Programs, information processing systems

The program enhances player engagement by using real-space data to set virtual space influence ranges, improving interaction dynamics and immersion.

JP7792500B1Active Publication Date: 2025-12-25COLOPL
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Patent Information

Application Number
JP2024231136
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-12-26
Publication Date
2025-12-25
Estimated Expiration
2044-12-26

AI Technical Summary

Technical Problem

Existing systems lack mechanisms to enhance player engagement and interest in virtual space interactions.

Method used

A program that acquires real-space position and orientation data from a player's terminal to set a virtual space influence range, affecting objects within that range based on item information, thereby enhancing interaction.

Benefits of technology

Improves player interest by providing dynamic and immersive virtual space interactions.

✦ Generated by Eureka AI based on patent content.

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Abstract

Improves interest. [Solution] Position information regarding the real-space position of the device operated by the player, orientation information regarding the orientation of the device, and item information regarding the virtual item being used by the player are acquired, and a portion of the virtual space is set as an influence range according to the position information, orientation information, and item information, and if an object is located within the influence range, the object is affected.
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Description

[Technical Field]

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

[0002] Conventionally, there has been known a system that allows a player to affect an object placed within a range of influence set in a virtual space through the player's operation. As an example, Patent Document 1 discloses that when an enemy object is placed within a range where a sword can be swung, the player can attack the enemy object through the player's operation. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-142561 Summary of the Invention [Problem to be solved by the invention]

[0004] The purpose is to increase interest. [Means for solving the problem]

[0005] A program according to one aspect of the present disclosure causes a computer to acquire position information regarding the real-space position of a terminal operated by a player, orientation information regarding the orientation of the terminal, and item information regarding a virtual item being used by the player, and sets a portion of a virtual space as an influence range according to the position information, the orientation information, and the item information, and, if an object is located within the influence range, causes the computer to affect the object. [Effects of the Invention]

[0006] According to the present disclosure, interest can be improved. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Figure 2] FIG. 2 is a diagram illustrating an example of a module configuration of a terminal. [Figure 3] FIG. 3 is a diagram illustrating an example of a module configuration of a server. [Figure 4] FIG. 4 is a diagram showing an example of information about the user 11 stored in the server of FIG. [Figure 5] FIG. 5 is a diagram showing an example of screen transitions on the terminal of FIG. [Figure 6] FIG. 6 is a diagram showing an example of a preparation screen displayed on the terminal of FIG. [Figure 7] FIG. 7 is a diagram showing an example of a matching screen displayed on the terminal of FIG. [Figure 8] FIG. 8 is a diagram showing a virtual space in which an event is held and an example of an event screen displayed on the terminal of FIG. [Figure 9] FIG. 9 is a diagram showing an example of the flow of processing for executing a game. [Figure 10] FIG. 10 is a diagram showing an example of the flow of processing for executing the matching part. [Figure 11] FIG. 11 is a diagram showing an example of the flow of processing for executing an event part. [Figure 12] FIG. 12 is a diagram illustrating an example of the flow of the matching process. [Figure 13] FIG. 13 is a diagram showing an example of allocation criteria when adjusting users to be allocated to each team in the matching process. [Figure 14] FIG. 14 is a diagram illustrating an example of the flow of the attack determination process. [Figure 15] FIG. 15 is a diagram illustrating an example of an attack range of a user object set in a virtual space. [Figure 16] FIG. 16 is a diagram illustrating an example of the flow of the base control process. [Figure 17] FIG. 17 is a diagram showing an example of a first range, a second range, and a third range in the virtual space. [Figure 18] FIG. 18 is a diagram illustrating an example of the flow of the effect exertion process. [Figure 19] FIG. 19 is a diagram showing an example of the effect exerted within the effective range of a base. [Figure 20] FIG. 20 is a diagram illustrating an example of the flow of the movement process. [Figure 21] FIG. 21 is a diagram showing an example of the movement directions of the main object and the sub-object. [Figure 22] FIG. 22(a) is a diagram showing topographical information around the current location of a specific user, and FIG. 22(b) is a diagram showing an example of a virtual space in which a user object corresponding to the specific user is placed. [Figure 23] FIG. 23 is a diagram showing an example of a specific event screen displayed on a terminal of a specific user. [Figure 24] FIG. 24 is a diagram showing an example of the flow of attack determination processing in the modified example. DETAILED DESCRIPTION OF THE INVENTION

[0008] An information processing system according to the present disclosure will be described with reference to the drawings. [System Overview] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or a business system. Each terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to a user 11 of each terminal 100. In the following description, the term "game" simply refers to a game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides the user 11 with a function for playing a game (hereinafter referred to as a game function). In other words, the user 11 of each terminal 100 becomes a player of the game. Each terminal 100 is an example of a computer (information processing device). The server 200 is an example of a computer (information processing device).

[0009] [network] As an example, the network 20 is configured by the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system can be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.

[0010] [Device hardware configuration] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), smart glasses, AR glasses, a wearable device, or a tablet computer.

[0011] For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may include a communication interface 140 and an input / output interface 150. The terminal 100 may include a microphone 160, a speaker 165, an attitude sensor 170, a GNSS receiver 175, and a touch screen 180. Each component included in the terminal 100 is connected to a communication bus 190.

[0012] In response to a signal provided to the terminal 100 or in response to the establishment of a predetermined condition, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.

[0013] The memory 120 temporarily stores programs and data. For example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 can be implemented as a random access memory (RAM) or other volatile memory. The storage 130 permanently stores the programs and data. For example, the storage 130 can be implemented as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may also be implemented as a removable storage device such as a memory card.

[0014] As an example, storage 130 stores a game program and a communication program. As an example, the game program implements game functions. The game program provides an environment for user 11 to play a game. The communication program implements a function to communicate with another computer. As an example, the other computer is server 200. Storage 130 may also store an operating system, a simulation program, a user authentication program, and other programs.

[0015] As an example, the data stored in storage 130 may include data for defining a virtual space, data specifying various objects, and user information. The data for defining a virtual space may include map data. As an example, the map data is 3D data including information on the latitude, longitude, and altitude of terrain and buildings in real space. The various objects may include electronic data of characters, equipment, and objects that constitute screens for various games. As an example, the user information may include a user ID, user name, gender, age, address, etc. The user information may include in-game currency owned by user 11, in-game items, data (save data) that stores game progress, and various rewards.

[0016] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be realized as a LAN (Local Area Network) or other wired communication interface. For example, the communication interface 140 can be realized as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication interface. The communication interface 140 is not limited to those described above.

[0017] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be implemented as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI®), or other wired communication interface. For example, the input / output interface 150 can be implemented as a Bluetooth® or other wireless communication interface.

[0018] As an example, the input device 300 is a controller. The controller has one or more operational components. For example, the one or more operational components may include a button, a key, a switch, a handle, a bar, a touchpad, or a stick. The controller transmits an output value to the terminal 100 based on an operation of the user 11 on the operational component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.

[0019] The input device 300 is not limited to the above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 11, a marker, or the like to the terminal 100.

[0020] The microphone 160 converts the speech of the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 165 converts the audio signal into sound and outputs it to the user 11. In addition to or instead of the speaker 165, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.

[0021] The attitude sensor 170 acquires orientation information regarding the orientation of the terminal 100. As an example, the orientation information includes at least the tilt angle of the central axis of the terminal 100 relative to the Earth's axis and the rotation angle of the terminal 100 relative to the central axis. As an example, the attitude sensor 170 is configured with an acceleration sensor and a gyro sensor.

[0022] The GNSS receiver 175 receives positioning information transmitted from multiple positioning satellites constituting a Global Navigation Satellite System (GNSS), and acquires location information of the terminal 100 based on the received positioning information. As an example, the positioning information includes at least the position coordinates of the positioning satellites and the transmission time of the positioning information. Examples of GNSS include the Global Positioning System (GPS), GLONASS, Galileo, and BeiDou. The GNSS receiver 175 may be configured to receive positioning information from augmenting satellites in a specific region. As an example, the location information may be the latitude and longitude of the terminal 100. As an example, the location information may include the altitude of the terminal 100. As an example, the GNSS receiver 175 may be used as a positioning device that acquires information for identifying the location information of the terminal 100.

[0023] The positioning device is not limited to the above-described configuration. For example, if the positioning device is the input / output interface 150, the processor 110 identifies the current location of the terminal 100 based on a signal transmitted from an external input device 300. For example, if the input device 300 is a camera, the processor 110 identifies the photographing position based on a received photographed image, thereby identifying the current location of the terminal 100. Furthermore, the position information of the terminal 100 may be corrected based on the detection results of an acceleration sensor, a gyro sensor, and a magnetic sensor.

[0024] As an example, the touch screen 180 includes a monitor 181 and a touch sensor 182. The monitor 181 can be realized as a transmissive or non-transmissive display device. For example, the monitor 181 can be realized as a liquid crystal monitor, an organic electroluminescence (EL) monitor, or another display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to the above. For example, the monitor 181 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.

[0025] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch sensor 182 is a part or all of the display surface of the monitor 181. As an example, the touch sensor 182 is used as an operation device configured to accept an input operation of the user 11. As an example, when the operation device is the touch sensor 182, the processor 110 accepts a physical contact operation of the user 11 on the input surface of the touch sensor 182 as the input operation of the user 11. For example, forms of input operations using the touch sensor 182 may include tapping, swiping, dragging, flicking, and other forms.

[0026] The operation device is not limited to the configuration described above. For example, if the operation device is the communication interface 140, the processor 110 receives a signal transmitted from an operation device (not shown) connected via the network 20 as an input operation by the user 11. For example, if the operation device is the input / output interface 150, the processor 110 receives a signal transmitted from an external input device 300 as an input operation by the user 11. For example, if the input device 300 is a camera and a distance measuring sensor, when the processor 110 detects the hand of the user 11 from a received captured image, the processor 110 receives a gesture detected based on the captured image and an output value as an input operation by the user 11. For example, if the input device 300 is a controller, the processor 110 receives an output value transmitted from the controller as an input operation by the user 11.

[0027] [Server hardware configuration] The server 200 may be a workstation or a general-purpose computer such as a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. The components of the server 200 are connected to a communication bus 290.

[0028] In response to a signal provided to the server 200 or in response to a predetermined condition being met, the processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230. For example, the processor 210 can be implemented as a CPU, a GPU, an MPU, an FPGA, or other computing device.

[0029] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. For example, the data includes data sent to the server 200 and data generated by the processor 210. For example, the memory 220 can be implemented as a RAM or other volatile memory.

[0030] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may also be realized as a removable storage device such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a situation where multiple information processing systems 10 are used, such as an amusement facility, programs and data can be updated collectively.

[0031] The storage 230 stores a game program and a communication program. As an example, the game program implements a game function. The communication program implements a function for communicating with other computers. As an example, the other computers are one or more terminals 100. The storage 230 may store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. As an example, the storage 230 stores data for defining a virtual space, data defining objects, and user information.

[0032] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication interface. The communication interface 240 is not limited to the above.

[0033] The input / output interface 250 communicates with external input / output devices (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as a Bluetooth® or other wireless communication interface.

[0034] [Device Features] As shown in FIG. 2 , one or more of the components of the terminal 100 are combined to form a functional unit (module) that is functionally cohesive. As an example, the terminal 100 may include a game control unit 101, an attitude acquisition unit 102, a position acquisition unit 103, a display control unit 104, a memory unit 105, a communication unit 106, and an input / output unit 107. As an example, the game control unit 101 and the display control unit 104 can be realized by a processor 110. As an example, the attitude acquisition unit 102 can be realized by the processor 110 and an attitude sensor 170. As an example, the position acquisition unit 103 can be realized by the processor 110 and a GNSS receiver 175. As an example, the memory unit 105 can be realized by a memory 120 and a storage 130. As an example, the communication unit 106 can be realized by a communication interface 140. For example, the input / output unit 107 can be realized by the processor 110 , the touch sensor 182 , and the input / output interface 150 .

[0035] The input / output unit 107 detects an input operation by the user 11 on the touch sensor 182, and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, the input / output unit 107 can identify the mode of the input operation based on the input operation by the user 11 on the touch sensor 182. For example, the modes of the input operation that the input / output unit 107 can identify may include tapping, swiping, dragging, flicking, and other modes. Hereinafter, touching the touch sensor 182 with the finger of the user 11 or the like will be simply referred to as "touch."

[0036] When a touch on the touch sensor 182 starts, the input / output unit 107 identifies the coordinates of the touch position (hereinafter referred to as the "touch start position"). When the touch on the touch sensor 182 stops, the input / output unit 107 identifies the coordinates of the last touch position (hereinafter referred to as the "touch end position"). While the touch on the touch sensor 182 continues, the input / output unit 107 identifies the coordinates of the touch position at each time (hereinafter referred to as the "touch current position"). The input / output unit 107 identifies the mode of the input operation by the user 11 based on the touch time from the start of the touch to the end of the touch and the change in the touch position.

[0037] The attitude acquisition unit 102 acquires orientation information of the terminal 100. As an example, the orientation information includes at least the tilt angle of the central axis of the terminal 100 relative to the Earth's axis and the rotation angle of the terminal 100 relative to the central axis. As an example, the attitude acquisition unit 102 acquires the orientation information at predetermined time intervals. As an example, the predetermined time interval is 0.1 seconds. However, the predetermined time interval is not limited to this, and may be less than 0.1 seconds or greater than 0.1 seconds. To improve the accuracy of the tilt angle and rotation angle, the attitude acquisition unit 102 may acquire the orientation information in real time as much as possible. To avoid data load or data volume pressure, the predetermined time interval for acquiring the orientation information may be changed arbitrarily.

