Program and information processing system
The program enables a game to switch automatically to a restricted mode when the user is in motion, offering benefits to encourage safe use, thus enhancing convenience and safety.
Patent Information
- Application Number
- JP2022013814
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-01-31
- Publication Date
- 2025-08-14
- Estimated Expiration
- 2042-01-31
AI Technical Summary
Existing measures to prevent users from using mobile devices while moving, such as smartphones, can hinder device operation and discourage their use, potentially leading to safety risks.
A program that allows users to operate a game in a manual mode where they can control the game, switches to an auto mode when certain conditions are met, such as the user being in motion, and provides benefits for enabling this safety feature.
Enhances user convenience by minimizing operation restrictions during gameplay, improving safety by reducing the likelihood of accidents, and motivating users to enable safety settings through incentives.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program and an information processing system. [Background technology]
[0002] It has been pointed out that there are dangers when a user operates a mobile device such as a smartphone while performing other actions such as walking at the same time, and various countermeasures have been considered. Patent Document 1 describes a mobile electronic device that issues a warning to a user when it is detected that the user is using the device while moving. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-154901 Summary of the Invention [Problem to be solved by the invention]
[0004] However, such measures may make it difficult for users to operate the device, for example, forcing them to stop playing a game, so there is a possibility that users will not use such measures.
[0005] In view of the above circumstances, the present disclosure provides a program for executing a game that can improve user convenience. [Means for solving the problem]
[0006] According to one aspect of the present disclosure, a program is provided. The program causes a computer to execute the following steps: In a first game control step, progress of the game is controlled in a first state in which the user can operate the game; In a second game control step, progress of the game is controlled in a second state in which the user's operation of the game is at least partially restricted; In a granting step, a first benefit is granted to the user in response to a setting being enabled in advance by the user; The setting is for automatically switching from the first state to the second state when a first condition is satisfied.
[0007] According to the present disclosure, it is possible to realize a game that can improve user convenience. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. [Figure 3] 2 is an activity diagram showing an example of the flow of processing executed by the information processing system 1. FIG. [Figure 4] FIG. 2 is an image diagram showing an example of a map screen 5 visually recognized by a user. [Figure 5] FIG. 10 is an image diagram showing an example of a setting screen visually recognized by a user. [Figure 6] FIG. 10 is an image diagram showing an example of a setting screen visually recognized by a user. [Figure 7] FIG. 2 is an image diagram showing an example of a map screen 5 visually recognized by a user. [Figure 8] FIG. 10 is an image diagram showing an example of an event progress screen 7 visually recognized by the user. [Figure 9] FIG. 10 is an image diagram showing an example of a game screen visually recognized by a user. [Figure 10] FIG. 10 is an image diagram showing an example of a game screen visually recognized by a user in a multiplayer game. [Figure 11] FIG. 10 is an image diagram showing an example of a game screen visually recognized by a user in a multiplayer game. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0011] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values of signal values representing voltages and currents, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.
[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0013] 1. Game Description 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.
[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters to act in a virtual game space, and controls the player characters to fight against enemy characters, which are non-player characters. The characters are an example of objects.
[0015] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.
[0016] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.
[0017] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.
[0018] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.
[0019] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.
[0020] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0021] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information received by the information processing device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information related to game media obtained through gacha, etc.
[0022] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.
[0023] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual game space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, when the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.
[0024] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.
[0025] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.
[0026] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to a user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."
[0027] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0028] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.
[0029] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, and the like. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, and the like. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.
[0030] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.
[0031] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.
[0032] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.
[0033] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.
[0034] 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 executes various programs stored in the storage unit 22, thereby functioning as a game control unit 230, an awarding unit 231, an execution unit 232, an acquisition unit 233, a determination unit 234, a notification unit 235, and a display control unit 236. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0035] The game control unit 230 is configured to control the progress of the game as a first game control step or a second game control step. As one example, the game control unit 230 controls the progress of the game in a first state or a second state. As another example, the game control unit 230 generates an event in the game, controls the progress of the event, or ends the event.
[0036] The granting unit 231 is configured to grant various benefits or rewards to the user in the game whose progress is controlled by the game control unit 230 as a granting step. As an example, the granting unit 231 grants the user a first benefit or a second benefit. A benefit is some kind of benefit that the user can enjoy in or outside the game. It is not limited to objects or media, but also includes advantageous effects given to the user. A reward is an example of a benefit and is game media (e.g., items, in-game currency, etc.) that can be used in the game. Advantageous effects given to the user include various specification changes that allow the user to progress through the game more advantageously than usual, such as generating a special event, changing the frequency of occurrence, changing the difficulty of an event, changing the number or strength of enemy characters, etc. Furthermore, advantageous effects given to the user include effects that increase the user's interest in the game compared to usual, such as generating special visual effects on the game screen, enriching the display of game images, generating special background music or sound effects, and imparting vibrations to the controller, and include effects that increase the user's interest in the game through the user's five senses.
[0037] The execution unit 232 is configured to execute, as an execution step, a switch from a first state to a second state in the game, or a switch from the second state to the first state.
