a specific item in a case where the user revives and plays the specific reviveable event (specifically, the first play after reviving or the play after reviving a predetermined number of times) compared to the case where the user plays the specific reviveable event for the first time. Furthermore, the game control unit 212 may increase the probability of acquiring a specific item in a specific reviveable event as the number of times the user revives the specific reviveable event increases. That is, in a configuration in which the game control unit 212 grants a specific item to the user at a predetermined probability in a specific reviveable event, the game control unit 212 may change the probability of granting the specific item according to the number of times the specific reviveable event has been revived. Note that the granting of the specific item may be performed at a predetermined trigger, such as, for example, the timing at which the reviveable event is cleared or the timing at which a predetermined enemy character is defeated during the reviveable event. In this embodiment, "probability increases (or probability is high)" includes the case where the lower probability (in other words, the reference probability) is 0%.

[0105] Furthermore, the game control unit 212 may generate a special event in the resurrectable event with a predetermined probability. For example, the game control unit 212 may generate a special event with a predetermined probability when a clear condition of the resurrectable event is satisfied. In other words, the game control unit 212 may develop the resurrectable event with a predetermined probability. The special event may be, for example, an event in which a special character (e.g., a special enemy character) that does not usually appear appears. Furthermore, the game control unit 212 may increase the probability of the special event occurring in the specific resurrectable event (in other words, the probability of the resurrectable event developing) according to the number of times the user has revived the specific resurrectable event (in other words, the number of times the specific resurrectable event has been played). For example, the game control unit 212 may increase the probability of the special event occurring when the user revives and plays the specific resurrectable event (specifically, the first play after revival or the play after revival a predetermined number of times) compared to the first play of the specific resurrectable event. Furthermore, the game control unit 212 may increase the occurrence probability of a particular special event as the user revives a particular reviveable event more times.

[0106] That is, the game control unit 212 may grant a predetermined benefit to the user according to the number of times a specific reviveable event is revived (in other words, the number of times the specific reviveable event is played). The benefit may be, for example, a higher reward, an increased probability of acquiring a specific item, or an increased probability of a special event occurring.

[0107] Furthermore, the game control unit 212 may increase the difficulty level of a specific reviveable event according to the number of times the user revives the specific reviveable event (in other words, the number of times the specific reviveable event has been played). For example, the game control unit 212 may increase the difficulty level of the specific reviveable event when the user revives and plays the specific reviveable event (specifically, the first play after revival or the play after revival a predetermined number of times) compared to the first play of the specific reviveable event. Furthermore, the game control unit 212 may increase the difficulty level of the specific reviveable event as the number of times the user revives the specific reviveable event increases. Specifically, the game control unit 212 may increase the strength of enemy characters appearing in the specific reviveable event or increase the number of enemy characters appearing in the specific reviveable event as the number of times the game control unit 212 revives the specific reviveable event increases.

[0108] In a game using location information indicating a user's location in real space, such as a location information game, the user must first generate an event corresponding to a specific event object 33 by actually moving to a location where the specific event object 33 is located within the usable range X. Therefore, the user may feel burdened by generating an event. However, according to the configuration of this embodiment, a specific event associated with a specific location in real space can be made playable again in response to payment of a fee by the user after it has been cleared, thereby reducing the burden felt by the user and promoting game play. For example, in a configuration in which the specific event can be revived and played again even if the user is not in a location corresponding to the specific location (for example, a location where the specific location is within the usable range X), the location constraints for playing the specific event can be reduced, making it easier to play the game and promoting game play. Furthermore, even if the configuration requires the user to be in a location corresponding to the specific position (e.g., a location where the specific position is within the available range X) in order to revive the specific event and play it again, the configuration eliminates the need for the user to walk around looking for a location where the specific event can occur (e.g., a location where the specific event object 33 is located) or to revisit a location where the specific event previously occurred after a predetermined period of time (e.g., waiting for the special object 33d related to the specific event to revive naturally), making the game easier to play and promoting game play.

[0109] (Resurrection of multiplayer events) Up to this point, the explanation has been given on the assumption that one user repeatedly plays and revives a reviveable event by himself / herself, and obtains rewards, etc. However, the reviveable event may be an event that allows multiplayer. Hereinafter, a reviveable event that allows multiplayer will be referred to as a "multiplayer event."