[0038] The location acquisition unit 103 acquires location information of the terminal 100. As an example, the location information may be latitude, longitude, and altitude as coordinate values ​​of the terminal 100. As an example, the location acquisition unit 103 acquires location information at predetermined intervals. As an example, the predetermined interval is 0.1 seconds. The predetermined interval is not limited to this, and may be less than 0.1 seconds or greater than 0.1 seconds. To improve the accuracy of the coordinate values, the location acquisition unit 103 may acquire location information in real time as much as possible. To avoid data load or data volume pressure, the predetermined interval for acquiring location information may be changed arbitrarily. In this specification, "real-space location" refers to the coordinate values ​​of the terminal 100 identified as location information. As an example, the real-space location is expressed by coordinate values ​​on the Earth (surface) in the real world. However, the real-space location may be a partial area on the Earth or outer space.

[0039] The communication unit 106 receives various types of information from one or more servers 200. As an example, the information that the communication unit 106 receives from the server 200 may include game progress information and user information. The game progress information is information for controlling the progress of the game. The game progress information may include various requests.

[0040] The communication unit 106 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 106 to the server 200 may include game play information and user information. The game play information is information for reflecting input operations by the user 11 in the progress of the game. The game play information is output in accordance with orientation information acquired by the posture acquisition unit 102. The game play information is output in accordance with position information acquired by the position acquisition unit 103. The game play information is output in accordance with input operations received by the input / output unit 107. The game play information may include various requests.

[0041] The game control unit 101 identifies instructions from the user 11 based on the game progress information, the touch position received by the input / output unit 107, and the mode of the input operation. As an example, the game control unit 101 can identify instructions to execute various processes based on the game progress information, the touch position received by the input / output unit 107, and the mode of the input operation. As an example, the game control unit 101 makes various determinations regarding the progress of the game. As an example, the game control unit 101 performs various lotteries regarding the progress of the game.

[0042] The game control unit 101 generates game play information in response to game progress information, instructions from the user 11, various judgment results, and various lottery results. The game play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for receiving various information. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for transmitting various information. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for progressing the game.

[0043] The display control unit 104 controls the display content of the monitor 181. As an example, the display control unit 104 creates an image to be displayed on the monitor 181. The display control unit 104 creates an image of a game screen according to game progress information received via the communication unit 106. The display control unit 104 creates an image of a game screen according to game play information generated by the game control unit 101. The display control unit 104 displays the image of the game screen on the monitor 181. The display control unit 104 may be configured to display the image of the game screen on an external display device via the input / output interface 150. The display control unit 104 may be configured to display the image of the game screen on an external display device via the communication interface 140.

[0044] The display control unit 104 controls and draws objects (hereinafter referred to as "UI objects") for constructing a user interface (hereinafter referred to as "UI") necessary for the user 11 to perform input operations. The UI objects are information for assisting the user 11 in performing input operations necessary to progress through the game. For example, UI objects are icons, buttons, lists, windows, and menus. The various UI objects described in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 104, can perform functions corresponding to steps by executing steps for controlling the display content of the monitor 181.

[0045] The functions corresponding to each step in each terminal 100 can be realized by hardware and software (programs) executed by the processor 110. The software may be stored in advance in the storage 130. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer, such as the server 200, via the communication interface 140 and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.

[0046] [Server Features] As shown in FIG. 3 , one or more of the components of the server 200 are combined to form a functional unit (module) that is functionally cohesive. As an example, the server 200 may include a game control unit 201, a memory unit 205, a communication unit 206, and an input / output unit 207. The server 200 may also include a display control unit (not shown). The server 200 may also include a location information acquisition unit that acquires location information of the terminal 100. As an example, the game control unit 201 can be realized by the processor 210. As an example, the memory unit 205 can be realized by the memory 220 and the storage 230. As an example, the communication unit 206 can be realized by the communication interface 240. As an example, the input / output unit 207 can be realized by the processor 210 and the input / output interface 250.

[0047] The communication unit 206 receives various types of information from each terminal 100. For example, the information that the communication unit 206 receives from each terminal 100 includes game play information and user information. The communication unit 206 transmits various types of information to each terminal 100. For example, the information that the communication unit 206 transmits to each terminal 100 includes game progress information and user information. The input / output unit 207 may detect and accept input operations by the user 11 on an external input device via the input / output interface 250.

[0048] The game control unit 201 defines a virtual space in which the game is played. The game control unit 201 places various objects in the virtual space. The various objects include field objects that make up a virtual field. As an example, the field objects are placed based on map data. In other words, the game control unit 201 constructs the virtual space based on map data of the real space.

[0049] As an example, field objects corresponding to various information contained in map data indicating the terrain, buildings, and the like of the real world are placed in the virtual space. Thus, a virtual field that can be recognized as a map corresponding to the real world is constructed in the virtual space by the field objects. Each position in the virtual field corresponds to a position in the real world.

[0050] The various objects include one or more user objects corresponding to the user 11. As an example, the user object is a player character (avatar). The user object is not limited to a character and may be a symbol or icon. The user object is placed in the virtual space in association with a position in the real space of the terminal 100. In other words, the user object is information indicating the current location of the user 11 who owns the terminal 100. The various objects include a base object used in the game described below. The various objects include a flag point object used in the game described below. The various objects may also include a computer object as a non-player character that does not correspond to the user 11.

[0051] As an example, the virtual space is defined by two-dimensional coordinates. As an example, a field object is placed in the virtual space in correspondence with a two-dimensional area in the real space. As an example, a user object, a base object, and a flag point object are placed in the virtual space in association with a point in the real space. In other words, the user object, the base object, and the flag point object are defined as one-dimensional points in the virtual space.

[0052] For example, a plurality of base objects may be arranged at equal intervals in the virtual space. For example, the base objects may be arranged in association with positions corresponding to predetermined positions in the real space. For example, the predetermined positions may be monuments, public facilities, stores, scenic spots, etc., that exist in the real space.

[0053] As an example, a flag point object is placed in correspondence with one base object. As an example, multiple flag point objects are placed for one base object. As an example, the number of flag point objects placed for one base object may be an odd number. As an example, multiple flag point objects are placed within a predetermined range from the corresponding base object. As an example, the predetermined range is a distance shorter than the distance from the corresponding base object to another base object placed at the closest position. As an example, the predetermined range is a distance shorter than half the distance from the corresponding base object to another base object placed at the closest position.

[0054] For example, the virtual space may be defined by three-dimensional coordinates, in which case the field objects, user objects, base objects, and flag point objects may be arranged in the virtual space in correspondence with the three-dimensional space in the real space.

[0055] As will be described in more detail below, in the game, by occupying a flag point object in a virtual space (virtual field), a user object can take control of a base object corresponding to the occupied flag point object. In the following description, the position of a user object in virtual space may be simply referred to as the "user position." In the following description, the position of a base object in virtual space may be simply referred to as the "base position." In the following description, the position of a flag point object in virtual space may be simply referred to as the "flag position." The user position, base position, and flag position are all positions in virtual space. In the following description, a base object may be simply referred to as the "base." In the following description, a flag point object may be simply referred to as the "flag point."

[0056] The game control unit 201 progresses the game in accordance with the game play information received by the communication unit 206 from the terminal 100. As an example, the game control unit 201 makes various determinations regarding the progress of the game. As an example, the game control unit 201 performs various lotteries regarding the progress of the game. The game control unit 201 generates game progress information in accordance with the results of these processes. The game progress information is transmitted to the terminal 100 by the communication unit 206. As an example, the processor 210, as the game control unit 201, can perform a function corresponding to a step by executing a step for receiving various information. As an example, the processor 210, as the game control unit 201, can perform a function corresponding to a step by executing a step for transmitting various information. As an example, the processor 210, as the game control unit 201, can perform a function corresponding to a step by executing a step for progressing the game.

[0057] The functions corresponding to each step in the server 200 can be realized by hardware and software (programs) executed by the processor 210. The software may be stored in advance in the storage 230. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer, such as an external storage device, via the communication interface 240, and then stored in the storage 230. The software is read from the storage 230 by the processor 210 and stored in the memory 220 in the form of an executable program. The processor 210 executes the program.

[0058] [Game Overview] As an example, a game according to the present disclosure is a game that uses location information of terminal 100. As an example, in the game, an event progresses based on the location information of terminal 100. As an example, the game includes an event part, a matching part, and a preparation part.

[0059] The event part is a part in which an event progresses in which a user object moves in a virtual space, battles with other user objects, and seizes bases by occupying flag points. As an example, in the event part, multiple users 11 participate in the same event. As an example, the event is held over a predetermined period of time. As an example, the event is a content in which multiple users 11 participating in the same event are assigned to multiple teams, and the teams compete against each other over a predetermined period of time.

[0060] As an example, in an event, multiple users 11 participating in the same event are assigned to either a first team or a second team. One of the first team and the second team is an example of a first attribute, and the other is an example of a second attribute. As an example, the first team and the second team are opposing teams in the event. In the following description, from the perspective of a user 11 who owns the terminal 100, the team to which the user is assigned will be referred to as an "ally," and a team other than the team to which the user is assigned will be referred to as an "enemy." For a user 11 assigned to the first team, the first team is the ally team and the second team is the enemy team, and for a user 11 assigned to the second team, the second team is the ally team and the first team is the enemy team. As an example, the event involves one or more users 11 on the ally team cooperating with one or more users 11 on the enemy team to compete against one or more users 11 on the enemy team. As an example, multiple users 11 may be assigned to three or more teams.

[0061] The matching part is a part where multiple users 11 participating in the same event are matched. In the matching part, the multiple users 11 participating in the event are assigned to multiple teams. The preparation part is a part where preparations for the event part are made. In the preparation part, preparations for the event part can be made whether the user is participating in the event or not.

[0062] [Event Part Overview] An example of a specific specification of the event part will be described. As an example, the user object is placed in the virtual space at a position corresponding to the terminal position. When the terminal 100 is moved in the real space, the user object is placed in the virtual space at a position corresponding to the terminal position at that time, and the user object moves in the virtual space.

[0063] As an example, in the event part, a battle between multiple user objects takes place. As an example, in the event part, a real-time method is adopted in which each user object operates according to the flow of time in real space. As an example, each user object includes HP as a parameter value. As an example, each user object becomes unable to act when its HP reaches 0. As an example, the HP of each user object decreases when it is attacked by a user object corresponding to a user 11 assigned to a team other than the team to which the user 11 corresponding to each user object is assigned. In the following description, a user object corresponding to a user 11 assigned to a specific team will simply be referred to as a "user object belonging to a specific team." As an example, in the event part, a battle may take place between multiple user objects and one or more computer objects controlled by the game control unit 201.

[0064] As an example, in the event part, when a predetermined relationship is established between the user position and the flag position in the virtual space, the flag point can be occupied and released from occupation. The predetermined relationship may be that the user position is within a predetermined range from the flag position. Alternatively, the predetermined relationship may be that the user position and the flag position coincide. It can also be said that when the terminal 100 reaches a real-world position corresponding to the flag position in the real space, the flag point can be occupied and released from occupation. In the following description, the predetermined relationship between the user position and the flag position may be simply referred to as "the user object reaching the flag point."

[0065] For example, in the event part, if the state of flag point occupation satisfies a predetermined condition, it is possible to seize or release the occupation of a base corresponding to the occupied flag point. For example, in the event part, it is possible to seize a specific base by occupying all flag points corresponding to that specific base. For example, in the event part, it is possible to release the enemy team's occupation of a specific base by occupying a majority of all flag points corresponding to that specific base that the enemy team is controlling.

[0066] The conditions for capturing a base and the conditions for releasing the capture are not limited to these. For example, the condition for capturing a base may be occupying a predetermined number or more flag points corresponding to the base. For example, the condition for capturing a base may be occupying a majority of all flag points corresponding to the base. For example, the condition for releasing the capture of a base may be occupying a predetermined number of flag points corresponding to a base that is being captured by the enemy team. For example, the condition for capturing a base may be occupying all flag points corresponding to a base that is being captured by the enemy team. For example, the condition for capturing a base and the condition for releasing the capture of a base may be the same. For example, the condition for capturing a base and the condition for releasing the capture of a base may be that the number of flag points occupied by the friendly team out of all flag points corresponding to the base exceeds the number of flag points occupied by the enemy team.

[0067] The event part is designed so that the user 11 moves through real space while carrying the terminal 100, to a position in real space that corresponds to a flag position placed in the virtual space. One of the objectives of the user 11 in the event part is to move, while carrying the terminal 100, to a position in real space that corresponds to the flag position, and capture a base by occupying the flag point.

[0068] As an example, the bases include the same number of bases as the number of multiple teams to which user 11 is assigned. As an example, the bases are bases that are controlled by one of the multiple teams to which user 11 is assigned at the start of the event. As an example, the event starts in a state where each of the multiple teams controls one base. As an example, the event starts in a state where all of the flag points corresponding to the bases are occupied by the team that controls the base corresponding to the flag point. As an example, the event may start in a state where each of the multiple teams controls two or more bases. As an example, the event may start in a state where a base is placed that is not controlled by any team.

[0069] As an example, the bases include one or more auxiliary bases and one or more defensive bases. As an example, the auxiliary bases and defensive bases are bases that are not captured by any of the multiple teams to which user 11 is assigned at the start of the event. As an example, the event starts in a state where none of the flag points corresponding to the auxiliary bases or defensive bases are occupied by any of the teams. As an example, the event may start in a state where some of the auxiliary bases and defensive bases are captured by one of the teams.

[0070] As an example, in the event part, multiple bases that have a predetermined relationship can be associated by the same team capturing multiple bases that have a predetermined relationship. As an example, the predetermined relationship may be that the location of another base is included within a specified range from the location of a specific base. As an example, multiple associated bases form a single base group. A base group includes another base that is associated with one base included in the base group when viewed from the base. Also, a base group includes bases that are indirectly associated via one or more other bases, such as a base that is associated with another base that is associated with the one base when viewed from the base included in the base group. Forming a base group with multiple bases is an example of associating multiple bases.

[0071] As an example, in the event part, an effect is exerted according to the manner in which bases are captured. For example, the manner in which bases are captured may be the number and type of captured bases, the number of bases included in a base group, the combination of base types included in a base group, the distance between bases included in a base group, etc. Note that in the event part, an effect is exerted within the effect range of the captured base. The effect when a base is captured will be described in detail below.