[0038] The acquisition unit 233 is configured to acquire various data as an acquisition step. For example, the acquisition unit 233 receives user account information, game data, input from the user, movement information IF1, position information IF2, walking information IF3, etc. from the storage unit 22 of the information processing device 2, the game device 3, or another external device. In the present embodiment, the various information received by the acquisition unit 233 will be described as being stored in the storage unit 22.
[0039] The determination unit 234 is configured to execute a determination of various conditions in the game as a determination step. As an example, the determination unit 234 determines whether or not an event occurrence condition or an event end condition is satisfied.
[0040] The notification unit 235 is configured to execute various notifications to the user as a notification step. The notification method is not particularly limited, and for example, the notification unit 235 may display a notification on the display 4a of the game apparatus 3 via the display control unit 236, may output a sound from the speaker 4b, or may vibrate the input device 4c. The notification by the notification unit 235 may be continuously provided to some users, or may be canceled by an input from the user via the input device 4c.
[0041] As a display step, the display control unit 236 displays various pieces of information stored in the storage unit 32 or screens containing such information in a visible manner on the display 4a of the game device 3. Specifically, the display control unit 236 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, or text, or may generate rendering information for displaying the visual information on the display 4a and transmit the information.
[0042] 3. Operational flow of information processing system 1 In this section, the flow of operations of the information processing system 1 described above will be described. As an example of a preferred game to be executed on the game device 3, a game that uses user position information IF2 will be described. As an example of an embodiment, the game device 3 will be described as a smartphone. Therefore, in the following example, the display 4a will be assumed to include an input device 4c.
[0043] 3.1 Overview of Information Processing 3 is an activity diagram showing an example of the flow of processing executed by the information processing system 1. Below, the flow of information processing will be outlined along this activity diagram.
[0044] First, as a first game control step, the game control unit 230 controls the progress of the game in a manual mode in which the user can operate the game (activity A001). Specifically, the game control unit 230 controls the progress of the game in the manual mode executed on the user's smartphone via the communication unit 21. The manual mode is an example of a first state in the game, and is a state in which the game progresses based on input by the user via the display 4a. Furthermore, the state in which the user can operate the game specifically refers to a state in which the user can operate the player character, select commands, etc., by tapping the display 4a, etc., and can control the progress of the game based on their own intentions.
[0045] Next, as an acquisition step, the acquisition unit 233 acquires user position information IF2 (activity A002). Specifically, the acquisition unit 233 acquires position information IF2 periodically acquired by the smartphone as the game progresses, via the communication unit 21. The position information IF2 is, for example, position information acquired by a global positioning system (GPS), position information acquired from a base station of a mobile phone system, etc.
[0046] Next, as an acquisition step, the acquisition unit 233 acquires information that a setting for automatically switching from manual mode to auto mode when a first condition is satisfied has been enabled (activity A003). Specifically, the acquisition unit 233 acquires information that the above setting has been enabled based on a user input via the communication unit 21. The auto mode is an example of a second state in a game, and is a state in which the game progresses without user input. Here, the first condition is, for example, that information indicating that the user is moving has been acquired. The above setting is hereinafter referred to as a "smartphone while walking prevention setting."
[0047] Next, the granting unit 231 grants a first benefit to the user via the communication unit 21 in response to the setting being enabled in activity A003 (activity A004). In other words, as a granting step, the granting unit 231 grants a first benefit to the user in response to the setting being enabled in advance by the user. The first benefit is, for example, an item that activates an effect that allows the game to proceed advantageously for a certain period of time in manual mode.
[0048] Next, as an acquisition step, the acquisition unit 233 acquires movement information IF1 related to the movement of the user (activity A005). Specifically, the acquisition unit 233 acquires movement information IF1 periodically acquired by the smartphone as the game progresses, via the communication unit 21. The movement information IF1 is, for example, the movement speed of the user calculated from a detection signal of an acceleration sensor provided in the smartphone, a change in coordinate position, etc.
[0049] Next, the determination unit 234 determines whether or not the user is moving based on the user's moving speed acquired by the acquisition unit 233 (activity A006). If it is determined that the user is not moving, the game continues to progress in manual mode.
[0050] On the other hand, if it is determined that the user is moving, the determination unit 234 further determines whether or not a second condition is satisfied based on the user's moving speed acquired by the acquisition unit 233 (activity A007). The second condition is, for example, that the user's moving speed is equal to or greater than a threshold. If it is determined that the user's moving speed is equal to or greater than the threshold, the game continues to progress in manual mode. The moving speed threshold is, for example, a value for determining that the user is on a vehicle such as a train and moving at high speed. In other words, even if the first condition is satisfied, if the second condition is also satisfied, the execution unit 232 does not switch from manual mode to auto mode.
[0051] On the other hand, if it is determined that the user's moving speed is less than the threshold, the execution unit 232 executes switching from the manual mode to the auto mode (activity A008). That is, if it is determined that the user is moving by walking, switching to the auto mode is executed. In other words, the execution unit 232 executes switching between the manual mode and the auto mode based on the movement information IF1 as an execution step.
[0052] Next, the notification unit 235 continuously notifies the user's smartphone that the game is progressing in auto mode (activity A009). Specifically, for example, the display control unit 236 causes the display 4a to display a notification indicating that the game is in auto mode, based on a notification signal from the notification unit 235.