[0110] The game control unit 212 grants the right to revive the multi-play event to the multiple users who participated in the multi-play event. Then, the control unit 110 of each of the terminal devices 10 of the multiple users accepts a revival operation to revive the multi-play event. The acceptance of the revival operation in each of the terminal devices 10 and the notification of the revival of the reviveable event (for example, the notification display 60, etc.) can be the same as in the case where one user plays and revives the reviveable event described above, and therefore a description thereof will be omitted.

[0111] The game control unit 212 may revive the multiplay event in response to a revival operation by one of the multiple users who participated in the multiplay event.

[0112] When one of the multiple users who participated in the multiplay event performs a revival operation, the game control unit 212 revives the multiplay event. The game control unit 212 also instructs the terminal device 10 of the other user to notify the other user of the multiple users that the multiplay event has been revived. The control unit 110 of the terminal device 10 of the other user notifies the other user that the multiplay event has been revived based on the instruction. For example, the control unit 110 of the terminal device 10 of the other user causes the display unit 18 to display a revival notification display 80 notifying that the multiplay event has been revived, as shown in FIG. 10.

[0113] The revival notification display 80 is a display for confirming whether or not to participate in the revived multiplayer event. The revival notification display 80 can also be said to be a display for recruiting members to participate in the revived multiplayer event.

[0114] The other users who are notified that the multiplay event has been revived can participate in the revived multiplay event by performing a predetermined operation in response to the notification. In other words, the other users who are notified that the multiplay event has been revived can play the revived multiplay event together with the user who revived the multiplay event by performing a predetermined operation. For example, the control unit 110 may display a participation button 82 as a UI for accepting an operation for participating in the revived multiplay event (hereinafter referred to as a "participation operation") on the display unit 18 together with the revival notification display 80. The revival notification display 80 may also serve as the UI. The game control unit 212 allows the other users to participate in the revived multiplay event based on the participation operation by the other users who are notified that the multiplay event has been revived. That is, the game control unit 212 starts a multiplay event in which the user who performed the revival operation to revive the multiplay event and the user who performed the participation operation play together, and controls the progress of the multiplay event. That is, when a cleared multi-play event is to be revived, the game control unit 212 controls the reviveable event so that it can be played again by the same members as when the event was cleared.

[0115] In this way, when one of the multiple users who participated in the multiplay event performs a revival operation, the other users are notified that there has been a request to revive the multiplay event, and the other users can participate in the multiplay event in response to the notification. Here, the users who participate in the multiplay event in response to the notification can be said to be users who agree to the revival of the multiplay event (in other words, playing again). In other words, the participation operation for participating in the multiplay event can be said to be an operation of agreeing to the revival of the multiplay event. The game control unit 212 may revive the multiplay event based on the fact that multiple users (in other words, a predetermined number or more, for example, all users) who participated in the multiplay event have agreed to the revival of the multiplay event (in other words, they have performed an operation to agree), and may not revive the multiplay event unless multiple users agree.

[0116] In addition, when there are multiple users participating in the revived multi-play event, the game control unit 212 may be able to have the multiple users participating in the revived multi-play event share the revival fee. For example, when the game control unit 212 determines the members participating in the multi-play event based on each user's revival operation or participation operation to revive the multi-play event, it determines the share of the fee for each member and has each member pay the share (specifically, the share is reduced from the value owned by each user). The share may be determined according to a predetermined rule, and may be determined by, for example, equally dividing the total amount of the fee required for the revival of the multi-play event by the number of members, or may have some members (for example, the user who performed the revival operation or the user who performed the participation operation) pay more. In addition, when dividing the payment among users, the game control unit 212 may first collect all of the fee necessary to revive the multi-play event from one user (for example, the user who performed the revival operation), and then, if there are other users participating in the multi-play event, collect the other users' share of the fee from those other users and return it to the user who initially paid the entire fee.

[0117] For example, a user who performed a revival operation may pay a fee, and other users who participate in the revived multiplayer game may be able to participate in the multiplayer event without paying a fee. Each user who participates in the revived multiplayer event may pay a set fee regardless of the number of users who participate in the revived multiplayer event. That is, for example, a user who performed a revival operation may consume "1" revival item regardless of whether there are other users who participate in the revived multiplayer event. Each of the other users who participate in the revived multiplayer event may also consume "1" revival item.