[0072] The event part ends when an event end condition is met. For example, the event end condition may be the end of a predetermined event period. The outcome of the event part when the event period ends may be determined based on the actions of each user object during the event period. For example, the event end condition may be that a certain team's capture of bases satisfies a predetermined condition. In this case, the team that satisfies the predetermined condition may be determined to be the winning team of the event. For example, the predetermined condition may be that a certain number of bases are captured by a certain team, that a certain team captures all bases, or that a certain team captures a specific base. For example, the specific base may be a base base. For example, the event end condition may be that all user objects belonging to the enemy team are rendered incapable of action. In this case, the team that renders all user objects of the enemy team incapable of action may be determined to be the winning team of the event.

[0073] [Matching Part Overview] An example of a specific specification of the matching part will be described. As an example, the user 11 waits until he or she is matched with other users 11 for a given event. The user 11 may wait until he or she is matched with a predetermined number of users 11. The predetermined number may vary depending on the event. When the predetermined number of users 11 are matched in the matching part, the event part begins.

[0074] [Preparation Overview] An example of specific specifications for the preparation part will be described. As an example, the user 11 prepares for an event part. Preparation for the event part includes changing the settings of a user object to be used in the event part. As an example, in the preparation part, it is possible to set a virtual item to be used in the event part. As an example, the virtual item is a weapon used by the user object. The virtual item is not limited to this, and may be an item that affects the appearance of the user object or an item that grants a special skill to the user object.

[0075] [Data Structure] 4, the memory 220 and storage 230 in the server 200 store information about the user 11 as the storage unit 205. As an example, the information about the user 11 has the following data structure.

[0076] As an example, a user ID indicating each user 11 is associated with various parameters (features) related to the user 11. For example, parameters associated with a user ID include rank, number of events participated in, number of wins in events, login time zone, current location, area of ​​affiliation, average number of steps traveled, main range of travel, etc.

[0077] The rank is one of the indicators indicating the strength of the user 11. The rank corresponds to strength information regarding the strength of the user 11. As an example, the rank is information that is updated based on the performance of the user 11 in events that the user 11 has participated in in the past.

[0078] The number of participations and the number of wins are one of the indicators showing the user 11's game proficiency. The number of participations and the number of wins correspond to frequency information regarding the number of times the user 11 has played. As an example, the number of participations is information indicating the number of times the user 11 has participated in an event. The number of wins is information indicating the number of times the user 11 has won an event.

[0079] The login time period is one of the indicators indicating the time period during which the user 11 mainly plays. The login time period corresponds to time period information regarding the time period during which the user 11 plays. As an example, the login time period is information indicating the time when the user 11 logged in during a certain period in the past.

[0080] The current location is information indicating the current location in real space of the terminal 100 carried by the user 11. The belonging area is information indicating in which of the pre-set areas in real space the terminal 100 carried by the user 11 is located. As an example, the areas may be divided into 10 areas: Hokkaido, Tohoku, Northern Kanto, Southern Kanto, Chubu, Kinki, Chugoku, Shikoku, Kyushu, and Okinawa. In this case, the belonging area is information indicating in which of the 10 areas the user 11 is located. The current location and the belonging area correspond to information regarding the location of the user 11 in real space.

[0081] The average number of steps traveled is information indicating the number of steps traveled by user 11 per day over a certain period of time in the past. The main range of travel is information indicating the range traveled by user 11 over a certain period of time in the past. The average number of steps traveled and the main range of travel correspond to information regarding the travel of user 11.

[0082] For example, the rank, number of participations, number of wins, login time, current location, area of ​​affiliation, average number of steps traveled, and main range of travel are matching information that is referenced when matching with other users 11 in the matching part.

[0083] [Overview of screen transitions on each device] An overview of screen transitions on the terminal 100 will be described. 5, various screens may be displayed on the monitor 181 of the terminal 100 depending on the progress of the game and instructions from the user 11. As an example, the various screens may include a preparation screen 40, a matching screen 50, and an event screen 60.

[0084] The preparation screen 40 is displayed in the preparation part, the matching screen 50 is displayed in the matching part, and the event screen 60 is displayed in the event part. [Preparation screen overview] As shown in FIG. 6, in the preparation part, a preparation screen 40 is displayed on the monitor 181 of the terminal 100. The preparation screen 40 may include various objects. As an example, the preparation screen 40 includes a first preparation display area 40a and a second preparation display area 40b. As an example, a user object icon 401 indicating a user object corresponding to the user 11 is displayed in the first preparation display area 40a. As an example, a plurality of user object icons 401 are displayed. As an example, the first preparation display area 40a displays weapon icons 402 indicating virtual items set as weapons used by the user objects corresponding to each user object icon 401.

[0085] As an example, the second preparation display area 40b displays an owned weapon icon 411 indicating a weapon owned by the user 11. As an example, on the preparation screen 40, by performing a weapon setting operation on the owned weapon icon 411, it is possible to set the weapon corresponding to the operated owned weapon icon 411 as the weapon to be used by the user object. As an example, the weapon setting operation is performed by swiping the owned weapon icon 411 displayed in the second preparation display area 40b to the display area of ​​the used weapon icon 402 in the first preparation display area 40a.

[0086] As an example, on the preparation screen 40, by performing a weapon release operation on a weapon icon 402, it is possible to release the setting of the weapon corresponding to the operated weapon icon 402 as the weapon to be used. As an example, the weapon release operation is performed by swiping the weapon icon 402 displayed in the first preparation display area 40a to the second preparation display area 40b.

[0087] As an example, a weapon that has been set as the used weapon can be released and a weapon that has not been set as the used weapon can be set as the used weapon by performing a weapon replacement operation on the preparation screen 40. As an example, the weapon replacement operation is performed by swiping the used weapon icon 402 and the owned weapon icon 411, which indicate the weapon to be replaced, from the area where one is displayed to the area where the other is displayed.

[0088] As an example, a matching icon 421 and an event icon 422 are displayed in the second preparation display area 40b. As an example, on the preparation screen 40, a matching request operation that instructs the start of the matching part can be performed by tapping the area where the matching icon 421 is displayed. As an example, on the preparation screen 40, an event start operation that instructs the start of the event part can be performed by tapping the area where the event icon 422 is displayed. The matching request operation and the event start operation are examples of a preparation end operation that instructs the end of the preparation part. The matching request operation can be accepted when the user 11 is not participating in the event. The event start operation can be accepted when the user 11 is participating in the event.

[0089] [Matching screen overview] As shown in FIG. 7, in the matching part, a matching screen 50 is displayed on the monitor 181 of the terminal 100. The matching screen 50 may include various objects. As an example, the matching screen 50 includes a matching display area 50a. As an example, the matching display area 50a displays a matching waiting icon 51 indicating that matching is waiting. The matching display area 50a may display a matching progress icon 52 indicating the progress of matching. As an example, the progress of matching is the ratio of the number of matched users 11 to a specified number. For example, the progress of matching may be the number of matched users 11 or the estimated time until the event starts.

[0090] [Event screen overview] 8, during the event part, an event screen 60 is displayed on the monitor 181 of the terminal 100. The event screen 60 may include various objects. As an example, the event screen 60 includes a portion of a virtual field 600 constructed in a virtual space. The event screen 60 includes a portion of a field object 601 that constitutes the stage for the event.

[0091] As an example, the event screen 60 includes one or more user objects 610 arranged on a virtual field 600 in a virtual space. As an example, the user objects 610 include a player object 611, a friend object 612, and an enemy object 613.

[0092] As an example, the event screen 60 includes a user object 611. The user object 611 is a user object 610 corresponding to the user 11 who owns the terminal 100. As an example, the user object 611 includes a main object 611a and a sub-object 611b. The main object 611a is a user object 610 that reflects the location information of the terminal 100 owned by the user 11 in real time. The sub-object 611b is a user object 610 that reflects the location information of the terminal 100 owned by the user 11 with a certain time delay. Therefore, the sub-object 611b moves to follow the main object 611a.

[0093] As an example, the event screen 60 includes an attack range display A1 that indicates the attack range of the player's object 611. As an example, on the event screen 60, by tapping on the part where the player's object 611 is displayed, an attack instruction operation can be performed to instruct an attack on an enemy object 613 that is located within the player's object 611's attack range.

[0094] As an example, the event screen 60 may include a friend object 612. The friend object 612 is a user object 610 that belongs to the friend team. As an example, the event screen 60 may include an enemy object 613. The enemy object 613 is a user object 610 that belongs to the enemy team. As an example, the event screen 60 may include one or more computer objects arranged on a virtual field 600 in a virtual space.

[0095] As an example, the event screen 60 may include bases 620 as base objects placed in a virtual field 600 in the virtual space. As an example, the bases 620 include a base base 621, an auxiliary base 622, and a defense base 623.

[0096] As an example, the event screen 60 may include a control icon 630 indicating that a base 620 is being controlled. As an example, the control icon 630 includes an ally control icon 631 and an enemy control icon 632. The ally control icon 631 is a control icon 630 indicating that the base 620 has been controlled by the ally team. The enemy control icon 632 is a control icon 630 indicating that the base 620 has been controlled by the enemy team.

[0097] As an example, the event screen 60 may include an effect range display A2 that indicates the effect range of the location 620. As an example, the event screen 60 may include an association display A3 that indicates that multiple locations 620 are associated with each other. The association display A3 can also be recognized as a display that indicates multiple locations 620 that are included in the same location group.

[0098] As an example, the event screen 60 may include flag points 640 as flag point objects arranged on a virtual field 600 in a virtual space. For ease of explanation, some of the flag points 640 are omitted from the drawing. As an example, all of the multiple flag points 640 corresponding to a base base 621 are arranged in a state where they are occupied by the team that controls the base base 621 at the start of the event.

[0099] As an example, the event screen 60 includes a preparation icon 650. As an example, on the event screen 60, by tapping the portion where the preparation icon 650 is displayed, a preparation start operation can be performed to instruct the start of the preparation part.

[0100] [An example of the process flow for starting a game] As shown in FIG. 9, in step S100, when a game program is launched, processor 110 of terminal 100 starts the game and transmits a game start notification including information that can identify the start of the game to server 200. As an example, the game start notification includes, as one piece of user information, a user ID assigned to user 11 who uses terminal 100. In step S101, processor 210 of server 200 receives the game start notification. As an example, processor 210 makes the game ready to proceed based on the game start notification.

[0101] In step S102, processor 110 of terminal 100 displays preparation screen 40 on monitor 181. As an example, processor 110 displays various objects on monitor 181 as part of preparation screen 40. In step S103, processor 110 of terminal 100 executes terminal-side main processing. As an example, in step S103, processor 110 of terminal 100 enables the preparation part to proceed. For example, processor 110 transmits and receives various information to server 200 via communication interface 140. As an example, when processor 110 receives an operation by user 11, processor 110 transmits play information indicating the operation content to server 200. As an example, the operation content indicated by the play information may include a weapon setting operation, a weapon release operation, a weapon replacement operation, etc. Processor 110 controls the game based on the various information received from server 200.

[0102] In step S104, the processor 210 of the server 200 executes server-side main processing. The processor 210 transmits and receives various types of information to and from the terminal 100 via the communication interface 240. The processor 210 controls the game based on the various types of information received from the terminal 100. As an example, the processor 210 receives play information from the terminal 100. As an example, the processor 210 sets the weapon used by a specific user object 610 by updating weapon information corresponding to the specific user object 610 in accordance with the play information.

[0103] Furthermore, although not shown, when a preparation start operation is performed on the event screen 60 to instruct the start of the preparation part, the processor 110 of the terminal 100 displays the preparation screen 40 on the monitor 181 (step S102). After that, the processor 110 of the terminal 100 and the processor 210 of the server 200 perform a series of processes to progress the preparation part (steps S103 and S104).

[0104] [An example of the process flow for progressing through the matching part] 10, in step S200, the processor 110 of the terminal 100 accepts a matching request operation to instruct the start of the matching part. The matching request operation is performed by tapping on the part of the monitor 181 where the matching icon 421 is displayed.

[0105] In step S201, when the processor 110 of the terminal 100 receives a matching request operation, the processor 110 starts the matching part. The processor 110 sends a matching request to the server 200 to instruct the start of the matching part. As an example, the matching request includes information capable of identifying the user ID corresponding to the user 11. In step S202, the processor 210 of the server 200 receives the matching request.

[0106] In step S203, the processor 210 of the server 200 executes a matching process to match a plurality of users 11. The matching process will be described in detail later.

[0107] When the matching process in step S203 is completed, in step S204, processor 210 of server 200 transmits a matching completion notification to terminal 100. In step S205, processor 110 of terminal 100 receives the matching completion notification. Thereafter, processor 110 of terminal 100 and processor 210 of server 200 end the series of processes for progressing the matching part, and proceed to a series of processes for progressing the event part.

[0108] [An example of the process flow for progressing through the event part] 11 , in step S300, processor 210 of server 200 transmits an event start notification indicating the start of an event to terminal 100. In step S301, processor 110 of terminal 100 receives the event start notification. In step S302, processor 110 displays event screen 60 on monitor 181. As an example, processor 110 displays various objects as part of event screen 60 on monitor 181.

[0109] In step S303, processor 110 of terminal 100 executes terminal-side event processing. That is, processor 110 enables the event part to proceed. For example, processor 110 transmits and receives various information to and from server 200 via communication interface 140. As an example, when processor 110 receives an operation to instruct user object 610 to act (hereinafter referred to as an "action instruction operation"), processor 110 transmits play information indicating the content of the operation to server 200. Processor 110 controls the game based on the various information received from server 200.

[0110] In step S304, processor 210 of server 200 executes server-side event processing. That is, processor 210 enables the second part of the first game to proceed. For example, processor 210 transmits and receives various information to and from terminal 100 via communication interface 240. Processor 210 controls the game based on the various information received from terminal 100. As an example, processor 210 may receive play information from terminal 100. Processor 210 manages the behavior of user object 610 in accordance with the play information.