[0053] Next, the acquisition unit 233 acquires walking information IF3 related to the user's walking as an acquisition step (activity A010). Specifically, the acquisition unit 233 acquires walking information IF3 periodically acquired by the smartphone during the period from the start to the end of the game in auto mode, via the communication unit 21. The walking information IF3 is information related to a walking record including, for example, the number of steps, walking distance, walking route, walking time, etc., measured by the user's smartphone.
[0054] Next, as a second game control step, the game control unit 230 controls the progress of the game in a second state in which at least some of the user's operations on the game are restricted (activity A011). In activity A011, as the second game control step, the game control unit 230 progresses the game regardless of the user's input. Specifically, the game control unit 230 controls the progress of the game in auto mode executed on the user's smartphone via the communication unit 21.
[0055] Next, the determination unit 234 determines whether or not the event occurrence condition is satisfied (activity A012). If it is determined that the occurrence condition is not satisfied, the game continues to progress in auto mode.
[0056] On the other hand, if it is determined that the event occurrence condition is satisfied, the game control unit 230 causes an event to occur in the game (second game control step). Subsequently, the game control unit 230 controls the progress of the event (activity A013). Specifically, the game control unit 230 controls the progress of an event in auto mode executed on the user's smartphone via the communication unit 21. The event is, for example, a fighting game in which a player character fights an enemy character.
[0057] Next, the determination unit 234 determines whether or not an end condition for the event has been satisfied as a determination step (activity A014). The end condition for the event is a condition for determining whether or not to end the event. If it is determined that the end condition is not satisfied, the event continues to progress in auto mode. An example of the end condition is that the player character controlled by the game control unit 230 defeats a specific enemy character. Alternatively, the end condition may be that the player character reaches a specific goal point in the game, that a predetermined time limit has elapsed or a predetermined action restriction condition has been satisfied (such as reaching the number of action turns) regardless of whether or not the specific enemy character is defeated, that the player character is unable to fight, that a specific item has been obtained during the progress of the event, or the like.
[0058] On the other hand, if the event end condition is satisfied, the game control unit 230 ends the event (activity A015). Specifically, the game control unit 230 ends the event being executed on the user's smartphone via the communication unit 21.
[0059] Next, the determination unit 234 determines whether the user is moving or not (activity A016) based on the user's moving speed acquired by the acquisition unit 233. If it is determined that the user is moving, the game continues to progress in auto mode, and the occurrence, progress, and end of events are repeated.
[0060] On the other hand, if it is determined that the user is standing still, the execution unit 232 switches from the auto mode to the manual mode (activity A017). In other words, the execution unit 232 switches from the auto mode to the manual mode as an execution step when the first condition is no longer satisfied in the auto mode. That is, the execution unit 232 switches between the manual mode and the auto mode based on the setting for preventing walking while using a smartphone.
[0061] Next, the notification unit 235 cancels the notification indicating that the automatic mode is in effect, which has continued since activity A009 (activity A018). Specifically, for example, the display control unit 236, based on the notification signal from the notification unit 235, hides the notification that has been displayed on the display 4a.
[0062] Next, the display control unit 236 displays a list of the results of events that occurred in auto mode and information about the walking record on the display 4a. The event results are information related to the end conditions of the event, such as information indicating whether the end condition was fulfilled, such as whether or not the player won a competitive game, or information indicating the reward the user obtained by fulfilling the end condition.
[0063] Next, the granting unit 231 grants the second benefit, which is a reward for actually switching to the auto mode, to the user via the communication unit 21 (activity A020). In other words, in the granting step, the granting unit 231 grants the second benefit to the user in response to the progress of the game in the second state. The second benefit is, for example, an item that activates an effect that allows the game to progress advantageously for a certain period of time in the manual mode.
[0064] Next, as a first game control step, the game control unit 230 activates the effect of the item granted as the first benefit or the second benefit based on the user's input in manual mode (activity A021). Specifically, the game control unit 230 activates an effect that advantageously progresses the game for a certain period of time based on the user's input to use the item. An effect that advantageously progresses the game for a certain period of time is, for example, an effect that improves parameters applied in the game (e.g., the player character's attack power, defense power, stamina value, etc.) for a certain period of time.
[0065] To summarize the above, the information processing system 1 includes the following components: As a first game control step, the game control unit 230 controls the progress of the game in a first state in which the user can operate the game. As a second game control step, the game control unit 230 controls the progress of the game in a second state in which the user's operations on the game are at least partially restricted. The granting unit 231 grants a first benefit to the user in response to a setting being enabled in advance by the user. The setting is for automatically switching from the first state to the second state when a first condition is satisfied.
[0066] According to these aspects, it is possible to prevent the user from performing other tasks and operating the smartphone at the same time, thereby improving the safety of the user while playing the game. Furthermore, by providing a benefit to the user, it is possible to motivate the user to enable the settings for improving safety.
[0067] In particular, enabling the anti-smartphone-while-walking setting and providing users with an incentive to actually activate it can reduce the likelihood of users being involved in a traffic accident. By contributing to reducing the fatality rate from road traffic accidents, we can contribute to achieving Goal 3 of the Sustainable Development Goals (SDGs), which is to "Ensure healthy lives and promote well-being for all at all ages."
[0068] By switching from auto mode to manual mode when the first condition is no longer met, the user can more easily switch to manual mode. Furthermore, by not switching when the second condition is met, the user can operate the device exceptionally when the user's safety is ensured. These features further improve user convenience.
