program
The program addresses the issue of distance reflection and driver distraction in location-based games by enabling a mode that reflects travel distance without user input, ensuring safety and motivation through rewards.
Patent Information
- Application Number
- JP2024116735
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-22
- Publication Date
- 2025-09-30
- Estimated Expiration
- 2040-03-27
AI Technical Summary
Conventional location-based games do not accurately reflect travel distances when played while using transportation, posing a distraction risk for drivers.
A program that enables a specific mode allowing travel distance reflection without user input, granting advantages based on distance traveled, and preventing screen distraction by using means like a car.
Ensures travel distance is reflected in game results while preventing driver distraction, enhancing safety and motivation through rewards for long-distance travel.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program. [Background technology]
[0002] Generally, games that utilize location information from a terminal device such as a smartphone owned by a user are known. For example, Patent Document 1 describes a method of determining a player's movement distance based on the player's location information and reflecting the result in the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-170966 Summary of the Invention [Problem to be solved by the invention]
[0004] Conventional location-based games are designed for players to travel on foot and progress through the game by accepting predetermined input operations. However, it is also possible to play the game by traveling by means of transportation such as a car, although not all traveled distances are reflected. In this case, for example, there is a risk that the user may be distracted while driving, i.e., they may be distracted while looking at the game screen.
[0005] The present invention has been devised in view of the above circumstances, and its purpose is to provide a program that can reflect the travel distance in the results while preventing the driver from looking away even when traveling by transportation means. [Means for solving the problem]
[0006] According to one embodiment of the present disclosure, there is provided a program executed on a terminal device, the program causing the terminal device to function as: means for transitioning to a specific mode by receiving a first input from a user; means for enabling the specific mode to proceed without requiring input from the user in the specific mode; means for identifying a distance traveled by moving the position of the terminal device; and means for increasing the user's degree of advantage when the specific mode is terminated in accordance with the distance traveled by the terminal device in the specific mode, even if the movement during the specific mode is made using a predetermined means of travel; the means for enabling the specific mode to proceed grants a right during the specific mode in accordance with the movement of the terminal device during the specific mode without requiring input from the user; and the means for increasing the degree of advantage enables the user to increase the degree of advantage according to the right, since the right has been granted when the specific mode is terminated. [Effects of the Invention]
[0007] According to the present invention, even when traveling by transportation means, the travel distance can be reflected in the results while preventing the driver from looking away. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 2 is a diagram illustrating a hardware configuration of the game system. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of a server. [Figure 3] FIG. 2 is a block diagram showing the functional configuration of a terminal device. [Figure 4] (A) to (F) are figures showing an example of a display screen displayed on the display unit during a location-based game, and (F) is a figure showing an example of the effect that game media granted in a location-based game has in a competitive game. [Figure 5] FIG. 10 is a diagram for explaining a flowchart of a location information game-related process. [Figure 6] FIG. 10 is a diagram for explaining a flowchart of a location information game-related process. DETAILED DESCRIPTION OF THE INVENTION
[0009] The game system according to the present disclosure is a system for providing a game to multiple users. The game system will be described below with reference to the drawings. Note that the present invention is not limited to these examples, but is defined by the claims, and all modifications within the meaning and scope equivalent to the claims are intended to be included in the present invention. In the following description, the same elements in the drawings will be designated by the same reference numerals, and redundant explanations will not be repeated.
[0010] <Game System 1 Hardware Configuration> 1 is a diagram showing the hardware configuration of a game system 1. As shown in the figure, the game system 1 includes a plurality of terminal devices 100 and a server 200. Each terminal device 100 is connected to the server 200 via a network 2. The network 2 is made up of the Internet and various mobile communication systems constructed by wireless base stations (not shown). Examples of such mobile communication systems include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (e.g., Wi-Fi (registered trademark)) that can connect to the Internet via a predetermined access point.
[0011] The server 200 (computer, information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These components of the server 200 are electrically connected to each other via a communication bus.
[0012] The terminal device 100 (computer, information processing device) may be a mobile terminal such as a smartphone, feature phone, PDA (Personal Digital Assistant), or tablet computer. The terminal device (also referred to as a user terminal) 100 may be a gaming device suitable for playing games. As shown in the figure, the terminal device 100 includes a processor 10, a memory 11, a storage 12, a communication interface (IF) 13, an input / output IF 14, a display unit 15, a camera 17, and a distance measurement sensor 18. These components of the terminal device 100 are electrically connected to each other via a communication bus. Note that the terminal device 100 may include an input / output IF 14 to which a display (display unit) configured separately from the terminal device 100 main body can be connected, instead of or in addition to the display unit 15.
[0013] 1, the terminal device 100 may be configured to be able to communicate with one or more controllers 1020. The controller 1020 establishes communication with the terminal device 100 in accordance with a communication standard such as Bluetooth (registered trademark). The controller 1020 may have one or more buttons or the like, and transmits output values based on user input operations on the buttons or the like to the terminal device 100. The controller 1020 may also have various sensors such as an acceleration sensor and an angular velocity sensor, and transmits output values of the various sensors to the terminal device 100.
[0014] Instead of or in addition to the terminal device 100 being provided with the camera 17 and the distance measurement sensor 18, the controller 1020 may have the camera 17 and the distance measurement sensor 18.
[0015] For example, at the start of a game, the terminal device 100 preferably prompts the user using the controller 1020 to input user identification information, such as the user's name or login ID, via the controller 1020. This enables the terminal device 100 to associate the controller 1020 with the user, and to identify which user the received output value belongs to based on the sender (controller 1020) of the output value.
[0016] When a terminal device 100 communicates with multiple controllers 1020, each user holds a controller 1020, allowing a single terminal device 100 to realize a multiplay mode without communicating with other devices such as the server 200 via the network 2. Alternatively, the terminal devices 100 may connect to each other via a wireless standard such as a wireless local area network (LAN) standard (connecting to each other via a wireless standard without going through the server 200) to realize a multiplay mode locally using multiple terminal devices 100. When a single terminal device 100 realizes the above-described multiplay mode locally, the terminal device 100 may further include at least some of the various functions of the server 200 (described later). When a plurality of terminal devices 100 realize the above-described multiplay mode locally, the multiple terminal devices 100 may include the various functions of the server 200 (described later) in a distributed manner.
[0017] Note that even when the above-described multiplay is realized locally, the terminal device 100 may communicate with the server 200. For example, information indicating the results of a game, such as the score or win / loss, may be associated with user identification information and transmitted to the server 200.
[0018] The controller 1020 may also be configured to be detachable from the terminal device 100. In this case, a coupling section for the controller 1020 may be provided on at least one surface of the housing of the terminal device 100. When the terminal device 100 and the controller 1020 are coupled to each other via the coupling section by a wire, the terminal device 100 and the controller 1020 transmit and receive signals via the wire.
[0019] 1, the terminal device 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF 14. This allows the terminal device 100 to read programs and data recorded on the storage medium 1030. The program recorded on the storage medium 1030 is, for example, a game program.
[0020] The terminal device 100 may store in the memory 11 of the terminal device 100 a game program acquired by communicating with an external device such as the server 200, or may store in the memory 11 a game program acquired by reading it from the storage medium 1030.
[0021] As described above, the terminal device 100 includes the communication IF 13, the input / output IF 14, the display unit 15, the camera 17, and the distance measurement sensor 18 as an example of a mechanism for inputting information to the terminal device 100. Each of the above-described units as an input mechanism can be considered as an operation unit configured to receive input operations from the user.
[0022] For example, when the operation unit is configured with at least one of the camera 17 and the distance measurement sensor 18, the operation unit detects an object 1010 in the vicinity of the terminal device 100 and identifies an input operation from the detection result of the object. As an example, a user's hand, a marker of a predetermined shape, or the like is detected as the object 1010, and the input operation is identified based on the color, shape, movement, or type of the object 1010 obtained as the detection result. More specifically, when the user's hand is detected from an image captured by the camera 17, the terminal device 100 identifies and accepts a gesture (a series of movements of the user's hand) detected based on the captured image as the user's input operation. Note that the captured image may be a still image or a video.
[0023] Alternatively, if the operation unit is configured by the display unit 15, the terminal device 100 identifies and accepts a user operation performed on the input unit 151 of the display unit 15 as the user's input operation. Alternatively, if the operation unit is configured by the communication IF 13, the terminal device 100 identifies and accepts a signal (e.g., an output value) transmitted from the controller 1020 as the user's input operation. Alternatively, if the operation unit is configured by the input / output IF 14, the terminal device 100 identifies and accepts a signal output from an input device (not shown) connected to the input / output IF 14 and different from the controller 1020 as the user's input operation.
[0024] <Hardware components of each device> The processor 10 controls the overall operation of the terminal device 100. The processor 20 controls the overall operation of the server 200. The processors 10 and 20 each include a central processing unit (CPU), a micro processing unit (MPU), and a graphics processing unit (GPU).
[0025] The processor 10 reads a program from the storage 12 (described later) and loads it in the memory 11 (described later). The processor 20 reads a program from the storage 22 (described later) and loads it in the memory 21 (described later). The processors 10 and 20 execute the loaded programs.
[0026] Memories 11 and 21 are main storage devices. Memories 11 and 21 are composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 11 provides a working area for processor 10 by temporarily storing programs and various data that processor 10 reads from storage 12 (described later). Memory 11 also temporarily stores various data generated while processor 10 is operating according to a program. Memory 21 provides a working area for processor 20 by temporarily storing various programs and data that processor 20 reads from storage 22 (described later). Memory 21 also temporarily stores various data generated while processor 20 is operating according to a program.
[0027] In this embodiment, the program may be a game program for realizing a game by the terminal device 100. Alternatively, the program may be a game program for realizing the game through cooperation between the terminal device 100 and the server 200. Note that, as an example, a game realized through cooperation between the terminal device 100 and the server 200 may be a game executed on a browser launched on the terminal device 100. Alternatively, the program may be a game program for realizing the game through cooperation between multiple terminal devices 100. Furthermore, the various data include data related to the game, such as user information and game information, as well as instructions or notifications transmitted and received between the terminal device 100 and the server 200 or between multiple terminal devices 100.
[0028] The storages 12 and 22 are auxiliary storage devices. The storages 12 and 22 are configured by storage devices such as flash memory or HDDs (Hard Disk Drives). The storages 12 and 22 store various data related to games.
[0029] The communication IF 13 controls transmission and reception of various data in the terminal device 100. The communication IF 23 controls transmission and reception of various data in the server 200. The communication IFs 13 and 23 control, for example, communication via a wireless LAN (Local Area Network), internet communication via a wired LAN, a wireless LAN, or a mobile phone network, and communication using short-range wireless communication, etc.