[0111] In step S305, when the end condition of the event is met, processor 210 of server 200 ends the event part and transmits to terminal 100 an event result notification indicating the result of the event part.

[0112] In step S306, processor 110 of terminal 100 receives the event result notification. In step S307, processor 110 of terminal 100 displays the event result on monitor 181 on event screen 60. Thereafter, processor 110 of terminal 100 displays preparation screen 40 on monitor 181, and ends the series of processes for executing the event.

[0113] Furthermore, although not shown, processor 110 of terminal 100 displays event screen 60 on monitor 181 in response to an event start operation on preparation screen 40 that instructs the start of an event part (step S302). After that, processor 110 of terminal 100 and processor 210 of server 200 perform a series of processes for progressing the event part (steps S303 to S307).

[0114] [An example of the matching process flow] As shown in FIG. 12, in the matching process, the processor 210 of the server 200 sets a population of multiple users 11 waiting for matching, and matches a specified number of users 11 from the multiple users 11 included in the population. As an example, the processor 210 matches multiple users 11 for each predetermined area. In the following description, the multiple users 11 waiting for matching will be referred to as "waiting users 11," and the population consisting of the multiple waiting users 11 will be referred to as a "waiting group."

[0115] The processor 210 performs matching processing for each pre-set area. As an example, the division of the area to be subjected to matching processing matches the division of the area to which the user belongs. That is, if the area to which the user belongs is divided into 10 areas, namely Hokkaido, Tohoku, Northern Kanto, Southern Kanto, Chubu, Kinki, Chugoku, Shikoku, Kyushu, and Okinawa, the areas to be subjected to matching should also be divided into the same 10 areas. As an example, the division of the area to be subjected to matching processing does not have to match the division of the area to which the user belongs.

[0116] In step S400, the processor 210 determines whether a user 11 (hereinafter referred to as "target user 11") whose home area is the area targeted for this matching process (hereinafter referred to as "target area") is included in the waiting group. If the target user 11 is not included in the waiting group (step S400: NO), the processor 210 returns to the processing of step S400 and waits until the target user 11 is included in the waiting group. In other words, the processor 210 waits until the target user 11 is waiting for matching.

[0117] If the target user 11 is included in the waiting group (step S400: YES), the processor 210 proceeds to processing in step S401. In step S401, the processor 210 designates one user 11 from the target users 11. In step S402, the processor 210 assigns the designated user 11 to one of a plurality of teams.

[0118] Next, in step S403, the processor 210 identifies the bias of the users 11 who have been assigned to each team (hereinafter referred to as "assigned users 11"). In step S403, the processor 210 acquires matching information for the assigned users 11. As a result, the processor 210 identifies the bias of the assigned users 11 with respect to parameters that can be identified from the matching information. As an example, the processor 210 identifies the bias of the rank, number of participations, number of wins, login time zone, current location, area of ​​affiliation, average number of steps traveled, and main movement range.

[0119] In step S404, the processor 210 determines whether the target user 11 is included in the waiting group. If the target user 11 is included in the waiting group (step S404: YES), the processor 210 proceeds to processing in step S405. In step S405, the processor 210 designates one user 11 from the target users 11.

[0120] If the target user 11 is not included in the waiting group (step S404: NO), the processor 210 proceeds to processing of step S406. In step S406, the processor 210 determines whether there is a specific area among areas other than the target area. As an example, the specific area is an area in which the number of waiting users 11 who belong to the specific area is less than a specific number. The specific number is a number that is less than a specified number. As an example, the specific number may be a number that is less than half the specified number. If there is no specific area (step S406: NO), the processor 210 returns to processing of step S404. If there is a specific area (step S406: YES), the processor 210 proceeds to processing of step S407. In step S407, the processor 210 designates one user 11 from among the users 11 whose belonging area is the specific area (hereinafter referred to as "specific users 11").

[0121] In steps S405 and S407, the processor 210 acquires matching information for multiple waiting users 11 included in the waiting group. Then, the processor 210 adjusts the user 11 to be designated based on the acquired matching information. As an example, the processor 210 may designate a user 11 whose parameters are similar to those of the assigned user 11, thereby matching multiple users 11 whose parameters are similar.

[0122] As an example, the processor 210 may adjust to specify a user 11 whose distance from the base location 621 is close to that of the assigned user 11. As an example, the location where the base location 621 is located may be set in advance for each area where an event is held. That is, the processor 210 may match multiple users 11 whose parameters related to location are similar. As an example, the processor 210 may adjust to specify a user 11 whose average number of steps traveled is close to that of the assigned user 11. That is, the processor 210 may match multiple users 11 whose parameters related to travel are similar.

[0123] When one user is designated from among the target users 11 or specific users 11, in step S408, the processor 210 assigns the designated user 11 to one of a plurality of teams. In step S408, the processor 210 adjusts the team to be assigned based on the matching information of the designated user 11.

[0124] As shown in FIG. 13 , for example, the processor 210 may make adjustments so that the parameters of the users 11 belonging to each team are similar. That is, the processor 210 may make adjustments so that the parameters identified from the matching information of the users 11 assigned to each team are similar between multiple teams. For example, the processor 210 may make adjustments so that the average rank, average number of participations, average number of wins, average number of steps traveled, and average distance from a reference base 620 of the users 11 belonging to each team are similar. For example, the reference base 620 may be a base base 621.

[0125] As an example, the processor 210 may make adjustments so that the parameters of the users 11 belonging to each team are distributed in a balanced manner. As an example, the processor 210 may make adjustments so that the login time zones and main movement ranges of the users 11 belonging to each team are distributed in a balanced manner. As an example, the processor 210 may divide the login time zones into a plurality of time zones, and make adjustments so that one or more users 11 whose login time zones overlap for all of the divided time zones are assigned to each team. As an example, the processor 210 may divide the target area into a plurality of areas, and make adjustments so that one or more users 11 whose main movement ranges overlap for all of the divided areas are assigned to each team.

[0126] 12, in step S409, the processor 210 determines whether the number of allocated users 11 has reached a specified number. If the number of allocated users 11 has not reached the specified number (step S409: NO), the processor 210 returns to the processing of step S403. As a result, the processor 210 repeats the processing of steps S403 to S409 until allocation of the specified number of users 11 is completed.

[0127] If the number of assigned users 11 has reached the specified number (step S409: YES), the processor 210 proceeds to processing in step S410. In step S410, the processor 210 determines whether a specific user 11 is included among the assigned users 11. If a specific user 11 is included among the assigned users 11 (step S410: YES), in step S411, the processor 210 adjusts the position at which the user object 610 corresponding to the specific user 11 is placed. In the following description, the user object 610 corresponding to the specific user 11 will be referred to as the "specific user object 610." The specific user 11 corresponds to a player who satisfies a condition regarding a position in real space. That is, as an example, the condition regarding a position in real space is that the player belongs to an area different from the area where the event is held.

[0128] As an example, in step S411, the processor 210 determines, as a location in the virtual space where the specific user object 610 is to be placed, a location in the virtual space that is different from the location in the virtual space that corresponds to the current location of the specific user 11. As an example, the processor 210 may determine a location where the specific user object 610 is to be placed based on matching information of assigned users 11 other than the specific user 11. As an example, the processor 210 may determine a location where the specific user object 610 is to be placed so that the average distance from the reference base 620 is similar between multiple teams. That is, the processor 210 may place the specific user object 610 in the virtual space according to the location of the reference base 620.

[0129] When the position at which to place the specific user object 610 has been determined, in step S412, the processor 210 places the user object 610 corresponding to the sorted user 11 in the virtual space. As an example, for sorted users 11 other than the specific user 11, the processor 210 places the user object 610 in association with a position in the virtual space that corresponds to the current position of the sorted user 11. Similarly, if the specific user 11 is not included among the sorted users 11 (step S410: NO), in step S412, the processor 210 similarly places the user object 610 corresponding to the sorted user 11 in the virtual space. Thereafter, the processor 210 ends the matching process.

[0130] By such a matching process, the processor 210 can make adjustments according to the matching information when matching multiple waiting users 11 included in the waiting group.

[0131] [An example of server-side event processing] As an example, processor 210 performs various processes as server-side event processing, including attack determination processing, base capture processing, and effect activation processing. As an example, attack determination processing is processing related to an attack by user object 610. As an example, base capture processing is processing related to the occupation of flag point 640 and the capture of base 620. As an example, effect activation processing is processing for exerting a predetermined effect depending on the captured base 620. Furthermore, when an event end condition is met, processor 210 performs win / loss determination processing as server-side event processing to determine the winner of the event.

[0132] [An example of attack detection processing flow] When an attack instruction operation is performed on event screen 60 to instruct an attack, processor 110 of terminal 100 transmits an attack instruction notice instructing an attack as play information to server 200. When processor 210 of server 200 receives the attack instruction notice, it performs attack determination processing.

[0133] The attack determination process is an example of a process of setting a portion of the virtual space as an influence range and influencing an object if the object is included within the set influence range. That is, the attack determination process is a process of setting an attack range as an example of an influence range. Furthermore, the attack determination process is a process of attacking an enemy object 613 if the enemy object 613 is a user object 610 that belongs to a different team from the attacking user object 610 and is included within the set attack range. As an example, the life of the attacked enemy object 613 is reduced. Attacking the enemy object 613 is an example of influencing an object. For example, the effect on the object may be restoring the life of the ally object 612, improving the parameters of the ally object 612, or decreasing the parameters of the enemy object 613.

[0134] 14, in step S500, the processor 210 of the server 200 acquires position information and orientation information of the terminal 100. In step S501, the processor 210 acquires weapon information used by the user object 610 performing the attack. The weapon information is information that can identify the weapon used by the user object 610 performing the attack. The weapon information corresponds to item information related to the virtual item used by the user 11.

[0135] In step S502, processor 210 sets a partial range of the virtual space as an attack range. Note that in the following description, when simply referred to as an attack range, it refers to the attack range of user object 610 that performs the attack. As an example, processor 210 sets a partial range of the virtual space as the attack range according to the position information, orientation information, and weapon information of terminal 100.

[0136] As shown in FIG. 15 , for example, the processor 210 identifies the position P of the user object 610 performing the attack in the virtual space based on the position in real space identified from the position information of the terminal 100. For example, the processor 210 identifies the direction D of the user object 610 performing the attack in the virtual space based on the orientation of the terminal 100 identified from the orientation information of the terminal 100. For example, the processor 210 identifies the attack distance r and attack angle θ of the user object 610 performing the attack according to the type of weapon identified from the weapon information. The processor 210 sets an attack range S in the virtual space based on the position P, direction D, attack distance r, and attack angle θ. When setting the attack range S in this manner, the attack range S becomes a fan-shaped area centered on the position P of the user object 610 performing the attack. For example, the attack range S does not have to be a fan-shaped area. For example, the attack range S may be set regardless of the type of weapon identified from the weapon information. In this case, the attack range S may be set based on a predetermined attack distance r and attack angle θ. As an example, the shape of the attack range S may be changed depending on the type of weapon identified from the weapon information.

[0137] As shown in FIG. 14, in step S503, processor 210 determines whether or not an enemy object 613 is present within attack range S. If no enemy object 613 is present within attack range S (step S503: NO), processor 210 ends the attack determination process. If an enemy object 613 is present within attack range S (step S503: YES), processor 210 proceeds to the process of step S504. In step S504, processor 210 sets the enemy object 613 located closest to position P as the attack target. That is, when multiple enemy objects 613 are located within attack range S, processor 210 preferentially affects the enemy object 613 located closest to position P of user object 610 performing the attack in virtual space.

[0138] In step S505, processor 210 acquires position information and orientation information of terminal 100 corresponding to enemy object 613 set as the attack target. In step S506, processor 210 determines whether the attack by attacking user object 610 is an attack from behind as seen from enemy object 613 set as the attack target. As an example, processor 210 determines that the attack is from behind when position P is within a range of a predetermined angle θ1 based on direction RD opposite to orientation D of enemy object 613.

[0139] If the attack is not from behind (step S506: NO), processor 210 proceeds to processing of step S507. In step S507, processor 210 calculates the amount of normal damage. For example, the amount of normal damage may differ depending on the type of weapon of user object 610 performing the attack. If the attack is from behind (step S506: YES), processor 210 proceeds to processing of step S508. In step S508, processor 210 calculates the amount of bonus damage. For example, the amount of bonus damage may be calculated by multiplying the amount of normal damage by a constant (for example, 1.5 times). In this way, processor 210 changes the amount of damage to enemy object 613 depending on the position information and orientation information of terminal 100 corresponding to user object 610 performing the attack and the position information and orientation information of terminal 100 corresponding to enemy object 613. That is, when the enemy object 613 is located within the attack range S of the attacking user object 610, the processor 210 changes the effect on the enemy object 613 according to the orientation information of the terminal 100 corresponding to the enemy object 613. In this case, the terminal 100 of the user 11 corresponding to the attacking user object 610 corresponds to the third terminal, and the terminal 100 of the user 11 corresponding to the enemy object 613 corresponds to the first terminal.

[0140] In step S509, processor 210 updates the life of enemy object 613 in accordance with the amount of damage calculated in step S507 or step S508. After that, processor 210 ends the attack determination process.

[0141] By performing this attack determination process, if an enemy object 613 is located within the attack range S of the attacking user object 610, the processor 210 will affect the enemy object 613.

[0142] The processor 210 performs the above-described attack determination process for each of the user objects 610 corresponding to the multiple users 11 participating in the event. That is, the processor 210 acquires, for each of the multiple users 11, position information and orientation information of the terminal 100 held by each user 11, and weapon information of each user object 610. Then, the processor 210 sets the attack range S of the user object 610 corresponding to each terminal 100 according to the acquired position information, orientation information, and weapon information. As an example, the processor 210 acquires various pieces of information corresponding to a first user 11, which is an arbitrary first user 11 among the multiple users 11 participating in the event. That is, the processor 210 acquires position information and orientation information of the first terminal 100 held by the first user 11, and weapon information of the first user object 610 corresponding to the first terminal 100. Then, the processor 210 sets the attack range S of the first user object 610 according to the acquired position information, orientation information, and weapon information. Similarly, the processor 210 acquires various pieces of information corresponding to a second user 11, who is different from the first user 11, among the multiple users 11 participating in the event. That is, the processor 210 acquires position information and orientation information of a second terminal 100 held by the second user 11, and weapon information of a second user object 610 corresponding to the second terminal 100. Then, the processor 210 sets an attack range S of the second user object 610 according to the acquired position information, orientation information, and weapon information. The attack range S of the first user object 610 is an example of a first range of influence, and the attack range S of the second user object 610 is an example of a second range of influence.