[0069] By switching from manual mode to auto mode when information indicating that the user is moving is acquired, it is possible to prevent the user from operating the smartphone while walking. This further improves user safety. In addition, by not switching to auto mode when the user's moving speed exceeds a threshold, it is possible to prevent operations from being suppressed even when the user is stationary on a train or other vehicle. This further improves user convenience.
[0070] By allowing the game to proceed in auto mode regardless of user input, it is possible to reduce the possibility that the user will feel inconvenienced due to restrictions on operation, which in turn reduces the user's resistance to enabling settings for improving safety.
[0071] By providing the user with a second benefit in response to the progress of the game in the auto mode, the user can be motivated to actually activate the safety-improving setting, and the user can be prevented from canceling the activation setting immediately after receiving a reward for the activation setting.
[0072] By activating the effect of a benefit that allows the game to proceed advantageously for a certain period of time based on the user's input in manual mode, the user can enjoy the benefit at any timing when playing the game in manual mode. This makes the first benefit and the second benefit more appealing to the user, and further enhances the effect of motivating the user.
[0073] 3.2 Details of information processing The details of the information processing outlined above will be explained using the drawings.
[0074] <Map screen 5 (Manual mode)> 4 is an image diagram showing an example of a map screen 5 visually recognized by the user. Here, an example screen is shown in which the game is progressing in manual mode. The map screen 5 includes a map display area 50 and a menu display area 51.
[0075] The map display area 50 displays a map of the real world or a map of a virtual world generated corresponding to the map of the real world, with virtual objects superimposed on the map. A user object 501, an enemy object 504, a boss object 505, and a home object 506 are examples of virtual objects. The user object 501 is an object displayed at the user's current location based on the acquired location information IF2.
[0076] As shown in FIG. 4, the encounter determination area 502 is a circular figure displayed at a certain size around the user object 501, enemy object 504, etc. The game control unit 230 generates an event, for example, when the user's encounter determination area 502 overlaps with the encounter determination area 502 of another object. In other words, the game control unit 230 generates an event in the game as a first game control step. Hereinafter, the overlapping of the encounter determination areas 502 will be simply referred to as "encountering."
[0077] The home object 506 is an icon displayed at the location of the home registered by the user. For example, when the location of the home is included in the encounter determination area 502 of the user (see FIG. 11), the determination unit 234 determines that the user is at home.
[0078] The menu display area 51 includes a plurality of menu buttons 511. In response to a user pressing one of the menu buttons 511, the display control unit 236 causes the display 4a to display another screen, such as a setting screen 6a (see FIG. 5) or an item use screen.
[0079] <Settings screen 6a (6b)> 5 and 6 are image diagrams showing an example of a setting screen visually recognized by the user. The setting screen 6a includes a plurality of setting menu buttons 61. In response to the user pressing each setting menu button 61, the display control unit 236 causes, for example, a setting screen for each item to be displayed on the display 4a. As shown in the example of FIG. 5, for example, the setting menu button 61 for "Preventing walking while using smartphone" also displays a message that a special benefit will be granted if the setting is enabled.
[0080] The setting screen 6b is an example of a screen that is displayed on the display 4a in response to the user pressing the setting menu button 61 that displays "Walking while using smartphone prevention setting" on the setting screen 6a. The walking while using smartphone prevention setting is enabled, for example, by the user pressing the enable button 612 included in the setting screen 6b. It is also possible to return to the setting screen 6a without enabling the setting by pressing the back button 614.
[0081] 5, the setting screen 6b can be used to enable the anti-smartphone walking setting as an in-game setting or in cooperation with other applications. In this embodiment, an example in which the anti-smartphone walking setting is enabled as an in-game setting will be described.
[0082] FIG. 6 shows an example of a screen in which the user has pressed the enable button 612 for the item "Features of this Game" on the setting screen 6b, and a setting completion window 615 is displayed. In response to the setting being enabled, for example, the display control unit 236 changes the display of the setting status 611 from "Not Set" to "Set." The setting completion window 615 lists, for example, the content of the reward granted to the user, the conditions for granting a second benefit, etc. The setting completion window 615 is hidden when the user presses the close button 616.
[0083] <Map Screen 5 (Auto Mode)> FIG. 7 is an image diagram showing an example of a map screen 5 visually recognized by the user. Here, an example screen is shown in which the game is progressing in auto mode. In the example of FIG. 7, a notification window 52 displayed in the map display area 50 is an example of a notification in activity A009 of FIG. 3. The notification window 52 displays, for example, a message that the game is progressing in auto mode and that user operations are restricted. Note that while the game is progressing in auto mode, the user can also cancel auto mode and return to manual mode by operating the game.
[0084] In the auto mode, the game control unit 230 progresses the game regardless of the user's input. In the example of Fig. 7, the display control unit 236 darkens the menu display area 51 with the inoperable display 53. This allows the user to visually recognize that the game is progressing regardless of the user's operation.
[0085] <Event Progress Screen 7 (Auto Mode)> 8 is an image diagram showing an example of an event progress screen 7 visually recognized by the user. The event progress screen 7 is an example of a screen that is displayed when the encounter determination areas 502 of the user object 501 and the enemy object 504 overlap in FIG. 7 and an event occurs. Here, an example of a screen is shown in which an event is progressing in auto mode.