[0118] Also, for example, the user may be able to set the share of the fee that each user will pay. For example, the game control unit 212 may determine each user's share based on an operation by the user performing the revival operation to set the share of the fee that each user who will participate in the revived multi-play event will pay. Then, the game control unit 212 may have each member who will participate in the multi-play event pay their share of the fee. Note that the operation to set the share of the fee may be accepted, for example, on a screen on which the revival operation is performed.

[0119] In addition, at least some of the members participating in the revived multi-play event (in other words, some or all of them) may be users other than the users who cleared the multi-play event together (in other words, the users who participated in the previous multi-play event). For example, when one of the multiple users who participated in the multi-play event performs a revive operation, the game control unit 212 instructs the terminal device 10 of the other user to notify other users who satisfy a predetermined condition that the multi-play event has been revived (in other words, that users who will participate in the revived multi-play event are being recruited). Based on the instruction, the control unit 110 of the terminal device 10 of the other user notifies the other users that the multi-play event has been revived. For example, the control unit 110 of the terminal device 10 of the other user causes the display unit 18 to display a revival notification display 80 notifying that the multi-play event has been revived. The other users who have been notified that the multi-play event has been revived can participate in the revived multi-play event by performing a predetermined operation in response to the notification.

[0120] Here, the other user who satisfies the predetermined condition may be another user who has a predetermined relationship with the user who performed the revival operation. Specifically, the other user who satisfies the predetermined condition may be another user who cleared the multiplay event together with the user who performed the revival operation, as described above. The other user who satisfies the predetermined condition may be another user who is a friend or follows the user who performed the revival operation. The user who satisfies the predetermined condition may be another user who belongs to the same group as the user who performed the revival operation (for example, a group in a game that cooperates for a predetermined purpose, such as a so-called team, party, or guild). The user who satisfies the predetermined condition may be another user who is located within a predetermined range from the current location of the user who performed the revival operation (in other words, users whose locations indicated by each other's location information are within a predetermined distance).

[0121] In addition, the friends and following can be the same as those in conventional games and SNS (Social Networking Service). In the game of this embodiment, each user may be able to register other users as friends. In addition, each user may be able to follow other users. For example, when a first user makes a friend registration request to a second user and the second user accepts the request, the control unit 210 may register the first user and the second user as friends. In addition, when a first user makes a follow request to a second user, the control unit 210 may register the first user as a follower of the second user. In addition, each request and its acceptance can be executed by each user performing a predetermined input operation on his / her own terminal device 10.

[0122] Furthermore, the other users who satisfy a predetermined condition may be other users who are located within a predetermined range from the location where the revived multi-play event is set.

[0123] The game control unit 212 may control to notify one type of other user that the multiplay event has been revived, or may control to notify multiple types of other users that the multiplay event has been revived. That is, for example, the game control unit 212 may control to notify other users who cleared the multiplay event together with the user who performed the revival operation and friends of the user who performed the revival operation that the multiplay event has been revived. In this way, when notifying multiple types of other users, the game control unit 212 may control to notify multiple types of other users at the same time, or may control to notify a specific type of user preferentially. Specifically, the game control unit 212 may first control to notify other users who cleared the multiplay event together with the user who performed the revival operation, and when the number of users who wish to participate in the revived multiplay event does not reach a predetermined number, control to notify friends of the user who performed the revival operation.

[0124] Furthermore, the type of users to be notified that the multi-play event has been revived (in other words, the type of users to be recruited) may be set by the user performing the revival operation. For example, the game control unit 212 may determine the type of users to be recruited based on an operation performed by the user performing the revival operation to set the type of users to be recruited as members to participate in the revived multi-play event. Then, the game control unit 212 may instruct the terminal devices 10 of the determined type of users to provide the notification.

[0125] (Resurrecting events that other users have cleared) Each user may be able to revive and play a reviveable event that has been cleared by another user (in other words, a reviveable event that the user has not played even once). For example, a user may be able to revive and play a reviveable event that has been cleared by another user who has a predetermined relationship with the user.