[0030] The input / output IF14 is an interface through which the terminal device 100 receives input of data and outputs data. The input / output IF14 may input and output data via a USB (Universal Serial Bus) or the like. The input / output IF14 may include, for example, physical buttons, a camera, a microphone, or a speaker of the terminal device 100. The input / output IF24 of the server 200 is an interface through which the server 200 receives input of data and outputs data. The input / output IF24 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.
[0031] The display unit 15 of the terminal device 100 is an electronic component that combines an input unit 151 and a display unit 152. The input unit 151 is, for example, a touch-sensitive device, and is configured by, for example, a touchpad. The display unit 152 is, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
[0032] The input unit 151 has a function of detecting the position where a user operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, or a tap operation) is input on the input surface, and transmitting information indicating the position as an input signal. The input unit 151 may be provided with a touch sensing unit (not shown). The touch sensing unit may be of any type, such as a capacitive type or a resistive type.
[0033] Although not shown, the terminal device 100 may include one or more sensors for identifying the holding orientation of the terminal device 100. The sensor may be, for example, an acceleration sensor or an angular velocity sensor. When the terminal device 100 includes a sensor, the processor 10 may identify the holding orientation of the terminal device 100 from the output of the sensor and perform processing according to the holding orientation. For example, when the terminal device 100 is held in portrait orientation, the processor 10 may set the display unit 152 to a portrait screen display in which a vertically oriented image is displayed. On the other hand, when the terminal device 100 is held in landscape orientation, the processor 10 may set the display unit 152 to a landscape screen display in which a horizontally oriented image is displayed. In this way, the processor 10 may be able to switch between portrait screen display and landscape screen display depending on the holding orientation of the terminal device 100.
[0034] The camera 17 includes an image sensor and converts incident light from a lens into an electrical signal to generate a captured image.
[0035] Distance measurement sensor 18 is a sensor that measures the distance to a measurement object. Distance measurement sensor 18 includes, for example, a light source that emits pulse-converted light and a light-receiving element that receives the light. Distance measurement sensor 18 measures the distance to a measurement object based on the timing of light emission from the light source and the timing of light reception of reflected light that is generated when the light emitted from the light source hits the measurement object and is reflected. Distance measurement sensor 18 may also include a light source that emits directional light.
[0036] Here, an example will be further described in which the terminal device 100 receives, as a user input operation, a detection result of an object 1010 detected near the terminal device 100 using the camera 17 and the distance measurement sensor 18. The camera 17 and the distance measurement sensor 18 may be provided, for example, on a side surface of the housing of the terminal device 100. The distance measurement sensor 18 may be provided near the camera 17. For example, an infrared camera may be used as the camera 17. In this case, the camera 17 may be provided with a lighting device that irradiates infrared light, a filter that blocks visible light, and the like. This can further improve the accuracy of object detection based on images captured by the camera 17, regardless of whether the location is indoors or outdoors.
[0037] The processor 10 may perform, for example, one or more of the following processes (1) to (5) on the image captured by the camera 17. (1) The processor 10 performs image recognition processing on the image captured by the camera 17 to determine whether the captured image includes a user's hand. The processor 10 may use, for example, pattern matching as the analysis technology employed in the image recognition processing. (2) The processor 10 also detects a user gesture from the shape of the user's hand. For example, the processor 10 determines the number of fingers (number of outstretched fingers) of the user from the shape of the user's hand detected from the captured image. The processor 10 further determines the gesture made by the user from the determined number of fingers. For example, if the number of fingers is five, the processor 10 determines that the user has made a "paper" gesture. If the number of fingers is zero (no fingers detected), the processor 10 determines that the user has made a "rock" gesture. Furthermore, if the number of fingers is two, the processor 10 determines that the user has made a "scissors" gesture. (3) The processor 10 performs image recognition processing on the image captured by the camera 17 to detect whether the user's fingers are in a state where only the index finger is extended or whether the user's fingers are flicking. (4) The processor 10 detects the distance between the terminal device 100 and an object 1010 (such as the user's hand) near the terminal device 100 based on at least one of the image recognition results of the image captured by the camera 17 and the output value of the distance measurement sensor 18. For example, the processor 10 detects whether the user's hand is near the terminal device 100 (for example, a distance less than a predetermined value) or far away (for example, a distance equal to or greater than a predetermined value) based on the size of the shape of the user's hand identified from the image captured by the camera 17. Note that if the captured image is a video, the processor 10 may detect whether the user's hand is approaching or moving away from the terminal device 100. (5) If it is determined that the distance between the terminal device 100 and the user's hand is changing while the user's hand is detected based on the image recognition results of the image captured by the camera 17, the processor 10 recognizes that the user is waving their hand in the direction of the camera 17.When the distance measurement sensor 18, which has a stronger directivity than the imaging range of the camera 17, detects an object in some cases but not in others, the processor 10 recognizes that the user is waving their hand in a direction perpendicular to the imaging direction of the camera.
[0038] In this way, the processor 10 detects whether the user has clenched their hand (whether it is a "rock" gesture or another gesture (e.g., "paper")) by performing image recognition on the image captured by the camera 17. The processor 10 also detects the shape of the user's hand and how the user is moving the hand. The processor 10 also detects whether the user is moving the hand closer to or farther away from the terminal device 100. Such an operation can correspond to an operation using a pointing device such as a mouse or a touch panel. For example, the terminal device 100 moves a pointer on the display unit 15 in accordance with the movement of the user's hand and detects the user's "rock" gesture. In this case, the terminal device 100 recognizes that the user is continuing a selection operation. The continuation of the selection operation corresponds, for example, to the mouse being clicked and kept pressed down, or to the touch panel being kept touched after a touch-down operation. Furthermore, when the user further moves his / her hand while the user's "rock" gesture has been detected, the terminal device 100 can recognize such a series of gestures as an operation corresponding to a swipe operation (or a drag operation). Furthermore, when the terminal device 100 detects a gesture of the user snapping their fingers based on the detection result of the user's hand from the image captured by the camera 17, the terminal device 100 may recognize the gesture as an operation corresponding to a mouse click or a tap operation on the touch panel.
[0039] <Functional configuration of game system 1> (Functional configuration of server 200) 2 is a block diagram showing the functional configuration of the server 200. The server 200 has a function of providing each terminal device 100 with various data and programs necessary to realize the game. The server 200 has a function of collecting and managing data related to the game from each terminal device 100. The server 200 has a function of performing synchronization processing between multiple terminal devices 100.
[0040] In this embodiment, the server 200 identifies each user and terminal device 100 by a game account registered in advance. The method of registering the account is not particularly limited. For example, the terminal device 100 or another device such as a personal computer may transmit information required to register the user's account to the server 200 in accordance with the user's operation. The server 200 may then create and store an account for each user based on the received information.
[0041] When a terminal device 100 logs in to the network 2 of the game system 1 using any of the accounts, the server 200 recognizes the logged-in terminal device 100. Note that the login method and login-related processing are not particularly limited. The server 200 and the terminal device 100 may perform conventionally known login methods and various login-related processing.
[0042] The server 200 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 20, a memory 21, a storage 22, a communication IF 23, an input / output IF 24, and the like.
[0043] The storage unit 220 stores various data used by the control unit 210. The storage unit 220 stores a game program 221, game information 222, and user information 223.
[0044] The game program 221 is a program for implementing a game. The game information 222 and the user information 223 are data that are referenced when the game program 221 is executed.
[0045] The game program 221 may include, in addition to the game program executed on the server 200 side, a program (a game program 121 described later) that is transmitted to the terminal device 100 and executed on the terminal device 100 side. Alternatively, the storage unit 220 may store both the game program 221 that is executed on the server 200 side and the program that is executed on the terminal device side.
[0046] The game information 222 is information common across accounts. The game information 222 may include, for example, information for defining various game spaces. A "game space" is a space in which objects of a playable character that can be controlled by a user are placed. The game information 222 may include various setting information regarding objects common across accounts, such as background objects such as trees, rocks, and buildings placed in the game space and the placement position, size, color, and shape of non-player character (NPC) objects. The game information 222 may include setting values of various parameters of non-player characters. The game information 222 may include information related to quests. The game information 222 may include information regarding the probability of winning a lottery held in the game space. A quest is an in-game event for which completion conditions are set. A completion condition may be set for each quest. Note that a quest may also have a failure condition in addition to the completion condition. In the following, a character object placed in the game space may be simply referred to as a "character."
[0047] The user information 223 is information managed for each game account. The user information 223 may include, for example, information about a controllable character (hereinafter referred to as a controllable character), information about owned assets, and information indicating the progress of the game. Examples of owned assets include in-game currency, items, and character equipment.
[0048] The control unit 210 controls various processes related to the game by executing a game program 221 stored in the storage unit 220. By executing the game program 221, the control unit 210 functions as a transmission / reception unit 211, a data management unit 213, and a server processing unit 212.
[0049] The transmitting / receiving unit 211 transmits and receives various data. For example, the transmitting / receiving unit 211 receives requests to transmit various data and programs from the terminal device 100, synchronization requests and data for synchronization to support the multiplay function, and sends them to the server processing unit 212. For example, the transmitting / receiving unit 211 transmits various data and programs to the terminal device 100 in accordance with instructions from the server processing unit 212.
[0050] In this embodiment, the "multiplay function" refers to a function that allows a game to proceed in a synchronized manner for multiple accounts. When multiple accounts are logged in to the game system 1, the server 200 and the terminal device 100 of the game system 1 perform various processes to support the multiplay function.
[0051] The server processing unit 212 performs various determination processes related to the progress of the game. The server processing unit 212 performs arithmetic processes necessary to provide the game. The server processing unit 212 executes arithmetic processes described in the game program 221 in response to requests from the terminal device 100, etc.
[0052] For example, the server processing unit 212 instructs the data management unit 213 to add, update, or delete records of the game information 222 or the user information 223. For example, the server processing unit 212 instructs the transmission / reception unit 211 to transmit various data or programs. For example, when the server processing unit 212 receives a synchronization request and synchronization data for supporting the multiplay function from the terminal device 100 via the transmission / reception unit 211, the server processing unit 212 instructs the synchronization processing unit 214 to perform synchronization processing for supporting the multiplay function.
[0053] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 adds, updates, or deletes records of the game information 222 or the user information 223 in accordance with instructions from the server processing unit 212.
[0054] For example, the data management unit 213 reads at least one of the game information 222 and the user information 223 from the storage unit 220 in accordance with an instruction from the server processing unit 212 , and transmits it to the terminal device 100 via the transmission / reception unit 211 .
[0055] For example, in accordance with instructions from the server processing unit 212, the data management unit 213 reads out from the storage unit 220 the portion of the game program 221 that is to be executed on the terminal device 100 side, and transmits it to the terminal device 100 via the transmission / reception unit 211.