[0086] An event is, for example, a turn-based fighting game in which a player character and an enemy character alternate attacks. The state of the fighting game as it progresses is displayed in the event progression area 70. In manual mode, the event progresses according to the actions of the player character controlled based on user input, and whether or not the end condition for the event has been met is determined based on the results of the event progression. On the other hand, in auto mode, the actions of the player character are controlled without user input, and whether or not the end condition for the event has been met is determined based on the results of the event progressed by that action.
[0087] Similar to the map screen 5 in Fig. 7, a notification window 71 is displayed on the event progress screen 7. In addition to the content displayed in the notification window 52, the notification window 71 may display, for example, a message that the event reward will be more favorable than in manual mode. Also, similar to the map screen 5 in Fig. 7, on the event progress screen 7, command selection buttons 721 that cannot be input are displayed dimmed by inoperable indicators 72.
[0088] Events are controlled to occur under different conditions in manual mode and auto mode. Specifically, for example, the game control unit 230 controls the type, content, difficulty, etc. of the events to be generated to be different in auto mode. In particular, in auto mode, events of lower difficulty are controlled to occur compared to the first state. Specifically, for example, in auto mode, the game control unit 230 may cause enemy characters that are weaker than those that appear in manual mode to appear or perform weaker attack actions. On the other hand, the reward for clearing the event may be reduced. This configuration prevents the user from staring at the game screen progressing in auto mode, further improving user safety.
[0089] <Switching from auto mode to manual mode> 9 is an image diagram showing an example of a game screen visually recognized by the user. A result display window 54 and a benefit display window 55 are examples of windows that the display control unit 236 displays on the screen in manual mode after the auto mode ends.
[0090] The result display window 54 is an example of a screen displayed in activity A019 in FIG. 3. The result display window 54 displays, for example, the number of monsters the user defeated while the game progressed in auto mode, the details or quantity of event rewards the user acquired, and the like. Furthermore, for example, information regarding the user's walking record acquired in auto mode is displayed. In the example of FIG. 9, it is displayed that the user's total number of steps for that day was 3,600.
[0091] The benefit display window 55 is an example of a screen displayed in the activity A020 of FIG. 3. The benefit display window 55 is displayed, for example, by pressing the Next button 541 included in the result display window 54. The benefit display window 55 displays the content and quantity of a second benefit for progressing through the game in auto mode. As shown in the example of FIG. 9, the second benefit is granted separately from the event reward (for example, a subjugation reward for winning a battle). The display control unit 236 hides the benefit display window 55 in response to pressing the Close button 551, and then the game resumes in manual mode. After switching to manual mode, the display of the notification window 52 (71) is also canceled.
[0092] [others] The information processing system 1 according to the above embodiment may be configured as follows.
[0093] In the embodiment, a mode has been described in which an in-game function restricts operations while the user is walking, but a mode in which cooperation with other applications is performed may also be used. Specifically, cooperation with an application having a function such as displaying a warning on the screen or darkening the entire screen when the user's walking is detected may be performed. For example, on the setting screen 6b of FIG. 5, an application to be cooperated with is selected by checking a check box 613 in the "Cooperation with other applications" item. Then, the activation of the setting may be completed by pressing an activation button 612 displayed below the check box 613.
[0094] In another embodiment, activity A003 and activity A004 in FIG. 3 may be omitted. For example, once the anti-smartphone-while-walking setting is enabled, it may remain enabled until the user disables it. Also, the first benefit may be granted to the same user only once.
[0095] In the embodiment, the first condition is described as being that information indicating that the user is moving is acquired, but the first condition is not limited to this and may be the following condition. For example, in a vehicle equipped with an automatic driving system, the automatic driving state may be canceled and the driver may perform at least some of the driving operations. In such a condition, in a vehicle in a non-automated driving state, the driver's operations can be limited, allowing the user to concentrate on driving.
[0096] In the embodiment, the second state is described as an auto mode in which no operations from the user are accepted, but it may be a mode in which only some operations are possible. For example, it may be possible to only perform operations such as pausing the game in auto mode, ending the game, and changing the speed at which the game progresses.
[0097] As another aspect, if it is determined in activity A016 in Fig. 3 that the user is moving and that the user is moving at a speed equal to or greater than a threshold, the processing of activity A017 may be executed. That is, if the user transitions from a walking state to a high-speed moving state, such as when the user gets on a train, a switch from auto mode to manual mode may be executed.
[0098] In another aspect, when the number of steps, walking time, walking distance, etc. of the user measured during the activity A020 in auto mode are equal to or greater than a threshold, the granting unit 231 may grant the user a second benefit. In other words, the second benefit may be granted to the user in manual mode when a condition related to recording walking is satisfied in auto mode and then the auto mode is switched to manual mode. Furthermore, the result display window 54 in FIG. 9 may display not only the number of steps but also the walking time, walking distance, walking route, etc. Furthermore, a threshold value for the number of steps, etc., may be displayed as a target value. This aspect can motivate the user to walk and support the user in developing an exercise habit.