[0143] [An example of the base capture process] Processor 110 of terminal 100 transmits location information of terminal 100 to server 200 at predetermined time intervals. When processor 210 of server 200 receives the location information of terminal 100, it performs base capture processing. Capture of a base 620 is an example of activating a first object. In other words, the base capture processing is an example of processing of activating a first object. Processor 210 performs base capture processing on each of a plurality of flag points 640 arranged in the virtual space.

[0144] 16, in step S700, processor 210 determines, based on the location information of terminal 100, whether user object 610 is staying within a first range from the flag position of flag point 640 that is the target of base capture processing. In the following description, flag point 640 that is the target of base capture processing will be referred to as the "target flag point 640," and the flag position of target flag point 640 will be referred to as the "target flag position." The first range is an example of a predetermined range.

[0145] 17, for example, the first range S1 is a circular area with a radius r1 centered on the flag position. For example, the radius r1 may be shorter than half the distance to the nearest flag point 640. In other words, the multiple flag points 640 may be arranged so that the first ranges S1 of the respective flag points 640 do not overlap with each other. For example, the length of the radius r1 may be the same for each flag point 640, or may be different for each flag point 640.

[0146] 16, in step S700, if the user position is not included within first range S1 from the target flag position, processor 210 determines that user object 610 is not staying within first range S1 from the target flag position. In this case, processor 210 ends the base capture process.

[0147] In step S700, processor 210 determines that user object 610 is staying within first range S1 from the target flag position when the user position is within first range S1 from the target flag position. In this case, in step S701, processor 210 determines whether the target flag point 640 is occupied by the friendly team. A positive determination in step S700 is an example of a condition different from the predetermined condition. That is, as an example, a condition different from the predetermined condition includes a condition in which a position in virtual space corresponding to a position in real space of terminal 100 is the first position. If the target flag point 640 is occupied by the friendly team (step S701: YES), processor 210 ends the base capture process.

[0148] If the target flag point 640 is not occupied by the friendly team (step S701: NO), processor 210 proceeds to the processing of step S702. In step S702, processor 210 starts counting the occupation time required. The occupation time required is the time required to occupy the target flag point 640. The occupation time required is an example of a predetermined time. As an example, the occupation time required may be a fixed time set in advance, or may be a time that varies depending on the progress of the event. For example, the progress of the event may be the number of bases 620 that have been captured, the types of bases 620 that have been captured, the remaining time until the event is held, etc.

[0149] Next, in step S703, processor 210 determines whether the required occupation time has elapsed. If the required occupation time has not elapsed (step S703: NO), processor 210 proceeds to processing in step S704. In step S704, processor 210 determines whether user object 610 has left the first range S1 from the target flag position. In step S704, if the user position is not included within the first range S1 from the target flag position, processor 210 determines that user object 610 has left the first range S1 from the target flag position. In this case, processor 210 ends the base capture processing.

[0150] In step S704, if the user position is included within the first range S1 from the target flag position, the processor 210 determines that the user object 610 has not left the first range S1 from the target flag position. In this case, the processor 210 returns to the processing of step S703. The processor 210 waits by repeating the processing of steps S703 and S704 until the occupancy required time has elapsed or the user object 610 has left the first range S1 from the target flag position.

[0151] If the occupation required time has elapsed (step S703: YES), processor 210 proceeds to the process of step S705. In step S705, processor 210 sets the target flag point 640 as a flag point 640 occupied by the friendly team. That is, processor 210 sets the target flag point 640 as a flag point 640 occupied by the team to which a user object 610 located within a first range S1 from the target flag position belongs. Therefore, if a user object 610 located within the first range S1 from the target flag position belongs to the first team, processor 210 sets the target flag point 640 as a flag point 640 occupied by the first team. Furthermore, if a user object 610 located within the first range S1 from the target flag position belongs to the second team, processor 210 sets the target flag point 640 as a flag point 640 occupied by the second team. An affirmative determination in step S703 is an example of a predetermined time period having elapsed since the position in the virtual space corresponding to the position of the terminal 100 in the real space became the first position.

[0152] Next, in step S706, processor 210 determines whether all flag points 640 corresponding to base 620 corresponding to target flag point 640 have been occupied by the friendly team. In the following description, base 620 corresponding to target flag point 640 will be referred to as base 620 to be captured.

[0153] If all flag points 640 corresponding to the base 620 to be captured are occupied by the friendly team (step S706: YES), processor 210 proceeds to the processing of step S707. In step S707, processor 210 sets the base 620 to be captured as a base captured by the friendly team. That is, processor 210 sets the base 620 to be captured as a base 620 captured by the team occupying the corresponding flag point 640. Therefore, if the team occupying the corresponding flag point 640 is the first team, processor 210 sets the base 620 to be captured as a base 620 captured by the first team. Furthermore, if the team occupying the corresponding flag point 640 is the second team, processor 210 sets the base 620 to be captured as a base 620 captured by the second team.

[0154] Then, in step S708, processor 210 determines whether there is another base 620 (hereinafter referred to as "ally's base 620 within range") that is being controlled by the allied team within a second range from the base location of base 620 to be controlled. The second range is an example of a specified range, and allied base 620 within the range is an example of a second object.

[0155] As shown in FIG. 17 , for example, the second range S2 is a circular region with a radius r2 centered on the location of the base. For example, the radius r2 may be longer than the radius r1 of the first range S1. For example, the radius r2 is a length that includes one or more other locations 620 in the second range S2. In other words, the multiple locations 620 may be arranged such that one or more other locations 620 are included within the second range S2 of each location 620. For example, the length of the radius r2 may be the same for each location 620 or may be different for each location 620. For example, the length of the radius r2 may be different depending on the type of location 620.

[0156] As shown in FIG. 16, if there is no ally base 620 within the second range S2 from the base location of the base 620 to be controlled (step S708: NO), processor 210 ends the base control process. If there is an ally base 620 within the second range S2 from the base location of the base 620 to be controlled (step S708: YES), processor 210 proceeds to the process of step S709. In step S709, processor 210 associates the base 620 to be controlled with the ally base 620 within the range. Making a positive determination in step S708 is an example of the establishment of a predetermined condition. In other words, the predetermined condition includes the establishment of a condition different from the predetermined condition when there is an ally base 620 within the range as an activated second object within the second range S2 from the position in virtual space of the base 620 to be controlled as a first object. Thereafter, processor 210 ends the base control process.

[0157] If one or more flag points 640 among all flag points 640 corresponding to base 620 to be controlled are not occupied by the friendly team (step S706: NO), processor 210 proceeds to processing of step S710. In step S710, processor 210 determines whether base 620 to be controlled is controlled by the opposing team. If base 620 to be controlled is not controlled by the opposing team (step S710: NO), processor 210 ends the base control processing.

[0158] If base 620 to be controlled is controlled by the opposing team (step S710: YES), processor 210 proceeds to processing of step S711. In step S711, processor 210 determines whether more than half of flag points 640 corresponding to base 620 to be controlled are occupied by the friendly team. If more than half of flag points 640 corresponding to base 620 to be controlled are not occupied by the friendly team (step S711: NO), processor 210 ends the base control processing.

[0159] If more than half of flag points 640 corresponding to base 620 to be controlled are occupied by the friendly team (step S711: YES), processor 210 proceeds to processing of step S712. In step S712, processor 210 releases the control by the opposing team over base 620 to be controlled. Making an affirmative determination in step S711 is an example of the release condition being met.

[0160] Next, in step S713, processor 210 determines whether there is another base 620 being controlled by the enemy team within second range S2 from the base location of base 620 to be controlled (hereinafter referred to as "enemy base 620 within range"). That is, in step S713, processor 210 determines whether there is an enemy base 620 within the range associated with base 620 to be controlled.

[0161] If there is no enemy base 620 within the second range S2 from the base position of the base 620 to be conquered (step S713: NO), processor 210 ends the base conquering process. If there is an enemy base 620 within the second range S2 from the base position of the base 620 to be conquered (step S713: YES), processor 210 proceeds to the process of step S714. In step S714, processor 210 cancels the association between the base 620 to be conquered and the enemy bases 620 within the range. That is, when the cancellation condition is met for the base 620 to be conquered, processor 210 cancels the association between the base 620 to be conquered and the enemy bases 620 within the range that are associated with the base 620 to be conquered. The base 620 to be conquered is an example of a first object, and the enemy bases 620 within the range are an example of a second object. After that, processor 210 ends the base conquering process.

[0162] In this base capture process, the process from step S701 onwards proceeds on the condition that the user position is included within the first range S1 from the target flag position (step S700: YES). Also, in this base capture process, the process from step S705 onwards proceeds on the condition that the required occupation time has elapsed while the user position is included within the first range S1 from the target flag position (step S703: YES). Therefore, it can be said that the predetermined condition includes a condition for making a positive determination in step S700 and a condition for making a positive determination in step S703.

[0163] Furthermore, in such base capture processing, if a release condition is met for base 620 to be captured, the enemy team's capture can be released and the association with other enemy bases 620 within the range can be released. In this case, by occupying all flag points 640 corresponding to base 620 to be captured by a subsequent base capture processing, base 620 can be captured as the friendly team's base 620 and associated with other friendly bases 620 within the range. In other words, when a release condition is met, processor 210 can associate base 620 to be captured, whose association with enemy bases 620 within the range has been released, with friendly bases 620 within the range that are different from enemy bases 620 within the range.

[0164] [An example of the effect processing flow] Processor 210 of server 200 performs effect activation processing for activating an effect according to bases 620 controlled by each team at predetermined time intervals. Processor 210 performs effect activation processing for each of bases 620 controlled by each team.

[0165] As shown in FIG. 18, in step S800, the processor 210 identifies the type of location 620 that is the target of the effect activation process (hereinafter referred to as the "effect target location 620"). In step S801, the processor 210 identifies the number and type of locations 620 that are included in the same location group as the effect target location 620. In step S802, the processor 210 sets a location within a third range from the location position of the effect target location 620 as the effect range of the effect target location 620. Note that in the following description, when the term "effect range" is simply referred to, it refers to the effect range of the effect target location 620. In step S803, the processor 210 activates the effect within the effect range set in step S802. Thereafter, the processor 210 ends the effect activation process.

[0166] As shown in FIG. 17, for example, the third range S3 is a circular region with a radius r3 centered on the location of the base. For example, the radius r3 may be longer than the radius r1 of the first range S1 and shorter than the radius r2 of the second range S2. For example, the radius r3 may be a length that does not include one or more other locations 620 in the third range S3. For example, the length of the radius r3 may be the same for each location 620 or may be different for each location 620. For example, the length of the radius r3 may be different depending on the type of location 620.

[0167] 19, for example, the effect exerted within the effect range differs depending on the type of base 620. For example, a base base 621 is a base 620 that exerts a life recovery effect. For example, the life recovery effect is an effect that recovers the life of a user object 610 at regular intervals when the user object 610 belongs to a team that controls the base 620 that is the target of the effect and is located within the effect range.

[0168] As one example, the defense base 623 is a base 620 that exerts the effect of increasing the time required to occupy. As one example, the effect of increasing the time required to occupy is an effect that increases the time required to occupy a flag point 640 located within the effect range. As one example, the effect of increasing the time required to occupy may be exerted when a user object 610 belonging to a team other than the team that controls the base 620 that is the target of the effect attempts to occupy the flag point 640.

[0169] As an example, the auxiliary base 622 is a base 620 that does not exert any effect within its range of effect on its own. As an example, when the effect target base 620 is not associated with other bases 620, the processor 210 exerts an effect within the effect range according to the type of the effect target base 620. That is, when the effect target base 620 is a base base 621, the processor 210 exerts a life recovery effect within the effect range. When the effect target base 620 is a defense base 623, the processor 210 exerts an effect of increasing the time required to occupy within the effect range. When the effect target base 620 is an auxiliary base 622, the processor 210 does not exert the effect within the effect range.

[0170] As an example, when the target location 620 is associated with other locations 620, the processor 210 exerts the effect within the effect range according to the type of locations 620 that are included in the same location group as the target location 620.

[0171] As an example, when base base 621 is included in the same base group as effect target base 620, processor 210 exerts the effect of restoring life within the effect range, even if effect target base 620 is auxiliary base 622 or defense base 623. When defense base 623 is included in the same base group as effect target base 620, processor 210 exerts the effect of increasing the time required to occupy within the effect range, even if effect target base 620 is base base 621 or auxiliary base 622.

[0172] In this way, when multiple locations 620 are associated, processor 210 changes the effect depending on the combination of types of locations 620 included in the same location group. That is, when a first location 620, which is an arbitrary location 620, is associated with a second location 620 different from the first location 620, the effect changes depending on the combination of the type of the first location 620 and the type of the second location 620. The first location 620 is an example of a first object, and the second location 620 is an example of a second object.

[0173] As one example, when the effect target base 620 is associated with other bases 620, the processor 210 changes the effect exerted within the effect range according to the number of bases 620 included in the same base group (hereinafter referred to as the "number of bases in the group"). As one example, the processor 210 changes the effect to be exerted when the number of bases in the group is a first number (e.g., 1 to 3), a second number (e.g., 4 to 7), or a third number (e.g., 8 or more). As one example, when the number of bases in the group is the second number, which is greater than the first number, the processor 210 may exert an effect that is more advantageous to the user 11 of the team that controls the effect target base 620 than when the number is the first number. For example, the number of stages by which the effect exerted within the effect range changes may be two stages, or may be four stages or more.