[0056] The synchronization processing unit 214 performs synchronization processing to support the multiplay function of the game in accordance with instructions from the server processing unit 212. The synchronization processing unit 214 synchronizes between terminal devices by transmitting some information received from a terminal device 100 corresponding to each account to the other terminal devices 100. Even when transmitting some information from the server 200 to multiple terminal devices 100, the synchronization processing unit 214 transmits the information in synchronization to each terminal device 100. Note that the synchronization processing unit 214 only needs to receive synchronization timing, information to be synchronized, and the like from the server processing unit 212. As a result, for example, an action in the game caused by an input operation performed on one terminal device 100 is synchronized and displayed on the other terminal devices 100.
[0057] Although not shown, the control unit 210 includes other components such as a distance determination unit, an award determination unit, and a game content award unit. The distance determination unit determines the distance traveled by the terminal device 100 in the real world. For example, the distance determination unit has a function of determining (specifying) the distance traveled by the terminal device 100 in the real world based on the position information of the terminal device 100. The determined (specified) travel distance is transmitted to the terminal device 100 via the transmission / reception unit 211. The distance determination unit may also have a function of determining (specifying) the travel speed of the terminal device 100. Note that the travel distance and travel speed may be determined on the terminal device 100 side.
[0058] The grant determination unit has a function of determining whether or not to grant a user the right to acquire game media, based on information processed by the game progression processing unit 111 from the terminal device 100. For example, based on information processed by the game progression processing unit 111 and transmitted from the terminal device 100, the grant determination unit determines whether or not to grant a right to the user.
[0059] The game medium granting unit has a function of granting game medium to a user according to the distance traveled in the real world by the terminal device 100. The transmission / reception unit 211 has a function of transmitting information about game medium that can be granted to a user to the terminal device 100. The game medium granting unit has a function of making it possible to grant game medium to a user based on the distance traveled in the real world by the terminal device 100, whether the grant determination unit has determined that a right should be granted to the user, and the like.
[0060] (Functional configuration of terminal device 100) 3 is a block diagram showing the functional configuration of the terminal device 100. The terminal device 100 functions as an input device that accepts user input operations and as an output device that outputs game images and sounds. The terminal device 100 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 10, memory 11, storage 12, communication IF 13, input / output IF 14, etc.
[0061] The communication IF 13 transmits the identified real-world position information to the server 200 using information from a GPS (Global Positioning System) sensor provided in the terminal device 100, a wireless network system, or the like.
[0062] The storage unit 120 stores a game program 121, game information 122, and user information 123. The game program 121 is a game program executed on the terminal device 100 side. The game information 122 is data referenced by the control unit 110 when executing the game program 121, and includes information similar to the game information 222 of the server 200. The user information 123 is data related to the account of the user of the terminal device 100, and includes information similar to the user information 223 of the server 200.
[0063] The control unit 110 executes a game program 121 stored in the storage unit 120 to exercise overall control over the terminal device 100. For example, the control unit 110 defines a game space by referring to information for defining the game space stored in game information 122. The control unit 110 transmits and receives various data. For example, the control unit 110 receives various data, programs, and synchronization data for supporting the multi-play function from the server 200. For example, the control unit 110 transmits to the server 200 some or all of the game information 122 or user information 123, or a synchronization request for supporting the multi-play function.
[0064] The control unit 110 functions as a game progress processing unit 111 , an input operation receiving unit 112 , a camera placement control unit 113 , a display control unit 114 , and an object control unit 115 in accordance with the description of the game program 121 .
[0065] The input operation reception unit 112 detects and receives an input operation by the user to the input unit 151. The input operation reception unit 112 determines what kind of input operation has been performed from the action the user has taken on the display unit 15 and the console via the other input / output IF 14, and outputs the result to each element of the control unit 110.
[0066] For example, when an input operation is performed on the input unit 151, the input operation reception unit 112 detects the coordinates of the input position and the type of operation. For example, the input operation reception unit 112 detects a touch operation, a slide operation, a swipe operation, a tap operation, etc. When a continuously detected input is interrupted, the input operation reception unit 112 detects that the touch input from the display unit 15 has been released.
[0067] The game progression processing unit 111 performs various processes related to the progress of the game. For example, the game progression processing unit 111 interprets the user's instructions indicated by the coordinates of the input position of the input operation received by the input operation receiving unit 112 and the type of operation. For example, the game progression processing unit 111 adds, updates, or deletes game information 122 or user information 123. For example, the game progression processing unit 111 performs various determination processes related to the progress of the game.
[0068] The camera placement control unit 113 defines a virtual camera for specifying an area of the game space to be presented to the user. The camera placement control unit 113 virtually places the virtual camera in the game space by defining the position and orientation of the virtual camera within the game space. Furthermore, the camera placement control unit 113 instructs the display control unit 114 to create an image depicting the field of view defined by the virtual camera and the objects located in the field of view.
[0069] The camera placement control unit 113 may determine the position and orientation of the virtual camera as appropriate for each game space. For example, the camera placement control unit 113 may use the position and orientation of a specific object as a reference and place the virtual camera at a certain direction, distance, and angle from the object so that the object is captured in the center of the field of view in a specific orientation. The specific object may be, for example, an object of a playable character on the terminal device 100, a dynamic object representing another character such as a non-player character, or a static object representing a building, tree, stone, or the like. Here, dynamic objects in the game space include characters (e.g., non-player characters, enemy characters, etc.) that operate based on the game programs 121 and 221 and playable characters that operate based on user operations.
[0070] The display control unit 114 causes an image to be displayed on the display unit 152. For example, the display control unit 114 generates an image depicting the area of the field of view of the virtual camera defined by the camera placement control unit 113 in the game space and objects present in that area, and causes the display unit 152 to display the image. Furthermore, the display control unit 114 may superimpose and draw objects related to a UI (user interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on such an image.
[0071] The object control unit 115 places objects in the game space based on the object setting information included in the game information 122. The object control unit 115 controls the objects placed in the game space. For example, the object control unit 115 changes the position, orientation, shape, color, etc. of the objects in the game space, and causes the objects to perform a predetermined series of actions.
[0072] The game system 1 may be configured so that the server 200 has at least some of the functions of the terminal device 100. The game system 1 may be configured so that the terminal device 100 has at least some of the functions of the server 200. Furthermore, devices other than the terminal device 100 and the server 200 may be components of the game system 1, and some of the processing in the game system 1 may be executed by the hardware of the devices. That is, in this embodiment, the computer that executes the game programs 121 and 221 may be any of the terminal device 100, the server 200, and other devices.
[0073] <Game Overview> The game executed by the game system 1 according to this embodiment (hereinafter referred to as the present game) includes a location-based game and other games (such as a competitive game) that are different from the location-based game. The present game increases the user's advantage in the present game by using game media, etc., provided as a reward in the location-based game in the location-based game or other games.
[0074] In the location-based game of this embodiment, a user who owns a terminal device can acquire game contents according to the distance traveled, regardless of whether the distance is short or long. However, in the location-based game, by traveling a long distance that the user would hesitate to reach on foot because it would take a considerable amount of time, the user can be awarded game contents that give the user a higher degree of advantage (in-game value) than if the user had traveled a short distance. This can increase the user's motivation to travel long distances to progress in the game.
[0075] In addition, the location-based game of this embodiment has multiple modes corresponding to the means of transportation, including a specific mode for progressing through the location-based game using a means of transportation driven by the user himself, such as a car. When the specific mode is set in response to user operation, even when traveling by car, the entire distance traveled is reflected in the game result. Furthermore, when the specific mode is set, a configuration is adopted in which the game can be progressed without user operation. Furthermore, when the specific mode is set, a configuration is adopted in which information to be notified to the user according to the progress of the game, etc., is notified using an output unit other than the display unit (specifically, a speaker). This eliminates the need for the user to check the game screen during the specific mode of the game. As a result, even when playing a location-based game using a means of transportation such as a car, distraction can be prevented, preventing a decrease in safety. Even when traveling long distances using a specific means of transportation, when progressing through the location-based game in a specific mode using a car driven by the user himself, the user is awarded game content (e.g., rare characters, objects, items, and other requests) that is more advantageous to the user than when progressing through the location-based game in another mode using a means of transportation other than a car. Therefore, it is possible to improve the user's motivation to set a specific mode and progress through the position information game.
[0076] "Predetermined means of transportation" refers to a vehicle, such as a bicycle or car driven by the user, as well as a train, airplane, or boat, but is not limited to these, as long as it can travel at a speed faster than a human walking speed. "Increasing the degree of advantage" refers to, in addition to the game media described above, anything that can give an advantage in the progression of the game, such as acquiring in-game virtual currency or special in-game means of transportation such as an airship or balloon, granting game media such as experience points that increase the level of a character or object, or meeting the conditions for progressing to (making playable) a special stage or event, and is not limited to these, as long as it can give an advantage in the progression of the game.
[0077] On the other hand, an example of a game other than a position information game is a fighting game. A fighting game is a game in which, for example, an operable character (hereinafter referred to as a player character (PC)) operated by a user and a non-player character that operates according to a game program appear in a virtual space, and the player character and the non-player character battle each other, and the player character grows and progresses through the game story. Note that the opponent is not limited to a non-player character, but may also be a player character operated by another user.
[0078] Location-based games and other games such as competitive games are different types of games. However, game media provided in location-based games (e.g., rare characters, objects, items, and other items such as requests) can be used to gain an advantage not only in location-based games but also in competitive games, which are examples of other games, and can enable participation in new events. Gaining an advantage in a competitive game, for example, can be achieved by using rare objects (e.g., characters, weapons, etc.) to enable competitive games, allowing the player to gain an advantage in battles. Participating in a new event can be achieved, for example, by using a request to participate in a special quest and start a game in which the player battles a new enemy in the quest.
[0079] Therefore, in addition to the game cycle of, for example, moving on foot in a location-based game to acquire rewards such as game media, → being able to advance advantageously in the competitive game, → moving on foot again, it is possible to provide a user with a new game cycle of acquiring rare game media, etc., by traveling a long distance using a predetermined means of transportation in the location-based game while ensuring safety, → being able to advance advantageously in the competitive game by having the acquired object participate in a battle, → being able to grow the object by traveling an even longer distance using the predetermined means of transportation again in the location-based game, → being able to advance even more advantageously in the competitive game... The location-based game and the competitive game will each be described in detail below.
[0080] (Location-based game) First, the location information game will be described. FIG. 4(A) is a diagram showing an example of the display unit 15 when the location information game is started by a user's input operation. When the location information game is started, the terminal device 100 uses information from a location registration system, a GPS module of the terminal device 100, etc. to identify current location information (e.g., address information, latitude and longitude information, etc.) of the terminal device 100, and displays a map of the area around the current location of the terminal device 100 (the user who owns the terminal device 100) in real space based on the current location information. When displaying the map, for example, the current location information is transmitted to the server 200 to request the transfer of map data of the area around the current location. The server 200 acquires map data of the area around the terminal device 100 from another service providing device (server) that provides map data via a network, and transmits the map data of the area around the terminal device 100 to the terminal device 100. The terminal device 100 displays a map image based on the map data on the display unit 15.