[0126] For example, the control unit 110 of the user's terminal device 10 may be capable of displaying on the display unit 18 a list 90 of reviveable events cleared by other users having a predetermined relationship with the user, as shown in FIG. 11. For example, the control unit 110 displays on the display unit 18 a list 90 of reviveable events cleared by other users having a predetermined relationship with the user, based on a predetermined operation by the user (for example, an operation on a predetermined icon displayed on a predetermined play screen, etc.). The list 90 may also display reviveable events cleared by the user himself. When another user having a predetermined relationship clears a reviveable event, the game control unit 212 adds the cleared reviveable event to the reviveable events to be displayed in the list 90. The control unit 110 also accepts a user's operation of selecting a specific reviveable event from among multiple reviveable events displayed in the list 90 as a revive operation. In other words, when a second user (e.g., a friend of the first user) having a predetermined relationship with the first user clears a reviveable event, the game control unit 212 transmits information about the reviveable event cleared by the second user to the terminal device 10 of the first user. When the information is transmitted, the control unit 110 of the terminal device 10 of the first user causes the display unit 18 to display a list 90 including the reviveable events cleared by the second user. The control unit 110 of the terminal device 10 of the first user accepts, as a revive operation, an operation by the first user to select a specific reviveable event from among a plurality of reviveable events displayed in the list 90. The game control unit 212 revives the selected reviveable event (e.g., a reviveable event cleared by the second user) based on the operation. Specifically, the game control unit 212 controls the reviveable event cleared by the second user as the selected reviveable event based on the operation so that the first user can play it. For example, the game control unit 212 may cause the first user to start playing the reviveable event that has been cleared by the second user as the selected reviveable event based on the operation.According to such a configuration, for example, a reviveable event cleared by another user having a predetermined relationship can be played without visiting the location where the reviveable event is set. Therefore, for example, in a case where the special object 33d corresponding to a specific reviveable event does not appear near the first user, it is possible to enable the first user to play the specific revived event.

[0127] The game control unit 212 may enable a multiplay between the first user and the second user when the first user plays a reviveable event that has been cleared by the second user. Specifically, when the first user revives a reviveable event that has been cleared by the second user, the game control unit 212 may instruct the terminal device 10 of the second user to notify the second user that the multiplay event has been revived, and may cause the terminal device 10 of the second user to display a revival notification display 80 relating to the notification.

[0128] <Processing flow> Next, an example of a process for reviving a reviveable event will be described with reference to the flowchart shown in FIG.

[0129] First, the position information acquisition unit 116 acquires position information indicating the user's current position in real space (step S101).

[0130] Next, the game control unit 212 determines whether the positional relationship between the user's current position indicated by the acquired position information and the position associated with the reviveable event satisfies a predetermined condition (step S102). Specifically, the game control unit 212 determines whether the position where the special object 33d corresponding to the reviveable event is placed is within a predetermined range (e.g., usable range X) determined based on the user's current position.

[0131] If the positional relationship between the user's current location indicated by the acquired location information and the location associated with the reviveable event satisfies a predetermined condition (YES in step S102), the game control unit 212 starts the reviveable event based on a predetermined operation by the user (e.g., an operation on the special object 33d) (step S103).

[0132] Next, when a set clear condition for the started reviveable event is satisfied, the game control unit 212 ends the reviveable event (step S104).

[0133] Next, the game control unit 212 instructs the terminal device 10 of the user who has cleared the reviveable event to display the guidance display 60 that provides guidance regarding the revival of the cleared reviveable event (step S105).

[0134] Next, the control unit 110 of the terminal device 10 causes the display unit 18 to display the guidance display 60 based on the instruction, and accepts a predetermined operation by the user in response to the guidance (in other words, an operation for reviving the cleared revivable event) (step S106).

[0135] Next, the game control unit 212 revives the cleared reviveable event based on a predetermined operation by the user in response to the guidance (step S107). Specifically, the game control unit 212 makes the cleared reviveable event playable again and starts the reviveable event. At this time, the game control unit 212 reduces the value owned by the user by the amount of the revival fee.

[0136] Next, an example of processing relating to revival of a multi-play event will be described with reference to the flowchart shown in FIG.

[0137] When a clear condition set for the started multiplay event is satisfied, the game control unit 212 ends the multiplay event (step S201).