[0174] As one example, when a base group includes base base 621, processor 210 changes the amount of life recovery within the effective range when the number of bases in the group is a first number, a second number, or a third number. As one example, processor 210 increases the amount of life recovery in the order of the number of bases in the group: first number < second number < third number.

[0175] As one example, when a base group includes defense base 623, processor 210 changes the increase in the time required to occupy within the effective range depending on whether the number of bases in the group is a first number, a second number, or a third number. As one example, processor 210 increases the increase in the time required to occupy in the order of first number < second number < third number.

[0176] In this way, processor 210 changes the effect depending on the number and type of locations 620 included in the same location group as the effect target location 620. Exercising an effect depending on the number and type of locations 620 included in the same location group as the effect target location 620 is an example of exerting an effect depending on the relationship between the effect target location 620 and the locations 620 associated with the effect target location 620.

[0177] [An example of the transfer process flow] The processor 110 of the terminal 100 transmits the location information of the terminal 100 to the server 200 at predetermined time intervals. When the processor 210 of the server 200 receives the location information of the terminal 100, it performs movement processing to move the user object 610 in the virtual space.

[0178] 20, in step S900, the processor 210 sets the movement direction and orientation of the main object 611a based on the current position information and orientation information of the terminal 100 and previously acquired position information and orientation information of the terminal 100. In the following description, previously acquired position information of the terminal 100 will be referred to as "past position information," and previously acquired orientation information of the terminal 100 will be referred to as "past orientation information." Subsequently, in step S901, the processor 210 sets the movement direction and orientation of the sub-object 611b based on the past position information and orientation information of the terminal 100. Thereafter, the processor 210 ends the movement process.

[0179] The processing in steps S900 and S901 will now be described in detail. 21, as an example, in step S900, processor 210 identifies a position in the virtual space corresponding to the current position of terminal 100 (hereinafter referred to as "virtual current position P10") based on current position information. Also, processor 210 identifies a position in the virtual space corresponding to the position of terminal 100 a predetermined time ago (hereinafter referred to as "predetermined virtual past position P11") based on past position information acquired a predetermined time ago from the present.

[0180] Then, the processor 210 sets the direction from the predetermined virtual past position P11 to the virtual current position P10 as the movement direction Ma of the main object 611a. As an example, the processor 210 may correct the movement direction Ma of the main object 611a based on the current orientation information and the past orientation information. Also, as another example, the processor 210 sets the orientation Da of the main object 611a based on the current orientation information of the terminal 100.

[0181] As an example, in step S901, processor 210 identifies a position in virtual space corresponding to the position of terminal 100 at a first time point (hereinafter referred to as "first imaginary past position P20") based on past position information at a first time point that is one hour before the present. Furthermore, processor 210 identifies a position in virtual space corresponding to the position of terminal 100 at a second time point (hereinafter referred to as "second imaginary past position P21") based on past position information at a second time point that is two hours before the present. The second time point is a time point earlier than the first time point, and second imaginary past position P21 is a position in virtual space corresponding to the position of terminal 100 earlier than first imaginary past position P20.

[0182] Then, the processor 210 sets the direction from the first imaginary past position P20 to the second imaginary past position P21 as the movement direction Mb of the sub-object 611b. As an example, when multiple sub-objects 611b are arranged, the first time point and the second time point may be different for each of the multiple sub-objects 611b. As an example, the processor 210 may correct the movement direction Mb of the sub-object 611b based on past orientation information at the first time point and past orientation information at the second time point. Also, as an example, the processor 210 sets the orientation Db of the sub-object 611b based on past orientation information of the terminal 100. As an example, the processor 210 sets the orientation of the sub-object 611b based on orientation information of the terminal 100 acquired at the second time point.

[0183] [An example of the winning / losing determination process] When the end condition of the event is met, the processor 210 of the server 200 performs a win / loss determination process to determine the winner of the event.

[0184] As an example, in the win / loss determination process, the processor 210 evaluates the actions of the user objects 610 belonging to each team during the event period and determines the outcome of the game based on the evaluation results. For example, the evaluation items used to determine the outcome of the game may be one or more. For example, the processor 210 may use as evaluation items the amount of damage inflicted by the user objects 610 of each team on the user objects 610 of the opposing team during the event period, the length of time each team controlled bases 620 during the event period, and the like. For example, the processor 210 may use as evaluation items the number and type of bases 620 controlled by each team at the end of the event period.

[0185] [Processing for specific users] The process when a specific user 11 is included among the users 11 participating in the event will be described.

[0186] As shown in FIGS. 22(a) and 22(b), at the start of an event, the processor 210 places the specific user object 610 in association with a virtual space position Pb1 that is different from the virtual space position corresponding to position Pa1, which is the current position of the specific user 11. Thereafter, when the specific user 11 moves in real space while carrying the terminal 100, the processor 210 relatively moves the specific user object 610 based on the position information of the terminal 100. As an example, as shown in FIG. 22(a), assume that the specific user 11 moves in real space from position Pa1 in a predetermined direction D1 to position Pa2 that is a predetermined distance d1 away. In this case, as shown in FIG. 22(b), the processor 210 moves the specific user object 610 to position Pb2 that is a predetermined distance d1 away in the predetermined direction D1 based on position Pb1 in the virtual space.

[0187] [Event screen overview for a specific user's device] 23, the event screen 60 of the terminal 100 of the specific user 11 (hereinafter referred to as the "specific event screen 60") includes a specific field object 602 that is separate from the field object 601 that is placed in the virtual field 600. As an example, the specific field object 602 is placed based on map data that corresponds to the current location of the specific user 11. As an example, on the specific event screen 60, various objects such as a user object 610, a base 620, a control icon 630, a flag point 640, and a preparation icon 650 are displayed superimposed on the specific field object 602.

[0188] [Effects of this disclosure] The effects of the present disclosure will be described. (1) The user 11 can advantageously progress through an event by having the user's object 611 attack the enemy object 613. Here, the attack range S of the user's object 611 is set according to the position information and orientation information of the terminal 100 held by the user 11 himself / herself. This creates a gaming element in which the user 11 moves through real space while holding the terminal 100, changing the orientation of the terminal 100 according to the relative positions of the user's object 611 and the enemy object 613, in order to include the enemy object 613 in the attack range S of the user's object 611. This can increase the interest of the game.

[0189] (2) The attack range S of the player's object 611 is set according to the type of weapon used by the player's object 611. Therefore, in order to include the enemy object 613 in the attack range S of the player's object 611, it becomes necessary to adjust the position and orientation of the player's object 611 according to the type of weapon used by the player's object 611. This makes it possible to make the game even more enjoyable by changing the orientation of the terminal 100 while moving around while holding the terminal 100.

[0190] (3) The attack range S of the user object 610 corresponding to each terminal 100 is set based on the position information and orientation information of the terminal 100 corresponding to each user object 610. That is, the attack range S of the user object 610 corresponding to a first user 11, which is an arbitrary one of the multiple users 11, is set based on the position information and orientation information of the terminal 100 owned by the first user 11. On the other hand, the attack range S of the user object 610 corresponding to a second user 11 different from the first user 11 is set based on the position information and orientation information of the terminal 100 owned by the second user 11. In this case, in order for the first user 11 to escape the attack range S of the user object 610 corresponding to the second user 11, the first user 11 needs to move while taking into account the position information and orientation information of the terminal 100 owned by the second user 11. This creates a game element in which the first user 11 moves while taking into account the position information and orientation information of the terminal 100 owned by another user 11, thereby further increasing the interest.

[0191] (4) When the attack by the attacking user object 610 is from behind the enemy object 613 set as the attack target, the amount of damage is greater than when the attack is not from behind. For this reason, when making the user's object 611 attack the enemy object 613, the user 11 may be able to progress the event more advantageously by making the user's object 611 attack from behind the enemy object 613. This creates a game element where the user's object 611 is moved behind the enemy object 613 to attack, rather than simply including the enemy object 613 in the attack range S of the user's object 611, and thus further enhances the enjoyment of the game. Furthermore, when the user's object 611 is attacked by the enemy object 613, the user 11 may be able to progress the event more advantageously by preventing the attack from coming from behind the user's object 611. This creates a game element where the user's object 611 is adjusted to at least avoid being attacked from behind the enemy object 613, even if the user cannot escape from the attack range S of the enemy object 613, and thus further enhances the enjoyment of the game.

[0192] (5) When the attack range S of the attacking user object 610 includes multiple enemy objects 613, the enemy object 613 that is located closest to the position P of the attacking user object 610 is set as the attack target. This prevents an enemy object 613 other than the predetermined enemy object 613 from being set as the attack target even though the user 11 approaches a predetermined enemy object 613 in order to attack it. Therefore, it is possible to prevent a decrease in interest caused by an enemy object 613 that the user 11 does not intend being set as the attack target.

[0193] (6) The user 11 can capture a base 620 by carrying the terminal 100 and moving around the real space, thereby associating the base 620 with another base 620. When multiple bases 620 are associated, effects are exerted according to the relationships between the associated multiple bases 620, allowing the event to proceed advantageously. This can motivate the user 11 to carry the terminal 100 and move around the real space, thereby increasing interest.

[0194] (7) The effect exerted within the effect range of the effect target location 620 changes depending on whether the number of locations 620 associated with the effect target location 620 is the first number or the second number. This can motivate the user 11 to associate multiple locations 620 by carrying the terminal 100 and moving around the real space, thereby increasing interest.

[0195] (8) The effect exerted within the effect range of the effect target location 620 changes depending on the combination of the type of effect target location 620 and the type of location 620 associated with the effect target location 620. This can motivate the user 11 to associate multiple locations 620 in various combinations by carrying the terminal 100 and moving around the real space, thereby increasing the interest.

[0196] (9) By capturing a base 620, the user 11 can associate the base 620 with an ally's base 620 located within the second range S2 from the base location of the base 620. This creates a game element in which the user 11 can use an already captured base 620 as a foothold to gradually capture bases 620 located within the second range S2 from the base location of the base 620, thereby increasing the fun factor.

[0197] (10) A base 620 can be captured by occupying the flag point 640 corresponding to that base 620. The flag point 640 can be occupied by having the user object 610 stay within the first range S1 from the flag position until the required occupation time has elapsed. This increases the sense of accomplishment felt when occupying the flag point 640 compared to when the flag point 640 can be occupied simply by moving the user object 610 from the flag position into the first range S1.

[0198] (11) In order to occupy the flag point 640, it is necessary to wait within the first range S1 from the flag position until the required occupancy time has elapsed. Therefore, if multiple users 11 are planning to occupy the flag point 640, it becomes easier for them to approach other user objects 610. This increases the chances for the users 11 to battle each other, thereby increasing the fun factor.

[0199] (12) By carrying the terminal 100 and moving around in real space, the user 11 can cancel the capture of a base 620 by the enemy team and can also cancel the association between the base 620 and a base 620 that is being captured by a different enemy team. This can provide the user 11 with the motivation to move around in real space by increasing the number of bases 620 captured by the friendly team and decreasing the number of bases 620 captured by the enemy team, thereby preventing the user 11 from becoming bored. Furthermore, this can allow the user 11 to choose, at their will, whether to play a role in increasing the number of bases 620 captured by the friendly team or to play a role in decreasing the number of bases 620 captured by the enemy team, depending on the user 11's play frequency and login time. This can prevent the user 11 from being unable to enjoy the event due to the user 11's play frequency and login time.

[0200] (13) When the enemy team releases its control of a base 620 and disassociates it from another base 620 controlled by the enemy team, the friendly team can newly control the base 620 that has been released from the enemy team's control. This provides an incentive for the enemy team to release its control of the base 620 and disassociate it from another base 620 controlled by the enemy team, thereby increasing the enjoyment of the game.

[0201] (14) As an example, an event progresses by each of multiple users 11 participating in the event carrying a terminal 100 and moving around real space, battling other users 11 and capturing bases 620. In such an event, if there are differences in the locations or movement patterns of the multiple users 11 participating in the event, some users 11 may not be able to enjoy the game. In this regard, the present disclosure adjusts the multiple users 11 participating in the event based on matching information regarding the locations and movement of the multiple users 11, thereby preventing the occurrence of users 11 who are unable to enjoy the game and improving interest.

[0202] (15) When matching multiple users 11, users 11 with location parameters similar to those of the assigned user 11 are matched. This can prevent a user 11 from being unable to enjoy the game due to differences in location among the matched multiple users 11.

[0203] (16) When matching multiple users 11, users 11 with similar movement parameters to the assigned users 11 are matched. This can prevent the occurrence of a user 11 who cannot enjoy the game due to differences in movement patterns among the matched multiple users 11.

[0204] (17) When matching multiple users 11, the multiple users 11 participating in the event are adjusted based on matching information regarding the positions and movements of the users 11, as well as matching information regarding the strength, number of plays, and time period in which each user 11 plays. This makes it possible to prevent the occurrence of users 11 who cannot enjoy the game due to the strength, number of plays, or time period in which each user 11 plays among the multiple users 11 participating in the event.

[0205] (18) When multiple users 11 participating in an event are assigned to multiple teams, the averages of parameters related to the positions and movements of the multiple users 11 assigned to each team are adjusted so that they are close to each other. This makes it possible to prevent differences between teams in the averages of parameters related to the positions and movements of the multiple users 11 assigned to each team, thereby reducing unfairness caused by team assignment and improving interest.

[0206] (19) When dividing real space into multiple areas and matching users 11 located in each area, there may be differences in the number of users 11 located in each area. In this case, unfairness may arise in that the ease of completing matching between areas varies depending on the number of users 11 located in each area. In this regard, in the present disclosure, if there is a specific area in which there are fewer than a certain number of users 11 waiting to be matched, a specific user 11 located in the specific area can be matched with a user 11 located in another area. This can reduce unfairness in that the ease of completing matching between areas varies depending on the number of users 11 located in each area.