[0081] Also, a first object 300 indicating the position of the user who owns the terminal device 100 and a map image of a specific range around the user (a range that can be displayed on the display unit 15) are displayed on the display unit 15. Furthermore, map information such as buildings, roads, and routes within the specific range is also displayed on the display unit 15.
[0082] Furthermore, when the location-based game is started, a mode selection UI (User Interface) for selecting a means of transportation is displayed in the lower area of the display unit 15. The mode selection UI displays icons of airplanes, cars, trains, and ships as examples of means of transportation. The user selects the means of transportation to use in progressing through the location-based game by touching one of the displayed icons. Note that the mode selection UI displays the means of transportation as vehicle icons to facilitate selection of a means of transportation, but the display method is not particularly limited thereto. For example, the means of transportation may be displayed as characters indicating the name of the means of transportation. In FIG. 4(A), when a means of transportation is selected, the mode corresponding to the selected means of transportation is switched (set). After the mode is set, background music (BGM) corresponding to the selected mode is output from the terminal device 100. The BGM is set according to the mode, but the BGM output may be changed by user operation. If a predetermined time has passed without the user selecting any means of transportation (icon), or if the user actually starts moving (when it is determined that the terminal device 100 is moving), the mode is switched to walking mode, as described below. A message may be displayed in the mode selection UI to inform the user that the mode will be switched to walking mode when a predetermined time has elapsed or when the user actually starts moving.
[0083] FIG. 4(B) is a diagram showing an example of the display unit 15 when a car is selected as a means of transportation. When a car is selected as a means of transportation, the display unit 15 transitions to a drive mode (hereinafter also referred to as a specific mode). When the display unit 15 transitions to the drive mode, the user's first object 300 displayed on the display unit 15 is changed to a second object 301 that resembles a car. For example, the second object 301 may be a vehicle used in the competitive game of this game, and may be displayed on the display unit 15 as the second object 301.
[0084] In addition, an icon 310 indicating the currently active mode (car in FIG. 4(B)) is displayed in the lower left area of the screen of the display unit 15, and an icon 311 for canceling the current mode (drive mode in FIG. 4(B)) is displayed in the lower right area of the screen. The user can visually confirm the active mode (drive mode in FIG. 4(B)) by using the icon 310. The user may also be able to reselect the mode (means of transportation) by performing an input operation on the icon 310. The user can also interrupt or end the active mode (drive mode in FIG. 4(B)) by performing an input operation on the icon 311. The operation of interrupting or ending a mode will be described with reference to FIG. 4(F).
[0085] Furthermore, in the drive mode, the information to be notified to the user is switched from notification using an image on the display unit 15 to notification by sound from the speaker. That is, in the drive mode, information to be notified to the user in accordance with the progress of the game in conjunction with the game progress processing from the terminal device 100 is not displayed on the display unit 15 but is notified by sound from the speaker. Although the display unit 15 displays the second object 301 and a map image corresponding to the position of the object, information to be notified to the user in accordance with the progress of the game, etc., is notified by sound from the speaker.
[0086] Examples of information to be notified in accordance with the progress of the game include the fact that rights have been granted in accordance with the distance traveled during the drive mode, that an item located within a predetermined range has been collected, that another user has passed, and that a landmark has been located within a predetermined range. Therefore, during the drive mode, the user does not need to check the display screen of the terminal device 100, and can be informed of the progress of the game through sounds from the speaker. As a result, even when traveling by a means of transportation such as a car, distraction is prevented, improving the user's safety during travel. Note that in modes corresponding to means of transportation other than a car (such as a train, which the user does not drive), information to be notified to the user is not only notified by sounds from the speaker, but also by images (images corresponding to the information to be notified) on the display unit 15.
[0087] FIG. 4(B) shows an example of a display on the display unit 15 in the drive mode, in which only images such as the second object 301 and a map image are displayed on the display unit 15, and no images corresponding to information to be notified to the user in accordance with the progress of the game, etc. Note that although images such as the second object 301 and the map image are displayed in accordance with the progress of the game, they are not necessarily information necessary for the user (game progress information), and therefore are not information to be notified to the user. However, the display unit 15 in the drive mode is not limited to this, as long as it does not display images corresponding to information to be notified to the user in accordance with the progress of the game, etc. The display unit 15 in the drive mode may not display images such as the second object 301 and the map image. In this case, for example, a specific image (a predetermined still image, a moving image, etc.) unrelated to the progress of the game, a standby image prepared in advance for the game, an image of the icon 301, an image owned by the user, etc. may be displayed, or no image may be displayed (e.g., a black screen). It should be noted that the icon 311 may be always displayed on the display unit 15 in the drive mode, or the icon 311 may be displayed in response to a touch operation on the touch panel.
[0088] Furthermore, when another terminal device playing the game is present within a specific range displayed on the display unit 15, a third object 302 is displayed at a position corresponding to the other terminal device (the position of the terminal device or any position within a predetermined range (20 m) from the position of the terminal device) as shown in FIG. 4(B). The third object 302 may display a vehicle or the like used in the game, similar to the second object 301. Note that although the third object 302 is an image displayed in accordance with the progress of the game, it is not necessarily information necessary for the user (game progress information), and therefore is not information that should be notified to the user. However, as will be described later, information such as the third object 302 may not be displayed on the display unit 15 during drive mode.
[0089] FIG. 4(C) is a diagram showing an example of the display unit 15 when the user who owns the terminal device 100 moves in drive mode. During a location-based game, the terminal device 100 transmits current location information to the server 200 as needed, acquires map data about the area around the terminal device 100, and updates and displays the map image that serves as the background of the second object 301. As a result, when the user moves, the background map image is updated in accordance with the movement. When another user is located within a predetermined range (e.g., 50 m) that is narrower than the specific range as the user moves (e.g., FIG. 4(C)), a voice message saying "Hey" is output from the speaker of the terminal device 100. As a result, when the user passes the third object 302 corresponding to another user, the user can have a simulated experience of being greeted by the other user without having to look at the display unit 15, thereby increasing the enjoyment of the game.
[0090] FIG. 4(D) is a diagram illustrating an example of the display unit 15 when a predetermined condition is met during the drive mode, thereby granting the user the right to acquire game content. During the drive mode, information about the grant of the right (an example of game progress information) upon fulfillment of the predetermined condition is not displayed (notified) on the display unit 15, but is instead notified to the user by outputting a sound from the speaker. For example, the predetermined condition is fulfilled when the distance traveled during the drive mode reaches a predetermined distance. When the predetermined condition is fulfilled, a sound such as "You have reached 10 km in drive mode. Materials obtained." is output from the speaker. Furthermore, when a predetermined landmark is located within a predetermined range (for example, within a radius of 50 m), a sound such as "You have reached the landmark!" is output from the speaker. In this way, the user is notified by outputting a sound that identifies the game progress information from the speaker. Meanwhile, since the display unit 15 merely displays the second object 301, a map image, and the like, as shown in FIG. 4(D), the user is not motivated to look at the display unit 15.
[0091] The specified conditions are not limited to those exemplified above, and may be met by reaching a specified time while traveling using a specified means of transportation, passing through a specific location (position), picking up game media by traveling near a game media randomly placed on the map, or fighting non-player characters by traveling near a non-player character randomly placed on the map and defeating several of the non-player characters.
[0092] FIG. 4(E) is a diagram illustrating an example of the display unit 15 when the driving mode is ended. The user can cancel the current mode and end the location-based game by inputting an operation on the icon 311. When the mode ends, as shown in FIG. 4(E), the icon 311 disappears, and a reward based on the results of the movement, i.e., game contents and the like granted to the user, are displayed on the display unit 15. The game contents granted are determined based on the type of mode, the distance traveled, the rights granted during the mode, and the like. When a predetermined means of transportation is used, the distance traveled per hour is longer than when traveling by foot. As a result, the value of game contents granted to the user per unit time is higher than when not using the predetermined means of transportation. Furthermore, even when a predetermined means of transportation is used, when the driving mode is set, game contents and the like that are more advantageous to the user are granted than when other modes are set. When the mode ends and the game contents are granted, the user can use the game contents and the like.
[0093] FIG. 4(F) is a table illustrating examples of assigned game content names and the effects those game content has in the game. For example, materials have the effect of strengthening the weapons and other equipment equipped by the player character. By strengthening weapons and other equipment, the user can more easily defeat non-player characters and progress through the game with an advantage. Requests, for example, have the effect of allowing the user to participate in special quests unrelated to the game's progress. By participating in these quests, the user can obtain objects and special weapons that can be used in battles, or encounter new non-player characters. Furthermore, requests have the effect of enhancing the acquired objects. Objects may be non-human, such as dragons or snakes, or may have the shape of robots or humans. As these objects grow, their stats, such as attack power, increase or they may acquire new techniques. As a result, the player character can participate in battles with non-player characters with an advantage by having the objects participate in battles. Although materials and requests have been given as examples of game media, they may also be, for example, in-game virtual currency or experience points, or items that increase (for example, double) the distance traveled during the mode, and are not limited to these as long as they can provide an advantage in the game progression in location-based games or other games (for example, competitive games).
[0094] (battle game) Next, a battle game, which is an example of another game, will be described. As described above, a battle game is a game in which a player character battles a non-player character. In a battle game, for example, the player character may progress through the game by defeating the non-player character. The user strengthens the player character in order to defeat the non-player character. Strengthening of the player character is performed, for example, by increasing the level of the player character, strengthening weapons and armor equipped by the player character, or obtaining objects that participate in battles together with the player character.
[0095] Furthermore, weapons and the like equipped by the player character may be strengthened using items (materials, etc.) that can be obtained in the game. Furthermore, the properties of the weapon and the like may change depending on the properties of the materials used to strengthen the weapon. For example, if the materials used to strengthen the weapon have a fire property, the strengthened weapon may be endowed with the fire property.
[0096] Furthermore, a fighting game is provided with a plurality of quests (stages), and a user can clear each quest by fulfilling requirements associated with the quest. Requirements include, for example, defeating all non-player characters that appear, defeating a boss character among the non-player characters that appear, or reaching a predetermined location. Quests may be completed, for example, as the game progresses, or a special quest may be completed by obtaining a request or the like. Quests may also be completed in cooperation with other users.
[0097] There may also be an object that fights against non-player characters alongside the player character. This object may be controlled in the same way as the player character, or may only participate in attacks in battle. This object may grow under the same conditions as the player character, or may grow by satisfying conditions separate from those of the player character. This object may be obtainable as the game progresses, or may be obtainable by a request.
[0098] The above-mentioned materials, requests, etc., and the acquisition and development of objects may be obtainable by the user using a specified means of transportation in a location-based game, or may be obtainable only when the user sets the driving mode among modes that use a specified means of transportation.