[0099] The content or quantity of the second benefit may be determined based on, for example, walking information IF3 in auto mode. Specifically, the granting unit 231 grants the user, via the communication unit 21, a second benefit of which content or quantity is determined based on the number of steps taken by the user measured during auto mode. This configuration can motivate the user to walk more and support the user in living a healthier life. This can contribute to the achievement of Goal 3 of the SDGs.
[0100] In the embodiment, an example has been described in which the first and second benefits are granted as rewards separate from the event reward. However, the first or second benefit may be a reward that is more generous in terms of content or quantity of the event reward itself. For example, as displayed in the notification window 71 of FIG. 8, the reward for defeating a monster in battle may be increased. The granting unit 231 may vary the degree of increase depending on the number of steps taken by the user measured during auto mode, etc.
[0101] In the embodiment, the first benefit and the second benefit are described as items, but are not limited thereto and may be the granting of a player character, the granting of the right to execute gacha, preferential treatment in the content or quantity of event rewards, preferential treatment in the amount of tickets consumed to play the game, etc. Furthermore, the first benefit and the second benefit may further include benefits (for example, in-game currency, etc.) other than those that activate an effect of advantageously progressing the game for a certain period of time.
[0102] In the embodiment, an effect that allows the game to proceed advantageously for a certain period of time based on the user's input in manual mode is activated, but the following may also be used. For example, the game control unit 230 may activate an effect when, in the first game control step, the location information IF2 indicates that the user is located within a certain distance from a specific location or facility associated with the user. For example, the above effect may be activated when it is determined that the user is at home. This can motivate the user to play the game after returning home, allowing the user to play the game in a safer environment.
[0103] In the embodiment, the type, content, difficulty, etc. of the event to be generated are different between the manual mode and the auto mode, but the conditions for generating the event may be different. In the embodiment, the event is generated when the user encounters an enemy character even in the auto mode, but for example, an event may occur with an enemy character determined by lottery held at regular intervals without the enemy object 504 being displayed.
[0104] In another embodiment, in auto mode, whether or not the end condition has been satisfied may be determined based on criteria different from those used in manual mode. For example, in the second state, whether or not the end condition has been satisfied may be determined without the player character being operated. For example, the outcome of an event may be determined based on a win rate calculated from the history of wins and losses in past battles between the user and an enemy character. In this case, the event progression screen 7 may not be displayed, and after switching from auto mode to manual mode, the user may be notified of the event result via the result display window 54. This embodiment prevents the user from staring at the game screen progressing in auto mode, further improving user safety.
[0105] In another embodiment, the game executed by the information processing system 1 may be a multiplayer game. Figures 10 and 11 are image diagrams showing an example of a game screen viewed by a user in a multiplayer game. Figure 10 shows a map screen 5 in which the game is progressing in auto mode.
[0106] In this embodiment, the game control unit 230, as a second game control step, generates a multiplayer event in auto mode when a third condition related to the location information IF2 is satisfied. The third condition may include, for example, a condition related to the relationship between a location associated with the multiplayer event and the user's location. Specifically, as shown in the example of FIG. 10 , a multiplayer event may be generated when the user object 501 encounters a boss object 505 displayed at a specific location, such as a tourist spot or park. This allows the user to enjoy the game more even in auto mode. Furthermore, the game may encourage users to explore various places on foot, encouraging them to exercise regularly. This allows users to live healthier lives and contributes to the achievement of SDG 3.
[0107] As shown in the example of FIG. 10, another user's object 507 may be further displayed in the map display area 50 based on the other user's position information IF2. In this aspect, the third condition may include, for example, a condition regarding the positional relationship between multiple users who are playing the game in the second state. Specifically, as shown in the example of FIG. 10, a multiplayer event may occur when the user object 501 and the other user's object 507 encounter each other. This adds an element of chance to the game, making it more interesting.
[0108] A multiplayer event may be, for example, a competitive game known as a raid battle. A raid battle is a game in which multiple player characters, each controlled by multiple users participating in the event, battle a common enemy character. The condition for successful defeat is that the total amount of damage inflicted on the raid boss exceeds the raid boss's stamina. Even if the defeat fails, the raid boss's stamina is carried over to other users when they battle after the battle ends, so multiple users can repeatedly take on the same raid boss in raid battles, aiming to defeat it.
[0109] A multiplayer event may be configured to progress only in manual mode after switching from auto mode to manual mode. In the example of FIG. 10, the notification window 52 displays that the user encountered a raid boss and another user once in auto mode, resulting in a multiplayer battle event. The multiplayer battle may be put on hold while the game is progressing in auto mode and may be playable after switching to manual mode. This encourages users to play the game without performing other actions, further improving user safety during the game.
[0110] In one embodiment, when it is determined that the user is at home, a suspended multiplayer battle (hereinafter referred to as a stock battle) may be executed, as shown on the map screen 5 in Fig. 11. For example, when it is determined that the user has returned home, an event button 508 for executing a stock battle may be displayed by the display control unit 236.
[0111] The event list screen 8 is an example of a screen that the display control unit 236 displays in response to pressing of the event button 508. The event list screen 8 may display each stock battle in an event display area 81. In the example of FIG. 11, when the user presses the play button 82 that displays "Start raid battle," a battle between the user and the raid boss begins.