[0207] (20) When a specific user 11 is included among the multiple users 11 participating in an event, there may be differences in the distances between the real-space location associated with the base 620 that serves as the reference for the event and the corresponding base 620 among the multiple users 11 participating in the event. In this case, it may be difficult to appropriately enjoy battling other users 11 or capturing the base 620 in the event. In this regard, in the present disclosure, when a specific user 11 is included among the multiple users 11 participating in the event, the location at which the specific user object 610 is placed is adjusted. As a result, even when there are differences in the distances between the real-space location associated with the base 620 that serves as the reference for the event and the corresponding base 620 among the multiple users 11 participating in the event, the user object 610 corresponding to each user 11 can be placed in an appropriate location. This makes it possible to prevent a decrease in interest.

[0208] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. [Change Example 1] Although the player's own object 611 is assumed to include a main object 611a and a sub-object 611b, the present invention is not limited to this. As an example, the number of player's own objects 611 may be one. Furthermore, the number of player's own objects 611 may be two, or four or more.

[0209] [Change Example 2] The main object 611a and the sub-objects 611b may be operated by cooperation between multiple users 11. As an example, an arbitrary first user 11 may operate the main object 611a using the first terminal 100, while a second user 11 different from the first user 11 may operate the sub-object 611b using the second terminal 100. That is, the second user 11 may operate the sub-object 611b of the user's object 611 as a companion of the first user 11. In this case, as an example, the processor 210 may set the movement directions of the main object 611a and the sub-objects 611b according to position information and orientation information of the first terminal 100. That is, even when the second user 11 operates the sub-object 611b using the second terminal 100, the movement direction of the sub-object 611b may be set by a movement process performed based on the position information and orientation information of the first terminal 100. This allows the main object 611a and the sub-object 611b to be moved in coordination in the virtual space, regardless of the positional relationship between the first user 11 and the second user 11 in real space. Meanwhile, the processor 210 sets the attack range S of the main object 611a according to the position information and orientation information of the first terminal 100 and the weapon information of the main object 611a. The processor 210 may then set the attack range S of the sub-object 611b according to the position information and orientation information of the second terminal 100 and the weapon information of the sub-object 611b. In other words, when the second user 11 operates the sub-object 611b, the attack range S of the sub-object 611b may be set by an attack determination process that is performed based on the position information and orientation information of the second terminal 100 and the weapon information of the sub-object 611b. This makes it possible to provide a gaming experience in which an event progresses while changing the position and posture of the terminal 100 for each of the first user 11 and the second user 11.

[0210] [Change Example 3] When multiple enemy objects 613 are located within the attack range S of the attacking user object 610, the method for setting which of the multiple enemy objects 613 is to be set as the attack target may be changed as appropriate. That is, when multiple objects are located within the range of effect, which object is to be set as the effect target is arbitrary. As an example, when an operation for selecting an attack target is performed using the terminal 100, the processor 210 of the server 200 may set the enemy object 613 to be attacked based on the content of the attack target selection operation. That is, when multiple enemy objects 613 are located within the attack range S, an operation for selecting which of the multiple enemy objects 613 to be attacked first may be accepted. In this case, the processor 110 of the terminal 100 accepts the operation for selecting the attack target using the terminal 100 and transmits the content of the selection operation to the server 200. As an example, the operation for selecting the attack target may be performed by tapping on a portion of the event screen 60 of the terminal 100 where the enemy object 613 to be attacked is displayed.

[0211] 24, as an example, when an affirmative judgment is made in step S503 of the attack determination processing, in step S510, processor 210 determines whether an operation to select an attack target has been performed. If an operation to select an attack target has not been performed (step S510: NO), processor 210 proceeds to the processing of step S504, and sets enemy object 613 located closest to position P of attacking user object 610 as the attack target. On the other hand, when an operation to select an attack target has been performed (step S510: YES), in step S511, processor 210 may set enemy object 613 selected by the operation to select an attack target as the attack target.

[0212] For example, the operation of selecting an attack target using terminal 100 may be performed before or after the attack instruction operation. Furthermore, the operation of selecting an attack target using terminal 100 may also serve as the attack instruction operation. As an example, processor 210 may change the enemy object 613 to be attacked depending on whether or not the operation of selecting an attack target has been performed. As an example, when the operation of selecting an attack target has been performed, processor 210 may set the selected enemy object 613 as the attack target. On the other hand, when the operation of selecting an attack target has not been performed, processor 210 may set the enemy object 613 located closest to position P of user object 610 to be attacked in virtual space as the attack target. This improves the convenience of attacking a specific enemy object 613 when multiple enemy objects 613 are located within attack range S.

[0213] [Change Example 4] When multiple enemy objects 613 are located within the attack range S of the attacking user object 610, it may be possible to set multiple enemy objects 613 that are some or all of the multiple enemy objects 613 located within the attack range S as attack targets. In other words, when multiple objects are located within the range of effect, it may be possible to set multiple objects that are some or all of the multiple objects located within the range of effect as effect targets. As an example, depending on the weapon used by the user object 610, all of the multiple enemy objects 613 located within the attack range S may be set as attack targets, or only some of them may be set as attack targets. As an example, the upper limit on the number of enemy objects 613 that can be set as attack targets may vary depending on the weapon used by the user object 610.

[0214] [Change Example 5] The amount of damage inflicted when attacking the enemy object 613 may be changed depending on the relationship between the attacking user object 610 and the enemy object 613. As an example, the amount of damage inflicted when attacking the enemy object 613 may be changed depending on the distance between the attacking user object 610 and the enemy object 613. As an example, the amount of damage inflicted when attacking the enemy object 613 may be changed depending on the rank difference between the user 11 corresponding to the attacking user object 610 and the user 11 corresponding to the enemy object 613.

[0215] [Change Example 6] The location of each base 620 may be changed as appropriate. For example, the multiple bases 620 may not be arranged at equal intervals. In this case, the effect exerted within the effect range of the effect target base 620 may change depending on whether the distance between the effect target base 620 and the base 620 associated with the effect target base 620 is a first distance or a second distance longer than the first distance. For example, when the distance between the effect target base 620 and the base 620 associated with the effect target base 620 is the second distance, a more advantageous effect may be exerted on the user 11 of the team capturing the effect target base 620 than when the distance is the first distance. This can motivate the user 11 to capture more distant bases 620 by carrying the terminal 100 and moving around real space, thereby increasing the interest.

[0216] [Change Example 7] The type of base 620 may be changed as appropriate. The effect exerted within the effective range of each base 620 when that base 620 is captured may be changed as appropriate. For example, the effect may be an increase in the parameters of the ally object 612, a decrease in the parameters of the enemy object 613, or an increase in the rate at which a specific virtual item can be obtained. Furthermore, the effect exerted when multiple bases 620 are associated may be changed as appropriate. As an example, when multiple bases 620 are associated, a different effect may be exerted than when each base 620 is captured individually.

[0217] [Change Example 8] As an example, each base 620 may be associated with another base 620 so that its effect is exerted within its range of effect. In other words, if each base 620 is not associated with another base 620, its effect may not be exerted within its range of effect even when it is controlled by a team. That is, the condition for exerting an effect within the range of effect of each base 620 may include being associated with another base 620. As an example, each base 620 may be associated with another base 620 so that its effect is exerted within its range of effect by being included in the same base group as a specific base 620. That is, the condition for exerting an effect within the range of effect of each base 620 may include being included in the same base group as the specific base 620. As an example, the specific base 620 may be a base base 621.

[0218] [Change Example 9] Processor 210 may change the effect exerted within the effect range of effect target base 620 before and after a predetermined time has elapsed since effect target base 620 became associated with another base 620. In this case, after the predetermined time has elapsed since effect target base 620 became associated with another base 620, an effect advantageous to user 11 of the team that controls effect target base 620 may be exerted compared to before the predetermined time had elapsed.

[0219] [Change Example 10] The number of flag points 640 placed for one base 620 may differ for each base 620. As an example, the number of flag points 640 placed for one base 620 may differ between the base base 621, the auxiliary base 622, and the defense base 623. In other words, the number of flag points 640 placed for one base 620 may differ between the first type base 620 and the second type base 620.

[0220] [Change Example 11] The method for capturing each base 620 may be changed as appropriate. For example, each base 620 may be captured when a capture condition is met, including the user object 610 being located within a predetermined range from the base location of the base 620. In this case, flag points 640 may not be placed in the virtual space. Furthermore, the method for capturing each base 620 may differ for each base 620. For example, the method for capturing the base 620 may differ between the base base 621, the auxiliary base 622, and the defense base 623. In other words, the method for capturing the base 620 may differ between the first type of base 620 and the second type of base 620. Similarly, the method for releasing the capture of each base 620 may be changed as appropriate.

[0221] [Change Example 12] The predetermined relationship that enables an arbitrary first location 620 and a second location 620 different from the first location 620 to be associated with each other is not limited to the location of the second location 620 being within a specified range from the location of the first location 620, and may be changed as appropriate. For example, the predetermined relationship may be set in advance by the processor 210.

[0222] [Change Example 13] The attack range S of the user object 610 may be set according to a virtual item other than a weapon, in addition to or instead of a weapon. As an example, a virtual item may temporarily or permanently extend the attack range S of the user object 610. As an example, a virtual item may impart another effect to the user object 610 instead of narrowing the attack range S. For example, the other effect may increase the amount of damage the user object 610 inflicts when attacking, or reduce the amount of damage the user object 610 receives when attacked by another user object 610.

[0223] [Change Example 14] Virtual items, such as weapons, may be obtainable at an event or at an opportunity separate from the event. For example, virtual items may be obtainable in a lottery held by paying a predetermined price, or by entering a predetermined code. As an example, an obtained virtual item may be consumed by being used in an event, or may remain in the possession of user 11 even after being used in an event without being consumed. As an example, there may be virtual items that are consumed by being used in an event, and virtual items that remain in the possession of user 11 even after being used in an event without being consumed.

[0224] [Change Example 15] A process for causing the user 11 participating in the event to leave the event may be possible. As one example, the processor 210 may cause the user 11 corresponding to the user object 610 to leave the event when the current location of the user object 610 is outside the range of the virtual space corresponding to the event's holding area for a certain period of time. As another example, the processor 210 may cause the user 11 corresponding to the user object 610 to leave the event when the current location of the user object 610 is further away from the base location of the reference base 620 than a certain distance.

[0225] [Change Example 16] The specific event screen 60 on the terminal 100 of the specific user 11 may be configured to display the same field object 601 as that of a user 11 other than the specific user 11. In other words, the specific event screen 60 may display a field object 601 that does not correspond to the terrain, buildings, etc. in the real space around the specific user 11.

[0226] [Change Example 17] The processor 210 may be capable of determining a virtual space location different from the virtual space location corresponding to the current location of the user 11 as a location for placing the user object 610 corresponding to the user 11 other than a specific user 11. As an example, the processor 210 may determine a virtual space location different from the virtual space location corresponding to the current location of each user 11 for all of the multiple users 11 participating in the event. As an example, the processor 210 may place the user object 610 corresponding to each user 11 for all of the multiple users 11 participating in the event so that it is evenly distributed within the event holding area. In this case, as an example, the processor 210 may place the user object 610 corresponding to each user 11 for all of the multiple users 11 participating in the event so that it is an equal distance from the base location of the reference base 620. As another example, multiple users 11 located in Japan may participate in an event held in a virtual space in which a field object 601 is placed based on map data of a foreign country. This allows the users 11 to enjoy the event by using an area where it is difficult for them to travel in real space as the event holding area.

[0227] [Change Example 18] The procedure of the matching process may be modified as appropriate. As an example, the processor 210 may sequentially assign a user 11 who has started waiting for matching to one of multiple teams in an event in the area to which the user 11 belongs. That is, the processor 210 may sequentially assign a user 11 who has started waiting for matching as a designated user 11 without defining a population of multiple users 11 waiting for matching. In this case, as an example, when assigning a user 11 who has started waiting for matching, the processor 210 may make adjustments based on the matching information of the user 11 and the matching information of users 11 who have already been assigned. As an example, the processor 210 may match multiple users 11 who have similar predetermined parameters that can be identified from the matching information. As another example, the processor 210 may match multiple users 11 between multiple teams so that the parameters of the users 11 assigned to each team are similar with respect to predetermined parameters that can be identified from the matching information. Also, as an example, when a predetermined condition is satisfied, the processor 210 may assign the user 11 to an event in an area different from the area to which the user 11 belongs. For example, the predetermined condition may be that the number of users 11 waiting to be matched in the area to which the user 11 belongs is less than a predetermined number.

[0228] [Change Example 19] The above-described processes and the order of steps are merely examples and are not intended to be limiting. The order of steps and processes can be arbitrarily changed without departing from the scope of the embodiments and modifications.

[0229] [Change Example 20] One or more modules or functions provided in the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).

[0230] [Change Example 21] One or more modules or functions of the terminal 100 and the server 200 may be implemented by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads and executes the programs from the storage, thereby realizing the functions of the present disclosure. As already explained, the storage can be implemented as a non-volatile storage device.

[0231] [Change Example 22] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves).

[0232] [Change Example 23] The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).

[0233] [Change Example 24] The game program of the server 200 and the game program of the terminal 100 can be understood as one program, or they can be understood as separate programs. The server 200 may perform all processing, and the processing results may be displayed as images on the monitor 181 of the terminal 100.

[0234] [Change Example 25] In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. In other words, all of the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200 or by the processor 110 of the terminal 100.

[0235] [Change Example 26] Any specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, and any process and step other than the specific process and step may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, a computer may be configured with one or more terminals 100 and one or more servers 200. As an example, all of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 110 of the terminal 100. As an example, any part of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 210 of the server 200, and the remaining parts may be implemented by the processor 110 of the terminal 100.

[0236] [Change Example 27] The various functions that can be realized by the game control unit 201 are not limited to being configured by a single processor 210, but may be configured by multiple processors included in one server 200 or multiple servers 200. The various functions that can be realized by the game control unit 101 and the display control unit 104 are not limited to being configured by a single processor 110, but may be configured by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, the various functions may be configured by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200. In this way, a computer may be configured by one or more terminals 100, one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.