[0099] (Location-based game processing) 5 is a flowchart showing an example of location information game-related processing executed by the terminal device 100. The location information game-related processing is executed by the terminal device 100 during the location information game, but is not limited to this, and some of the processing may be executed by the server 200, and the processing results may be transmitted to the terminal device 100.
[0100] When the location information game is started, in step S01, a map image, the position of the terminal device 100, and the like are displayed on the display unit 15 based on the location information acquired by the terminal device 100. The display unit 15 displays a first object 300 at the position of the user's terminal device 100, and a map image of a specific range around the user (see FIG. 4(A)). At this time, general map information such as surrounding buildings, roads, and routes is also displayed on the map image of the specific range. In addition, in step S02, a mode selection UI for selecting the means of transportation to use is displayed in the lower area of the display unit 15 (see FIG. 4(A)). By selecting the displayed means of transportation by touch operation, etc., the mode corresponding to that means of transportation is switched to.
[0101] In step S03, it is determined whether or not the drive mode has been selected. The drive mode is the mode when the user selects a car as a means of transportation. If it is determined that the drive mode has been selected, the process proceeds to step S04. On the other hand, if it is not determined that the drive mode has been selected, the process proceeds to step S30.
[0102] In step S04, it is determined whether the position of the terminal device 100 is in a stationary state. The game progression processing unit 111 determines whether the position of the terminal device 100 is in a stationary state based on, for example, the distance traveled by the terminal device 100 within a predetermined period of time. A "stationary state" refers to a state in which it is highly likely that the user is staying in a predetermined location and not moving. The stationary state includes not only a state in which it is determined that the terminal device 100 is not moving based on information from a GPS sensor provided in the terminal device 100, but also a state in which it is determined that the terminal device 100 is moving, but the range of the movement is within a predetermined range and the user himself is not moving, but is moving within the range of the user's gestures. The stationary state is determined, for example, based on whether the distance between the position of the terminal device 100 when it is determined that the drive mode was selected and the position of the terminal device 100 a predetermined period of time (e.g., 0.5 seconds, 1 second, etc.) prior to that is a predetermined distance or less. If the distance is less than the predetermined distance, the terminal device 100 is determined to be in a stationary state, and if the distance exceeds the predetermined distance, the position of the terminal device 100 is determined to be not in a stationary state. The "predetermined distance" refers to, for example, a distance in the range of 0 to 1 m (the range of a user's gestures) that the position of the terminal device 100 has moved over a predetermined period of time.
[0103] If it is not determined in step S04 that the position of the terminal device 100 is in a stationary state, the input operation from the user is not accepted effectively, and the process proceeds to step S05 to call the user's attention, and the process returns to step S03. As a method of calling the user's attention, the content of the attention (for example, a message such as "Please stop and make a selection!") may be displayed on the display unit 15, or a sound for calling the attention (including a voice such as "Please stop and make a selection!") may be output. In this way, when the terminal device 100 is not in a stationary state, the transition to the drive mode is not made, and the user can be prompted to stop and make another operation.
[0104] On the other hand, if it is determined that the position of the terminal device 100 is in a stationary state, the process proceeds to step S06. In step S06, the terminal device 100 transitions to the drive mode. By transitioning to the drive mode through the processes of S03 and S04 in this way, even if an input operation to transition to the drive mode is performed while the user is already moving using a car or the like, the input operation is wasted without transitioning to the drive mode, and therefore, an input operation to initiate a transition to the drive mode while moving can be suppressed or prevented. Note that, as will be described later, when an operation is performed to select a mode corresponding to a means of transportation (such as a train or airplane) other than a means of transportation driven by the user himself / herself, such as a car, the process corresponding to step S04 is not performed, as will be described later, and therefore it is possible to transition to the selected mode even while moving.
[0105] In step S07, the information to be notified to the user is switched from being notified using the display unit 15 to being notified using a speaker (sound). Also, in the drive mode, as will be described later, the game can be progressed by simply moving the terminal device 100 without requiring any input operation from the user. Therefore, in the drive mode, the user can recognize the progress of the game by hearing it, without looking at the display unit 15.
[0106] As shown in Fig. 4(B) etc., a map image that allows identification of the current location is displayed as a predetermined image on the display unit 15. However, in the drive mode, the notification mode for the user is switched to a notification mode that uses only sound in step S07, and information that affects the progress and results of the game is not displayed on the display unit 15. This reduces the need for the user to pay attention to the display unit 15 during the drive mode, thereby improving the safety of the user.
[0107] In step S08, a sound effect corresponding to the drive mode is output from the speaker of the terminal device 100. The sound effect may be, for example, background music. By listening to the background music corresponding to the drive mode, the user can enjoy driving without looking at the display unit 15.
[0108] In step S09, a map image capable of identifying the current position in drive mode is displayed on the display unit 15 based on the position information acquired from the terminal device 100. In drive mode, as shown in FIG. 4(B), a second object 301 is displayed superimposed on a map image corresponding to the current position of the terminal device 100 owned by the user. Also, in drive mode, when a terminal device owned by another user is present within a specific range, a third object 302 is displayed at a position corresponding to the terminal device owned by the other user (see FIG. 4(B)). Note that the processing of step S09 is repeatedly executed according to the positions of the terminal device 100 owned by the user and the other terminal devices, and the display state of the display unit 15 is updated.
[0109] In step S10, the travel distance of the terminal device 100 is identified from the position of the terminal device 100. The distance determination unit of the server 200 determines the travel distance of the terminal device 100 in the real world from the position information of the terminal device 100 sequentially transmitted from the terminal device 100. The determination result is sent from the transmission / reception unit 211 of the server 200 to the communication IF 13 of the terminal device 100. In step S10, the travel distance of the terminal device 100 is determined based on the received information.
[0110] In step S11, it is determined whether a predetermined information output trigger has occurred. Examples of the predetermined information output trigger include when a predetermined condition is met by traveling a predetermined distance (e.g., 2 km), or when a specific user (e.g., a user registered as a friend) or a landmark is present within a predetermined range (e.g., a 2 km radius). If it is determined that the predetermined information output trigger has occurred, the process proceeds to step S12. On the other hand, if it is not determined that the predetermined information output trigger has occurred, the process proceeds to step S13.
[0111] In step S12, a sound corresponding to the progress of the game (a sound corresponding to the information output trigger that has been established) is output from the speaker. Examples of the sound corresponding to the information output trigger include a sound such as "You'll get the right in 2 km" when a predetermined condition is met after driving a predetermined distance, or a sound such as "Landmark A is in the southeast!" when a landmark is within a predetermined range.
[0112] In step S13, it is determined whether a predetermined condition (a condition for granting a right in drive mode) is met. The condition for granting a right may be, for example, a condition that is met every time the distance traveled in drive mode reaches 10 km, or a condition that is met when passing near an item that has been placed in advance on the map. If it is determined that the condition for granting a right is met, the process proceeds to step S14. On the other hand, if it is not determined that the condition for granting a right is met, the process proceeds to step S15.
[0113] In step S14, the rights are granted to the user, and a sound effect is output to notify the user that the rights have been granted (see the explanation in FIG. 4(D)). By granting rights during drive mode, when the drive mode ends, game media corresponding to the rights are granted to the user and become available to the user (or have an effect in the game). The sound effect is output from the speaker of the terminal device 100. For example, the sound effect may be a sound such as "You have reached 10 km since the start of drive mode. You have acquired materials," or simply a sound such as "You have acquired the rights" or "You have collected the items," to notify the user that the rights have been granted.
[0114] In step S15, it is determined whether or not another user (the terminal device of the other user) is located within a predetermined range that is narrower than the specific range, based on the location information from the terminal device 100. If it is determined that another user is located within the predetermined range, the process proceeds to step S16. On the other hand, if it is not determined that another user is located within the predetermined range, the process proceeds to step S17.
[0115] In step S16, a predetermined sound is output from the speaker of the terminal device 100. An example of the predetermined sound is outputting a voice equivalent to a greeting such as "Hey" (see FIG. 4(D)).
[0116] In step S17, it is determined whether or not a predetermined landmark is located within a predetermined range (for example, within a radius of 50 m) based on the location information from the terminal device 100. If it is determined that the predetermined landmark is located, the process proceeds to step S18. On the other hand, if it is not determined that the predetermined landmark is located, the process proceeds to step S19.
[0117] In step S18, a landmark flag is set and a sound effect is output. The speaker of the terminal device 100 outputs an identifiable sound to notify the user that the landmark is located within a predetermined range. For example, a sound such as "You've reached landmark A! Get the local item XX!" is output. The landmark flag is information for identifying a landmark that the user passed nearby during movement. As will be described later, when the drive mode ends, the game content corresponding to the landmark is granted to the user based on the landmark flag. In step S19, it is determined whether an operation to end the drive mode has been performed by an input operation from the user. If it is determined that an operation to end the drive mode has been performed, the process proceeds to step S20. On the other hand, if it is not determined that an operation to end the drive mode has been performed, the process returns to step S09.
[0118] In step S20, similarly to step S04, it is determined whether the position of the terminal device 100 is in a stationary state. If it is determined in step S20 that the position of the terminal device 100 is not in a stationary state, the input operation from the user is not accepted effectively, and the process proceeds to step S21 to alert the user, and then the process proceeds to step S09 again. As a method of alerting the user, a warning message (for example, a message such as "Stop and select!") may be displayed on the display unit 15, or an alert sound (including a voice such as "Stop and select!") may be output. In this way, when the terminal device 100 is not in a stationary state, the drive mode is not terminated, and the user is prompted to stop and perform another operation. On the other hand, if it is determined that the position of the terminal device 100 is in a stationary state, the process proceeds to step S22.
[0119] In step S22, the drive mode is terminated. By terminating the drive mode through the processes of S19 and S20 in this way, even if an input operation to terminate the drive mode is performed to check game media acquired while traveling by car or the like, the input operation is wasted without terminating the drive mode, thereby suppressing or preventing input operations to terminate the mode while traveling. Note that, as will be described later, when an end operation is performed in a mode corresponding to a means of transportation (such as a train or airplane) other than a means of transportation driven by the user himself / herself, such as a car, the process corresponding to step S20 is not performed, as will be described later, and therefore the selected mode can be terminated even while traveling. Also, in step S22, with the end of the drive mode, the information to be notified to the user is switched from a mode in which only the speaker (sound) is used to a mode in which the display unit 15 is used.
[0120] In step S23, game media and the like are granted to the user based on the movement result. The granted game media are granted to the user based on the distance traveled during the drive mode, rights granted during the drive mode, and the like. Rights granted during the drive mode include rights established by traveling a predetermined distance during the drive mode, rights established by collecting placed items, and rights established by passing near a predetermined landmark. Game media are granted based on these rights. The granted rights may be, for example, special rights related to the landmark (e.g., local items), and when the selected mode is the drive mode, even more special rights may be granted. This increases the user's motivation to move using the drive mode. Note that the rights are media that are granted to the user according to the rights when the drive mode ends, making the user able to use the game media (or achieve effects in the game).