[0112] In addition, a user may be able to request a multiplayer battle from another user encountered during auto mode. In the example of FIG. 11, when the user presses the play button 82 displaying "Battle Together," a notification is sent to the other user, and if a match is made, a battle between the user and the other user and the raid boss begins. From the perspective of encouraging interaction between users, a mode may be adopted in which the amount of reward is favorably treated by inviting other users to battle. Furthermore, a user may be able to request a raid battle with another user not only when the user, the other user, and the raid boss encounter each other at the same time, but also when the user encounters the raid boss and then encounters the other user.
[0113] In this embodiment, the game control unit 230, the granting unit 231, the execution unit 232, the acquisition unit 233, the determination unit 234, the notification unit 235, and the display control unit 236 are described as functional units realized by the control unit 23 of the information processing device 2, but at least some of these may be implemented as functional units realized by the control unit 33 of the game device 3.
[0114] One aspect of the embodiment may be an information processing method. The information processing method includes the components of the information processing system 1. Another aspect of the embodiment may be a program. The program causes a computer to execute the steps of the information processing system 1.
[0115] Furthermore, it may be provided in the following aspects. In the program, further, in the execution step, switching between the first state and the second state is performed based on the setting, and when the first condition is no longer satisfied in the second state, switching from the second state to the first state is performed. In the program, in the execution step, even if the first condition is satisfied, if a second condition is also satisfied, switching from the first state to the second state is not executed. In the program, further, in the acquisition step, movement information regarding the movement of the user is acquired, and in the execution step, switching between the first state and the second state is performed based on the movement information, wherein the first condition is that information indicating that the user is moving is acquired, and the second condition is that the movement speed of the user is equal to or greater than a threshold. In the program, the second game control step progresses the game regardless of the input from the user. In the program, in the first game control step and the second game control step, an event is generated within the game, and the event is controlled to occur under different conditions in the first state and the second state. The program is controlled so that in the second state, the event occurs with a lower level of difficulty compared to the first state. In the program, further, in the determination step, it is determined whether or not a termination condition of the event is satisfied, and in the second state, it is determined whether or not the termination condition is satisfied using a criterion different from that in the first state. In the program, in the first state, the event progresses through the actions of a player character operated based on input from the user, and it is determined whether or not the end condition has been met based on the results of the progress of the event, and in the second state, it is determined whether or not the end condition has been met without the player character being operated. In the program, further, in the acquisition step, location information of the user is acquired, and in the second game control step, a multiplayer event is generated when a third condition regarding the location information is satisfied in the second state, wherein the third condition includes a condition regarding the relationship between a point associated with the multiplayer event and the location of the user. In the program, further, in the acquisition step, location information of the user is acquired, and in the second game control step, a multiplayer event is generated when a third condition regarding the location information is satisfied in the second state, wherein the third condition includes a condition regarding the location relationship between multiple users who are progressing the game in the second state. In the program, the multiplay event is configured to be able to proceed only in the first state after switching from the second state to the first state is executed. In the program, the granting step grants a second benefit to the user in response to progress of the game in the second state. In the program, further, in the acquisition step, walking information regarding the user's walking is acquired, and the content or quantity of the second benefit is determined based on the walking information in the second state. In the program, the second benefit is granted to the user in the first state when, in the second state, a condition regarding the walking record is met and then a switch from the second state to the first state is executed. In the program, the first benefit or the second benefit activates an effect in the first state that allows the game to progress advantageously for a certain period of time, and in the first game control step, the effect is activated based on the user's input in the first state. In the program, further, in the acquisition step, location information of the user is acquired, and the first benefit or the second benefit activates an effect that allows the game to progress advantageously for a certain period of time in the first state, and in the first game control step, the effect is activated when the location information indicates that the user is located within a certain distance from a specific location or facility associated with the user. An information processing system comprising a control unit, the control unit being configured to execute each of the steps. Of course, this is not the case.
[0116] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]
[0117] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 230: Game control unit 231: Granting section 232: Executive Department 233: Acquisition Department 234: Judgment section 235: Notification Department 236: Display control unit 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 5: Map screen 50: Map display area 501: User object 502: Encounter detection area 504: Enemy object 505: Boss object 506: Home object 507: Other user's object 508: Event button 51: Menu display area 511: Menu button 52: Notification window 53: Inoperable display 54: Results window 541: Next button 55: Bonus display window 551: Close button 6a: Settings screen 6b: Settings screen 61: Settings menu button 611: Setting status 612: Activation button 613: Checkbox 614: Back button 615: Setup completion window 616: Close button 7: Event progress screen 70: Event Progress Area 71: Notification window 72: Inoperable display 721: Command selection button 8: Event list screen 81: Event display area 82: Play button IF1: Movement information IF2: Location information IF3: Walking Information
Claims
1. A program, Have the computer perform the following steps: the first game control step controls progress of the game in a first state in which a user can operate the game; in the second game control step, in a second state in which an operation of the user on the game is at least partially restricted, progress of the game is controlled so as to progress the game regardless of an input from the user; In the granting step, a first benefit is granted to the user in response to the setting being previously enabled by the user, the setting is for automatically switching the first state to the second state when a first condition is satisfied, The program, wherein the first condition is that information indicating that the user is moving is acquired.