[0138] Next, the game control unit 212 instructs the terminal devices 10 of the multiple users who have participated in the multiplay event to display a guide display 60 that provides guidance about reviving the cleared multiplay event (step S202).

[0139] Next, the control unit 110 of each user's terminal device 10 causes the display unit 18 to display the guidance display 60 based on the instruction, and accepts a predetermined operation by each user in response to the guidance (in other words, an operation to revive the multiplay event) (step S203).

[0140] Next, the game control unit 212 revives the cleared multi-play event based on a predetermined operation by any user in response to the guidance (step S204). In other words, the game control unit 212 makes the cleared multi-play event available for playing again.

[0141] Next, the game control unit 212 instructs the terminal devices 10 of the multiple users who participated in the reviveable event, other than the user who performed a specified operation in response to the notification, to notify the other users that the multi-play event has been revived (step S205).

[0142] Next, based on the instruction, the control unit 110 of the terminal device 10 of the other user causes the display unit 18 to display a revival notification display 80 notifying the other user that the multiplay event has been revived, and accepts an operation by the other user to participate in the revived multiplay event (step S206).

[0143] Next, when the other user performs an operation to participate in the revived multiplay event, the game control unit 212 causes the user who performed the operation to revive the multiplay event and the user who performed the operation to participate in the revived multiplay event to participate in the revived multiplay event, and starts the multiplay event (step S207).

[0144] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the gist of the present invention. The configuration of this embodiment may be applied to a game that uses information about the user's position in real space. The configuration of this embodiment may also be applied to a game that links virtual space with real space, such as the position information game described in this embodiment, or a game that uses a photographed image of real space. The game that uses a photographed image of real space may be applied to a game in which a superimposed image in which a virtual object (e.g., an object in virtual space such as a player character) is superimposed on a photographed image of real space (in other words, a game that uses augmented reality), or a game in which a photographed image of real space has a predetermined effect on a virtual space (e.g., a game in which parameters of an object in virtual space are changed based on a photographed image, or a shape of an object in virtual space is deformed). In other words, the control unit 110 of the terminal device 10 may be capable of acquiring a photographed image taken by a predetermined camera such as a camera built into the terminal device 10, or generating a superimposed image in which a virtual object is superimposed on the photographed image. The configuration of this embodiment may also be applied to games other than games that link virtual space and real space. The configuration of this embodiment may also be applied to games other than games that use information about the user's position in real space. The configuration of this embodiment may also be applied to services (in other words, applications) other than games. For example, it may be applied to a walking app, a running app, a pedometer app, or the like.

[0145] Within the scope of the present invention, it is possible to freely combine each component, modify any component, replace any component, omit any component, or add other components. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes described in this specification may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0146] <Additional Notes> The configuration of this embodiment may be used, for example, to promote the use of a service. The configuration of this embodiment may also be used, for example, to improve the interest of a service. The matters described in the above embodiment may also be described as follows:

[0147] (Appendix 1) Computer, In a service that uses location information indicating a user's location in real space, after a specific event associated with a specific location in real space has been cleared, the device functions as a replay control means (e.g., a game control unit 212) that executes control to make the specific event playable again in response to payment of a fee by the user. program. According to such a configuration, when a specific event associated with a specific position in real space is cleared, the specific event can be played again. Therefore, it becomes easier for users who are highly motivated to play the specific event to play the specific event, and the use of the service by users can be promoted. In addition, since a user needs to pay a fee to play the specific event again, it is possible to prevent the value of the specific event from decreasing compared to when the event can be played again unlimitedly, and to improve the interest of the service.

[0148] (Appendix 2) Computer, The specific object, which is placed at a position in the virtual space corresponding to the specific position and corresponds to the specific event, is placed within a predetermined range determined based on the position information, and the specific event is started based on a user's operation on the specific object. 2. The program described in Appendix 1. In such a configuration, since a user moves to a location where a specific object is located within a predetermined range determined based on the user's position information and starts a specific event, for users who find it troublesome or difficult to move to that location, the difficulty of playing the specific event may be a reason for them to refrain from using the service. However, in this configuration, such a specific event can be made playable again by paying a fee, making it easier for users to play the specific event and promoting user use of the service.