[0121] Upon exiting the drive mode, the user may be awarded game content with a high in-game value corresponding to the drive mode. This game content with a high in-game value may be game content that can only be obtained in the drive mode, such as a special object or a special request. In this embodiment, when the travel distance is the same, the in-game value of the awarded game content is the highest when traveling in the drive mode compared to other modes. In other words, traveling in the drive mode can maximize the degree of advantage. In this embodiment, the longer the travel distance, the higher the in-game value of the game content that is awarded. Note that even if the travel distance is the same, the game content that is awarded differs depending on the type of mode, such as driving mode, other mode, walking mode, etc. Furthermore, in other modes, the game content that is awarded may also differ depending on the type of transportation means.
[0122] Furthermore, in step S23, rewards are not limited to those awarded based on rights, etc., granted during the completed driving mode, but may also be awarded based on the total distance traveled during that driving mode. For example, rewards may be awarded in an amount corresponding to the total distance traveled, or game media may be awarded according to the total distance traveled from among game media that are gradually determined so that the degree of advantage varies depending on the distance traveled. In this case, too, the degree of advantage of the reward awarded is determined to be higher the longer the total distance traveled, but even if the total distance traveled is the same, the order may be determined such that driving mode > mode corresponding to other means of transportation (such as train) > walking mode.
[0123] In step S23, a specific image is displayed on the display unit 15 (see FIG. 4(E)). The specific image displays information such as the distance traveled during the drive mode, rights granted during the drive mode, and game media granted according to the drive mode.
[0124] The above has described the processing from when the drive mode is set to when it is finished. The following describes the processing when no drive mode is selected. Returning to step S03, if it is determined that no drive mode has been selected, it is determined in step S30 whether or not a mode other than the drive mode has been selected. The other modes are modes corresponding to airplanes, trains, and ships. If it is determined that any of the other modes has been selected, the process proceeds to step S31.
[0125] In step S31, the device transitions to a mode corresponding to the means of transportation selected by the user. When a mode other than the drive mode is selected, the process corresponding to step S04 is not performed, so that the device can transition to the selected mode even while traveling. In addition, sound effects corresponding to the selected mode are output from the speaker of the terminal device 100. Examples of sound effects include background music. The user can enjoy traveling by listening to the background music corresponding to the selected mode. In addition, a map of a specific range based on the location information acquired by the terminal device 100 is displayed on the display unit 15, and an icon indicating the location of the terminal device 100 is superimposed on the map.
[0126] In step S32, it is determined whether the route of the terminal device 100 matches the route of the transportation means. The route of the terminal device 100 is identified from the position information of the terminal device 100, and it is determined whether the route of the terminal device 100 matches the route of the selected transportation means. For example, when a train is selected as the transportation means, it is determined whether the terminal device 100 is moving along a track included in the map, and when a ship is selected as the transportation means, it is determined whether the terminal device 100 is moving over the sea included in the map. When it is determined that the route of the terminal device 100 matches the route of the transportation means, the process proceeds to step S34. On the other hand, when it is not determined that the route of the terminal device 100 matches the route of the transportation means, the process proceeds to step S33, where a screen notifying the user of forced mode release is displayed for a certain period of time (for example, 10 seconds). The screen for notifying the forced mode cancellation displays a message indicating that the mode will be forcibly cancelled (for example, if the route does not match the tracks in a mode corresponding to a train, such as "You are not moving on the tracks! Please start over from the beginning."), indicating that the means of travel corresponding to the selected mode does not match the route and that the game will have to be started over from the beginning. The notification of the forced mode cancellation may also be executed by voice or a warning sound. When the notification of the forced mode cancellation is made, the game returns to step S01 and returns to the starting state (initial state) of the location-based game. The notification screen for forcibly releasing the mode does not display any display for accepting user operations (no operation is required from the user), and the system forcibly returns to step S01 and returns to the start state (initial state) of the location-based game. Note that after the notification screen for forcibly releasing the mode is displayed, the system is not limited to returning to the start state of the location-based game, but may also return to a state before the location-based game was started (for example, a main selection screen from which other games (such as a fighting game) can be selected). This allows the user to select a game to play from the beginning, and reduces the feeling of being forced to continue playing the location-based game. Furthermore, the notification screen for forcibly releasing the mode may display options asking the user's intention (for example, options such as "Do you want to end the game? Yes" or "No"), and depending on the selected option, the system may proceed to step S01 or the like or resume the location-based game. In step S34, the movement distance of the terminal device 100 is determined from the position of the terminal device 100. The method for determining the movement distance is the same as in step S10.
[0127] In step S35, game processing according to the mode is executed. Game processing according to the mode is processing for granting rights to the user or notifying the user of such granting, for example, when conditions for granting rights are met during the selected mode, when another user is located within a predetermined range, or when a landmark is located within a predetermined range. In this game processing, information to be notified to the user according to the progress of the game is notified to the user using images on the display unit 15 and sounds from the speaker. Furthermore, game progress in modes other than drive mode can be progressed through input operations from the user. For example, in modes other than drive mode, when conditions for granting rights are met, a query message icon such as "Do you want to get the right? YES" is displayed, and the right is granted to the user by touching the "YES" icon. If no touch operation is made within a predetermined time, the right is not granted. Therefore, in modes other than drive mode, the game progresses while accepting operations to acquire rights. If the user selects train as their mode of transportation, they can sit in a seat and perform input operations to progress through the game. Note that even in modes other than drive mode, the game may progress automatically (without user input).
[0128] In step S36, it is determined whether or not the user has performed an input operation to end the mode. If it is determined that the user has performed an input operation to end the mode, the process proceeds to step S44, where the mode is ended as described below. In this way, when an end operation for a mode other than drive mode is performed, the process corresponding to step S20 is not performed, so the selected mode can be ended even while moving. On the other hand, if it is not determined that the user has performed an input operation to end the mode, the process returns to step S32. Note that in modes other than drive mode, the user is not the one driving the vehicle, so mode transitions and mode cancellations are possible regardless of whether the vehicle is stationary (moving), as described in steps S30, S36, etc.
[0129] In step S37, after a predetermined time has elapsed without a mode being selected, it is determined from the location information of the terminal device 100 whether the user is moving at an average walking speed. If after a predetermined time has elapsed without a mode being selected, it is determined that the user is moving at a speed (hereinafter also referred to as average walking speed) within the range of average walking moving speeds (for example, 1 km / h to 8 km / h), the process proceeds to step S38. On the other hand, if the predetermined time has not elapsed or it is not determined that the user is moving at the average walking speed, the process returns to step S02, and the user is prompted to select a mode again. Note that in this example, an icon corresponding to the walking mode is not displayed in the mode selection UI (see FIG. 4(A)), and the walking mode is set when a predetermined time has elapsed or when actual movement has started. However, the present invention is not limited to this. An icon corresponding to the walking mode may be displayed in the mode selection UI, and the walking mode may be selected in response to an input operation from the user.
[0130] In step S38, the terminal device 100 transitions to the walking mode, and a sound effect corresponding to the walking mode is output from the speaker of the terminal device 100. The sound effect may be, for example, background music. The user can enjoy traveling by listening to the background music corresponding to the selected mode.
[0131] In step S39, it is determined from the position information of the terminal device 100 whether the average speed of the user in walking mode is equal to or greater than a predetermined speed (for example, 10 km / h) that is a threshold value that is faster than the average walking speed. If it is not determined in step S39 that the average speed of the user in walking mode is equal to or greater than the predetermined speed that is faster than the average walking speed, the process proceeds to step S41. In step S41, the travel distance of the terminal device 100 is identified from the position of the terminal device 100. The method of identifying the travel distance is the same as in step S10. In step S42, game processing according to the walking mode is executed. The content of the game processing is the same as in step S35.
[0132] On the other hand, when it is determined that the average speed during walking mode is equal to or greater than the predetermined speed, the process proceeds to step S40 to alert the user, and then to step S43. As a method of alerting the user, a warning message (for example, a message such as "Please walk!") may be displayed on the display unit 15, or a sound for alerting the user (including a voice such as "Please walk!") may be output. Note that, since the process proceeds to step S43 and the processes of steps S41, S42, etc. are not performed for movements during the period when it is determined that the average speed during walking mode is equal to or greater than the predetermined speed, the movements are not counted as movements made on foot, and game processing according to the walking mode is not performed.
[0133] In step S43, it is determined whether or not the user has performed an input operation to end the walking mode. If it is determined that the user has performed an input operation to end the walking mode, the process proceeds to step S44. On the other hand, if it is not determined that the user has performed an input operation to end the walking mode, the process returns to step S39.
[0134] In step S44, the mode is terminated by receiving an input operation from the user to terminate the mode. In step S45, the game contents granted during the mode are granted to the user. The granted game contents are granted to the user based on the distance traveled during the selected mode, the rights granted during the selected mode, and the like. Travel in walking mode travels a shorter distance per hour than travel in other modes (modes corresponding to the means of transportation). As a result, the in-game value of the game contents granted through travel in walking mode is lower than that of the game contents granted through travel in other modes. In this embodiment, for the same travel distance, travel in a mode corresponding to the means of transportation provides a higher in-game value of the game contents granted than travel in walking mode. In other words, travel in a mode corresponding to the means of transportation can provide a higher degree of advantage than travel in walking mode. Furthermore, among modes corresponding to the means of transportation, travel in driving mode can provide a higher degree of advantage than travel in a mode corresponding to a means of transportation other than driving mode. As a result, for the same travel distance, the degree of advantage is highest in driving mode, followed by other modes, and lowest in walking mode.
[0135] In step S45, the reward is not limited to being awarded based on the rights granted during the ended mode, but is also awarded according to the total distance traveled during that mode. In this case, as mentioned above, the advantage of the awarded reward is set to be higher the longer the total distance traveled, but it may also be set so that even if the total distance traveled is the same, the order is driving mode > mode corresponding to other means of transportation (train, etc.) > walking mode.
[0136] In step S45, a specific image is displayed on the display unit 15. The specific image displays information such as the distance traveled during the selected mode, rights granted during the movement, and game content granted according to the selected mode (see FIG. 4(E)).
[0137] <Effects of this embodiment> According to this embodiment, when a location-based game starts, touching the car icon in the mode selection UI transitions to a specific driving mode, as shown in step S06 of FIG. 5. During driving mode, the game can be progressed (rights can be acquired, etc.) without any input from the user, as described in steps S06 to S18 of FIG. 5. Furthermore, during driving mode, even if a car is used as a means of transportation, the traveled distance is identified in step S10, and when the driving mode ends, game content or the like is granted to increase the user's advantage in the game according to the traveled distance, as shown in step S24. This allows the traveled distance to be reflected in the game results while preventing the user from being distracted, even when traveling by means of transportation such as a car.