[0237] [Note] The present disclosure includes the following examples, in which reference numbers are used to designate components of the embodiments as an aid to understanding and not by way of limitation.

[0238] (Problem) For example, the purpose is to improve interest. (Supplementary Note 1) A program that causes a computer (110, 210) to acquire (S500) position information regarding the real-space position of a terminal (100) operated by a player (11), orientation information regarding the orientation of the terminal (100), and item information regarding a virtual item used by the player, and sets (S502) a range of a part of a virtual space as a range of influence (S) in accordance with the position information, the orientation information, and the item information, and, if an object (610) is located within the range of influence (S) (S503: YES), causes the object (610) to be influenced (S509).

[0239] For example, the gameplay can be enhanced by providing a game element in which the player holds a terminal and moves through real space, changing the orientation of the terminal and the virtual items used, in order to include a specific object within its range of influence.

[0240] (Appendix 2) The terminals (100) include a first terminal (100) and a second terminal (100), and the program described in Appendix 1 sets a first range of influence (S) according to the location information, orientation information, and item information of the first terminal (100) (S502), and sets a second range of influence (S) according to the location information, orientation information, and item information of the second terminal (100) (S502).

[0241] For example, the interest can be increased by having the player holding the first terminal set a first range of influence, and the player holding the second terminal set a second range of influence, by having the players adjust the position and orientation of each terminal and the items they use while playing the game.

[0242] (Appendix 3) The terminals (100) include a first terminal (100) and a second terminal (100), and the program described in Appendix 1 or Appendix 2 sets the direction of movement in the virtual space according to the position information and orientation information of the first terminal (100) (S900, S901), and sets the range of influence according to the position information, orientation information, and item information of the second terminal (100) (S502).

[0243] For example, the player holding the first device can set the direction of movement, and the player holding the second device can set the area of ​​influence, so that the players can cooperate to play the game while adjusting the position and orientation of each device and the items they use, thereby increasing the level of interest.

[0244] (Appendix 4) The terminals include a first terminal (100) and a third terminal (100), the objects (610) include a first object (610) associated with the first terminal (100), and when the first object (610) is located within the influence range (S) set according to the position information, the orientation information, and the item information of the third terminal (100) (S503: YES), the influence on the first object (610) is changed according to the orientation information of the first terminal (100) (S506 to S509), the program described in any of Appendices 1 to 3.

[0245] For example, by providing a game element in which the orientation of the terminal is adjusted in addition to simply checking whether the first object is within the range of influence, it is possible to increase the interest. (Appendix 5) A program described in any one of Appendices 1 to 4, wherein when multiple objects (610) are placed in the influence range (S), the object (610) closest to the position in the virtual space corresponding to the position information of the terminal (100) is given priority for influence (S504, S509).

[0246] For example, a player can adjust the object they want to affect by holding and moving the terminal. Therefore, when multiple objects are located within the range of influence, it is possible to prevent the player from affecting an unintended object, which would otherwise reduce the enjoyment of the game.

[0247] (Appendix 6) The program according to any one of Appendices 1 to 5, wherein when a plurality of the objects (610) are placed in the range of influence (S), an operation for selecting which of the plurality of objects (610) should be affected first is made acceptable (S510).

[0248] For example, the player can select an object to affect from among multiple objects located within the range of influence, which can prevent the player from affecting an unintended object and thereby reducing the excitement of the game when multiple objects are located within the range of influence.

[0249] (Supplementary Note 7) An information processing system that executes the following operations: acquiring (S500) position information regarding the position in real space of a terminal (100) operated by a player (11), orientation information regarding the orientation of the terminal, and item information regarding a virtual item used by the player; setting (S502) a range of a part of the virtual space as an influence range (S) according to the position information, the orientation information, and the item information; and influencing (S509) an object (610) when the object (610) is located within the influence range (S).

[0250] (Appendix 8) A program that causes a computer (110, 210) to place a plurality of objects (620) including a first object (620) and a second object (620) in a virtual space in correspondence with positions in the real space, and when predetermined conditions are met, including a position in the virtual space corresponding to a position in the real space of a terminal (100) operated by a player (11) becoming a first position (S700: YES), associates the first object (620) with the second object (620) (S709), and when the first object (620) and the second object (620) are associated, exerts an effect according to the relationship between the first object (620) and the second object (620) (S803).

[0251] For example, a player can associate a first object with a second object by carrying a terminal and moving around in real space. When the first object and the second object are associated, an effect is produced according to the relationship between the first object and the second object. This can motivate the player to carry a terminal and move around in real space, thereby increasing the interest.

[0252] (Appendix 9) The program described in Appendix 8, wherein when a plurality of the objects (620) including the first object (620) and the second object (620) are associated, the effect is changed when the distance between the associated plurality of the objects (620) is a first distance and when it is a second distance (S803).

[0253] For example, interest can be increased by motivating a player to associate a first object with a second object in various combinations where the distance between the first object and the second object varies by carrying a terminal and moving through real space.

[0254] (Appendix 10) The program described in Appendix 8 or Appendix 9, wherein when a plurality of the objects (620) including the first object (620) and the second object (620) are associated, the effect is changed (S803) depending on whether the number of the associated plurality of the objects (620) is a first number or a second number.

[0255] For example, the player can be motivated to adjust the number of associated objects by carrying the terminal and moving around the real space, thereby increasing the interest. (Appendix 11) The object (620) includes a plurality of types of the object (620), and when the first object (620) and the second object (620) are associated with each other, the effect is changed (S803) depending on the combination of the type of the first object (620) and the type of the second object (620). The program described in any one of Appendices 8 to 10.

[0256] For example, by motivating a player to associate multiple objects in a variety of combinations by carrying a terminal and moving around the real space, interest can be increased.

[0257] (Appendix 12) A program described in any of Appendices 8 to 11, wherein when a condition different from the predetermined condition is met (S700: YES), the first object (620) is activated (S707), the condition different from the predetermined condition being a condition including a position in the virtual space corresponding to a position in the real space of the terminal (100) becoming the first position, and the predetermined condition including a condition different from the predetermined condition being met (S708: YES) when the activated second object (620) is within a specified range (S2) from the position of the first object (620) in the virtual space.

[0258] For example, the gameplay can be enhanced by providing a gameplay in which an already activated object can be used as a foothold to gradually associate objects located within a specified range from the position of the object in the virtual space.

[0259] (Appendix 13) A program described in any one of Appendices 8 to 12, wherein the predetermined condition includes a predetermined time having elapsed since the position in the virtual space corresponding to the real-space position of the terminal (100) became the first position (S703: YES).

[0260] For example, in order to associate a first object with a second object, the player must move to a predetermined location while holding the terminal and wait until a predetermined time has elapsed. This increases the sense of accomplishment felt when the first object and the second object are associated, compared to when the first object and the second object can be associated by simply moving to a predetermined location.

[0261] (Appendix 14) The terminals (100) include a terminal (100) with a first attribute and a terminal (100) with a second attribute, and when the predetermined condition is met based on information about the terminal (100) with the first attribute, the first object (620) is associated with the second object (620) as the object (620) with the first attribute (S709), and when a release condition is met based on information about the terminal (100) with the second attribute, the association between the first object (620) associated as the object (620) with the first attribute and the second object (620) is released (S714). (Appendix 8 to Appendices 13)

[0262] For example, in addition to associating a first object with a second object, the player can have the fun of dissociating multiple objects that have been associated based on information from a terminal with attributes different from their own terminal.

[0263] (Appendix 15) A program described in any one of Appendices 8 to 14, wherein when the cancellation condition is met (S713: YES), the first object (620) whose association with the second object (620) has been cancelled can be associated with a third object (620) different from the second object (620) as the object (620) of the second attribute (S714).

[0264] For example, it is possible to motivate a user to remove the association between a plurality of objects that have been associated based on information about a terminal with attributes different from that of the user's own terminal, thereby increasing interest. (Appendix 16) An information processing system that executes the following operations: arranging a plurality of objects (620) including a first object (620) and a second object (620) in a virtual space in correspondence with positions in real space; associating the first object (620) with the second object (620) when predetermined conditions are met, including a position in the virtual space corresponding to a position in real space of a terminal (100) operated by a player (11) becoming a first position (S700: YES); and, when the first object (620) and the second object (620) are associated, exerting an effect according to the relationship between the first object (620) and the second object (620) (S803).

[0265] (Appendix 17) A program that causes a computer (110, 210) to make adjustments in accordance with information including at least one of information regarding the positions and movements of the multiple players (11) in real space when matching the multiple players (11) (S405, S407, S408).

[0266] For example, by preventing differences in position and movement patterns between multiple matched players, it is possible to prevent players from being unable to enjoy the game, thereby increasing the enjoyment of the game.

[0267] (Appendix 18) The program described in Appendix 17, wherein the information includes information about the positions of the multiple players (11) in real space, and the adjustment involves matching the multiple players (11) among the multiple players (11) that have similar feature values ​​related to their positions identified from the information (S405, S407).

[0268] For example, it is possible to prevent a player from being unable to enjoy the game due to differences in positional patterns among multiple matched players. (Appendix 19) The program described in Appendix 17 or Appendix 18, wherein the information includes information regarding the movements of the plurality of players (11), and the adjustment involves matching the plurality of players (11) with similar movement-related features identified from the information (S405, S407).

[0269] For example, it is possible to prevent a player from being unable to enjoy the game due to differences in movement patterns among multiple matched players. (Appendix 20) The program described in any one of Appendices 17 to 19, wherein the information includes at least one of strength information regarding the strength of the player (11), number of times information regarding the number of times the player (11) has played, and time zone information regarding the time zone during which the player (11) plays.

[0270] For example, it is possible to prevent a user 11 from being unable to enjoy the game due to the strength of each player, the number of times they have played, or the time of day they play, among multiple matched players. (Appendix 21) The program according to any one of Appendices 17 to 20, wherein when matching the plurality of players (11), the plurality of players (11) are assigned to any one of a plurality of groups (S402, S408), and when assigning the plurality of players (11) to the plurality of groups, adjustments are made so that feature quantities identified from the information of the players (11) assigned to each group are similar between the plurality of groups (S408).

[0271] For example, it is possible to prevent differences in the characteristics relating to the positions and movements of the multiple players assigned to each group from occurring between multiple groups, thereby reducing unfairness caused by group assignments and improving interest.

[0272] (Appendix 22) A program described in any one of Appendices 17 to 21, which places a reference object (620) in a virtual space in correspondence with a position in real space, and places avatars (610) of the matched players (11) in the virtual space according to the position of the reference object (620) (S412).

[0273] For example, it is possible to prevent unfairness from occurring due to the positional relationship between the real-space positions of each matched player and the reference object, thereby improving interest. (Appendix 23) The program according to any one of Appendices 17 to 22, wherein avatars (610) of the plurality of matched players (11) are placed in a virtual space (S412), and when the plurality of matched players (11) includes a player (11) that satisfies a condition regarding a position in real space, when placing the avatar (610) of that player (11) in the virtual space, the position at which the avatar (610) is placed is adjusted (S411).

[0274] For example, if a player among multiple matched players satisfies a condition regarding a position in real space, the position of the avatar corresponding to that player is adjusted. Therefore, even if there is a difference in the positions of the multiple matched players in real space, the avatar corresponding to each player can be placed in an appropriate position. This prevents a decrease in interest.

[0275] (Appendix 24) An information processing system in which, when matching multiple players (11), adjustments are made according to information including at least one of information regarding the real-space positions and information regarding the movements of the multiple players (11) (S405, S407, S408).

[0276] The configurations described in Supplementary Notes 1 to 24 may be appropriately applied to the fields of devices, systems, methods, and media. It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled. [Explanation of symbols]

[0277] S...Attack range S1...First range S2...Second range S3...Third range 10...Information processing system 11...User 100...Terminal 101...Game control unit 102...Posture acquisition unit 103...Position acquisition unit 110...Processor 200...Server 201...Game control unit 210...Processor 610...User object 620...Base

Claims

1. On the computer, placing a plurality of objects including a first player object corresponding to the first player and a second player object corresponding to the second player in association with coordinates in a virtual space; Associating first item information relating to a virtual item with the first player; Associating second item information relating to a virtual item with the second player; acquiring first position information relating to a position in real space of a first terminal operated by the first player, first orientation information relating to an orientation of the first terminal, the first item information, second position information relating to a position in real space of a second terminal operated by the second player, second orientation information relating to an orientation of the second terminal, and the second item information; setting a part of the virtual space as a first range of influence of the first player object in accordance with the first position information, the first orientation information, and the first item information; when an object other than the first player object is placed at a position within the first range of influence, changing a parameter of the object other than the first player object; setting a part of the virtual space as a second range of influence of the second player object in accordance with the second position information, the second orientation information, and the second item information; when an object other than the second player object is placed at a position within the second range of influence, changing a parameter of the object other than the second player object; a program that sets movement directions of the first player object and the second player object in the virtual space according to the first position information and the first orientation information;

2. arranging a plurality of objects including a first player object corresponding to the first player and a second player object corresponding to the second player in association with coordinates in a virtual space; Associating first item information relating to a virtual item with the first player; Associating second item information relating to a virtual item with the second player; acquiring first position information relating to a position in real space of a first terminal operated by the first player, first orientation information relating to an orientation of the first terminal, the first item information, second position information relating to a position in real space of a second terminal operated by the second player, second orientation information relating to an orientation of the second terminal, and the second item information; setting a partial range of the virtual space as a first range of influence of the first player object according to the first position information, the first orientation information, and the first item information; changing a parameter of an object other than the first player object when the object is located at a position within the first range of influence; setting a partial range of the virtual space as a second range of influence of the second player object according to the second position information, the second orientation information, and the second item information; changing a parameter of an object other than the second player object when the object is located at a position within the second range of influence; setting movement directions of the first player object and the second player object in the virtual space in accordance with the first position information and the first orientation information.

Citation Information

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