2. A program comprising: Have the computer perform the following steps: the first game control step controls progress of the game in a first state in which a user can operate the game; in the second game control step, in a second state in which an operation of the user on the game is at least partially restricted, progress of the game is controlled so as to progress the game regardless of an input from the user; In the granting step, a first benefit that can be used by the user in the first state is granted to the user in response to the setting being previously enabled by the user, the setting is for automatically switching the first state to the second state when a first condition is satisfied, the first condition is that information indicating that the user is moving is acquired; In the execution step, switching between the first state and the second state is executed based on the setting, and when the first condition is no longer satisfied in the second state, switching from the second state to the first state is executed; In the acquisition step, movement information relating to the movement of the user is acquired; In the execution step, the program executes switching between the first state and the second state based on the movement information.
3. A program comprising: Have the computer perform the following steps: the first game control step controls progress of the game in a first state in which a user can operate the game; in the second game control step, in a second state in which an operation of the user on the game is at least partially restricted, progress of the game is controlled so as to progress the game regardless of an input from the user; In the granting step, a first benefit is granted to the user in response to the setting being previously enabled by the user, the setting is for automatically switching the first state to the second state when a first condition is satisfied, the first condition is that information indicating that the user is moving is acquired; In the first game control step and the second game control step, an event is generated in the game, The program is controlled so that the event occurs under different conditions in the first state and the second state.
4. A program comprising: Have the computer perform the following steps: the first game control step controls progress of the game in a first state in which a user can operate the game; in the second game control step, in a second state in which an operation of the user on the game is at least partially restricted, progress of the game is controlled so as to progress the game regardless of an input from the user; In the granting step, a first benefit is granted to the user in response to the setting being previously enabled by the user, the setting is for automatically switching the first state to the second state when a first condition is satisfied, the first condition is that information indicating that the user is moving is acquired; In the acquisition step, location information of the user is acquired; In the second game control step, a multiplay event is generated when a third condition related to the position information is satisfied in the second state, The program, wherein the third condition includes a condition regarding a positional relationship between multiple users who are progressing the game in the second state.
5. A program comprising: Have the computer perform the following steps: the first game control step controls progress of the game in a first state in which a user can operate the game; in the second game control step, in a second state in which an operation of the user on the game is at least partially restricted, progress of the game is controlled so as to progress the game regardless of an input from the user; In the granting step, a first benefit is granted to the user in response to the setting being previously enabled by the user, the setting is for automatically switching the first state to the second state when a first condition is satisfied, the first condition is that information indicating that the user is moving is acquired; In the awarding step, a second benefit is awarded to the user in response to progress of the game in the second state.
6. In the program according to any one of claims 1, 3 to 5, Furthermore, in the execution step, switching between the first state and the second state is executed based on the setting, When the first condition is no longer satisfied in the second state, switching from the second state to the first state is executed.
7. In the program according to claim 2 or claim 6, In the execution step, even if the first condition is satisfied, if a second condition is also satisfied, switching from the first state to the second state is not executed.
8. The program according to claim 7, Furthermore, in the acquisition step, movement information relating to the movement of the user is acquired, In the execution step, switching between the first state and the second state is executed based on the movement information, The program, wherein the first condition is that information indicating that the user is moving is acquired, and the second condition is that the user's moving speed is equal to or greater than a threshold.
9. 4. The program according to claim 3, The program is controlled so that, in the second state, the event occurs with a lower degree of difficulty compared to the first state.
10. In the program according to claim 3 or claim 9, Furthermore, in the determination step, it is determined whether or not a termination condition of the event is satisfied, In the second state, whether or not the termination condition is satisfied is determined using a criterion different from that in the first state.
11. The program according to claim 10, In the first state, the event progresses due to an action of a player character operated based on an input from the user, and it is determined whether or not the end condition is satisfied based on a result of the progress of the event; In the second state, it is determined whether or not the termination condition is satisfied without the player character being operated.
12. In the program according to any one of claims 2, 6 to 11, Furthermore, in the acquisition step, location information of the user is acquired, In the second game control step, a multiplay event is generated when a third condition related to the position information is satisfied in the second state, The third condition includes a condition regarding a relationship between a point associated with the multiplayer event and a location of the user.
13. In the program according to claim 4 or claim 12, The multiplay event is configured to be able to proceed only in the first state after switching from the second state to the first state is executed.
14. 6. The program according to claim 5, Furthermore, in the acquisition step, gait information relating to the user's walking is acquired, The content or quantity of the second benefit is determined based on the walking information in the second state.
15. 15. The program according to claim 14, The second benefit is granted to the user in the first state when, in the second state, a condition related to the recording of the walking is met and then switching from the second state to the first state is executed.
16. In the program according to any one of claims 5, 14, and 15, the first benefit or the second benefit activates an effect that allows the game to proceed advantageously for a certain period of time in the first state, In the first game control step, the effect is activated based on an input from the user in the first state.
17. In the program according to any one of claims 5 and 14 to 16, Furthermore, in the acquisition step, location information of the user is acquired, the first benefit or the second benefit activates an effect that allows the game to proceed advantageously for a certain period of time in the first state, In the first game control step, the effect is activated when the location information indicates that the user is located within a certain distance from a specific location or facility associated with the user.
18. An information processing system, A control unit is provided, The control unit is configured to execute each step according to any one of claims 1 to 17.
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