[0138] Furthermore, according to this embodiment, as shown in step S04 of FIG. 5, when it is determined that the terminal device is in a stationary state, an input operation to transition to the drive mode is validly accepted. As described in steps S03 to S06 of FIG. 5, transition to the drive mode requires an input operation from the user and that the terminal device is in a stationary state when the input operation is accepted. By satisfying these two requirements, transition to the drive mode is possible. Furthermore, during the drive mode, as shown in step S20 of FIG. 5, when it is determined that the terminal device is in a stationary state, an input operation to terminate the drive mode is validly accepted. As described in steps S19 to S22 of FIG. 5, termination of the drive mode requires an input operation from the user and that the terminal device is in a stationary state when the input operation is accepted. By satisfying these two requirements, the drive mode can be terminated. This prevents an input operation to transition to the drive mode or an input operation to terminate the drive mode from being performed while the user is moving, such as by car, while looking away from the display unit 15.
[0139] According to this embodiment, as shown in step S07 of FIG. 5 , notifications using the display unit 15 are switched to notifications using audio. During the drive mode, as described in steps S13, S14, S17, S18, and so on, rights and the like are granted during the drive mode in accordance with the movement of the terminal device 100 during the drive mode, without requiring input from the user. As shown in step S23, when the drive mode is ended, game content corresponding to the rights granted during the drive mode is granted, thereby increasing the user's advantage in the game. This allows the user to concentrate on driving during the drive mode and creates anticipation for the reward being granted and the increased advantage in the game after the drive mode is ended.
[0140] Furthermore, according to this embodiment, when a right is granted to a user in the drive mode, the user is notified that the right or the like has been granted by outputting a sound without changing the display on the display unit 15, as shown in steps S14, S18, FIG. 4(D), etc. This allows the user to recognize the progress of the game without paying attention to the display unit 15.
[0141] According to this embodiment, as shown in steps S15 and S16, the user is notified by sound in response to the presence of a terminal device owned by another user within a predetermined range from the position of the terminal device 100 on a predetermined map in drive mode, without requiring any input operation from the user. This allows the user to recognize that another user is nearby without paying attention to the display unit 15.
[0142] According to this embodiment, in the drive mode, information to be notified to the user according to the progress of the game, etc., is notified by sound from the speaker, and in step S09, an image that does not directly affect the progress or outcome of the game, such as a map image, is displayed on the display unit 15. This reduces the need for the user to pay attention to the display unit 15.
[0143] According to this embodiment, as shown in step S23, the longer the travel distance of the terminal device 100 in the drive mode, the more advantageous it is for the user. This increases the user's motivation to travel using the drive mode corresponding to a car.
[0144] Furthermore, according to this embodiment, a plurality of modes based on the means of transportation are provided according to the types of means of transportation available to the user, and the transition step transitions to one of the plurality of modes. Furthermore, even if the distance traveled by the terminal device is the same, as explained in steps S23 and S45, the degree of advantage to be increased differs depending on the type of mode to which the transition was made. This increases the user's motivation to travel long distances using a mode corresponding to a means of transportation with a high degree of advantage.
[0145] According to this embodiment, as shown in steps S03 and S30, by selecting the transportation means to be used, the mode corresponding to that transportation means is entered, thereby allowing the user to easily recognize the mode selection.
[0146] According to this embodiment, as shown in steps S08 and S31, background music corresponding to the mode is output during the mode in which the means of transportation is used, allowing the user to enjoy traveling by means of transportation even more by listening to the corresponding music.
[0147] According to this embodiment, as shown in step S09, a second object 301 corresponding to the user is displayed on the display unit 15 at the position of the terminal device 100 together with a map image of a specific range from a predetermined map image corresponding to the position of the terminal device 100, and if a terminal device owned by another user is present within the specific range, a third object 302 corresponding to the other user is displayed at a position corresponding to the terminal device. This allows the user to recognize that another user is nearby.
[0148] According to this embodiment, information to be notified to the user in accordance with the progress of the game, etc., can be notified by images using not only the speaker but also the display unit 15 in modes other than the drive mode, while in the drive mode, information to be notified to the user in accordance with the progress of the game, etc., includes information that can identify the progress status of the game, as shown in steps S12, S14, S18, etc. As a result, it is possible to switch to a notification mode appropriate for the means of transportation used by the user, and even in the drive mode in which the user is driving, the user can be aware of the progress status while progressing through the game without looking at the display unit 15, thereby improving the safety of the user while traveling.
[0149] <Modification> Modifications of the above-described embodiment are listed below.
[0150] (1) In the above embodiment, an example has been described in which a means of transportation is selected in response to a user's input operation in step S02 of Fig. 5, and the mode is switched to according to the selected means of transportation. However, it is also possible to calculate an average travel speed from the distance traveled by the terminal device 100 within a predetermined period (e.g., 30 minutes) after starting the location-based game, estimate the type of travel speed (e.g., car if the travel speed is 40 km / hour, airplane if the travel speed is 500 km / hour, etc.) and automatically switch to the mode according to the travel speed. Furthermore, even after the terminal device 100 has been switched to one of a plurality of modes based on a user's input operation or the like, the terminal device 100 may calculate an average travel speed from the distance traveled by the terminal device 100 within a predetermined period (e.g., the most recent 30 minutes) in that mode, determine whether the travel speed is within the range of the average travel speed of the means of transportation corresponding to the current mode (e.g., the average travel speed ranges from 30 to 60 km / hour for a car, and 400 to 900 km / hour for an airplane), and if the travel speed is not within the range of the average travel speed, switch to a mode corresponding to the type of means of transportation that falls within the range of the average travel speed. This allows the mode to be switched to a mode corresponding to the means of transportation that corresponds to the actual travel speed, and prevents a user from playing the location-based game in a mode different from the actual means of transportation due to fraud or the like and receiving a reward.
[0151] (2) In the above embodiment, an example was described in which a reward such as game media was awarded based on the distance traveled, without setting a destination. However, a destination may be set, and upon reaching the destination, a reward corresponding to the destination (e.g., game media, a local item corresponding to the destination, etc.) may be awarded to the user. This allows the user to earn a reward corresponding to the destination upon arriving at the destination in addition to the reward such as game media awarded based on the travel to the destination (e.g., the reward awarded in steps S23 and S45). This can increase the motivation to set a destination and reach the destination.
[0152] (3) In the above embodiment, the travel by car has been described as an example assuming that the user drives the car himself. However, travel by car may have modes corresponding to cases where the user drives himself (such as a private car) and cases where the user does not drive himself (such as a bus or taxi). For example, when the user does not drive himself, a mode other than the driving mode (such as a carpooling mode) may be selected. Note that in the carpooling mode, the same processing as in steps S31 to S36, S44, and S45 may be performed, as in modes corresponding to trains, etc.
[0153] (4) In the above embodiment, the drive mode corresponding to a car is exemplified as the specific mode. However, modes corresponding to a train, a boat, an airplane, etc. may also be included in the specific mode. In other words, even in a mode in which a train, a boat, an airplane, etc. is selected, the processing corresponding to steps S03 to S23 may be performed in the same way as in the drive mode.
[0154] (5) In the above embodiment, an example was described in which it was determined in step S32 whether the route of the terminal device 100 in other modes matches the route of the means of transportation (mode). However, it may also be determined whether the route of the terminal device 100 matches the route (road) of the means of transportation in the driving mode. Note that if it is determined that the routes do not match, the terminal device 100 may transition to a mode that matches the route (for example, railroad: train, sea: ship, etc.), may transition to walking mode, or may transition to step S01 to select a mode again.
[0155] (6) In the above embodiment, an example was described in which an input operation on icon 311 (assuming a stagnant state in drive mode) displays a specific image including a reward to be awarded and ends the location-based game. However, an input operation on icon 311 (assuming a stagnant state in drive mode) may display a specific image including a reward to be awarded according to the movement up to the current point, as well as an end icon and a resume icon (e.g., an icon corresponding to the selected mode, such as a car icon in drive mode). An input operation on the end icon (assuming a stagnant state in drive mode) may end the location-based game, while an input operation on the resume icon (assuming a stagnant state in drive mode) may resume the location-based game (continuing to determine the distance traveled, etc.) and allow the game to be continued thereafter. This allows the user to decide whether to continue or end the location-based game after checking the specific image, thereby improving convenience. When a specific image including a reward awarded according to the travel up to the present time is displayed by inputting icon 311, a mode selection UI shown in Fig. 4(A) may be displayed, and the means of travel (mode) may be changed (reselected) by touching the mode selection UI, and the location-based game may be resumed. This allows the player to continue the location-based game while changing the means of travel midway.
[0156] (7) In the above embodiment, an example has been described in which, during the drive mode, the mode is not changed until an input operation is performed on the icon 311. However, as shown in step S10, within a predetermined period during the drive mode (such as 30 minutes from the start or the last 30 minutes), the average travel speed during the drive mode may be calculated from the identified travel distance of the terminal device 100, and if the travel speed is not within a range of travel speeds predetermined for the drive mode, the mode may be switched to a mode corresponding to the type of transportation means that has the average travel speed within the range, or the process may proceed to step S02 to select a mode again.
[0157] (8) In the above embodiment, in the drive mode, when a terminal device owned by another user is present in FIGS. 4(B) and 4(C), an example has been described in which the third object 302 is displayed at a position corresponding to the terminal device. However, in the drive mode, even when a terminal device owned by another user is present, the third object 302 may not be displayed on the display unit 15, and only a sound that identifies the presence of the terminal device 100 may be output from the speaker. Furthermore, the third object 302 may be displayed on the display unit 15 on the condition that a user who hears the sound stops the car and places the terminal device 100 in a stationary state. This allows the location of other users to be recognized while ensuring safety.
[0158] <Additional Notes> The matters described in the above embodiments will be supplemented below.
[0159] (Appendix 1): According to one aspect of an embodiment of the present disclosure, there is provided a game program executed on a terminal device having a processor, a memory, an input unit, and a display unit, wherein a game based on the game program includes a game that progresses by moving the position of the terminal device, and the game program causes the processor to execute the following steps: transitioning to a specific mode by accepting a first input from a user (steps S03, S06); enabling the game to progress in the specific mode without requiring input from the user (steps S07 to S18); ending the specific mode by accepting a second input from the user in the specific mode (steps S19, S22); specifying the distance traveled by moving the position of the terminal device (step S10); and, when the specific mode is ended, increasing the user's advantage in the game depending on the distance traveled by the terminal device in the specific mode, even if the user who owns the terminal device traveled using a predetermined means of transportation (step S23).
[0160] (Appendix 2): In (Appendix 1), the transition steps (steps S03, S06) allow the first input to be accepted when the terminal device is not in the specific mode and is in a stationary state, and do not accept the first input when the terminal device is not in the specific mode but is not in the stationary state (step S04).