[0149] (Appendix 3) The replay control means A condition for making the specific event playable again is changed according to a relationship between the user's current location indicated by the location information and the specific location. 2. The program described in Appendix 1. According to such a configuration, the conditions for being able to play a particular event again change depending on the user's current location, thereby giving the user a reason to move in real space in order to replay a particular event, thereby improving the interest of the service.

[0150] (Appendix 4) The replay control means Manage the period during which the cleared specific event can be played again, and extend the period in response to the user's payment of a fee. 2. The program described in Appendix 1. According to this configuration, a limit is set on the period during which a specific event can be played again, and it is possible to encourage users to use the service without any gap in the period. Also, the user can extend the period during which a specific event can be played again by paying a fee, and this enables the user to use the service in a new play style. This can therefore encourage users to use the service.

[0151] (Appendix 5) the specific event is an event that can be played in multiplayer; The replay control means enables the specific event cleared in the multiplay to be played again based on a predetermined operation by one of the users who have participated in the multiplay. 5. The program according to any one of appendices 1 to 4. According to this configuration, for an event that is available for multiplay, a user who has participated in the multiplay can play the event again by himself / herself. This allows the event to be enjoyed together with other users, while improving the degree of freedom for each user to play, and promoting the use of the service by users.

[0152] (Appendix 6) Computer, Act as a limiting measure to limit the number of times that a particular cleared event can be made playable again. 5. The program according to any one of appendices 1 to 4. With this configuration, compared to a case where a specific event can be played again an unlimited number of times, it is possible to prevent the value of the specific event from decreasing, and to increase the interest of the service.

[0153] (Appendix 7) Computer, functioning as a reward granting means for granting a reward to a user who has played the specific event; The reward granting means changes a reward to be granted to a user who has played the specific event, depending on the number of times the user has made the specific event playable again. 5. The program according to any one of appendices 1 to 4. According to such a configuration, the change in the reward can motivate users to pay a fee to be able to play a particular event again, thereby encouraging users to use the service.

[0154] (Appendix 8) Computer, When the specific event is cleared, the device functions as a guide means for providing a user who has cleared the specific event with a guide about being able to play the cleared specific event again. 5. The program according to any one of appendices 1 to 4. According to this configuration, a user who has cleared a particular event can be prompted to replay the event, thereby encouraging the user to use the service.

[0155] In addition, the problem-solving means constituted by the above-mentioned program (for example, each configuration described in the appendix) can be appropriately diverted to an apparatus, a system, a method, a medium, etc. [Explanation of symbols]

[0156] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game control unit, 114 Display control unit, 116 Position information acquisition unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 220 Memory unit, X Available range

Claims

1. Computer, a replay control means for executing control to revive a specific event associated with a specific position in real space in response to a payment by a user so as to make the specific event replayable after the specific event associated with the specific position in real space has been cleared in a game that utilizes position information indicating a user's position in real space; a strengthening means for strengthening the strength of an enemy character when the specific event is revived and played, compared to the strength of the enemy character in a play before the revival; When the specific event is revived, an object related to the revived specific event is placed at a position in the virtual space corresponding to the specific position, and the replay control means starts a replay of the specific event based on a predetermined condition related to the object being satisfied. program.

2. Computer, The number of enemy characters in the case where the specific event is revived and played is increased compared to the number of enemy characters in the play before the revival. The program according to claim 1.

3. Computer, The event control means functions as an event control means for increasing the occurrence probability of a predetermined event when the specific event is revived and played, compared with the occurrence probability of the predetermined event in play before the revival. The program according to claim 1.

4. Computer, a reward control means for changing a reward for the specific event according to the number of times the specific event has been revived; and an information presenting means for presenting to the user before reviving the specific event, the content of a reward for the specific event according to the number of times the specific event has been revived. The program according to claim 1.

5. a replay control means for executing control to revive a specific event associated with a specific position in real space in response to a payment by a user so as to make the specific event replayable after the specific event associated with the specific position in real space has been cleared in a game that utilizes position information indicating a user's position in real space; a strengthening means for strengthening the strength of an enemy character when the specific event is revived and played, compared to the strength of the enemy character in a play before the revival, When the specific event is revived, an object related to the revived specific event is placed at a position in the virtual space corresponding to the specific position, and the replay control means starts a replay of the specific event based on a predetermined condition related to the object being satisfied. Information processing system.

Citation Information

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