[0161] (Appendix 3): In (Appendix 1) or (Appendix 2), the terminating step (steps S19, S22) allows the second input to be accepted when the specific mode is selected and the terminal device is in a stationary state, and does not accept the second input when the specific mode is selected but the terminal device is not in the stationary state (step S20).
[0162] (Appendix 4): In any of (Appendix 1) to (Appendix 3), the step of enabling the game to proceed (step S07) grants rights during the specific mode in accordance with the movement of the terminal device during the specific mode without requiring input from the user (step S14), and the increasing step (step S23) makes it possible to increase the user's degree of advantage in the game in accordance with the rights, since the rights have been granted when the specific mode is ended.
[0163] (Appendix 5): In (Appendix 4), the step of enabling the game to proceed (step S07) includes outputting a sound without changing the display on the display unit when granting rights to the user in the specific mode (steps S13, S14).
[0164] (Appendix 6): In any of (Appendix 1) to (Appendix 5), the step of enabling the game to proceed (step S07) outputs a sound in response to the presence of a terminal device owned by another user within a predetermined range from the position of the terminal device on a predetermined map during the specific mode, without requiring any input from the user (steps S15, S16).
[0165] (Appendix 7): In any one of (Supplementary Note 1) to (Supplementary Note 6), the step of enabling the game to proceed (step S07) displays a predetermined image on the display unit that is not related to the progress of the game during the specific mode.
[0166] (Appendix 8): In any of (Appendix 1) to (Appendix 7), the game program causes the processor to execute a step of displaying, on the display unit, a specific image that can identify the game history according to the progress of the game up to the end of the specific mode when the specific mode is ended by the terminating step, and the transition step accepts a predetermined input from the user when the specific image is displayed on the display unit, thereby transitioning again to the specific mode and allowing the game to continue.
[0167] (Appendix 9): In any one of (Supplementary Note 1) to (Supplementary Note 8), the increasing step (step S23) increases the degree of advantage to the user as the moving distance of the terminal device in the specific mode increases.
[0168] (Appendix 10): In any of (Supplementary Note 1) to (Supplementary Note 9), a predetermined mode corresponding to a means of travel different from the predetermined means of travel is provided, and the transition step (step S06) transitions to one of a plurality of modes including the specific mode and the predetermined mode, and the increasing step (step S23) increases the degree of advantage depending on the type of mode to which the transition was made by the transition step (step S06) even if the travel distance of the terminal device is the same.
[0169] (Appendix 11): In (Appendix 10), the transition step (step S06) transitions to a specific mode from among the multiple types of modes that corresponds to the type of transportation means that corresponds to the average movement speed, based on the average movement speed calculated from the movement distance of the terminal device identified in the identification step (step S10) within a predetermined period after the start of the game.
[0170] (Appendix 12): In (Supplementary Note 10), the transition steps (steps S03, S06) transition to a mode according to an input for selecting the type of transportation means to be used by the user.
[0171] (Appendix 13): In (Supplementary Note 12), the transitioning step transitions to a mode corresponding to the type of transportation means within a range that includes the average travel speed when the average travel speed calculated from the travel distance of the terminal device identified in the identifying step within a predetermined period after transitioning to one of the plurality of modes is not within a range of travel speeds that are predetermined according to the mode to which the terminal device is transitioned.
[0172] (Appendix 14): In any of (Appendix 10) to (Appendix 13), the step of enabling the game to proceed (step S07) includes a step of outputting a sound corresponding to the type of mode during the transition to the mode (step S08).
[0173] (Appendix 15): In any of (Appendix 1) to (Appendix 14), the step of enabling the game to progress (step S09) displays on the display unit a map image of a specific range from a specific map image corresponding to the location of the terminal device, along with a specific object corresponding to the user at the location of the terminal device, and if a terminal device owned by another user is present within the specific range, a specific object corresponding to the other user is displayed at a position corresponding to the terminal device.
[0174] (Appendix 16): According to one aspect of an embodiment of the present disclosure, there is provided a gaming method executed on a terminal device having a processor, a memory, an input unit, and a display unit, wherein a game based on the gaming method includes a game that progresses by moving the position of a terminal device owned by a user, and the gaming method includes steps of the terminal device transitioning to a specific mode by accepting a first input from the user (steps S03, S06), allowing the game to progress in the specific mode without requiring input from the user (steps S07 to S18), ending the specific mode by accepting a second input from the user in the specific mode (steps S19, S22), specifying the distance traveled by moving the position of the terminal device (step S10), and increasing the user's advantage in the game when the specific mode is ended according to the distance traveled by the terminal device during the specific mode, even if the movement during the specific mode is movement using a predetermined means of transportation (step S23).
[0175] (Appendix 17): According to one aspect of an embodiment of the present disclosure, a terminal device includes a memory unit that stores a game program and a control unit that controls the operation of the terminal device by executing the game program, and a game based on the game program includes a game that progresses by moving the position of a terminal device owned by a user, and the control unit includes steps of transitioning to a specific mode by accepting a first input from the user (steps S03, S06), allowing the game to progress in the specific mode without requiring input from the user (steps S07 to S18), ending the specific mode by accepting a second input from the user in the specific mode (steps S19, S22), specifying the distance traveled by moving the position of the terminal device (step S10), and increasing the user's advantage in the game when the specific mode is ended according to the distance traveled by the terminal device in the specific mode, even if the movement in the specific mode is movement using a predetermined means of transportation (step S23).
[0176] [Software implementation example] The control in each of the terminal device 100 and the server 200 may be realized by a logic circuit (hardware) formed on an integrated circuit (IC chip) or the like, or may be realized by software.
[0177] In the latter case, the terminal device 100 and the server 200 each include a computer that executes instructions from a program, which is software that realizes each function. This computer includes, for example, one or more processors and a computer-readable recording medium storing the program. The object of the present invention is achieved when the processor in the computer reads and executes the program from the recording medium. The processor may be, for example, a central processing unit (CPU). The recording medium may be a "non-transitory tangible medium," such as a read-only memory (ROM), tape, disk, card, semiconductor memory, or programmable logic circuit. The computer may also include a random access memory (RAM) for loading the program. The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a network or broadcast waves). One aspect of the present invention may also be realized in the form of a data signal embedded in a carrier wave, in which the program is embodied by electronic transmission.
[0178] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]
[0179] 1 Game system, 2 Network, 10,20 Processor, 11,21 Memory, 12,22 Storage, 15 Display unit, 151 Input unit, 152 Display unit, 17 Camera, 18 Distance measurement sensor, 1010 Object, 1020 Controller, 1030 Storage medium, 100 Terminal device, 200 Server, 120,220 Memory unit, 121,221 Game program, 122,222 Game information, 123,223 User information, 110,210 Control unit, 111 Game progress processing unit, 112 Input operation reception unit, 113 Camera placement control unit, 114 Display control unit, 115 Object control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 300 First object, 301 Second object, 302 Third object, 310 Icon indicating the active mode, 311 Icon to exit the mode
Claims
1. A program executed on a terminal device, The program causes the terminal device to means for transitioning to a specific mode by receiving a first input from a user; means for allowing the specific mode to proceed without requiring input from a user in the specific mode; A means for identifying a distance traveled by moving the location of a terminal device owned by a user; even if the movement during the specific mode is movement using a predetermined means of movement, when the specific mode is ended, the function is to increase the degree of advantage of the user in accordance with the movement distance of the terminal device during the specific mode; the means for enabling the specific mode to proceed grants rights during the specific mode in accordance with movement of the terminal device during the specific mode without requiring input from a user; The program wherein the increasing means increases the degree of advantage of the user in accordance with the right granted when the specific mode is ended.
2. The program according to claim 1, wherein the transition means is operable to accept the first input when the terminal device is not in the specific mode and the position of the terminal device is in a stationary state, and does not accept the first input when the terminal device is not in the specific mode but is not in the stationary state.
3. The terminal device, and functioning as a means for terminating the specific mode by accepting a second input from a user in the specific mode; The program according to claim 1 or claim 2, wherein the terminating means is operable to accept the second input when the terminal device is in the specific mode and the position of the terminal device is in a stationary state, and does not accept the second input when the terminal device is in the specific mode but is not in the stationary state.
4. 2. The program according to claim 1, wherein the means for enabling the specific mode to proceed outputs a sound without changing the display on a display unit provided in the terminal device when granting rights to the user in the specific mode.
5. The program according to any one of claims 1 to 4, wherein the means for enabling the specific mode to proceed outputs a sound in response to the presence of a terminal device owned by another user within a predetermined range from the position of the terminal device on a predetermined map during the specific mode, without requiring input from the user.
6. The program according to any one of claims 1 to 5, wherein the means for enabling the specific mode to proceed displays a predetermined image on a display unit provided on the terminal device during the specific mode, which is unrelated to the progress of the specific mode.
7. The terminal device, When the specific mode is ended, the terminal device is caused to function as a means for displaying, on a display unit provided in the terminal device, a specific image that can identify a mode history according to the progress of the specific mode up to the end of the specific mode; The program according to any one of claims 1 to 6, wherein the transition means transitions back to the specific mode by accepting a predetermined input from the user when the specific image is displayed on the display unit, thereby enabling the specific mode to be continued.
8. 8. The program according to claim 1, wherein the increasing means increases the degree of advantage to the user as the moving distance of the terminal device in the specific mode increases.
9. a predetermined mode corresponding to a means of transportation different from the predetermined means of transportation is provided, the transition means transitions to one of a plurality of modes including the specific mode and the predetermined mode, A program according to any one of claims 1 to 8, wherein the increasing means increases the degree of advantage differently depending on the type of mode to which the transition is made by the transition means, even if the distance traveled by the terminal device is the same.
10. 10. The program according to claim 9, wherein the transitioning means transitions to a mode from among the plurality of modes that corresponds to a type of transportation means that corresponds to the average travel speed, based on an average travel speed calculated from a travel distance of the terminal device identified by the identifying means within a predetermined period of time after starting the mode.
11. 10. The program according to claim 9, wherein the transitioning means transitions to a mode in response to an input for selecting a type of transportation means to be used by the user.
12. 12. The program according to claim 11, wherein the transitioning means transitions to a mode corresponding to a type of transportation means that has a range including the average travel speed when an average travel speed calculated from a travel distance of the terminal device identified by the identifying means within a predetermined period of time after transitioning to one of the plurality of modes is not within a range of travel speeds predetermined for the mode to which the terminal device has been transitioned.
13. The program according to any one of claims 10 to 12, wherein the means for enabling the specific mode to proceed executes a means for outputting a sound corresponding to the type of the mode during the transition to the mode.
14. The program according to any one of claims 1 to 13, wherein the means for enabling the specific mode to proceed displays a map image of a specific range corresponding to the position of the terminal device from a specific map image on a display unit provided in the terminal device, along with a specific object corresponding to the user at the position of the terminal device, and if a terminal device owned by another user is present within the specific range, displays a specific object corresponding to the other user at a position corresponding to the terminal device.
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